[Dit bericht is gewijzigd door Disorder op 14-08-2003 20:21]
			
			
			
			quote:stiekem editten he
Op donderdag 14 augustus 2003 20:16 schreef Disorder het volgende:
Let wel: Deze screens zijn genomen op 640*480, met low res textures en geen anti-aliasing. Er komt vast nog meer. Waarom er blijkbaar alleen op low graphics instellingen gespeeld kan worden begrijp ik niet helemaal.
de Beserker PU lijkt me humor ![]()
wapens zijn zon beetje als verwacht
graphics tsja, op 640x480 met alles laag en zonder AA ziet het er al om te kwijlen uit ![]()
edit: hm, de bron heeft het verhaal weg moeten halen van ID software :f
			
			
			
			quote:Ik maak van die plaatjes toch ECHT 1600*1200... Highres textures OOK, en FSAA vind ik zon over het paard geslingerd iets...
Op donderdag 14 augustus 2003 20:16 schreef Disorder het volgende:
Let wel: Deze screens zijn genomen op 640*480, met low res textures en geen anti-aliasing. Er komt vast nog meer. Waarom er blijkbaar alleen op low graphics instellingen gespeeld kan worden op Quakecon begrijp ik niet helemaal.
			
			
			
			quote:En toch stond op Homelan (text is nu verwijderd) dat alles op lage details was genomen. Ze zullen wel iets anders bedoeld hebben.
Op donderdag 14 augustus 2003 21:12 schreef Skull-splitter het volgende:[..]
Ik maak van die plaatjes toch ECHT 1600*1200... Highres textures OOK, en FSAA vind ik zon over het paard geslingerd iets...
			
			
			
			quote:Bron: Computer and Videogames.com
World's first multiplayer shots and in-depth impressions direct from the US! GET IN HERE NOW!18:03 Right, here we go, our first in-depth look at Doom 3 multiplayer - well, deathmatch - via a feverish report back from our crazed first-person shooter nut currently recovering after a bout with id Software's FPS at QuakeCon. Allllll-riiiight!
And just to remind you before we go any further, Doom 3's multiplayer maps are being designed by Splash Damage of Wolfenstein: Enemy Territory fame.OK, first things first - how good is Doom 3 deathmatch? Only one map, with no name, was playable, supporting four players (we don't know yet if this is the maximum number of players in deathmatch), but how good is it?
"It's f***ing cool, it's really cool. It looks superb. Everything in it looks superb, just like the screenshots really," spouted our man at the event. Cool.
So what was the one map like, then? "OK, it's a big map and it's got this central kind of laser thing that fires periodically. And that's kind of the focus of the whole level." Right-oh.
It's more or less your classic room-corridor type level - a lot of it is really tight corridors. In the one level on show there's the main central chamber where the "laser thing" resides, which is on several levels. "There's the top platform, where you have to jump down - so you're on the top there, and you have to jump down into the centre."
Apparently you have to jump down a series of rotating platforms, which are in the central chamber, each of which is three quarters of a disc, and you have to jump through the holes to get right down to the bottom. Which is where a power-up lurks. But more on this in a second.
"It's definitely the same sort of atmosphere as we've seen in the single-player game," says Holden. Everywhere you look in the level there's industrial machinery moving, much of which can kill you - pneumatic spikes shooting out and piercing your body - you get the idea.
There are loads of effects, such as steam coming out of the walls. There's just so much going on: there are flame effects, steam, and when the laser thing fires the whole room glows red and little bits of plasma stuff flies around.
To give you some idea, it's much like the scene in Aliens when Ripley goes back into the colony complex to rescue Newt.
Also there are small parts of the level that have been taken over by the demon realm - it's the only way we can describe it. So, you'll turn a corner from a moon base-style, metallic corridor, for example, and you'll be in the hellish sort of area where there's dead bodies embedded in walls and other gruesome images.
Industrial machinery is ubiquitous, which moves and can kill you. There's one part where you get one of the weapons from where you have to wait until these pneumatic spikes retract. They can spike you on the way past when they come out. Ouch!
On to the power-up then. When you get to the bottom of the central chamber there's the main power-up in the level, which is the Berserk power-up (as yet we don't know if other power-ups will feature in the level).
The Berserk power-up increases damage and movement speed. Basically, it doubles your movement speed and gives you 2x or 4x damage (damage multiplayer isn't clear yet) with ranged weapons.
But mainly it gives 30x damage with melee weapons. So it's basically instant kills with your fists when you're Berserk. And you also do melee damage with the flashlight - yep, you can twat people with the flashlight. Result.
The Berserk power-up is really cool. When you grab that you scream for the whole time you've got it, making a "Ooaaaaarggggghhhhh!" noise. Or thereabouts. And because you're also moving twice as fast there's a vision blur effect on that as well. It's really disorientating. And it's quite hard to go on a rampage, but the instant kill thing helps.
When you grab the Berserk power-up, you teleport through this tunnel, like a hellish sort of tunnel, and you pop out in another part of the level. And when you pop out of there, you're just a skeleton and all of a sudden your body rebuilds around you. Also, when you die you dissemble down to a skeleton, and the skeleton rag-dolls onto the ground.
It looks really awesome.
Other pick-ups in the level include armour, combat armour that gives you +50 armour, and then there's armour shards and health packs, and of course ammo packs.
As for weapons, you've got a Pistol that holds 12 bullets, a Shotgun that holds eight scatter shells - it's really meaty, the Shotgun - the Flashlight, the Machine gun and the Plasma gun - which is mint, looks the mutt's nuts and is really deadly - cells contain 50 rounds. And then there's the Rocket Launcher, which holds up to five rockets. Boom!
One point worth noting is that, from what we've been able to tell so far, there doesn't seem to be that much splash damage from the rockets.
Unfortunately the chainsaw wasn't in the game itself, but it is an option in the menu. Other weapons to feature that weren't available are the Chaingun, Grenades, the BFG and something called the Soulcube. We've no idea what the Soulcube is, but it sounds like it should rock. Gravity well-type thing, perhaps?
When you get shot in multiplayer, you get a vision-blur effect, which really messes things up for you, makes it an onerous task indeed to shoot back. Your vision blurs and wobbles around as well, so you're not looking at the target anymore. Generally speaking, a great deal of blind panic is caused by these disorientating effects.
There are other cools things, for example when you shoot someone who's in front of glass they'll fly back and smash the glass. Nice. And in the map there are numerous places where you can fall off ledges into death traps. Not so nice.
Because of the technology used in Doom 3, the characters no longer have the invisible bounding box that you can shoot - it is actually per-ploy hit detection. It also employs regional damage, so headshots and so on are perfectly possible.
Presumably because of the per-poly hit detection, characters in multiplayer will all be of a very similar size, otherwise it just wouldn't be fair. Hence we can't imagine they'll have too many crazy player models.
In terms of general impressions, it's a far cry from Quake III - it's not like pure skill-based deathmatch. It's set at a much slower pace, and there's so much going on that it's also quite disorientating. There's really is an enormous amount happening at once in the environment.
It's intense. You're still running, but not as fast as you do in Quake III; but when you do run into someone it goes a bit crazy. It's very hard to achieve headshots and so forth. But it's all just so incredibly detailed. Not that we ever doubted it, but we must stress again - the game looks amazing.
There's very little of jumping as well, another thing that sets it far apart from Quake III. The only times you have to jump is across a gap to get the Rocket Launcher, say, or from one platform to another. It's not that you're jumping to make yourself harder to hit. It's more random, intense and crazy.
It's also dark, very dark, according to our man at the scene. Robert Duffy, programmer at id, commented: "It's a lot darker than any game you're used to, and that's deliberate".
"He says you need to use your flashlight, but I never did," says our man. "There's probably some hidden stuff that I didn't find."
Looking beyond deathmatch, can we expect any other modes? Well, as yet id Software hasn't confirmed any other modes, but we think there will be team deathmatch. A bind for a "Team Chat" key certainly appears in the controls menu. And, Robert Duffy was overheard mumbling about this very feature. What did he mean? No doubt we'll know soon...
Phew! Expect masses more coverage on this enormous game in the run up to release, but for now check out the first ever multiplayer shots in all their sublime, eye-melting glory!
			
			
			
			"Doom3 wordt volgens mij wel koel, ik kan niet wachten tot iemand er een spel mee maakt!" 
											
			
			
			
			quote:Ik vond ze er eerst erg indrukwekkend uit zien, en nu eigenlijk nog steeds wel, al is het zo dat ze nu al steeds meer achterhaald beginnen te raken. Hoe erg 't ook is.
Op donderdag 14 augustus 2003 21:19 schreef L.Denninger het volgende:
Eerlijk gezegd vind ik die shots er echt totaal niet indrukwekkend uitzien."Doom3 wordt volgens mij wel koel, ik kan niet wachten tot iemand er een spel mee maakt!"
			
			
			
			quote:De alpha doorgetrokken naar Quakecon? Alpha liep idd op die instellingen jah, textures kun je handmatig opgooien naar high, maar resolutie heb ik nog niet gevonden...
Op donderdag 14 augustus 2003 21:17 schreef Disorder het volgende:[..]
En toch stond op Homelan (text is nu verwijderd) dat alles op lage details was genomen. Ze zullen wel iets anders bedoeld hebben.
			
			
			
			quote:Zien moet je voelen
Op donderdag 14 augustus 2003 21:19 schreef L.Denninger het volgende:
Eerlijk gezegd vind ik die shots er echt totaal niet indrukwekkend uitzien."Doom3 wordt volgens mij wel koel, ik kan niet wachten tot iemand er een spel mee maakt!"
Gewoon eens spelen als het uit is, of de demo (zal wel niet zomaar komen) met het geluid op goed hard, wedden dat je pannekoek schijt
			
			
			
			quote:Ik wil geen flamewar starten,
Op donderdag 14 augustus 2003 21:53 schreef Skull-splitter het volgende:[..]
Zien moet je voelen
Gewoon eens spelen als het uit is, of de demo (zal wel niet zomaar komen) met het geluid op goed hard, wedden dat je pannekoek schijt
Vandaar dus - ik kan niet wachten tot iemand een spel maakt met Doom3 
											
			
			
			
			quote:Dus in feite beweer je dat Doom en zijn voorgangers slechte games waren? Ik denk, en hoop, dat je wel beseft dat je waarschijnlijk de enige ziel op deze aardkloot bent met dat standpunt. Die games waren revolutionair, of je nu fan van het genre was of niet.
Op donderdag 14 augustus 2003 21:59 schreef L.Denninger het volgende:[..]
Ik wil geen flamewar starten,
maar ik denk dat ID niet zo goed is in gameplay maken.
De tech zit wel goed, maar ik verwacht eerlijk gezegd niet veel meer van ze dan "shoot, shoot, get the blue keycard, shoot" van ze.Vandaar dus - ik kan niet wachten tot iemand een spel maakt met Doom3
			
			
			
			Doom 3 gaat waarschijnlijk wel wat ingewikkelder worden. Maar ik verwacht dat het niet al té veel van de oorspronkelijke stijl zal afwijken.
			
			
			
			quote:zo kun je elk spel labellen als 'brakke gameplay' , Q3 had helemaal geen verhaal maar wel een steengoede gameplay
Op donderdag 14 augustus 2003 21:59 schreef L.Denninger het volgende:[..]
Ik wil geen flamewar starten,
maar ik denk dat ID niet zo goed is in gameplay maken.
De tech zit wel goed, maar ik verwacht eerlijk gezegd niet veel meer van ze dan "shoot, shoot, get the blue keycard, shoot" van ze.Vandaar dus - ik kan niet wachten tot iemand een spel maakt met Doom3
gameplay != keycords en pwds 'kraken'
			
			
			
			quote:Bron: http://www.gamespy.com/quakecon2003/doom3/
"One area had a light switch that could be turned on and off, and other lights in the level could be shot out for the duration of the level, forcing players to resort to a flashlight which might as well be a big, neon "SHOOT ME" sign."
			
			
			
			quote:Doom3 is geen spel, maar een ervaring
Op donderdag 14 augustus 2003 21:59 schreef L.Denninger het volgende:[..]
Ik wil geen flamewar starten,
maar ik denk dat ID niet zo goed is in gameplay maken.
De tech zit wel goed, maar ik verwacht eerlijk gezegd niet veel meer van ze dan "shoot, shoot, get the blue keycard, shoot" van ze.Vandaar dus - ik kan niet wachten tot iemand een spel maakt met Doom3
De eerste keer dat de Alpha met voice-over en een spetterende 12 frames per seconde op mijn beeld kwam, en overal geluid om me heen... Terrifying 
											
			
			
			
			quote:
"DOOM 3's advanced physics engine also had its effect in a number of areas. Most noticeable were the ragdoll effects produced when hitting players with the rocket launcher, sending them flying in every direction. Barrels and small boxes could be found in several areas, which were completely interactive and could be pushed (or shot) around. Potentially, players could use these to set up traps for other players, as you'll actually slow down if a box is in your way."
quote:
"One nifty feature we hadn't seen in previous demos of DOOM 3 was the simple and elegant way players can interact with the environment. I originally found myself looking for a "use" key to operate elevators, and got fragged for my trouble more than once. id programmer Robert Duffy pointed out that there isn't a "use" key -- the game realizes when you're near an item to interact with, lowers your gun automatically, and allows you to interact using the primary fire button. After years of using special keys to interact with objects in FPS games, it felt refreshing to walk up to a light switch and watch my player instinctively lower his gun sight to allow me to flip the power on."
quote:
"There were several other items to note from our playtests, which were organized in eight-minute matches. The screen rocks a bit when you're hit by another player, which can throw off your aim and requires a moment to recover from. You need to be more deliberate when shooting out glass to access other areas - we shot out the middle of a window while attempting to reach a deliberately placed machinegun, but a few shards of glass hanging from the top of the window prevented us from jumping through. And Duffy pointed out that when you go through the teleporter, your body actually disassembles and reassembles on the other side; sure enough, you can see a skeleton emerge and watch particles quickly swirl around to reconstitute the body."
quote:Dat wat je allemaal met die lichten kunt uitspoken klinkt heel erg gaaf. Ook ben ik blij te zien dat je net als in Half-life 2 gebruik kunt maken van je omgeving om het je tegenstander moeilijk te maken.
"The game's advanced lighting does a lot more than offer eye candy (which is considerable in itself). From a strategic standpoint, we could occasionally catch the shadows of other players as they approached, giving that extra split-second of warning that sometimes means the difference between getting the frag or getting killed. One area had a light switch that could be turned on and off, and other lights in the level could be shot out for the duration of the level, forcing players to resort to a flashlight which might as well be a big, neon "SHOOT ME" sign."
			
			
			
			
			
			
			
			quote:Technisch gezien, ben ik bang, nog niet mogelijk. Een tijdje wachten en dan een mod maken
Op donderdag 14 augustus 2003 23:29 schreef Skull-splitter het volgende:
jaja, nu nog 32 spelers in MP, large-map support en het wordt weer supergaaf
			
			
			
			quote:Het zal allemaal wel meevallen denk ik... Magoed, toch niet meer dan 3 PC's in huis om het op te testen (rest draait het niet)
Op donderdag 14 augustus 2003 23:58 schreef Disorder het volgende:[..]
Technisch gezien, ben ik bang, nog niet mogelijk. Een tijdje wachten en dan een mod maken
			
			
			
			quote:64 kan ie zelfs aan
Op donderdag 14 augustus 2003 23:29 schreef Skull-splitter het volgende:
jaja, nu nog 32 spelers in MP, large-map support en het wordt weer supergaaf
wie maakt als eerste een landschap in de doom3 editor?
0,0 fps \ 
 /
											
			
			
			
			quote:Introfilmpje van de E3 dus niet gezien dit jaar
Op vrijdag 15 augustus 2003 00:13 schreef Hymn het volgende:[..]
64 kan ie zelfs aan
wie maakt als eerste een landschap in de doom3 editor?
0,0 fps \/
64 kan ie aan, maar dan krijg je gewoon quake3 taferelen 
											
			
			
			
			
			
			
			
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