QuakeCon 2003 Coverage - More On Doom III
Thanks to GameSpy for their series of reports from this year's QuakeCon, currently being held in Dallas, Texas. As well as a general preview article and a set of pictorials on the massive LAN party, the first-day reports focus on in-depth multi-player impressions of Doom III. The preview talks of "'per-pixel hit accuracy' - it's now possible to watch a rocket pass under a player's arm" and singles out "the ragdoll effects produced when hitting players with the rocket launcher, sending them flying in every direction" for the up to four-player deathmatch modes set in a Martian industrial facility.
Doom 3 should be all about CO-OP.
It would make it a little bit less scary, I think, but deathmatch on DooM III is just plain dumb.
Anybody knows if there will be co-op in the final build? All I've read about is vs. games.
"We're taking a step backwrds, with limiting the multiplayer games to 4 players."
Does it? The big difference is that it becomes more about tactics than about firing rockets all over the place.
I remember playing Q2 with only 4 people on the lan at work. Those games were often more interesting than playing with 16 players on the net. More time was afforded in finding good places to hide.
I remember being the first to find a 'shadow' (well back then it was just a dark spot) that I couldn't be seen in. That was a cool day.
"Derp de derp."
He's talked about various design decisions he made to make the visuals impressive, and stunning that he knows directly contradict the goals of good game multi-player game play. He learned a lot about internet play, and dealing with latency, and multiple players resolving a situation in the same way when they have different information and different times. About dealing with somebody fragging you while never rendered while in that position, while making Quake. I get the impression he's tired of solving those problems, and would like to attack the problems of visually impressive. He wanted to make a visual stunning game. If you don't like it, send him the message by not buying it.
It's the game he wants to make. It's my understanding that the basics of the game engine will be tweaked for multi-player and used in Quake 4.
Kirby
The problem is that 4 players *seriously* inhibits the potential for mods based on this engine. What is counterstrike with 2vs2? Natural selection? Urban terror? So many multiplayer mods need more than 4 players. This renders the D3 engine near useless for most multiplayer modding.
Which is why I find it very hard to believe that they have restricted it to 4. My guess is the engine is capable of more (for mods) and that the game distributed with the engine (Doom 3) just has 4 player only maps, and is balanced around that.
Maybe because the xbox is a 4-player machine? ~shrug~
http://www.talknerdy.org
Well i am looking forward to play this game and get my own opinion.
At this place do they have movies, patches and a lot of screenshots!