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That door sound is awesome indeed. The pick up as well. However, this is only some CGI. I'm curious as to how it plays.

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Couldn't sleep so I was thinking about this new Doom. They shouldn't have made it take place on earth. I know it's logical (Doom 3 was a remake of Doom 1 and this would be a remake of Doom 2: Hell on Earth). However, back in those days we didn't have the graphical power to accurately display earth in a game. So many games already take place on earth and I for one have a hard time imagining Doom on earth without losing that typical Doom feeling. Darksiders did it and although it was a great game, the earth sections we're definitively the weaker parts. Besides, as a sci-fi horror fan, I think it's a setting that's underused. 

 

Instead they should focus on what made Doom 2 great. It was more open, it had bigger fights and a larger scale overall. I really hope they don't try to mimic COD and stick to smooth run and gun gameplay with hordes of demons. No RPG stuff please. Also, they suck at doing story driven stuff. If I were them I would take a good look at Aliens and the Dead Space games for inspiration. Make it a sequel to Doom 3 and have it start with a marine battalion being sent to Mars to investigate the distress calls. Have it take place on the ruined UAC basis and hire a talented writer. 

 

For context I would start by focus on finding out what happened. After that, the focus should be on retrieving the gate that allows the demons to come through. You could make it that the marines have to retrieve that gate, get it on board of the ship so it can be shipped to a space station where scientist can figure out how to close it for good. Of course ending in sending you with the marines though and finish it off in Hell. This allows for a variation in settings (Mars, space ship and station (Dead Space) and Hell). I would have the game switch between moments you are alone (tension, horror) and moments you work with squads. This should help pacing. You could also use zero gravity for some awesome fights (again, Dead Space).

 

Drop in and drop out coop would be a given. Have players team up against the demons. Also, full fledged multiplayer, including a horde modus and of course mod support (which is unlikely due to IdTech5 it's nature). Biggest selling point would be massive fights that aren't scripted. So you got big set pieces but not the COD kind. Destructible environment, secrets and no more monster closets. Also, well lit environments (let it make sense) and dark where it needs to be. No switching between flashlight and gun. No mandatory vehicle sections please unless it works in the game's advantage.

 

That's what my Doom would be. 

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I'm going to go ahead and say it, I know this might be a bad thing to do and may haunt me, megatextures are the worst possible feature in the history 3D engines. Not only is it the worst feature but it was also shoe horned into the worst possible environments to support the feature making it even more terrible. Ok done. off my chest now...

 

I want to see how they go about building the new Doom as I feel really passionate about this topic. I feel like old school design has gotten a bad rap when it is absolutely viable and fun with solid level design. I see zero excuses for them to not pull this off IMHO.

Edited by Castle

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In the promo shots, Rage was looking like no other game before it, and the mega textures gave the unique look that Carmack always said wanted to achieve.

Of course they're highly impractical and had too many trade offs on old consoles.

I always wondered if it's a tech that could work for streaming directly online, and I mean stream the tiles instead of installing gigs of data.

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In the promo shots, Rage was looking like no other game before it, and the mega textures gave the unique look that Carmack always said wanted to achieve.

Of course they're highly impractical and had too many trade offs on old consoles.

I always wondered if it's a tech that could work for streaming directly online, and I mean stream the tiles instead of installing gigs of data.

if it were streaming the textures, it would likely be even more compressed to compensate for most of the US's internet (And imagine it in Canada, where data caps are awful, apparently).

Edited by Marcem

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Yeah, of course I'm talking about ideal conditions, like those you need for OnLive ;)

(And to be maybe used for lesser time response demanding applications, like displaying stuff in 3D on a webpage)

Edited by blackdog

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I'm going to go ahead and say it, I know this might be a bad thing to do and may haunt me, megatextures are the worst possible feature in the history 3D engines. Not only is it the worst feature but it was also shoe horned into the worst possible environments to support the feature making it even more terrible. Ok done. off my chest now...

 

Have you played Wolfenstein?! The game looks absolutely awesome, sharp and the levels have a very handcrafted look to them because they can easily hide seams with stamps (decals) that later get baked into the textures, and they don't need to worry about resusage as much as we do. (At least not from the technical point of view)

 

Rage was the very first game released with this tech, therefor it came out with it's fair share of problems, wolfenstein was just the first iteration and it's already looking amazing. Also, it's worth mentioning that Wolfenstein is also a PS3/Xbox360 game, imagine the next game that'll run on idtech5, it'll probably be next-gen only, materials will most likely have PBR and way more memory buffer to play around with.

 

The ONLY fault of megatextures was because it was way ahead of it's time.

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It's more about constant loading and streaming, that ruins the immersion for me :( I wouldn't say megatextures are bad. I like the idea but it's just one from several ways to handle texture memory and speed loading. Many other engines can easily render beautiful levels without that tech so that pretty sums up what I think about megatextures...

 

The game looks nice, it's not mind blowing, it's just OK and passes the standards.

 

I think that hardware defines the tech and right now we have way more memory and way faster hard drives/RAM to use usual streamed content and megatextures is not needed so much as it was when we had less than 500MB of GFX memory.

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Megatextures have a lot to offer, it's just a matter of storage and tech at this point. I don't think any engine can bring the same thing, but they also bring a lot of issues. Bottom line is that you will never get the same result with another engine and they're super handy to use, whether if it's the best or the worst is a different story... :)

(ok, I'm pretty drunk but I mean it, megatextures are cool!)

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megatextures, the way they are implemented in the idtech5 engine are a dead end. Baking the lighting and normal maps into a single diffuse map is cheap but ultimately makes for extremely static environments, which really limits the kinds of games you can make.

 

I'd love to see an engine do a hybrid implementation, where some objects can use mega textures, but it also works in conjunction with traditional techniques, realtime lighting, physics, etc.. I just wanna be able to put a really big texture on an assets if I need to, but I dont want it everywhere with everything baked into it :).

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Doing PBR on idtech5 would probably require about 3-5x the memory. It's no longer a single map, diffuse, normal, ao, spec, roughness etc needs to be stored separately. A game like wolfenstein would be like 200 GB doing this.. which is a little ridiculous

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Doing PBR on idtech5 would probably require about 3-5x the memory. It's no longer a single map, diffuse, normal, ao, spec, roughness etc needs to be stored separately. A game like wolfenstein would be like 200 GB doing this.. which is a little ridiculous

isn't it using all those maps already? how would they do dynamic lighting in wolfenstein and rage? :o

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