Not as good as Doom II

elc

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Archived from groups: alt.games.doom (More info?)

I really admire Id Software and all of their efforts, but these are my
complaints. What I really want are levels similar to Doom II, but, of
course, with the Doom 3 Graphics.
If you think about it, everything in Doom II/Final Doom is also
scripted, but they aren't little specific events that make the game
boring when you play again. The reason is, the D2 levels more often
gave you some room to run around, do things differently. I played D2
so many times, it can't be healthy. And I loved it. I finished this
once, play again and...eh... it's not the same.
Another thing is the movie-like experience. Yes, it's well done,
but, again, it's just forcing you along a path in a way that should
really be better than D2, and it's not. I want to be able to explore.
There should be more demonic/hellish levels, but we only get one.
One of the great things about D2 was in such levels there was more
creativity in level design. Frankly, Doom 3 just looks like a
glorified Quake II. It looks great, though, but there's just too much
of being inside tight spaces with metal walls.
The Hell level was cool, so were the later cavern areas and
excavation sites, of course. Great job. But this just lacks the
creativity in level design that D2 had. The great thing about D2 was
wandering around and exploring the strange environments.
It's a fantastic looking game, and it was fun to play, but I'd be
lying if I said I wasn't a little disappointed. I hope some other
parties will make some more interesting Doom experiences with the
engine. More different environments.
Finally, the creatures. They all look great but I dont like the
boss idea as presented here. I want a few levels where I get to face
a Cyberdemon, not just one arena at the very end.
So, those are my personal complaints. Everybody already knows the
good stuff. I'd love to help on the design of new material.
 
Archived from groups: alt.games.doom (More info?)

3 things I miss about it (as well as some of your points) :
no -fast, -fast monsters, -turbo command line options- the game is way to
slow for
the sake of repetitive graphics...
and no chance of triggering mass 'monster brawls', and watching from a
distance -
it will be interesting to see what 3rd party tools come out for d3 maps -
might
have to get the old wad-building head on again :)


"ELC" <eric@elcmedia.com> wrote in message
news:ebfa4074.0409280000.6354dcc7@posting.google.com...
> I really admire Id Software and all of their efforts, but these are my
> complaints. What I really want are levels similar to Doom II, but, of
> course, with the Doom 3 Graphics.
> If you think about it, everything in Doom II/Final Doom is also
> scripted, but they aren't little specific events that make the game
> boring when you play again. The reason is, the D2 levels more often
> gave you some room to run around, do things differently. I played D2
> so many times, it can't be healthy. And I loved it. I finished this
> once, play again and...eh... it's not the same.
> Another thing is the movie-like experience. Yes, it's well done,
> but, again, it's just forcing you along a path in a way that should
> really be better than D2, and it's not. I want to be able to explore.
> There should be more demonic/hellish levels, but we only get one.
> One of the great things about D2 was in such levels there was more
> creativity in level design. Frankly, Doom 3 just looks like a
> glorified Quake II. It looks great, though, but there's just too much
> of being inside tight spaces with metal walls.
> The Hell level was cool, so were the later cavern areas and
> excavation sites, of course. Great job. But this just lacks the
> creativity in level design that D2 had. The great thing about D2 was
> wandering around and exploring the strange environments.
> It's a fantastic looking game, and it was fun to play, but I'd be
> lying if I said I wasn't a little disappointed. I hope some other
> parties will make some more interesting Doom experiences with the
> engine. More different environments.
> Finally, the creatures. They all look great but I dont like the
> boss idea as presented here. I want a few levels where I get to face
> a Cyberdemon, not just one arena at the very end.
> So, those are my personal complaints. Everybody already knows the
> good stuff. I'd love to help on the design of new material.
 
Archived from groups: alt.games.doom (More info?)

I have to agree with you on the points you brought up. I think that the big
draw for me on Doom 2 was the Earth-like environment which gave some
familiarity while fighting demons. And the wide open space is a definite.
In Doom 3, you're almost like Ripley from the Alien movies trying to get a
mission accomplished and fight demons along the way in rooms and corridors.
I really enjoyed the exploration possibilities of the levels in Doom 2.
Especially with the creative ideas that other level builders made and posted
on the Internet.

Don't get me wrong - id did a fantastic job on D3. I suppose that D3 is
like a soft porn flick with a plot, as where D2 was just the good stuff and
hardly any plot. ;-)

Tim...
http://www.texaschainsawmassacre.net

"ELC" <eric@elcmedia.com> wrote in message
news:ebfa4074.0409280000.6354dcc7@posting.google.com...
> I really admire Id Software and all of their efforts, but these are my
> complaints. What I really want are levels similar to Doom II, but, of
> course, with the Doom 3 Graphics.
> If you think about it, everything in Doom II/Final Doom is also
> scripted, but they aren't little specific events that make the game
> boring when you play again. The reason is, the D2 levels more often
> gave you some room to run around, do things differently. I played D2
> so many times, it can't be healthy. And I loved it. I finished this
> once, play again and...eh... it's not the same.
> Another thing is the movie-like experience. Yes, it's well done,
> but, again, it's just forcing you along a path in a way that should
> really be better than D2, and it's not. I want to be able to explore.
> There should be more demonic/hellish levels, but we only get one.
> One of the great things about D2 was in such levels there was more
> creativity in level design. Frankly, Doom 3 just looks like a
> glorified Quake II. It looks great, though, but there's just too much
> of being inside tight spaces with metal walls.
> The Hell level was cool, so were the later cavern areas and
> excavation sites, of course. Great job. But this just lacks the
> creativity in level design that D2 had. The great thing about D2 was
> wandering around and exploring the strange environments.
> It's a fantastic looking game, and it was fun to play, but I'd be
> lying if I said I wasn't a little disappointed. I hope some other
> parties will make some more interesting Doom experiences with the
> engine. More different environments.
> Finally, the creatures. They all look great but I dont like the
> boss idea as presented here. I want a few levels where I get to face
> a Cyberdemon, not just one arena at the very end.
> So, those are my personal complaints. Everybody already knows the
> good stuff. I'd love to help on the design of new material.
 
Archived from groups: alt.games.doom (More info?)

From what Ive read somewhere there is a program which can convert QuakeX
maps to use in Doom3 engine. Im not sure if it can convert Doom or Quake
maps, but hopefully someone will release a useable tool for us sometime.

"ELC" <eric@elcmedia.com> wrote in message
news:ebfa4074.0409280000.6354dcc7@posting.google.com...
>I really admire Id Software and all of their efforts, but these are my
> complaints. What I really want are levels similar to Doom II, but, of
> course, with the Doom 3 Graphics.
> If you think about it, everything in Doom II/Final Doom is also
> scripted, but they aren't little specific events that make the game
> boring when you play again. The reason is, the D2 levels more often
> gave you some room to run around, do things differently. I played D2
> so many times, it can't be healthy. And I loved it. I finished this
> once, play again and...eh... it's not the same.
> Another thing is the movie-like experience. Yes, it's well done,
> but, again, it's just forcing you along a path in a way that should
> really be better than D2, and it's not. I want to be able to explore.
> There should be more demonic/hellish levels, but we only get one.
> One of the great things about D2 was in such levels there was more
> creativity in level design. Frankly, Doom 3 just looks like a
> glorified Quake II. It looks great, though, but there's just too much
> of being inside tight spaces with metal walls.
> The Hell level was cool, so were the later cavern areas and
> excavation sites, of course. Great job. But this just lacks the
> creativity in level design that D2 had. The great thing about D2 was
> wandering around and exploring the strange environments.
> It's a fantastic looking game, and it was fun to play, but I'd be
> lying if I said I wasn't a little disappointed. I hope some other
> parties will make some more interesting Doom experiences with the
> engine. More different environments.
> Finally, the creatures. They all look great but I dont like the
> boss idea as presented here. I want a few levels where I get to face
> a Cyberdemon, not just one arena at the very end.
> So, those are my personal complaints. Everybody already knows the
> good stuff. I'd love to help on the design of new material.
 
Archived from groups: alt.games.doom (More info?)

Although I haven't finished yet the game, I must agree to you. One (or two,
whatever) more things: imagination. humor. Do anyone remember DUKE
NUKEM?? O.K., we cannot talk about graphics and all such things, but...
There are many interesting levels, many references - and most of all,
hilarious monsters and heros... Until now, the only thing I saw in this
way was the 'smacking duck machine' in the beginning of the game.
 
Archived from groups: alt.games.doom (More info?)

"ELC" <eric@elcmedia.com> wrote in message
news:ebfa4074.0409280000.6354dcc7@posting.google.com...
>I really admire Id Software and all of their efforts, but these are my
> complaints. What I really want are levels similar to Doom II, but, of
> course, with the Doom 3 Graphics.
> If you think about it, everything in Doom II/Final Doom is also
> scripted, but they aren't little specific events that make the game
> boring when you play again. The reason is, the D2 levels more often
> gave you some room to run around, do things differently. I played D2
> so many times, it can't be healthy. And I loved it. I finished this
> once, play again and...eh... it's not the same.
> Another thing is the movie-like experience. Yes, it's well done,
> but, again, it's just forcing you along a path in a way that should
> really be better than D2, and it's not. I want to be able to explore.
> There should be more demonic/hellish levels, but we only get one.
> One of the great things about D2 was in such levels there was more
> creativity in level design. Frankly, Doom 3 just looks like a
> glorified Quake II. It looks great, though, but there's just too much
> of being inside tight spaces with metal walls.
> The Hell level was cool, so were the later cavern areas and
> excavation sites, of course. Great job. But this just lacks the
> creativity in level design that D2 had. The great thing about D2 was
> wandering around and exploring the strange environments.
> It's a fantastic looking game, and it was fun to play, but I'd be
> lying if I said I wasn't a little disappointed. I hope some other
> parties will make some more interesting Doom experiences with the
> engine. More different environments.
> Finally, the creatures. They all look great but I dont like the
> boss idea as presented here. I want a few levels where I get to face
> a Cyberdemon, not just one arena at the very end.
> So, those are my personal complaints. Everybody already knows the
> good stuff. I'd love to help on the design of new material.

Well said, I complete agree with you. Doom II forever BEST!!! I only
disappoint with D3 not original look like in Doom 2 for example IMP look
diffs so Hell Knight. etc etc

What i think Painkiller should have been in Doom 3. Painkiller can cope with
many monsters at one go...Doom 3 can't handle many monsters ?
 
Archived from groups: alt.games.doom (More info?)

yeah, and it goes 'out of order' when the game gets going 🙁

"Amana" <ad-vo-ga-do@bol.com.br> wrote in message
news:9e42fb84d0292ba8e4145944efc5b699@localhost.talkaboutgaming.com...
> Although I haven't finished yet the game, I must agree to you. One (or
two,
> whatever) more things: imagination. humor. Do anyone remember DUKE
> NUKEM?? O.K., we cannot talk about graphics and all such things, but...
> There are many interesting levels, many references - and most of all,
> hilarious monsters and heros... Until now, the only thing I saw in this
> way was the 'smacking duck machine' in the beginning of the game.
>
 
Archived from groups: alt.games.doom (More info?)

I only got the game today and am wowed by the cinematic graphics which are
excellent - 1280 x 1024 on a 6800GT is amazing. If the game simply goes on
as it begins, then it will quickly become a pain.

The reason for the small spaces, I think, is the fact that the graphics are
so well done that to do it in a larger space would slow things too much. It
also gives a sense of claustrophobia and that with the darkness a sense of
fear. So, I think from a number of angles they chose this environment.

Using this engine on other games augurs well. Q4 should look very good
indeed.
 
Archived from groups: alt.games.doom (More info?)

The Darkness works well with the flashlight and weapons. When its
dark you have to choose between a weapon or the flashlight. Nothing
more disturbing than trying to beat an imp to death with the backend
of your flashlight. If you pullout the shotgun and approach in the
dark your likely to have a zombie hit you over the head with their
wrench. Quite the choice and makes for high tension. Also the
designers knew ahead of time how DirectX was to implement lighting
both ambient and non-ambient. All in all, a job well done by ID.

On Fri, 1 Oct 2004 02:23:27 +0100, "Spo" <spo@ops.com> wrote:

>I only got the game today and am wowed by the cinematic graphics which are
>excellent - 1280 x 1024 on a 6800GT is amazing. If the game simply goes on
>as it begins, then it will quickly become a pain.
>
>The reason for the small spaces, I think, is the fact that the graphics are
>so well done that to do it in a larger space would slow things too much. It
>also gives a sense of claustrophobia and that with the darkness a sense of
>fear. So, I think from a number of angles they chose this environment.
>
>Using this engine on other games augurs well. Q4 should look very good
>indeed.
>
 
Archived from groups: alt.games.doom (More info?)

Hi

Thought the game was OpenGL based?

"Diver" <Diver@Home.com> wrote in message
news:415cb71e.26191375@news.sf.sbcglobal.net...
The Darkness works well with the flashlight and weapons. When its
dark you have to choose between a weapon or the flashlight. Nothing
more disturbing than trying to beat an imp to death with the backend
of your flashlight. If you pullout the shotgun and approach in the
dark your likely to have a zombie hit you over the head with their
wrench. Quite the choice and makes for high tension. Also the
designers knew ahead of time how DirectX was to implement lighting
both ambient and non-ambient. All in all, a job well done by ID.

On Fri, 1 Oct 2004 02:23:27 +0100, "Spo" <spo@ops.com> wrote:

>I only got the game today and am wowed by the cinematic graphics which are
>excellent - 1280 x 1024 on a 6800GT is amazing. If the game simply goes on
>as it begins, then it will quickly become a pain.
>
>The reason for the small spaces, I think, is the fact that the graphics are
>so well done that to do it in a larger space would slow things too much. It
>also gives a sense of claustrophobia and that with the darkness a sense of
>fear. So, I think from a number of angles they chose this environment.
>
>Using this engine on other games augurs well. Q4 should look very good
>indeed.
>
 
Archived from groups: alt.games.doom (More info?)

lol, the graphics are, but it uses dx for other functions.

"PurSpyk!!" <brettp@knowbase.co.za> wrote in message
news:cjiu69$1o2u$1@newsreader02.ops.uunet.co.za...
> Hi
>
> Thought the game was OpenGL based?
>
> "Diver" <Diver@Home.com> wrote in message
> news:415cb71e.26191375@news.sf.sbcglobal.net...
> The Darkness works well with the flashlight and weapons. When its
> dark you have to choose between a weapon or the flashlight. Nothing
> more disturbing than trying to beat an imp to death with the backend
> of your flashlight. If you pullout the shotgun and approach in the
> dark your likely to have a zombie hit you over the head with their
> wrench. Quite the choice and makes for high tension. Also the
> designers knew ahead of time how DirectX was to implement lighting
> both ambient and non-ambient. All in all, a job well done by ID.
>
> On Fri, 1 Oct 2004 02:23:27 +0100, "Spo" <spo@ops.com> wrote:
>
>>I only got the game today and am wowed by the cinematic graphics which are
>>excellent - 1280 x 1024 on a 6800GT is amazing. If the game simply goes on
>>as it begins, then it will quickly become a pain.
>>
>>The reason for the small spaces, I think, is the fact that the graphics
>>are
>>so well done that to do it in a larger space would slow things too much.
>>It
>>also gives a sense of claustrophobia and that with the darkness a sense of
>>fear. So, I think from a number of angles they chose this environment.
>>
>>Using this engine on other games augurs well. Q4 should look very good
>>indeed.
>>
>
>
 
Archived from groups: alt.games.doom (More info?)

The engine uses openGl which has multiple implementations depending on
the platform. According to an interview posted with ID, they were
aware of the future capabilities of the XP platform and planned for it
in the Doom 3 development. By the way, I just got a BFG 6800 ultra
and I'm getting around 55FPS on high quality, 1600x1200. The graphics
are unbelievable. Game play is also alot easier, I was getting around
17FPS during combat and getting my butt kicked. I'm replaying
nightmare and I'm noticing that I take different attacks now that I
have the high speed for reaction time. BFG 6800 ultra is well worth
the investement.

The video card came with three demo games, painkiller, and two combat
games. Doom has certainly set the bar up there for these ppl. The
three demos pale by comparison.



On Sat, 2 Oct 2004 14:39:59 +0800, "Blahguy" <z@z.z> wrote:

>lol, the graphics are, but it uses dx for other functions.
>
>"PurSpyk!!" <brettp@knowbase.co.za> wrote in message
>news:cjiu69$1o2u$1@newsreader02.ops.uunet.co.za...
>> Hi
>>
>> Thought the game was OpenGL based?
>>
>> "Diver" <Diver@Home.com> wrote in message
>> news:415cb71e.26191375@news.sf.sbcglobal.net...
>> The Darkness works well with the flashlight and weapons. When its
>> dark you have to choose between a weapon or the flashlight. Nothing
>> more disturbing than trying to beat an imp to death with the backend
>> of your flashlight. If you pullout the shotgun and approach in the
>> dark your likely to have a zombie hit you over the head with their
>> wrench. Quite the choice and makes for high tension. Also the
>> designers knew ahead of time how DirectX was to implement lighting
>> both ambient and non-ambient. All in all, a job well done by ID.
>>
>> On Fri, 1 Oct 2004 02:23:27 +0100, "Spo" <spo@ops.com> wrote:
>>
>>>I only got the game today and am wowed by the cinematic graphics which are
>>>excellent - 1280 x 1024 on a 6800GT is amazing. If the game simply goes on
>>>as it begins, then it will quickly become a pain.
>>>
>>>The reason for the small spaces, I think, is the fact that the graphics
>>>are
>>>so well done that to do it in a larger space would slow things too much.
>>>It
>>>also gives a sense of claustrophobia and that with the darkness a sense of
>>>fear. So, I think from a number of angles they chose this environment.
>>>
>>>Using this engine on other games augurs well. Q4 should look very good
>>>indeed.
>>>
>>
>>
>