DOOM 3 Add-on Details

PlanetDOOM (thanks Charles) has some info on the upcoming Resurrection of Evil add-on for DOOM 3 gleaned from an article in the new print edition of Game Informer magazine. They set the action three years after the conclusion of DOOM 3, describe a bit of the new artifact in the expansion, and show optimism over the prospect that the add-on will support cooperative multiplayer play.
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Re: Just fuck off, idiots
Dec 20, 2004, 11:27
71.
Re: Just fuck off, idiots Dec 20, 2004, 11:27
Dec 20, 2004, 11:27
 
The fact of the matter is that Doom3 was too dark, did use triggered monster traps too much, and was not scary (unless you're just easily frightened).

Hell was stupid, but it was better than the hallway romps.

I think I saw a couple dismembered torsos twitching, but that was it. In Doom2, there are bodies & body parts impaled all over the place.

The netcode for Doom3 is pathetic; but Quake4, which is based on Doom3 engine, will allow a normal amount of players on a server. Why not for DOom3? (I know why.)

Here is what happened. ID got way too far into the development of the game and could not turn around out of it. No one had the balls to stand up & say, um, this is stupid guys, let's not do this. Instead, they just pushed forward with a series of bad ideas. Bad idea #1: Reducing the monster count. I guess I wouldn't care if it took a lot more to kill the creatures. But it doesn't. THey should all be like hellknights & pinkys, especially the zombies which ended up being target practice. But it would have been scary if you shot them in the head & their body still came for you, so you blew off their arms & they still walk at you, so you blow off the legs & the torso twitches toward you. Just make it scary, like it is hard to get away. Otherwise, this is just Doom without as many creatures.

Bad idea #2: WHoever came up with the dark corridor thing should be fired immediately. It was stupid. It wasn't scary. It was cheap & stupid.

Bad idea #3: If you are going to do dark, don't cripple the player with that bullshit about being unable to use a flashlight & another gun. That's a load of crap.

Bad idea #4: Monster Triggers. This is okay. I did NOT have a problem with monster triggers. I had a problem with how they worked. I played through the game a few times & I found a place where I knew for certain an Imp would be. But it wasn't. Then I crossed an invisible line and suddenly an Imp appeared out of thin air & lept at me for a can't miss attack. Another time, I saw an Imp, but it wasn't activated yet, so when I threw the soulcube at it, nothing happened (except I wasted a chance to heal up on a gimmick monster-trigger). But if they teleport in, then that's fine. I don't really care about that.

Bad idea #5: Stupid monsters. Did you see the lab? The imps had brains the size of a human beings. Of course, you wouldn't know that by playing the game, because they are butt stupid idiots. Only the military zombies have any AI at all. The rest of the creatures are retarded.


I just wish they made the creatures really smart. I mean, even a deranged psychotic demon will flee if it gets too damaged. It could find an archvile & get healed up. That would be the smart thing to do. Live to fight another day.

Bad idea #6: That disappearing trick the monsters do when you kill them is pretty cool looking. I thought that what was happening was that I was merely banishing them back to hell & that when I finally got to hell I would have to fight them all over again, but if I killed them in their own realm then they would really die. But no, they just did the red spot-remover thing there too.

I could go on & on probably upto 20. But that's enough for now.

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