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DOOM� In-depth Discussion (non-gameplay/mapping).
Thought it would be worth having another thread for people to waffle on about Doom3 at great and tedious length, apart from mapping which is covered here: http://celephais.net/board/view_thread.php?id=20849 , and gameplay which is covered here: http://celephais.net/board/view_thread.php?id=21980 , and to keep GA free of spoilers and stuff.

So go ahead and drone on and on about graphics, sound, atmosphere, in-game maps, weapons, monsters, effects, story, PDA's, anecdotes, notable scenes, etc etc.

Warning: Full of spoilers obviously and probably nerdy analysis too =).
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Doom 3 Trivia 
http://www.imdb.com/title/tt0418645/trivia

* The game contains several references to the original Doom games. For example, one of the magazines lying about has a "surprised" face on it - that of the Doom Marine from the first two Doom games. Also, the "player face" on the arcade machine is that of the Doom Marine.

* Within approximately 1 day of release, there was already a game modification (or 'mod') which added a light to the pistol. In the game itself, players must swap between a flashlight, or a gun.

<SPOILER>
* The name of the doctor responsible for the disaster is Dr. Malcolm Betruger. "Betrug" is the German word for fraud or deceit, which is exactly what the doctor does.
</SPOILER>

* In the original Doom, the player lost all their equipment (except for a pistol and 50 bullets) at the beginning of every new episode (for a total of two times). Although no reason was given for this effective "restart" in every chapter, the concept was carried over into Doom 3, and the player loses all their equipment (twice), on the journey to and from Hell. There are also several other holdovers from the original doom, such as a boss fight that consisted of two Barons of Hell, toxic sludge, and more.

* In one of the mails found/discovered in the PDAs lying around the base, there's a "futuristic" version of an IP address. If you "subtract" a few digits from it so it becomes a "normal" present-day IP address and perform a "reverse DNS" you'll get: "idsoftware.com", the domain/site of the creators/developers of the game.

* The PDA audio logs closely resemble the format, tone, and pacing of the audiotape Ash listens to in _Evil Dead II (1987)_

* Development team averaged about 24 people.

* Originally was not intended to be made. John Carmack, unimpressed with the current plan for the company's next game, told his co-owners that unless Doom 3 was id software's next project, he would quit.

* While most of the levels exist highly ruined, the developers first built every level as if nobody had ever walked in them. Going through each level with special developer-only 'weapons', level designers would then dismantle the levels in order to create a highly damaged effect.

* Originally, the Soul Cube was going to be split into four sections, forcing the player to defeat each section's "Guardian". Designers felt that this would make the Cube seem weak, and opted instead to keep the Cube whole.

* If you kill Larry Kaczynski and take his PDA, you will find an email from a "John Okonkwo" that turns out to be the well known "Nigeria Scam", which is apparently still assaulting inboxes well into the 22nd Century. 
Phait: 
don't cut and paste when a simple URL will do. 
Other Designers 
I saw Brandon James in the credits... now iirc, isnt he KillMe from Zerstorer and Quake2, and then left id during the dev of Q3A ? 
Yeah 
Interestingly, Darin McNeil also worked on RoE (another Zerstorer alumni ~_^).

Nerve seems to consist mostly of people from Rogue (who made Am. McGee's Alice, and the second missionpacks for both Q1 and Q2). 
 
ah, yeah, i didnt recall the names of other Zer members. i only remember KillMe for manson2.bsp which i love.

Nerve seems to specialise in taking id projects and doing it better... though i cant vouch on the q2 expansions... but didnt Nerve develop RTCW's multiplayer ? 
Emphasis His 
While most of the levels exist highly ruined, the developers first built every level as if nobody had ever walked in them. Going through each level with special developer-only 'weapons', level designers would then dismantle the levels in order to create a highly damaged effect.

First of all, most of the base was still in pristine condition aside from the ubiquitous blood and the bits that the massive throbbing tentacles tore open, but this is trumped up beyond recognition*. Making a room look disheveled with g_dragentity and putting in leaking pipes with editParticles is neat, but I'd hardly describe them as weapons.


* TRUBAR? 
WEAPONS OF MAP PRODUCTION 
 
After A Thorough Inspection Of #terrafusion, 
I found there to be no WMPs. The presence of mappers was misleading. 
The Answer Is Clear 
#terrafusion is obviously lacking in any kind of valuable intelligence :) 
 
#terrafusion presents a clear and present threat to mapping, even without WMPs. 
 
there must take place a regime change. scampie must transfer ownership immediately.

we'll be greeted as liberators 
Lun 
And would be supposed to replace Scampie ?? You ? 
 
Well, I'd run the interim government long enough to establish safety and democracy and freedom and liberty and baseball and apple pie. 
Arrghhh 
Lunaran is a George W Bush clone ! Help ! 
No 
He spelled interim correctly. 
Eh? 
I thought Carmack originally didn't want to do Doom 3? I thought the reason Paul Steed was given the boot was that he had stirred up most of the staff into pressuring the bosses for the next project after Q3 to be Doom 3.

Is this wrong? 
 
Ive heard back and forth on the matter... I recall before Doom3, Carmack was speaking of some project called Trinity, which sounded more ambitious, in his vague terminology, then Doom3. Technology wise at least (not too hard to be more ambitious then Doom3 on the gameplay front).

Yeah actually, the more I think of it... About half of the company wanted to do Doom3, and the other half didnt (this basically being Kevin Cloud and Adrian Carmack, as opposed to John Carmack), and supposedly Steed was pro-Doom3, and got caught in the crossfire... Though Id say his previous behaviour, notably in .plan files, played a role in his firing, not just spite for another shareholder.

But I honestly cant recall, aside from Steed, who did want to do another Doom and who didnt... Im leaning more towards Carmack not wanting to do another Doom, but Im not sure.

Wow, this contribution was useless! =D 
No 
before Doom3, Carmack was speaking of some project called Trinity

Trinity = Quake 3 tech research. Here's a quote I ripped from Blue's that was originally in the July, 1997 issue of Boot Magazine:

Id's Mike Abrash recently gave us a peak into id's 3D-only future and post-Quake graphics engine, Trinity. "Trinity is not just a hardware-only engine, its baseline system is a Pentium Pro 200+ with MMX, 32MB, and an accelerator capable of at least 50 megapixels and 300K triangles per second with alpha blending and Z-buffering. Imagine seeing through an open landscape from one server to the next, and seeing the action on adjacent servers in detail in real time and you'll have an idea of where things are heading in the near future."

Interesting look back at what they were thinking of doing, and how in same ways we've taken a step backward (e.g. Doom 3 servers hosting a max of 4 players). 
Doom3 
What happened was documented very clearly in Carmack's .plan file:

http://www.bluesnews.com/cgi-bin/finger.pl?id=1&time=20000601040557

The important bits if you're lazy as hell:

As many people have heard discussed, there was quite a desire to remake DOOM as our next project after Q3. Discussing it brought an almost palpable thrill to most of the employees, but Adrian had a strong enough dislike for the idea that it was shot down over and over again.

...

I discussed it with some of the other guys, and we decided that it was important enough to drag the company through an unpleasant fight over it. An ultimatum was issued to Kevin and Adrian(who control >50% of the company): We are working on DOOM for the next project unless you fire us.

...

Kevin and Adrian fired Paul Steed in retaliation, over my opposition. Paul has certainly done things in the past that could be grounds for dismissal, but this was retaliatory for him being among the "conspirators".


:eng101: 
Q2 On D3 
If for some reason you don't read PlanetDoom...

http://www.bluesnews.com/screenshots/games/misc/20050423/

"Kiltron (of Futrix Studios) keeps bringing the gaming community gorgeous works of art, as seen in these newly released Quake 2 screenshots on the Doom 3 engine. To clarify guesses or assumptions as to whether or not this is the original content, it is not. Kiltron and his team have re-worked everything from scratch for the Doom 3 engine." 
Gorgeous Works Of Art ... Uh Huh 
I see he's gotten over his hissy-fit about how much doom3 editing makes him want to cry. I see also he's been adding that he has a job at a studio now to make his doom3 stuff seem more legitimate than anyone else's.

Perhaps he should work on something vaguely original. 
He He 
the hissy fit heard around the world 
Feh 
This would be the Futrix Studios he made himself, whose website currently forwards to a domain host page saying "This Account Has Been Suspended - Please contact the billing/support department as soon as possible." and which presumably consists of him sitting on his own in a shed crying bitter tears while he hates himself for modding for the Doom 3 engine even though id have cruelly denied him an engine license.

PS I played ROE again and decided I actually quite liked it after all. I still think Vulgars looks stupid though. 
Futrix Is Just Him? 
Bahaha :) That makes it even worse.

Oh, while we're on the subject, I now work for AMALGAMATED LUNARANCOM MEGAINDUSTRIES UNLIMITED DOT NET. Please update all your bookmarks because I'm more important than them now. 
Lunaran 
That title is a little stretched out. What about --

Gathering of One Developer, or Good for short? 
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