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I'm doing a replay of Doom 3 with comments/review and screenies at my blog... I will be doing the whole thing as a little series. Obviously contains spoilers, but also has descriptions of all levels, including the later ones. So if you got bored halfway through, or can't remember, you might like this. Quite a long game.
I did the beginning, Alpha Labs, Enpro and the Communications levels and will be doing the Recycling ones next, then Monorail, then Delta Labs and Hell. Then the caves.
7 years later, this game doesn't look all that bad.
I agree, Willits is total bossmode. There are few others in the industry I respect as much except for maybe Ken Levine (I dare say, at the end of the day System Shock 2 might be the greatest virtual experience ever woven by human minds.)
Tim Willits is a guy I have the highest respect for, and not just because I'm remaking his EXCELLENT episode 1 levels in RMQ (it is an honour, Tim, and I'm very aware of it).
He is an excellent (!) level designer and creative director with old school street credibility and he knows everything about making a cool game level.
Tim Willits made Quake's episode 1. The guy ranks as high as John Romero in my book.
Cut the guy some FUCKING slack!
Tim is one of my idols, and I don't care if he made blunders. The guy who made e1m2, e1m3 and e1m4 clearly was a creative genius.
In fact I will replay his maps now just to spite his detractors.
Regarding the other people that made Doom 3, they are designers of the highest caliber, like Mal Blackwell and Matt Hooper who made the excellent Quake 2 mission pack "The Reckoning". We have John Carmack at the drums (at the top of his game) and Adrian Carmack in the arts department.
This was a kickass team. It must have been awesome to be part of id at that time.
Doom 3 is great. The lack of duct tape doesn't make sense logically but game play wise it was a great choice. So was all the darkness, doom 3 was not too dark at all. I guess if your playing it next to an open window at 1 o clock in the afternoon it can be hard to see. But playing in the dark at 1 am while really getting into it proved it to be really well done.
damn, the attention to detail and pacing of that game was top notch. id and that crazy bastard Tim Willits really know how to craft a game.
hmmm i may one day actually start modding bc of this community. i switched back again after i figured out that ssao and ambient lighting was ruining sikkmod for me. made seeing in the dark possible and that just didnt feel like doom. if i do decide to actually start modding this will be the first place to hear about it. thnx for the info none the less
Doom 3 is actually pretty easy to mod, similar to quake, maybe try unzipping those pk4 files and mix&match stuff?
Most Doom 3 mods change only scripts (which is roughly comparable to very light QuakeC changes, only scripts are text files and don't need to be compiled).
Some also change the actual game DLL (in the SDK). This is roughly comparable to heavier QuakeC changes and you'll need C++ compiling equipment here.
By editing scripts alone, without compiling anything, you can already change stuff like player running speed, weapons damage etc.
Textures in D3 are controlled by material files, similar to Quake 3 "shaders" (which are also used to make all those darkplaces eyecandy mods). Material files are also plain text files and can be modded.
im actually playing with dentons mod again now with the new textures using pom instead of sikkmod. i just wish there was a way i could use sikkmod's sun flares, wet blood look (on floors, walls and ceilings), and blood splatter with dentons mod.. everything would be perfect if i could do that.. unfortunately there is no extraordinary individual that puts all awesome things together for doom like in quake... like seven...
not sure if its allowed to give a link to a steam forum post... sorry if im breaking any rules here.. but this is what i followed to get everything working smoothly hope it helps
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