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.
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
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?
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
"Send more cops."
"Send more paramedics."
I feel fantastic, and I'm still alive.
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?
Doom3 is nowhere near done; the only release date they're specifying at E3 is "2003", and most likely it won't be January either. In other words, they have around a year's work left on this game, maybe more. Presumably they will spend that time adding many many more character models, or even (hopefully) coming up with a way to generate different bump/displacement maps for the same character and thus avoid the "two of the exact same zombie" syndrome that affects the current screenshots.
In any case, it's pretty obvious the issue will be solved in the final game.