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Everything posted by Wobbo
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yeah but that might be indicative of other mods
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Yes and no, Obviously the designers didnt spend any time on stuff your not supposed to see (a la doing the excact same thing in Half-life) but doom3 has the particular trait of ultra-streamlined level design. Since the base isnt really designed like a real square building would be designed, you cant really go out in different directions even with cheats. HOWEVER... thre is still a little bit of stuff to see behind doors, and you can even pick up some objects (like shotguns from guards etc.) you can also kill betruger lol
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Damn, i thought it was original to id
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does anyone know if they fixed the bug where certain guis wouldnt display properly until you move your mouse directly on them? I keep having this problem in lights out... it might be a Radeon specific bug
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Reviewers of videogames (nowadays) are often like reviewers of movies and music: trendy, hype-prone and following of whatever the "next-big-thing" is. Furtheremore, anybody who evaluates *ART* to get paid is likely to lose sight of what makes a product ACTUALLY good, and a work of ART. Having a high up postition in a media corporation is the OPPOSITE of being qualified, what it means is that youre more likely to be biased, jaded or worse. The editor of PC Gamer is a perfect example, besides the fact that I cant stand his writing style, hes blantanlty biased towards whatever sells, and the game companies that choose PCGamer to be "their" piblication. The best eveidence i can think of right now was his "Gaming gods" controversey and the way he handled it. The fact is there ARE things about games that all players will see and should be mentioned - for example doom3s repetitiveness, which was not addressed in the PCGamer review ("You will never experience a dull moment or even a less than mesmerizing one). Even if players have differeing opinions of wether or not the game is negatively affected by it, it should still be mentioned that the game is linear. Were not taliking about small details that differnt peoepl wont even notice, these are glaring gameplay elements.
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Heh, when i say i really love those games im not kidding Great job, im throughly impressed with everything youve shown
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What Doom PWADs would you like to see "translated" to Doom 3?
Wobbo replied to Ubik's topic in Doom 3
anything from Final Doom... well almost anything -
If its a fun map, then it may very well be good
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wow, is that remix of "the Focus" from doom2??!!! It looks awesoem either way
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Good god all of them look really good, some talented mappers working
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heh *plays heretic theme* damn now im all nostalgic and whatnot... *Plays heretic*
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uh ...other games arent called *DOOM 3*...
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No, its even WORSE over a 3 dimensional surface, the game has to render the gemoetry BEFORE it culls things out One of Carmacks .plan files specifically states that the shadow z-axis optimization is *NOT* made in doom3
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I agree with Enjay But that said, in and of itself, the design for Sarge was cool, just out of place as compared to everything else, and a blatant ripoff of the tank in Quake2 Also, why did the arena you fight him in have to be so SMALL... really
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I could barely tell the difference between the Wriths and the maggots... all the sterotype ultra predictable zombies that didnt have guns were lame. the former Z-sec were cool though I loved the cherubs, but hated their attack, there should have been something mroe creative in attacks rather than just leaping out at you.
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Linear refers to LEVEL design, not story Doom1 was not the excact same game everytiem you played, not was theif, system shock, or even duke nukem 3d Futhermore MOST FPS have exploration as a large part of the game
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No, sadly, from what ive gathered the polys in doom3 are totally fixed, so that there are no problems with the shadow drawing teh curves are the same level of detail on all computers
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If it werent for the mods and level editor, i would say that I should have I agree almost exactly with what Black Hand has been saying, and as for Esh - I couldnt have said it better myself. Thats excactly what i meant by modern gamers and designers not being able to discern the differece between *Level Design* and putting a pipe in a ceiling I disagree with DSM when he says that doom3 is old-school, it is absolutely not like anything from before Half-life (unless you count Resident Evil, heh). Simplified and dumb does not equal old. Doomedout, its nice to know youre still flaming for the sake of flaming. Theres plenty of actual doom3 fan forums, im sure theyll have room for you there.
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One of the best maps for doom3 so far, WAY more fun than most of the stuff in doom3 I thoroughly and fully enjoyed every minute of it Highlights - really awesome imp fight about 1/4 into the map, nice to actually have to use strategy - some real challenges (Mancubus fight on low health was interesting) - NOT TOO DARK!!!!!! - Great use of graphical effects - Felt like an original doom map, just slower - Realtively open spaces - *FUN* The only negative is that its still *WAY* too linear for my tastes, but an improvement. Oh and i guess that the lost souls were a tad overused (and the spiders a tad underused) Also, i think i noticed some arcetechual similarities from Quake 1 but of course i could be wrong... The Author deserves an award for capturing the feel of a doom WAD in 3d Excellent , Nine point nine repeating out of Ten!
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Um, arent the formats the same to begin with? unless this tool works with Bsps, then its only purpose os to do the retexturing, which as Linguica pointed out really isnt a big deal you can do a "Search and replace" for texturing any converted map, its faeture in the editor
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You dont think System Shock was non-linear? No, i think when people say a game is linear or non-linear, at least in FPSes - they are talking about level design as in "you can get to point x by travelling from point A to C, or C to D, or A to D or B to C." I dont think people mean that the overall structure of the game itself should be open-ended for the game to be non-linear (although that would be kinda cool, it soudns like the type of thing that *actually would* add more time to development) . *Wishes his avatar was unique again*