ZymeAddict on 5/8/2007 at 11:12
Personally, I have always wondered how Doom would have turned out if Tom Hall had been allowed to implement his original story layout. I personally think it would have made for a better game, but I have always been partial to story-driven games anyway.
If anyone wants to read more about how Doom was designed, Wikipedia has a pretty good page about it here:
(
http://en.wikipedia.org/wiki/Making_of_Doom) http://en.wikipedia.org/wiki/Making_of_Doom
Shadowcat on 5/8/2007 at 11:30
Quote Posted by Hemebond
Counter-examples? No they're not. They support exactly what I said
I wouldn't really have described UU or SS as "adventure games", but I may have misconstrued your meaning there.
Renzatic on 5/8/2007 at 14:42
To get back on topic here, Gametrailers has a video showing the engine tools off (
http://gametrailers.com/player/23179.html) here
Looks neat. Definitely user friendly, and pretty well slick as shit. The only bad thing is it looks like they've moved away from in-engine geometry altogether, and are doing their brushwork in Modo and Zbrush now.
Muzman on 5/8/2007 at 15:07
Why's that bad? (I ask as someone who doesn't really understand what it means)
Renzatic on 5/8/2007 at 18:11
It depends on how you look at it. If you've got money, it's great. But your average mapper will have to sacrifice a couple weeks worth of meals or sell gallons of plasma if they wanna edit.
There are cheap alternatives out there. But from my experiences, all (save Silo) are a pain in the ass to use.
Sgt_BFG on 5/8/2007 at 18:50
Read this on Gamespy:
Quote Posted by "Gamespy"
This led to id's next big annnouncement: as a method of getting the new team's feet wet, they'd be embarking on an interesting little side project. Codenamed "Quake Zero," the team plans to update Quake 3 Arena -- which still has a number of people and releasing it for free on the internet as a web-based game, supported by an advertising model. It may sound a little off-beat, but as Carmack explained, it's a cool little project this new team can work on as they staff up, and should make for an interesting experiment.
This is made of awesome and win.
mothra on 5/8/2007 at 19:05
did anyone see the id tech 5 demo and walkthroughs?
this is awesome stuff. UT3 beware, here comes idtech5
aguywhoplaysthief on 5/8/2007 at 19:25
Quote Posted by Renzatic
It depends on how you look at it. If you've got money, it's great. But your average mapper will have to sacrifice a couple weeks worth of meals or sell gallons of plasma if they wanna edit.
With millions of dollars invested in their technology, you can bet they're going to make the best tools for their developers, and not a denizen of someone's garage. As the quality of game visuals go up, so are the quality of mods for them if they want to compare, and you're just going to need the right tools. It's sort of unfortunate, but that's how it is.
Personally, this tool look very promising for environment artist.
The one thing I noticed though is that this level is hemmed in by large canyon walls. My question: will this engine be capable of doing anything but small-medium sized spaces?
thefonz on 5/8/2007 at 20:16
To reiterate what Mr Carmack said:
"outside environments".
What he didn't say was:
"in a space the size of my middle finger"
I'll probably buy it since i've found myself in the past month or so playing Prey and am currently shooting through Quake 4.
june gloom on 5/8/2007 at 20:25
Quote Posted by aguywhoplaysthief
The one thing I noticed though is that this level is hemmed in by large canyon walls. My question: will this engine be capable of doing anything but small-medium sized spaces?
why not? after all, (
http://en.wikipedia.org/wiki/Enemy_Territory:_Quake_Wars) tech4 has, which everyone said was impossible. i think id just have a fetish for corridors.