E3 Doom III Preview
Warped-Reality writes "GameSpy has a new Doom III Preview covering aspects of the storyline and how Doom III will be different from the rest of the FPS genre. It includes some pictures of the E3 Doom III demo booth. As the article says, "This is DOOM III, and it's going to scare you to hell."" Looking at these images, I can only say two things: Wow and Cool Toilets. Update: 05/22 19:55 GMT by M : There's also an interview with Carmack giving a few more details about the game.
Wow and Cool toilets
Now, this is why I always wipe the seat before sitting down.
Yep. I heard that you'll be able to sell your own organic fruits and vegetables to unsuspecting yuppie zombies on level 6.
Co-ops are great for fresh food, but are you going to be able to keep up with the demand for fresh brains?
I have been pwned because my
You can also check:
gamespot
more from gamespot
And get the Doom 3 legacy movie from here:
3d gamers
It doesnt have much footage from Doom 3, but it got interviews with some people from Id Software.
All links graciously ripped off: Voodoo Extreme.
Ok, I hate this! I'm sick of blood fantasy. Who cares if it causes real tragedies or not... I'm just bored of it and see photo-realistic blood smears as, well, not that great a use of my fantasy time. Yeah, you can do whatever you want, yada yada yada, I'm not telling you not to play this game, I don't care. It's an opinion, mine, about it's pointlessness.
That people see that stuff and can only think how "nice" it looks... um, something way pent up in there boys! But you should Really Enjoy the war they are about to send you to! "Wow, look how realistic my dead buddy looks! It almost looks real... what? it is real?!"
-pyrrho
My god my buddy and I did the *exact* same thing. I think doom prevented me from getting into a decent college :)
your name isn't matt is it? :D
Religion is a gateway psychosis. -- Dave Foley
While there's no denying this looks stunning, particularly the environments, I can't help but notice the characters are all pretty low poly. They're hardly better than Quake 3 level it seems. At first, sure, they look pre-rendered almost, but you can see poly edges around the sihlouettes first, and then on closer inspection you can start to see sharp angles elsewhere within the models.
Carmack's trick of using high poly models for lighting and shading calculations and then projecting that onto lower poly models may make for some amazing visuals, great damage effects, and much better facial animation, but IMO the low poly in game models need to have maybe 2x the detail just to make a good base for the higher poly lighting/shading calculations. That or hope that all the next gen cards have N-patch support or some other form of HOS support *and* that it can be used with Doom 3. Otherwise it looks like it's going to be an incredible engine that will be let down a bit by low poly characters. No doubt the in game assets and performance are still being tweaked of course.
- JavaJones
According to this quote from John Carmack it looks like we are going to be getting a Doom game quite different its successors. Hell it looks more like Resident Evil or Half Life than the original Doom games.
John Carmack: Doom III is pushing the fear factor over the raw action. As you make the worlds more and more believable, you are forced to tone down the "superhero" aspects of the game. I still think that a good game can be built around "toon time" action, but that isn't what Doom III is going to be about. The monsters are going to be much more independently fearsome, rather than just acting as moving gun turrets.
I don't know about the rest of you but for me Doom was the action orientated gameplay, where for example often you had to take on over a dozen imps with a mere shotgun. It would be great to relive that experience all over again in a 3D fully environment powered by a cutting engine.
However perhaps this shift isn't all bad because part of the reason Doom was all action orientated in that it lacked a substantial story. Yet for the first time it looks Doom will have a proper story with science fiction writer Matthew Costello doing the story and dialog. Also the shift way from action can be attributed to the fact that 3D models aren't as efficent as Doom's 2D sprites when you want to put lots of enemies on screen.
Despite the gameplay differences hopefully there will be some camoes of the original Doom enemies or weapons in the game.
aus.music.scrapbook
Anyway, I saw DOOM 3. It's very cool and all, but when you really see the action, and when you see the monsters, um.. it kinda makes you feel DOOM 3 is attack of the clones. There are about 4 different monsters that I saw, and all other monsters were clones of these monsters. I mean, the big fat belled one, it's very cool and all, but does ID need to have 100's of the same monster running around? What's the logic here? It's the same friggging model and all. I know it worked OK for other monsters in older quakes -- dooms, but when the detail is so high and when every mosther looks like the other, it's kinda silly.
I've been wondering (if John reads this too), if the individual monsters could be changed a bit, just slightly, so they wont look so repetitive and clone like, that would be just great for the single player experience.. Not just the body color, you could slighty alter the model as well, maybe define a model constrain and randomly generate models on the fly? I seriously didnt feel at ease looking at the multiples of the same model.
Hans B. Ammafui.
I imagine that I'm not the only one tired of Q3-style shoot-em-ups. It's great to see a return to atmosphere and cinematic feeling in a game. I hope, though, that the game doesn't rely on cut scenes, which for me are absolutely worthless. I haven't watched a single moment of the cinematics CD with Diablo 2, and I can't stand games like Final Fantasy which aren't much more than crappy RPGs built around good CG cut scenes.
The most fun single player game I ever played was the Alien mod for Doom. I remember inching my way through the tunnels, and then jumping in my seat when an alien burst out of the wall at me. The designer of that mod had an excellent sense of mood and atmosphere. The entire first level didn't have a single monster on it. But the second...
There are differences.
Doom 3:
- Single player oriented
- Years ahead of the technology of Quake 3, and rightfully so as q3 was released in 99
- Has a story line
Quake 3:
- Multi-player oriented
- Starting to age a bit, but still PLENTY of fun
- has no story line
Doom seems like it will be a more 'realistic' eye candy rich game. Where Quake 3 is a fast paced multiplayer game with more of a fantasy set of physics.
I'd really like to see this have a ton of monsters like the original Doom games did. That's a big reason I enjoyed Halo so much. You'd walk in to a big area and there would be 20 or 30 enemies to take down. Not many games do that these days....
That was the best part of Doom. Open a big door and find 30 guys in there. Your friends playing co-op would see you running back by them and ask "What is it?". Heh...then they'd get swarmed. Good times...good times....
Oh yeah, I also want an Aliens TC mod.
This has been one of the areas where I know we are going to get some negative feedback. Doom III will only have minimal multiplayer facilities when released, because we are concentrating all of our efforts on making it an outstanding single-player experience.
Remmber when ID announced that Quake 3 would be only multiplayer.
Sinlgle player is dead etc.
The only problem with that was the over sateration that happened just after. Single player is back. I can't wait.
The problem with multi player is that most of us are tired of compeeting all the time.
It's also worth noting that the biggest selling (IIRC) game on the PS2 (GTA3) has no multiplayer mode.
I know I'm going to hell, I'm just trying to get good seats.
Fetch the screenshots then view them when you're done...
for i in $(seq 1 20); do wget http://www.gamespy.com/e32002/pc/doom3b/"$i".jpg; done
You've expressed your opinions on using Java as the language to replace DLLs in the past. Two of the reasons you gave for not using Java were the bleeding edge nature of the APIs which added more chaos to the already chaotic Quake stew than you were willing to give, and the speed of execution. Although it isn't as efficient as straight C code, what are your impressions with Perl since you learnt it a while back? Would you consider writing the client and server game logic modules in a multiplayer oriented game in a different language from each other?
Early during the development of Quake 2, Brian Hook said in an interview once saying that you said that you would most likely be a leader in the real time gaming graphics field until around 2004. If this is an accurate recollection of something you said at that time, what did you foresee happening that might raise the question of your respectable dominance in the realtime gaming graphics field?
Doom is going to be using hardcoded DLLs again, since the move to C++ negated your ability to use LCC retargeted to bytecode. This has, most likely caused you to see the significance of standardizing the bytecode instead of the language. Are there any plans in the future for retargeting compilers of other languages for the purpose of security and cross platformism wins with using virtual machines? If so, will they use the same bytecode as Quake 3 did?
You have expressed enthusiasm many times for the NeXT STeP environment and how you might still be developing under it if there was support for target hardware. Have you looked at the functionality of GNUStep, which is a project attempting to close the functionality of NeXTSTeP?
In every Id product, the bugs that have crept up are rarely related to the renderer and therefore rarely likely to be code you wrote. Do you feel that you produce few uncaught or unreproducible bugs in general compared to most developers, or is it because the renderer is so throughly tested in the development of idgames due to it's fundamental placement in the games architectures?
Question: Do id software members get kickbacks from the video card industry? :)
Note to women of Slashdot: This is why you should never use the men's bathroom.
And what are those things sticking out over the urinals? Even without the monster there, I'd be scared to take a piss. Flushers? Infared sensors? None like I've seen. I don't know about you guys, but I generally don't like anything that close to my dick unless it can make babies or tell me it needs more space.
c-hack.com |
Oh, cry me a fucking river. There's a lot of us who want an enjoyable single-player game for once, and not have to have our skill determined by our ISP's ping time. You've got Counterstrike, Q3, UT, ad nauseum. Let the rest of us enjoy a new game, and not a rehashing of the Q2 engine, for once.
I can't wait to see the Barney mod for this!
--
"Outlook not so good." That magic 8-ball knows everything! I'll ask about Exchange Server next.
*stomp stomp stomp stomp stomp*
RAAAAAGRH!
*whoosh whoosh*
*BOOM*
Now THOSE were the sounds of fear. Nothing has surpassed the original cyberdemon for me.
Except maybe my first panicked headcrab assault.
My own pointless vanity vintage computing page
Sheesh, Carmack sure is slipping. Things are looking a little foggy here. And these monsters aren't looking very frightening. Okay, well, maybe if I was a girl...
--------
Bleah! Heh heh heh... BLEAH BLEAH!!! Ha ha ha ha...
"Send more cops."
"Send more paramedics."
I feel fantastic, and I'm still alive.
An isolate research facility is experimenting with teleportation qhen things go bad and people start turning into zombies.
This is the same plot the first Doom had. From the DOOM FAQ:
In DOOM, you're a space marine, one of Earth's toughest, hardened in combat and trained for action. Three years ago you assaulted a superior officer for ordering his soldiers to fire upon civilians. He and his body cast were shipped to Pearl Harbor, while you were transferred to Mars, home of the Union Aerospace Corporation.
The UAC is a multi-planetary conglomerate with radioactive waste facilities on Mars and its two moons, Phobos and Deimos. With no action for fifty million miles, your day consisted of suckin' dust and watchin' restricted flicks in the rec room.
For the last four years the military, UAC's biggest supplier, has used the remote facilities on Phobos and Deimos to conduct various secret projects, including research on inter-dimensional space travel. So far they have been able to open gateways between Phobos and Deimos, throwing a few gadgets into one and watching them come out the other. Recently however, the gateways have grown dangerously unstable. Military "volunteers" entering them have either disappeared or been stricken with a strange form of insanity--babbling vulgarities, bludgeoning anything that breathes, and finally suffering an untimely death of full-body explosion. Matching heads with torsos to send home to the folks became a full-time job. Latest military reports state that the research is suffering a small setback, but everything is under control.
A few hours ago, Mars received a garbled message from Phobos. "We require immediate military support. Something fraggin' evil is coming out of the gateways! Computer systems have gone berserk!" The rest was incoherent. Soon afterwards, Deimos simply vanished from the sky. Since then, attempts to establish contact with either moon have been unsuccessful.
You and your buddies, the only combat troop for fifty million miles were sent up pronto to Phobos. You were ordered to secure the perimeter of the base while the rest of the team went inside. For several hours, your radio picked up the sounds of combat: guns firing, men yelling orders, screams, bones cracking, then finally silence. Seems your buddies are dead.
Things aren't looking too good. You'll never navigate off the planet on your own. Plus, all the heavy weapons have been taken by the assault team leaving you only with a pistol. If only you could get your hands around a plasma rifle or even a shotgun you could take a few down on your way out. Whatever killed your buddies deserves a couple of pellets in the forehead. Securing your helmet, you exit the landing pod. Hopefully you can find more substantial firepower somewhere within the station. As you walk through the main entrance of the base, you hear animal-like growls echoing throughout the distant corridors. They know you're here. There's no turning back now.