swaaye on 27/8/2009 at 19:53
I read on another forum that the reason there's no AA is that the engine now uses deferred shading (unlike back with Doom3/Quake4). That messes up MSAA unless they really care about making sure MSAA works.
see here (
http://www.2404.org/interviews/4796/Wolfenstein-Interview)
Quote:
Raven knew at the beginning of development that they wanted to make sure that we stayed competitive in the marketplace and they also had a great experience working with idTech in the past which means they knew the ins and outs of the technology. Additionally, they added some great tech changes that make the game look modern and provide all the bells and whistles that you would expect for a next-gen game. They pretty much re-wrote or re-worked every system in the technology. They started with a new lighting system, called deferred shading, that allows them to create realistic lighting and soft shadows. They added a system of post processing effects that let us do cool things like depth of field, overbloom, motion blur, full screen desaturation and distortions. They added Havok physics to really help the world come alive and shine with tons of shrapnel, chunks and destructible pieces. One of the biggest additions was the creation of thier streaming system. This system lets them load and unload the assets around the player and allows us to have continuous, highly detailed environments throughout the entire game. It's crazy when you look around at all of the detailed models, textures and enemies that you'll find in the game.
242 on 28/8/2009 at 09:08
I replayed Doom1/2 for like 10 times and was a HUGE fan of Quake 1, Heretic 1/2 and Hexen 1/2 in due time.
When Quake 2 came, I didn't like it. At all. It just hadn't that dark and mystic atmosphere of the earlier games, I didn't like new environments and I hated the 'rock' soundtrack. Then, I consequently didn't like Quake3, Doom3 and all later Raven's products. It came to the point where I don't care about id's or Raven's games at all.
Maybe it was Romero who affected id's and Raven's games that I liked, and after he left the magic was gone...
june gloom on 28/8/2009 at 09:36
Romero had a hand in the early pre-Q2 games being so special because he kept having creative conflicts with Carmack. Carmack didn't believe in stories and Romero had these big huge ideas that are admittedly pretty cool... if you're 17. Combine the two and you've got some interesting mashups.
242 on 28/8/2009 at 10:08
Well, for a while now I suspect the problem with shallowness/stagnation of post-Quake1 games is Carmack. He's just crappy designer without needed natural qualities, he seems a clearly technical-only guy to me, but he controls design process. That's the possible problem as I see it.
d'Spair on 28/8/2009 at 10:13
Quote Posted by 242
Well, for a while now I suspect the problem with shallowness/stagnation of post-Quake1 games is Carmack. He's just crappy designer without needed natural qualities, he seems a clearly technical-only guy to me, but he controls design process.
Every word here is brilliant.
Who on Earth told you that "Carmack controls design process"?
242 on 28/8/2009 at 10:31
Quote Posted by d'Spair
Every word here is brilliant.
Who on Earth told you that "Carmack controls design process"?
So you try to tell me that Carmack only programs engines and administers studio, and doesn't make design-related decisions? :rolleyes:
d'Spair on 28/8/2009 at 11:07
mobygames.com tells ut the truth.
Quake 2
Art: Adrian Carmack, Kevin Cloud, Paul Steed
Level Design: Tim Willits, American McGee, Christian Antkow, Paul Jaquays, Brandon James
Quake 3
Art: Adrian Carmack, Kevin Cloud, Kenneth Scott, Seneca Menard
Game Designer: Graeme Devine
Level Design: Tim Willits, Christian Antkow, Paul Jaquays
Doom 3
Artist: Adrian Carmack, Kevin Cloud, Andy Chang, Seneca Menard, Patrick Thomas
Lead Designer: Tim Willits
Designer: Mal Blackwell, Matt Hooper, Jerry Keehan, Steve Rescoe
Media Artist: Patrick Duffy
Lead Artist: Kenneth Scott
The names of the key persons who were making crucial design decisions during the production of the games are in bold.
Carmack is definitely the man with his own game design vision, but he is not the one to design id games single-handedly.
If you're saying you don't like post-Quake 1 id games, you'd better pay closer attention to Tim Willits. This man is in charge of all crucial design decisions in the studio since he joined id in 1995 after his successfull work as a modder for The Ultimate Doom and Final Doom. He designed one of Quake 1 SP episodes. He is also the lead designer on Rage, as far as I know. Doom 4, probably, too.
Speaking of id-licensed games, developed by other studios, these games were primarily produced and directed by Kevin Cloud (ETQW, Wolfenstein) and Tim Willits (Quake 4).
edit:
By the way, Carmack doesn't administer the studio. This work is primarily done by Todd Hollenshead and Marty Stratton.
So yeah, Carmack is basically sits in his office and works on id Tech.
EvaUnit02 on 28/8/2009 at 12:21
Quote Posted by d'Spair
If you're saying you don't like post-Quake 1 id games, you'd better pay closer attention to Tim Willits. This man is in charge of all crucial design decisions in the studio since he joined id in 1995 after his successfull work as a modder for The Ultimate Doom and Final Doom. He designed one of Quake 1 SP episodes. He is also the lead designer on Rage, as far as I know. Doom 4, probably, too.
I'm pretty sure that Kevin Cloud is the lead on Doom 4.
d'Spair on 28/8/2009 at 14:03
Quote Posted by EvaUnit02
I'm pretty sure that Kevin Cloud is the lead on Doom 4.
Yeah, I guess you are right.
Paz on 28/8/2009 at 19:30
This seems like a reasonable thread to post this in ...
I did an interview with Tom Hall about id/Wolfenstein 3D (and some Anachronox stuff, because that game rules) - (
http://www.incgamers.com/Features/241/tom-hall-on-wolfenstein-3d) have a read to discover which burly German woman in Wolf 3D was accidentally voiced by Tom.