This is not Tim Willtis was talking about in his promotion t

Post » Mon May 06, 2013 1:52 am

Hello Doom fans and lazy bfg edition team.

Are you disappointed as I am ? Tim Willits in his promotional campaign of Doom 3 BFG did not mention bugs, dropping framerate, online lags, lack of effects present in the 2004 doom 3 orignal, painfull menus with lacking options present in orignal doom 1, doom 2 and all the other annoyances.
Tim Willtis was talking about POLISHED, BETTER, REMASTERED doom experience. I have clearly heard that. This is why I have bought the damn BFG edition.

Why nobody from ID or Bethesda is respoding to the posts about serious game bugs and countless problems doom fans are experiencing. "We" have paid you money and it is expected of "You" to fix the problems if you could not find them yourselves before releasing the BFG edition.

What is the release date of the patch I ask you ? Tim, where is my remastered doom experience you have talked about ?
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Solina971
 
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Post » Mon May 06, 2013 3:31 am

Well said dude, I'm also a bit disappointed and hope in a reply from the team soon, the game is already good but it can really become a masterpiece with the right fixes, I've made a topic with my requests but no one has seen it apparently...
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Matt Bigelow
 
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Post » Mon May 06, 2013 2:54 pm

Now jmarshall's gonna walk in and say that we should enjoy this [censored] on its own.
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Nancy RIP
 
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Post » Mon May 06, 2013 9:57 am

Who is Jimmy Shelter ? I don't get it.

But I get one thing, that bfg crap is sloppy beyond belief, such product should not be sold. They said about better lighting ? They have removed a lot of it. Hell my doom 2 in this pack slows down sometimes, what the hell, I mean... Am I dreaming ? I want my money back you liars ! Watch the trailer: "REMASTERED" . it should say half-assed.
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Amanda Furtado
 
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Post » Mon May 06, 2013 4:43 pm


The only effect missing seems to be the shadows casted by the flashlight.
I haven't noticed anything else yet. All the shaders of the pc original seem to be there.
But i play on 360. Haven't seen the PS3 version yet.
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CORY
 
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Post » Mon May 06, 2013 5:19 am

Things that are lacking:

- imp's fireballs don't cast shadows
- firing a weapon doesn't cast any light/shadow
- textures are compressed so damn much, they're ugly
- when u fire a shotgun one third of the decals appear on the wall
- there's no original flashlight (I used like a weapon)
- fov is just bad
- in doom 3 idle plasma gun would illuminate walls with some blueish light, now it is gone
- blood stains are gone as well, when they do appear they are sparse, last a second, are ugly and so on, just sloppy work.
- some places in doom 3 were full of smoke effects from the pipes, the full room was foggy (awesome), in doom 3 bfg there is a little fart of fog - just a downgrade


I bet there is more of downgrading, it does not appear to be REMASTERED at all. I loved the original doom 3.
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Carlos Vazquez
 
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Post » Mon May 06, 2013 8:15 am

@kingky: Some of the points you make seem to be related to a bug that makes decals disappear after reloading a savegame.
Blood splatter, bulletholes and stains on the walls/ground are there at first and disappear after loading a savegame after dying.
Try booting up the game and look for these effects.
Then load a save game and try again.

This effect is reproducable.

As for texture compression artefacts:
They seem to be less in your face in the BFG edition than with the old 2004 release when playing on "high" quality settings.
Compared to "ultra" settings in the 2004 release (which uses no compression) you may be right.

The smoke and fog from the pipes is there. At least in the 360 version.

About the lighting: Turn down the brightness to minimum. BFG edition is way to bright and less contrasty as a default to make those effects perfectly visible.
But to a certain point you're right. Lighting is different in BFG edition to the original.
Will have a final opinion on this after some additional testing.
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claire ley
 
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Post » Mon May 06, 2013 3:47 am

They actually did say we'd be getting this stuff and it is dissappointing that we didn't. Most criminal is lack of muzzleflash lights IMO.
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Pawel Platek
 
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Post » Mon May 06, 2013 2:58 pm

You may be right. Seeing a little fire image just "glowing" in the dark feels so... unnatural. A light-less fire... very odd, like something from an early 90's game, a fire sprite.
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Sophie Payne
 
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Post » Mon May 06, 2013 4:18 am


I can't tell how it's on PS3 but strangely enough, the BFG projectile lights up the whole area on 360. But the BFG only.
All other gunshots don't cast any light. Maybe that's why it's called BFG edition...
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SiLa
 
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Post » Mon May 06, 2013 1:55 am

Fixed it.
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steve brewin
 
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Post » Mon May 06, 2013 2:00 pm

On PC the BFG, Rocket Launcher and Grenade explosions cast dynamic lights, but the muzzleflashes are still absent. I haven't double-checked monster projectiles (Imp, HK, etc).
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James Smart
 
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Post » Mon May 06, 2013 12:03 pm


LOL
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tiffany Royal
 
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Post » Mon May 06, 2013 3:16 pm


More like he's going to tell us that this is somehow a good thing and that all the things that were removed were causes for complaint in the original (and then talk about how he hacked extra lighting into the original code and provide a link to it).
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Benito Martinez
 
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Post » Mon May 06, 2013 2:19 pm


On 360, imp and hellknight fireballs cast light but the illumination radius is smaller than in the old 2004 pc release.
Or it just appears to be smaller due to different overall lighting.
Turning down brightness to 0 looks different to the 2004 original. Specular highlights are more intense in BFG for example.

Lack of plasmagun projectile light is the most obvious. But i remember that this was frameratedropping in the original.
Seems like they used a single light source for every plasmaball fired.
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Shelby McDonald
 
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Post » Mon May 06, 2013 11:12 am


I bet 500 bucks that jmarshall is Brian Harris...
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steve brewin
 
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Post » Mon May 06, 2013 2:00 pm


I'll take that bet and give you - Tim Willits.
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Astargoth Rockin' Design
 
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Post » Mon May 06, 2013 8:13 am

My money's on Tim. Brian doesn't look like a stupid guy.
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Breanna Van Dijk
 
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Post » Mon May 06, 2013 2:39 pm

LOL, undercover in the forums...
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BlackaneseB
 
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Post » Mon May 06, 2013 2:46 pm



I take both as a compliment thanks .


I actually find all this very interesting, and for the life of me I can't fathem why you guys are complaining so much over stuff that is just fluff. I'm not telling you guys how to think, I'm just trying to pry into the why behind your complaints.

I can't understand for the life of me understand why Tim Willits didn't design Doom 3 to be a scary game. A lot of people(including myself), thought the Doom 3 alpha maps were the best, those maps had awesome cinematics(pinky and the zombie), I used to watch that scene over and over. It felt more like a story driven fps with unique non-repeatable events. Tim designed the game as a standard fragfest style game which was in my opinion what killed the game, and I remember at the time Carmack saying he didn't want Doom 3 to be a "playable movie", which is probably why they took some of those scenes out.

Don't think I don't have critiques of Doom 3 .

Fast forward to the bfg edition, take a step back and look at the game as a fragfest instead of a scary game, a simple mindless shooter like the original, does that make the game any better or worse?

I'm not just justifying anything, I'm just trying to get a deeper understanding of your complaints, and see if you guys truely understand what your complaining about, or if your actually complaining over something bigger. Something bigger would be the game was supposed to be a scary game in your mind and not a fragfest.
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Loane
 
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Post » Mon May 06, 2013 9:44 am

I've already told ya why it doesn't work: the gunplay is not fragfest-class, it's slow and methodical. The darkness and flashlight made up for that. Now they don't. Without them it's just a slow game that svcks at being fragfest, with more fast-paced and fun "meat" shooters on the market like Serious Sam 3 and Painkiller HD overshadowing (pun unintended) DOOM 3 like there's no tomorrow. BFG Edition just svcks. It svcks at being a remastering - Serious Sam HD, which, just like with DOOM 3, was a remake of the 8 year old game, nailed remaking, with gorgeous graphics and little to no changes in gameplay. Here it's just some lighting changes and effects being cut off. It svcks at being a gameplay changer, removing one of the core mechanics and not making the changes to accomodate the lack of it. It svcks at being the ultimate DOOM collection, with Final DOOM and Master Levels missing and DOOM I-II being altered, but, again, not changed to make up for the censorship. The only good things are the enhanced engine and new UI.

Why? It isn't supposed to be one.
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Jennifer Munroe
 
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Post » Mon May 06, 2013 8:02 am



There we go that's what I've been trying to get at. Remember I said "I can't understand for the life of me understand why Tim Willits didn't design Doom 3 to be a scary game.", all the flashlight did for some accidently added a dynamic to the game that changed it from a fragfest to a more immersive scary game. Remember though that wasn't the point of the flashlight. , because Doom 3 was supposed to be a fragfest with a small story. I disagree with Tim's choice to make a fragfest rather than a scary game, so I'm not backing him up there, just trying to get you to look at it from the designers perspective.
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Darren
 
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Post » Mon May 06, 2013 2:59 pm

It doesn't matter what it was supposed to be, only what it was truly matters.
Again, you forget two little thingies: GAME DESIGN and COMMON SENSE. They could just add the flashlight on all the weapons and call it a day. Hell, it was one of the first mods for the game. The flashlight was the way it was because of a conscious design choice and slow gunplay and the enemy placement all took it into account. And Doom 3 actually was immersive. Not really scary, but the atmosphere was all over the place and the immersion was unprecedented.
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Robert
 
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Post » Mon May 06, 2013 11:57 am


I agree with everything you said, if Tim Willits thought the same way when came up with the design for Doom 3, and your right also when it you said it doesn't matter what you thought it was supposed to be, it wasn't supposed to be that way.

I agree it should have been a scary game, I can't figure out why they made the flashlight the way it was, but you can read all the interviews from him: Doom 3 wasn't supposed to be a scary game.
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Samantha Jane Adams
 
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Post » Mon May 06, 2013 2:38 am

Dude, those interviews are a load of bull and Willits is a big fat liar. Why else would they bring Matthew Costello, one of the writers for a horror game dilogy The 7th Guest - The 11th Hour on board? Why all the jump scares, laughter, all the disturbing imagery and monsters redesign from goofy to creepy?
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Teghan Harris
 
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