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On Doom2k

by Maarten Goldstein, May 17, 2000 5:24am PDT
Related Topics – Games: PC

Doomworld's Languica ran into id's Tim Willits at E3 and asked him about Doom 2000. Here's what Tim had to say about a new game in the Doom world

Any chance that the new game would be Doom2000?
Tim: I can't really say anything about that.
So you neither confirm nor deny the rumors?
Tim: "I'd lean more towards deny."




Comments

44 Threads | 91 Comments

  • just had a quick game of doom. the roof is low in a lot of places which gives the claustrophobic feel. the monsters are dumb and you usually can take a shot at them before they react, its just that (in some cases) there are HUNDREDS of the bastards! like some guys have said already the sound of monsters and abience makes the game... it doesnt really matter that everything is sprites... its doom...

    I like open games like deltaforce, it has quite the 'snipey' feel. zoom->headshot. I think we may see a combination of outside->open and inside->closed games? eg Halo?

    looking at carmacks .plan update he is definately working on something that requires 1 million clock cycles to render... :P

    Radula

  • I'd love to see a new DOOM game. Not a remake but just a return to the DOOM universe. I don't think that now is the time for id to do it though because I don't think the tech has improved enough yet to make it new again. I really think they need to do something completely new this time out anyway. I'd rather they wait a couple more engines to do DOOM2k. I don't think it would completely live up to the originals because lets face it, they were great because they were new. Even though Wolf was the first, the whole genre was still fresh back then. That's what made it magical.

    But, can you imagine creeping around in a dark DOOM like level with volumetric fog/mist that actually moves in patches and reflects light, real time lighting and shadows, bump mapping, FSAA (will be a standard feature by then), Cyber Demons rendered with 15,000 polys, destructable surfaces (w00t!), 3D sound, awesome weather effects and whatever the hell else they can come up with 3-4 years from now...

    I can picture it like it's already been made. Walking through a patchy fog that's reflecting the light from your flashlight, ambient sounds everywhere, faint growling, then one of those pink bulldog looking fuckers jumps through the fog at you looking like what pre-rendered shit looks like now with the strobe light effect of your machine gun. Full bump mapping on it, maybe some drool dripping from the fangs on it's animated face. The kind of tech we'll have 4 years from now could really help bring back that magical feel that made the DOOM games special because it could be almost new again with all those advances. Most of the advancements since Q1 have been incremental but the way hardware is taking off right now, the advances should start coming faster and having more dramtic results. The Q3 engine couldn't do DOOM justice, but what about the next one? The one after that maybe? Think of the possibilities. :)

    Classic gameplay + lifelike graphics, sound and animation = raging woody!














  • Q1's single player was amazing due to the engine. compared to doom2, q1 was insane. but, the single player missions got worse and worse, longer and longer until you telefragged the jelly monster at the end. Deathmatch rocked because you could jump in and out of games, connect easily online etc...

    Q2's single player was heaps better, and the engine just improved graphically and technically. Multiplayer was an improvement on Q1, with debatable changes in playerspeed, weapons etc...

    Q3 is a step up again, better network code, graphics. the single player has been toned down to 1-1's and FFA matches. (like doesnt everyone already know this?)

    I think id made a good move in making this game generally enjoyable for everyone. I agree that id dont have someone with an 'idea' for a gamestyle, game idea. they tend to be experts at maps, engine/network code, playermodels, etc... all the basics for a great game, see Half life and the upcoming games based on the engines...

    what will they do next? take another step up? no, i dont think so. deathmatch can be modified with the existing engine to pretty much adapt to any gamestyle. ctf, ffa, team based. I think carmack will want to explore something else, and the rest of the team will decide if they can add to those ideas. plus they may have ideas of their own. i can see that carmack can work hard all the time but the others might want to chill out for a bit?

    nfi what my point is...

    id will make something we will all want to see... i think if they move away from FFA and 1-1 deathmatch we will all be eager to see what its like.

    Radula.








  • Bah, id has slowly gone downhill since Romero left.

    They lost:

    John Romero -- The only game designer working there.
    Michael Abrash -- 1337 Assembly coder (ultra hardcore motherfucker)
    American McGee -- Badass level designer, future game designer
    Tim Willits -- Badass level designer...
    John Cash -- Let Network h4x0r.

    That's a huge amount of talent to lose....

    what have they gained to replace it?

    There is no doubt that id still makes the best engines, as long as Carmack is breathing, he'll work for id, and be making the best engine, but as far as games go... bah, id is dying.



  • i assume id has stacks of cash now... so i wonder if they will go back to hardcore, good games, or stick to the mainstream? engines, tech stuff?

    If carmack thinks its interesting then it must be leading edge. I'm surprised willits is doing anything on the new project. how can you level design for something that doesnt exist?

    After the team arena pack, i think carmack would be going down the visual, persistent online, network improvement path. everyone else will be trying to convice him to do something fun, and not 'the right thing to do'.

    Radula
    ;)