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This will be a summery of ideas, and music, and screen shots of DooM3. Well, here are the ideas: We're all talking soundtracks, level flow, weapons, enemies, and storylines here. What about the minor details to Doom 3?
Will it have a better MOD browser or just the shitty one in Quake 3 that was seemingly thrown in over a weekend? The MOD browser should also check (if you're currently connected to the net) automatically to see if there's a MOD update available.
What form of user files will it support? What I mean is, for levels, will you be able to use .wav, .mp3, .mod, .xm, .it, .s3m, or even the old standby .mid? Or will we all be limited to one format?
Will making a TC require simply creativity like Doom or creativity and a college degree? Will all the utilities used to make the game be included on the disc?
Will it have irritating 'put the cd in every time' verification or a new, unique copyright protection that's easier on the player?
Will it have Force Feedback and better joystick support? I can't configure my Hammerhead FX the way I want to in Soldier of Fortune, not even Quake 3 works right in this aspect.
Will it be able to read CD Text so when you put in your own CD the band and name of song gets flashed in a corner as the song starts?
What about titties? The Doom bible clearly states that the original Doom was supposed to have a command line parameter that turns all the baddies in the game to nekkid chicks. Stupid question I know, but someone had to ask.
How about the particle effects? Will they still be stupid little fading blocks and smoke trails or will they really look good?
How about shell casings being ejected from the correct port of the weapon? I get so disgusted and disappointed every time I play a game that has the shotgun shells flying right out of the damn barrel!
Gunsmoke. The gun has to smoke. No question or argument. It just has to be there.
What if you fire a bullet right into a steel wall at a ninety degree angle? Wouldn't the crushed bullet fall to the ground?
Will it allow multiple animations at once? Shoot a guy out of the air in Quake 3; they have to interrupt their jumping and shooting animation with the pain animation.
Will temperature play a factor? It's hotter close to fires and the ambient temperature of hell would be much higher than that of a destroyed city. Would this affect weapons overheating, or your character's stamina?
Also, why is it your character can run just as fast at full health as he can with 1%? He should be limping at least, if not crawling.
How about a stamina bar? Every now and then you need to let your character rest or he gets too tired, runs much slower, loses health easier, and his aim suffers? Jumping in a pool of water would ease this, as would finding an MRE.
What about the HUD? Will the numbers and symbols all be set heights or will they be adjustable percentages of the screen height? I think it sucks that they don't stay the same when you change resolutions, and how 640 is so crammed while in 1600 they're small as hell.
Will it have auto-taunting ala Unreal Tournament for Bot / Online games? Will it be an option to allow monsters in online games?
When you look down will you see your feet, and when you strafe will you look over your shoulder or will it be the same, old, dead tired trick of the floating gun model?
Will it have focus effects? When autoaiming at a close imp will the creatures in the background become blurry, like your character's eyes really would pay attention to what he's currently shooting?
How accurate will the physics be? When you take out your agression on an innocent table, will shooting one leg blow the whole damn thing up or just the leg off? Even then, after blowing off three legs, will the table just float in the air or topple over?
For scene area music/ambient noise, will you be able to split the left and right channels to different sources? Picture a level with a stereo in it with a .wav file looping. Will the left speaker in the game play only the left sound or will the stereo itself be the source of both channels?
Regardless of all the arguments in here, it won't be the soundtrack that makes the game. It's never been the storyline, either. It won't be all the special effects the new engine is capable of, or how great the online deathmatch is.
It's all the little details and the refinements that make the game fun to play, and I think we should spend a thread or two discussing what little things annoy us about the games of today that we don't want to see in the games of tomorrow. Very true, stuff like that would be sweet, but dont forget other realisms: Other DooM marines fighting in the backgroung, ambient sounds in the back ground {eg: Hell= Screams, crying babies, City="fire crackles, gun fire, Military Bases="DooM guy screams, demon roars, and gun fire!} And also, cinimatics, there has to be a sweet video of the demons, and Flynn Taggart{formerly known as "DooM Guy"}! Or every, besides deadly liquids, but deadly mist, green fog where you hear buddies screaming for help! Or ever human ghost would be cool. Or how about a "real" city, and not a half-assed buch of block with elevaters, and no cars, streets, windows, lamps, stop signs, etc that id calls a city!? But then again, we dont want to overdo thae game, we want the same great basis, and feeling DooM gave us! We want the monsters to stay the same, just more color, and nice polygon count! Plus a whole new bunch of baddies!! It has to have the military bases, Hell, space, and earth! It also has to have e1m1 as at least a secret level! DooM3 or DooMIII: Infernal Sky, or whatever its gonna be called, is gonna be great!
-Jeremy
More; From LordFlathead... A number of people have posted lists of things they would like to see in Doom3 in the forums. Here are a few ideas I find interesting - if you don't agree, mail me why.
Realistic gore and death animations Soldier Of Fortune's location-specific gore zones are dead on - imagine blowing an imp's legs off or shooting the shotgun out of a former sergeant's hands, leaving him with fists for weapons. Deadnail posted an interesting concept in the forums : to have all meshes be affected by gravity, so that enemies blown away with a shotgun in low gravity would fly back several feet. And you could have zero gravity areas, in a space station for example, where dead bodies would spin around and blood drops would slowly bounce off the walls... very moody.
Storyline and locations The locations in Doom3 naturally depend on the storyline, though I think it would be great to have all sorts of varying locations, from deserted bases to cities and huge space ships (with zero gravity of course, and a cool sky texture of stars rushing by like in some UT maps). Maybe id could finally do a few realistic Earth environments and office buildings instead of those so-called cities in Doom2 and Quake that don't look anything like real cities.
More complex weapons and inventory Greatly adding to the simple inventory systems of previous id games would perhaps be a risky step, though things like upgradeable weapons and differing types of ammunition could add a whole new dimension. Pistols to double pistols, shotguns to super shotguns, fists to knives, and so forth. Different types of shotgun ammo (normal kind, explosive kind, poisonous kind) and melee weapons (progressively bigger knives, a gauntlet). Secondary or even tertiary modes of fire for most weapons. Pieces of equipment like night vision goggles, backpacks and scopes that can be mounted on almost any weapon, a device that slowly recharges your cell ammunition... Whole new layers of complexity.
More complex scenery interaction Tanks and mounted guns to operate, maybe even helicopers to fly (and shoot down, of course). A grappling hook to get over nasty obstacles. A use key that could, like in Half-Life, allow the player to give commands to scientists or fellow marines. Maybe, when "useing" someone, a little menu could pop up to select the desired command, instead of having to toggle trough them like in HL.
Set-pieces and scripted sequences These, together with a good number of dark and foggy areas, have great potential for increasing the fear factor in Doom3. Fellow Marines being ripped apart by demons, maybe a mysterious green fog that creeps over the floor and kills/mutates any marine standing in it... (or the Fog That Turns You Inside Out, from the Simpsons Halloween special :-)
Nostalgia Most people who will buy Doom3 will, of course, have played Doom previously. In fact, since such a large number of the gaming community are Doom fanatics, id would be crazy not to include some of our favourite bits from previous games, as long as they don't overdo it. That first room of E1M1, MAP30 of Doom ][ (with the huge skeleton of the "Demon" you killed)... By preying upon the expectations of Doom fanatics worldwide, id has great opportunity to make Doom the game we all want it to be : beautiful, violent and scary. Above idea's by me, deadnail, and LordFlathead.