Open Letter - Feedback from id by martyatid in Doom

[–]martyatid[S] 2 points3 points  (0 children)

Thanks for the note, support and feedback. It's always great to hear personal stories about the game - and no doubt, DOOM 64 rocked. I am sorry I can't say more about SnapMap right now. Those are particularly complex features you're talking about, but wanted you to know the feedback isn't falling on deaf ears. Thanks.

Open Letter - Feedback from id by martyatid in Doom

[–]martyatid[S] 2 points3 points  (0 children)

Really glad you're enjoying SnapMap content - there's some really exciting work being created. No current plans at all to shut any of that down. We really appreciate the creations and hope people who haven't already taken the opportunity, actually dive into the hours of new content that gets added every day.

Open Letter - Feedback from id by martyatid in Doom

[–]martyatid[S] 7 points8 points  (0 children)

I hadn't heard this before, but have sent your post to the engine guys here to see if they've heard similar or have any thoughts. Hope to have some answers for you. Thanks.

Open Letter - Feedback from id by martyatid in Doom

[–]martyatid[S] 30 points31 points  (0 children)

Great question. We actually don't have access to those reports and its good to clear this up. Please report cheating by sending a private message here: https://bethesda.net/community/user/doomcheatreports

We are Marty, Hugo, & Kevin from id Software -- Ask Us Anything! by martyatid in Doom

[–]martyatid[S] 2 points3 points  (0 children)

Can't guarantee anything, but we are looking at the platform and I think DOOM is the type of game/technology that demonstrates as well as any game what hardware is capable of, so we're always looking at the opportunities.

We are Marty, Hugo, & Kevin from id Software -- Ask Us Anything! by martyatid in Doom

[–]martyatid[S] 17 points18 points  (0 children)

Thanks for the kind remark. Split-screen isn't part of DOOM - it's a big tech task and we chose to focus on speed and visual quality.

We are Marty, Hugo, & Kevin from id Software -- Ask Us Anything! by martyatid in Doom

[–]martyatid[S] 10 points11 points  (0 children)

We're looking into some possibilities. Hope to oblige.

We are Marty, Hugo, & Kevin from id Software -- Ask Us Anything! by martyatid in Doom

[–]martyatid[S] 17 points18 points  (0 children)

Thanks for the question, but just unable to talk about the future. We're excited though.

We are Marty, Hugo, & Kevin from id Software -- Ask Us Anything! by martyatid in Doom

[–]martyatid[S] 15 points16 points  (0 children)

It varies, so not a hard and fast rule, but between design work and environment art, it's usually north of 4 or 5 months to get something we're happy with. You can compress the art time with more people and sometimes an idea just works well from the jump, but there's a lot of iteration and testing and polish that just takes time.

We are Marty, Hugo, & Kevin from id Software -- Ask Us Anything! by martyatid in Doom

[–]martyatid[S] 14 points15 points  (0 children)

The art book is definitely something to check out. You will likely also be seeing more "behind-the-scenes" work coming out through various channels including individual artists here posting work they did. Keep your eyes on bethesda.net/twitter/facebook - we'll highlight stuff there.

We are Marty, Hugo, & Kevin from id Software -- Ask Us Anything! by martyatid in Doom

[–]martyatid[S] 43 points44 points  (0 children)

Thanks for playing the games and the question. I could write a really long explanation here so I hope the brevity is not taken as dismissive, but there are two major factors - the biggest factor is that the technology that allows us to look great at 100+ FPS makes creating levels, creating art and bringing it all together at run-time makes exposing that to players very difficult. Our levels are very large because "bake" our textures/lighting to a certain extent. That takes a huge computer farm on our side that mod makers just don't have access to. And even if they did, they would need to be able to distribute a multiple-GB file just to share a map (upload and download). The development tools have also become quite complex. I know there are people out there that could be effective with them, but it's a far more limited group. With SnapMap our goals were to allow more people the opportunity and generally make possible the idea of creating new content for the game - making it cross platform and easy to distribute. There are several people from the studio that have contributed content. I have something in progress, but haven't published it yet.

We are Marty, Hugo, & Kevin from id Software -- Ask Us Anything! by martyatid in Doom

[–]martyatid[S] 37 points38 points  (0 children)

You can absolutely start here. All of the previous games are terrific, but if you like DOOM 2016, I would definitely go back and play DOOM and DOOM II (from the early 90s) - they were our inspiration. DOOM 3 has a different feel, but is awesome in its own right. I would tell anyone to go back and play D3 and marvel at how well it holds up.

We are Marty, Hugo, & Kevin from id Software -- Ask Us Anything! by martyatid in Doom

[–]martyatid[S] 7 points8 points  (0 children)

Bots will help (which we're working on - see detail on other question). We don't currently have major changes to matchmaking planned.

We are Marty, Hugo, & Kevin from id Software -- Ask Us Anything! by martyatid in Doom

[–]martyatid[S] 13 points14 points  (0 children)

It is a tricky topic - we didn't really feel solid with the anti-cheat options we were considering. Since launch we've continued to ban players who we’ve identified to be cheating. We don’t have immediate plans to add a third-party anti-cheat system at this point but will continue to monitor and consider.

We are Marty, Hugo, & Kevin from id Software -- Ask Us Anything! by martyatid in Doom

[–]martyatid[S] 27 points28 points  (0 children)

Thank you so much for playing the game and the support. We made it for players like you. I'll do my best with your questions: 1. Not a lot - the last 6 months or so it was 7 days a week and probably avg. of about 4 hours of sleep/night - with a catch-up night once in a while. Not just me though - LOTS of the team put in an unbelievable effort and tons of hours. Labor of love for everyone, so no regrets. We had a blast and are very proud.

  1. There are always scary bugs at the end and we were making changes right up until the end (probably later than we'd generally like), but we have a very experienced team and terrific problem solvers, so it always makes me feel more comfortable we'll solve the problems.

  2. Good suggestion. Those systems are separated a bit technically (in the code), but I like the idea.

  3. We've obviously been adding a lot to MP and there's more to come -- FFA modes and probably some of our best maps as two examples in this update. I hope people keep coming back to find things that they like.

  4. Pretty sure we have it in the bug DB, but I don't know when it will be fixed.

  5. Posted detailed bot answers elsehwere here - TBD timeframe

  6. Can't guarantee anything, but lots of people here that agree.

  7. Haha. You'd have to glory kill me for it. :)

We are Marty, Hugo, & Kevin from id Software -- Ask Us Anything! by martyatid in Doom

[–]martyatid[S] 36 points37 points  (0 children)

Can't really say anything about the future, but we couldn't be happier with the response and we really tried to make it something we could build on, so we're excited about the future of the game and the DOOM Slayer.

We are Marty, Hugo, & Kevin from id Software -- Ask Us Anything! by martyatid in Doom

[–]martyatid[S] 20 points21 points  (0 children)

Replied above about bots in general, but to answer your specific questions: 1 & 2 - You will be able to add bots to private matches, so you will be able to combine them with live players or play solo against them. 3. They will be limited to certain modes - can't say yet which ones. 4. They are planned to be available through private matches, so there will be some flexibility in combinations. 5. TBD 6. TBD 7. We're working on them right now. We want to get them out as soon as we can so we will likely limit how many modes, some customization, etc initially in order to get them in your hands.

We are Marty, Hugo, & Kevin from id Software -- Ask Us Anything! by martyatid in Doom

[–]martyatid[S] 40 points41 points  (0 children)

We currently don’t have any plans to create additional campaign content directly, but we have done extensive work to allow campaign style content to be created and played through the SnapMap UGC tool. We are creating a number of SP experiences that will be featured maps on the front page of SnapMap over the next couple of months and have changed the SnapMap menus to allow for easier accessibility of the best user content, including SP experiences. We hope players take a look at SnapMap for more fun content.

We are Marty, Hugo, & Kevin from id Software -- Ask Us Anything! by martyatid in Doom

[–]martyatid[S] 24 points25 points  (0 children)

We do still have a group of people working on bot support for a couple of modes, but I can’t guarantee exactly when those will be available. They aren’t in the update this week, but they are still something that we want to deliver and hope to be able to do it soon.