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Attached: 1211470-pcg209.rev_sam.kamikaze1__screenshot_viewer_medium.jpg (588x330, 44K)

-choo

Bless you

You faggots ready for 100k x AAAAAAAAAAAs at once, on a ~4Mil square acre world ?

Attached: Planet Badass - MANY enemies.webm (1280x720, 2.92M)

Attached: 55462919_2100591386704449_8263208874945806336_n.jpg (594x664, 64K)

>nuDoom can't even put more than a handful of enemies on screen at once
why haven't they uploaded that gdc talk

They have.

>nuDoom can't even put more than a handful of enemies on screen at once
yeah, the excuses and mental gymnastics they use to explain that shit is hilarious. Even more so when SS3 came out already in 2011, and had like 2000 enemies on screen at once during last levels.

they restricted themselves by design as well
truly pathetic

Apparently, the nu-era game testers got lost and ended up kiting tons of aggro'd enemies, so the devs just made the game into a corridor shooter with obligatory lock-down arena rooms.

The dead-on-arrival 8th gen systems being barely able to run the ID Tech 6 clearly forced their hands too, even more so since they had to try and get that magical 60fps on Xbones and PS quadros.

well some levels they allowed it but the fix is actually to just make the enemies leave if you advance past their active area.
even with only a couple of enemies active it was still a mess and they built a system which makes enemies actively ignore the player and queue up to attack, this changes constantly based on proximity

making levels that are flat, open arenas and then stuffing them full of enemies isn't inherently better than nuDoom's level design.

this meme still alive?
nuDoom is more restrictive than fucking Goldeneye 007 at times.

Attached: SS1 TFE HD res temple.png (1920x1080, 2.86M)

I mean enemies will leave or de-spawn, on arcade mode it actually highlights left over enemies through walls and you can see exactly what they are doing, alot of the time they just run away and disappear or are stuck in walls and de-spawn
sam is a completely different thing, it's more about the enemy composition and big picture layout

WELLLLLLLLLLLLLLLLLLLLLLLLLLLLLL

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Wow the level has multiple floors. Revolutionary. Doesn't make the level design any better. At the end of the day, Serious Sam is about mindlessly spamming enemies at the player. Adding verticality to that only means the player has to look up sometimes when they shoot things. At least with the new Doom there's actual platforming involved.

In what way is it more restrictive than Goldeneye 007? How is it restrictive at all? What is it restricting you from doing?

Based!!1

HE AIN'T MY BOY BUT THE BROTHER IS HEAVY

What were their excuses?

you are clueless

GAVE AWAY MY POSSESIONS AND MOVED INTO A CHEVY

thx

>Wow the level has multiple floors. Revolutionary. Doesn't make the level design any better.
Apparently it does, since it clearly turns below average shit like Doom 2016 into a masterpiece in your eyes.

>In what way is it more restrictive than Goldeneye 007?
Linear corridors and no environmental interaction. Weak or no feedback from weapons.
No exploration whatsoever in fact. And no, your bobblehead collectibles in an obvious branch of the road do not count as "secrets".
As a Doom game, it's a complete disaster. It is pretty much a Hard Reset -clone.

>What were their excuses?
Same as always: "You just can't have that many things with modern graphics! Sprites are much easier to render, bro! :)"

VAN, YEAH, THAT'S THE MASTER PLAN

>new Doom there's actual platforming involved.
contextually vaulting up pre-determined ledges is not platforming

Who said anything about masterpieces? We're talking about shooty games silly.

They're not linear corridors. That's simply false. Play the game again.

There's no worthwhile exploration in most FPS games. Some FPS games have neat little easter eggs, but they don't actually add anything significant to the game. Other than that, all you ever get from exploration in FPS games are secret areas where you just interact with a random wall and get ammo. If you actually think this is a significant factor in a game's quality you are a moron. If anything the exploration in Doom is better than most FPS games. The classic Doom areas are way more fun to find than little secret rooms with health/ammo/powerups. They're still dumb little distractions, but more interesting than typical secret rooms.

>Who said anything about masterpieces?
Clearly someone is oblivious to the finer details of the conversation. Not too surprising, seeing how you're defending shit like D44M.

>They're not linear corridors. That's simply false.
Someone did not play the game. Or you are one of those folks who are easily fooled by Cowadooteh-style pipes and skyboxes.

>There's no worthwhile exploration in most FPS games.
Again demonstrating how much people born after the 1990s know of gaming in general.

>all you ever get from exploration in FPS games are secret areas where you just interact with a random wall and get ammo. If you actually think this is a significant factor in a game's quality you are a moron.
The very centerpiece of Doom-clones is now a silly little thing to zoomers? No wonder we only get "press X for kool!" QTE combat shit and corridors nowadays.

>The classic Doom areas are way more fun to find than little secret rooms with health/ammo/powerups.
And now you're backpeddalling and defending the very same feature you judged earlier?
Make up your mind!

What does that even mean? Of course you can't scale the boundaries of the level and fall into the infinite void. If it looks like you can climb something in the game, you can. No shit the level is "pre-determined." Do you normally get frustrated when you play a game and it doesn't let you clip into the infinite void? Does it bother you that every game isn't randomly generated to infinity like Minecraft?

is this post a joke?

based

>Oh great a SS thre
>It's just a bunch of niggers shitposting about NuDoom
Can't you niggers just make your own thread?

Here's a classic line: not an argument

What classic-style FPS games are non-linear by your definition? They all involve moving around a level to find keys, then backtracking to the doors that belong to said keys. There is no other way to beat the level besides using some glitch. The levels aren't total mazes like in past Doom games, but they make up for it by having longer fights and taller arenas.

tell me how you disagree


still not an argument

not an argument again

did you miss the part where I said it's still a dumb distraction? that's the crux of that bit of my argument. they're distractions. they're not important. but at least new doom puts a spin on it.

woops i fucked up my formatting. consider this post a non-linear challenge.

FPBP

>What classic-style FPS games are non-linear by your definition?
You're obviously missing the point here again.
I never said that classic FPS games would not be linear. However, games like Doom did not run you through a literally linear pipe, but instead had you explore maps that circled around back to some hub space. You were free to explore the map and figure out the way to proceed to the next area on your own, instead of following a literal rollercoaster ride towards the next lockdown room.

In many ways, Doom played like a much faster paced "survival horror" game.

>The levels aren't total mazes like in past Doom games, but they make up for it by having longer fights and taller arenas.
The fact that you call Doom's maps "mazes" already eliminates all of your credibility.

>they make up for it by having longer fights and taller arenas.
No, it does not. It completely destroys the style that made Doom into Doom, and turns battles into predictable setpieces, that get old very fast. No need to hunt for supplies, no need to be vary of suprise attacks, no need to consider the whole map as your battle ground, and never ever are you facing several dozen foes at once, because it is just not possible in the nuDOOM.