IV
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You know they can call it Quake Live now, since it has a name...
Doom IV... I liked Doom3 kinda sorta. With some gameplay code changes, and interesting level design (way too linear, too predictable, and these are bigger strikes because of the amount of potential it had) it could be good.
But it needs proper encounters with arch viles and cyberdemons.
If id wants me to, I'll design it for 'em. Regardless of if they want a Doom3 sequel, or a Doom/2 sequel.
Doom IV... I liked Doom3 kinda sorta. With some gameplay code changes, and interesting level design (way too linear, too predictable, and these are bigger strikes because of the amount of potential it had) it could be good.
But it needs proper encounters with arch viles and cyberdemons.
If id wants me to, I'll design it for 'em. Regardless of if they want a Doom3 sequel, or a Doom/2 sequel.
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scar3crow - InsideQC Staff
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- Location: Alabama
Posted this in the Func DoomIV thread, figured I'd post it here.
A bit unorthodox for Doom, but hey, it popped into my head.
Doom IV: The Infernal Heart
After the events on Mars with Dr Betruger, a man any German screener would've not trusted with such high level access, you were granted a return to earth, with a sizable pension and a moderate promotion. You saved their asses, and they wanted to pay you back - while still keeping you under their thumb.
But Hell wasn't closed. The big beasties and bad asses were beaten down, but the vulnerabilities were still there. Somewhere in space, a radio transmission is cut short. Somewhere on earth, a shadow clouds your mind.
With Betruger, Hell learned that even the modern, analytical human mind can still be swayed, even ensnared. It grows ambitious once again, and it reaches out to you. The flashbacks are terrible, especially when you're not sure if they really are flashbacks. People seem different. Company in which you once rested easy, you now unwittingly rest your hand on your sidearm, with a twitch you didn't have before.
Homegrown terrorism, you've read the propaganda, the fliers, but it actually happened. The ammunition depot on the edge of town lit up quite impressively, and all of the evidence points to one of your own men. Dead now, he didn't flee the flames... yet he was always a rather stable one. It didn't make any sense. But part of you can't blame him, part of you wishes you had the idea first... Hell has found a way.
DIV:The Infernal Heart is a first person shooter taking place in a small/medium sized town that shares land with a military base. Acts of terrorism have sprung up within the populace, just a few, but it has sown a deep seed of mistrust and paranoia. People are losing their grip on reality, faster than a community does even under such conditions, and you are starting to see things.
In The Infernal Heart, the player experiences rapid action and suspense, as Hell itself is truly invading, and corporeally manifesting, but for every foot it digs its heels into the town, it digs its claws an inch deeper into your mind. As the marine, you must make the decisions on what is friend and foe, and deal with your potentially worsening sanity while repelling the ever more numerous invaders, as this contemporary rustic place begins to gradually look more and more otherworldly, unrecognizable, fiendish, and designed for the sheer purpose of choking the life out of all it encompasses.
Main Elements - Typical demon killing action, exploring the changing city to protect citizens, and rescue survivors, battling with your own senses as to whether Hell is before you in that Imp, or in your mind, betraying the reality of a lost child to the barrel of your gun - take enough lives, you will eventually lose your own mind, and become yet another pawn to the fiends who strive for darkness.
In short, you have hallucinations, which do not increase generically but do so based partially on your exposure to Hellish elements for too long, and how many non-combatants you have mistakenly killed. All the while you do fight actual demons. Level design is realistic (though gradually more and more abstract) with overall goals in terms of surviving, finding resources, and protecting people (though no escorting, friendly AI could do that). The environment will change as you progress, and thus the element up to the player is maintaining their mind so that they will have their wits about them once within Hell (and not become a threat to the other survivors, who are not having their minds endangered in any exceptional way like you are).
A bit unorthodox for Doom, but hey, it popped into my head.
Doom IV: The Infernal Heart
After the events on Mars with Dr Betruger, a man any German screener would've not trusted with such high level access, you were granted a return to earth, with a sizable pension and a moderate promotion. You saved their asses, and they wanted to pay you back - while still keeping you under their thumb.
But Hell wasn't closed. The big beasties and bad asses were beaten down, but the vulnerabilities were still there. Somewhere in space, a radio transmission is cut short. Somewhere on earth, a shadow clouds your mind.
With Betruger, Hell learned that even the modern, analytical human mind can still be swayed, even ensnared. It grows ambitious once again, and it reaches out to you. The flashbacks are terrible, especially when you're not sure if they really are flashbacks. People seem different. Company in which you once rested easy, you now unwittingly rest your hand on your sidearm, with a twitch you didn't have before.
Homegrown terrorism, you've read the propaganda, the fliers, but it actually happened. The ammunition depot on the edge of town lit up quite impressively, and all of the evidence points to one of your own men. Dead now, he didn't flee the flames... yet he was always a rather stable one. It didn't make any sense. But part of you can't blame him, part of you wishes you had the idea first... Hell has found a way.
DIV:The Infernal Heart is a first person shooter taking place in a small/medium sized town that shares land with a military base. Acts of terrorism have sprung up within the populace, just a few, but it has sown a deep seed of mistrust and paranoia. People are losing their grip on reality, faster than a community does even under such conditions, and you are starting to see things.
In The Infernal Heart, the player experiences rapid action and suspense, as Hell itself is truly invading, and corporeally manifesting, but for every foot it digs its heels into the town, it digs its claws an inch deeper into your mind. As the marine, you must make the decisions on what is friend and foe, and deal with your potentially worsening sanity while repelling the ever more numerous invaders, as this contemporary rustic place begins to gradually look more and more otherworldly, unrecognizable, fiendish, and designed for the sheer purpose of choking the life out of all it encompasses.
Main Elements - Typical demon killing action, exploring the changing city to protect citizens, and rescue survivors, battling with your own senses as to whether Hell is before you in that Imp, or in your mind, betraying the reality of a lost child to the barrel of your gun - take enough lives, you will eventually lose your own mind, and become yet another pawn to the fiends who strive for darkness.
In short, you have hallucinations, which do not increase generically but do so based partially on your exposure to Hellish elements for too long, and how many non-combatants you have mistakenly killed. All the while you do fight actual demons. Level design is realistic (though gradually more and more abstract) with overall goals in terms of surviving, finding resources, and protecting people (though no escorting, friendly AI could do that). The environment will change as you progress, and thus the element up to the player is maintaining their mind so that they will have their wits about them once within Hell (and not become a threat to the other survivors, who are not having their minds endangered in any exceptional way like you are).
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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
Allucinations due extensive exposition to hellish creatures ? Is it me or it smells like StealthQuake ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
I don't really trust anyone to make it.
Aside from myself, LordHavoc, SantaClaws, crimity, and a few others... Oh wait, that was called Episode 5: Crepusculum of Sanity (iirc), and it was going to be friggin awesome. But we just stopped doing it...
Yeah. I don't really trust most studios to pull off a Quake sequel. Or most people in general. They manage to only realize maybe 5% of just what it is that makes Quake great (granted, they're spot on with that 5%, just that there is so much more good in there).
Aside from myself, LordHavoc, SantaClaws, crimity, and a few others... Oh wait, that was called Episode 5: Crepusculum of Sanity (iirc), and it was going to be friggin awesome. But we just stopped doing it...
Yeah. I don't really trust most studios to pull off a Quake sequel. Or most people in general. They manage to only realize maybe 5% of just what it is that makes Quake great (granted, they're spot on with that 5%, just that there is so much more good in there).
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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
scar3crow wrote:I don't really trust anyone to make it.
Aside from myself, LordHavoc, SantaClaws, crimity, and a few others...
Maybe you could get in touch with Matthias Worch (author of Beyond Belief, for those who don't know)?
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Entar - Posts: 439
- Joined: Fri Nov 05, 2004 7:27 pm
- Location: At my computer
He is pretty busy these days, I tried to approach him for an interview for the 06 expo with no response... I think than has spoken with him before.
But yeah, Worch captured the essence of Quake masterfully. To reference Matt Sefton (creator of Jawbreaker and other maps), I wouldn't have minded at all if Beyond Belief replaced episode 1 of Quake at all. It really is amazing.
...and I would kill for a good rtlights file of it.
But yeah, Worch captured the essence of Quake masterfully. To reference Matt Sefton (creator of Jawbreaker and other maps), I wouldn't have minded at all if Beyond Belief replaced episode 1 of Quake at all. It really is amazing.
...and I would kill for a good rtlights file of it.
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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
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