Article View: alt.games.doom
Article #86673Re: Doom3 isn't any good?
From: McGrandpa
Date: Tue, 10 Aug 2004 09:22
Date: Tue, 10 Aug 2004 09:22
78 lines
4140 bytes
4140 bytes
John Simpson wrote: > "Stephen Gordon" wrote >> . The only Ai which I have played so far >> that is shithouse is the zombies, which is because they are zombies >> (anything that can still run at and attack me without a head is >> going to pretty stupid). > > Which actually means the AI is pretty good, because the Zombies do > exactly as Zombies are supposed to do :) > Only question I have is "Why the hell they are all hiding in > closets?" :) Are they? Those that are....in the very early part of coming back looking for the missing worker, I recall seeing workers trying to hide from that...that...hell light? It seems it killed and changed those workers to zombies. So, why didn't that change our avatar? Oh well. > >> >> "The game is dark..." > <snipped> > > Yep some people are having a lot of difficulty with the darkness, I > am one of them. I feel that ID has badly used the > "Lighting" by simply not using it well enough, from the early movies > and talk about Doom 3, I was expecting some funky > effects like the Laser going thru Smoke like in Alien, and good > lighting effects for shadows, all we got was a dark dull game. That darkness is like too sharply dark. Maybe that darkness is shader? If so, then there's a cvar to change it somewhere I'd bet. Then the flashlight shines on it and the lightening up effect is definitely realistic :o\ On my system, changing brightness and gamma in game didn't do anything at all I could see for these areas. have you played with any of the cvars ingame? > Not horrible, but certainty not what I was expecting. > My major beef though is the Torch, has a great effect and all, but > changing weapons in the heat of battle gets difficult when > you are always having to hold the thing in your firing hand, they > should have at least let you hold the torch and pistol at the same > time. > And maybe allowed an Attachment Power-up later in the game to attach > it to a single Rifle length Weapon > > >> "OMGZ NO DUCT TAPE IN DA FUTURE HOW STOOPID ARE ID" >> > <Snipped, see above> > > Storyline, that's so Halflife/FarCry" >> >> Erm, yes. It was made public a fair while ago now that they were >> going to be using a new engine to retell the original Doom storyline >> the way it was originally intended to be told. Once again I don't >> know what people expected here but it would seem some might have >> been a little unrealistic. > <snipped> > Actually the storyline was basically what I was expecting, the > complaint I have is that its a little to linear, the maps should have > more ways thru, would also make replaying more fun. > I know its basically based on the Original Doom, but it didn't have to > slavishly follow the Doom Single Way through system. Also would have > liked to see some outside areas used more, the fright of fighting > Zombies and Demons while your airtank is dropping fast would have > been fun. I guess I am a wuss....I started off playing on novice level :) McG. > > > -- > John Simpson > http://nighthawk.mine.nu/ > > "Quantum Physics: The dreams stuff is made of."
Technical Details
Message-ID:
<st0Sc.16960$rb2.1999@fe2.texas.rr.com>Path:
mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!internal1.nntp.dca.giganews.com!border2.nntp.dca.giganews.com!nntp.giganews.com!cyclone.austin.rr.com!fe2.texas.rr.com.POSTED!not-for-mailReferences:
<cf8rpj$1mv$1@bunyip.cc.uq.edu.au> <cfa01g$qc3$1@merki.connect.com.au>Show Full Headers
Complete Article Headers
Path: mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!internal1.nntp.dca.giganews.com!border2.nntp.dca.giganews.com!nntp.giganews.com!cyclone.austin.rr.com!fe2.texas.rr.com.POSTED!not-for-mail From: "McGrandpa" <McGrandpaNOT@NOThotmail.com> Newsgroups: alt.games.doom References: <cf8rpj$1mv$1@bunyip.cc.uq.edu.au> <cfa01g$qc3$1@merki.connect.com.au> Subject: Re: Doom3 isn't any good? Lines: 80 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 6.00.2800.1106 X-MIMEOLE: Produced By Microsoft MimeOLE V6.00.2800.1106 Message-ID: <st0Sc.16960$rb2.1999@fe2.texas.rr.com> Date: Tue, 10 Aug 2004 09:22:32 GMT NNTP-Posting-Host: 24.167.37.215 X-Complaints-To: abuse@rr.com X-Trace: fe2.texas.rr.com 1092129752 24.167.37.215 (Tue, 10 Aug 2004 04:22:32 CDT) NNTP-Posting-Date: Tue, 10 Aug 2004 04:22:32 CDT Organization: Road Runner High Speed Online http://www.rr.com MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit