Monster closets and ammo traps - Nostalgia, takes me back to the original Doom games ( this is a remake after all ). Yes sometimes it did take away from the immersion but generally I stay 'in the game' and fretted over the old style traps when I wasn't playing it.
Again, just because you can attach a fancy term to it, doesn't neccassarily make it a good idea. Had it been just ONE ammo trap or a small area with a bunch of monster closets, I could have gone "Haha, ammo-trap elevators! I remember those! That's great! :)" but that's not what happened.. Those concepts dominated most of the game, which really disrupted the immersion FOR NO GOOD REASON. Crap, they were even scary. Give us some stuff like the reflection scene in the Alpha.. THAT scared the bejesus out of me ("Hey cool, I can see twice reflection.. twice even... Wait, that second one is.. OH @!#$!$") 'Course the monsters in the alpha were a lot harder to put down
Do you think the flashlight would be better if it attached to every weapon?
No, that's impractical in the face of an easier idea; Stick the flashlight to the guys armour or helmet (Or just give him a Night Vision mode..) Have a shoulder mounted flashlight for your armour is an old staple of scifi.
And it might just be me, but I think trying to find a safe spot to hide before your flashlight runs out would be FAR more suspensful than "I have to run around with out a weapon to see.. Oh look a monster, better whip my gun out.. Hey, where'd he go?.. Oh well, I'll just fire blindly for awhile.."
wide open areas are only important for outdoor maps and even then only if you have jeeps/buggies etc ( which Q4 will have )
Good for Quake 4 and the Doom 3 engine.. I'm talking about the Doom 3 game though.
otherwise it's just a matter of taking longer to get to next objective. It doesn't matter if their are 20 different routes with a slightly different number of hostiles on each if you still haev to walk a mile to a specific door.
Or, you know, you can stick more objectives onto a larger map

Plus a larger map allows for more non-linearity.. I don't know about anyone else, but I sure felt lead around by my nose in Doom 3.. That doesn't help the immersion that much either.
realistic water: since far cry this will be the norm. No reason not to have it(unless you're on a planet without it ). It's not exactly going to add aanything new to the 'game'. Water is water, it's reflections etc don't actually add gameplay, just looks cool.
THe same could be said for Per-Pixel Lighting

The only difference is lightmap hacks can produce realistic enough results that developers can fit a bunch more stuff into the game instead of sacraficing a lot for the lighting system.
This comment was edited on Oct 19, 2024, 06:09.