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Old 08-20-04, 11:14 AM   #157
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Default Re: Disappointments in doom 3

I agree with you in most of what you said. However, DOOM3 takes place in the 22nd century and not the 23rd. Year 2145 is 22nd century.
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Old 08-20-04, 10:57 PM   #158
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Default Re: Disappointments in doom 3

"However, DOOM3 takes place in the 22nd century and not the 23rd"
I believe that was a typo, but conceded.
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Old 08-25-04, 02:12 AM   #159
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Default Re: Disappointments in doom 3

I think people expected way too much from the game, and got their hopes up.

For those that have comments on lack of Gameplay, ...it's a Doom sequel, so it plays like one. If you were expecting anything else, then you shouldn't have bought a game with a Doom title. :P

personally, it's the best FPS I've played in a long time.
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Old 08-25-04, 05:31 PM   #160
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Default Re: Disappointments in doom 3

I think it needed infrared glasses to see in the dark and be able to use any gun you want.
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Old 08-27-04, 10:38 PM   #161
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Default Re: Disappointments in doom 3

um, what everyone else already said, sums it up for me. Can't wait for HL2 to be available to play on Steam, already got it preloaded
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Old 08-29-04, 01:13 PM   #162
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Default Re: Disappointments in doom 3

Just finished the game last weekend and loved it. Had me on the edge of my seat and needing frequent bathroom breaks.(might have been too much caffene LOL)
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Old 08-29-04, 02:25 PM   #163
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Default Re: Disappointments in doom 3

Yeh, not that it was such a bad game, but I saw some of HalfLife, some Max Payne, and heck - I even saw some of Daikatana in it. id sure has stuck true to their roots though, another sp focused game with mindblowingly awesome graphics that are untouched....yet...a kind of moribund "blah" story and gameplay to it.

Actually, it was just like Quake2, except demons instead of strogg and much better graphics...other than that it was about the same.
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Old 08-29-04, 02:28 PM   #164
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Default Re: Disappointments in doom 3

Quote:
Originally Posted by Cheimison
"I remain puzzled by this stance people take about "competent marines" carrying both a gun and a flashlight"
Having shot guns I know exactly what you're talking about, it's the same thing that screws up the whole 'akimbo' concept, you can't focus or coordinate properly. Just the same he ought to be able to use his flashight arm to crossbrace. It's not as good for accuracy and recoil as properly holding your pistol, but given that this is supposed to be some future gun we can assume it's polymer with all sorts of ports and recoil springs built in.

Aside from the fact that a .45 would actually be a bad choice for shooting demons, due to their presumeably armour-like skin, the 5.7mm, .40cal and 10mm are all high calibre (especially the 10mm, ranking with .357 magnum) can all fit 15+ rounds. This is due to double-columning and sophisticated metals and polymers used in weapon and magazine designs to allow high capacity at the same size and weight (often less than) previous generation firearms. Since the only demons you shoot with your pistol are the relatively man-sized ones, the primary factor is going to be armour/hide, not the size of the shell, so you want a high-velocity FMJ-type round, which can be relatively small in bore but have a long shell case. Of course he could just be toting a monster handgun like a .454Cassull, in which case it should be OBSCENELY loud and bright, but still, by the ******* 23rd century he should be able to hold more a good many rounds, even with that shell size.

12 rounds is great for personal defense or police work, but a soldier never knows when he might have to fight several enemies at once, or how long he might have to go with only what's in his magazine for rounds. Most shots in combat miss anyways, that's one reason police went to Glocks, for the high-ammo count. They often only hit with one in seven rounds.

And yes, Doom 3 isn't meant to be realistic, but that doesn't make it any less absurd, especially when it makes attempts AT being realistic. I mean if you're going to have beams collapsing and walls caving in, why can't I blow up some walls?

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Old 08-31-04, 01:35 AM   #165
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Default Re: Disappointments in doom 3

After getting a 6800 GT most of my complaints go away. Things aren’t as dark, and are easier to see. With the Ti 4200 Muzzle flash and projectile lights were turned off by default. So when the lights go out and an imp throws a fireball the fireball and your gun light up nothing. So it’s waayy to dark. Also at the higher resolution the “marks on walls” decals are a little more acceptable. I still wish you could break more of the lights. And when you shoot a light bulb out, it shouldn’t flicker on once in a while like some do.
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Old 09-02-04, 05:44 AM   #166
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Default Re: Disappointments in doom 3

Try setting r_gamma 1.4, this will help the darkness a little bit. And brightness at about 80%. Though, these settings are for my monitor, you might have to turn it up or down depending on your monitor.
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Old 09-06-04, 09:31 PM   #167
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Default Re: Disappointments in doom 3

After rebuilding my machine and reinstalling the game and playing it from my backed up savegames I decided that I have absolutely no desire at all to finish it. I just don't care any more, I am so incredibly bored with it. As soon as I have some time this week, I'm going to trade it in at EB for a pre-order on Guild Wars and DOA: Ultimate. I've had enough.
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Old 09-06-04, 11:19 PM   #168
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Default Re: Disappointments in doom 3

Wow, some hot debate here.

Overall I like the game but there are a few things I could put my finger on.
Dark games are ok I think, but I agree this game is a tad bit too dark in places (pitch black!) It makes it very hard to play the game in day time, but I usually only play in the evenings anyway.

the only other thing I can think of is the weapon design, I dont think they look convincing enugh, hard to explain I guess but it dosent affect the game play

Textures are great and the bumpmapping is used precisly as they should, ie flat textures and the bump do the rest *finaly!*
You guys should try out the paralaxmapping mod, it makes the bump more realistic acoring to the player view.
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