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ARCHIVED NEWZ...
04/25/2003
Admit it. Even if you're not drooling at the mere thought of playing through id Software's upcoming Martian adventure, you're at least curious to see how DOOM III turns out. Will it have the story and gameplay to back up its amazing graphics? Will you need a NASA-approved supercomputer to play the game? Will there be any significant multiplayer gameplay to match the scare-your-last-meal-out-of-you single-player adventure? These questions -- and many more -- should all be answered when DOOM III arrives later this year.
Not much was known about DOOM III until a few months ago (and there's still a lot of mystery surrounding the title), but there are a few things we know. The game is a "retelling" of the original DOOM, set primarily in the Union Aerospace Corporation facility on Mars. You play a marine recently stationed at the station, but evil things are afoot, and only you stand between Hell and Earth -- literally! Many creatures will return from the first game, as will many of the original weapons -- at least in name, as the world of DOOM is getting a massive facelift.
Available now for pre-order at
Amazon.com
Warners corners film rights to vid game 'Doom'
Sep. 25, 2002
Warner Bros. Pictures is in final negotiations to pick up the feature film rights to id Software Inc.'s video game property "Doom" in a progress-to-production deal that will see the project go in front of the cameras in 15 months, or the rights revert back to the software company. Studio-based John Wells Prods. will produce "Doom" with recently departed worldwide production president-turned-producer Lorenzo di Bonaventura. Once the deal is firmly in place, a writer will be put on board to pen the screenplay. Although the video game was controversial because of its violence when it was originally released, the feature film version will aim for a PG-13 rating. "Doom," a first-person shooter, launched in 1993, and a third installment is scheduled for release next year. The feature film's story line will most resemble the third "Doom," which is set in the future at a paramilitary base on Mars, where a scientific experiment goes awry and accidentally opens a portal to hell. The vastly outnumbered hero fights off the forces of hell as they come from the portal onto the deserted base. This will be the basis for the feature version, without the constraints of the first-person shooter format.
DOOM movie scarily close?
Once again, id Software's first-person shooter series gets linked with the film industry, but this
time around the news appears to carry weight
A DOOM movie could potentially be great, an action-packed, fear-filled splatter-fest of gratuitous gore and violence.
Or it could go where so many film adaptations of games have gone before, down the road to utter tripedom while
stinking like a cow's arse.
With such concerns floating around in the gaming ether, news that none other than Warner Bros. Pictures has optioned the
rights to shoot a flick based on DOOM III comes as vague reassurance. Well, we thought so anyway, until we heard the
rumour that it's going to be rated PG-13 (in the US) - oh dear.
As far as plotline goes, it sound as though the film - if it happens - will stick fairly closely to id's latest venture. Events would
take place on Mars, with the story centring on a space marine character, a dubious scientific experiment and the opening of a
gateway to hell.
Apparently, Warner Bros. Pictures has a 15 month time period in which to begin filming of a DOOM III movie. If it fails to
comply with this, any optioned rights will return to id Software. However, id's CEO Todd Hollenshead is reportedly confident
that this deal will definitely result in the appearance of the developer's first-person shooter series on the big screen.
Wednesday, September 25, 2002
DOOM Movie On The Way
The on again, off again DOOM movie may finally be on again. Despite several failed attempts over
the past few years, it seems Warner Bros. Pictures is in final negotiations to bring the video game
to the big screen. Once a deal is in place, a writer will pen the screenplay and production on the
film would begin shortly after the script is finished and approved.
According to published reports, the film's story will likely resemble DOOM III's storyline, which is
set on a futuristic military base on Mars. When a scientific experiment goes awry and accidently
opens a portal to hell, the hero must battle demonic forces.
Warner Bros. is targeting a PG-13 rating for the movie.
Coments from The DoomKid:
I predict major ass suckage. I have seen this post previously and have
since rejected the existence of the DooM movie simply because I do not wish
to build myself up any over it - since the PG-13 tag line alone will
incorporate some lack of cool bloody shootouts, which was one of DooM's
crowning achievements. Its too bad that DooM went through the shit it did
after Columbine since I know the people at WB will keep this fresh in their
minds so as to not propagate a movie that "might produce similar results,"
so to speak. So anything media-doom related after that day is to be
presented with censorship in mind, especially if the company who produces
it wishes to not piss off some angry parents.
Resident Evil, the movie, was quite good. It was a horror zombie flic that
did the job quite nicely, and actually had some good creepy scenes when the
surround effects were put up pretty high. Resident evil though, was created
with R in mind AND didn't have a Warner Brother film rights, which in the
past haven't been very good at creeping people out - one of the biggest
things that DooM had to offer as a game when it was originally released.
So I'll watch it, sure. But I know that I can't bring any expectations with
me to the theatre. Which would be impossible considering my background with
it. So its going to suck. Damn.
Steev (aka The DoomKid)
September 25, 2002... The Hollywood Reporter states Warner Bros. is in final negotiations to pick up the film rights to id Software's Doom franchise. According to the Reporter, WB will have only 15 months to develop the property and get it rolling before cameras or else they'll lose the rights. Once the deal is closed a screenwriter will be hired.
It's also the first project announced for former Warner Bros. worldwide president of production-now-independent producer Lorenzo di Bonaventura. di Bonaventura will produce the film in collaboration with studio-based John Wells Productions. Both men will serve on the film as producers.
The storyline will most resemble the framework to be found in the forthcoming Doom III video game, due out at the end of the year. While the content of the Doom video game franchise has always been hard-edged horror, the movie will target a PG-13 audience level. [Source: The Hollywood Reporter.]
DOOM III F.A.Q.
1.What is DOOM III?
1.What is DOOM III?
In a nutshell, DOOM III is the third installment of the game that set the FPS world on fire
and spawned multiplayer carnage.
2.When did all this talk of a New Doom game begin?
On June 1st, 2000, John Carmack announced that id Software's next project would be a
new DOOM game:
Well, this is going to be an interesting .plan update.
Most of this is not really public business, but if some things aren't stated explicitly, it
will reflect unfairly on someone. 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.
Design work on an alternate game has been going on in parallel with the mission
pack development and my research work.Several factors, including a general lack
of enthusiasm for the proposed plan, the warmth that Wolfenstein was met with at
E3, and excitement about what we can do with the latest rendering technology were
making it seem more and more like we weren't going down the right path.
I discussed it with some of the other guys, and we decided that it was
importantenough 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 workingon DOOM for the next project unless you fire us.
Obviously no fun for anyone involved, but the project direction was changed,new
hires have been expedited, and the design work has begun.
It wasn't planned to announce this soon, but here it is: We are working ona new
DOOM game, focusing on the single player game experience, and usingbrand new
technology in almost every aspect of it. That is all we are preparedto say about the
game for quite some time, so don't push for interviews. Wewill talk about it when
things are actually built, to avoid giving misleadingcomments.
The official press release went like this:
MESQUITE, Texas - June 1, 2000 - id Software, an independent developerof
entertainment software, has started work on the next incarnation of DOOM,one of
the most popular computer games of all time. Employing an entirelynew 3-D
graphics engine, the still untitled project will showcase id Software'slegendary ability
to create an over-the-top, story-based single-player experience.
"id Software forever changed computer games with the DOOM franchise, and only
id can carry on the cultural and technical tradition of the original masterpiece,"Todd
Hollenshead, CEO, id Software, said. Hollenshead offered few other details.
"We expect to once again dramatically advance first-person gaming both
technicallyand artistically with this title," Hollenshead added. "Other than that,
iddoes not plan on issuing additional comments until the game is ready to speakfor
itself.
The original DOOM was released to critical acclaim in 1993 as shareware andhas
since been recognized as one of the most downloaded pieces of softwareof all time.
id later released DOOM and its sequels at retail, where combinedthey have sold
more than 4 million copies, generating sales topping $100 million.
3.Who is id Software?
Here is the list of the id Software team:
4.What is the storyline for DOOM III?
The storyline for DOOM III is essentially the same as the first. DOOM III however will
include cutscenes which will be written by scriptwriters hired for that sole purpose. This is
the first time that id Software has done this. Tim Willits had this to say:
We have a plan, we have the story, we have the major objectives,we have a
professional writer we're working with, and now we have the abilityto make the
content, to make the maps. Before we'd make a bunch of stuff andmake a
storyboard, but now we have it to start.
5.What engine will DOOM III use?
DOOM III will use a new engine with lots of new features. This is what John Carmack
said about the engine in a recent Interview:
The process of building the new engine went much more smoothly thananything we
have done before, because I was able to do all the groundworkwhile the rest of the
company worked on TeamArena. By the time they were readyto work on it, things
were basically functional. I did most of the early developmentwork with a gutted
version of Quake 3, which let me write a brand new rendererwithout having to
rewrite file access code, console code, and all the othersubsystems that make up a
game. After the renderer was functional and theother programmers came off of TA
and Wolf, the rest of the codebase got rewritten.Especially after our move to C++,
there is very little code remaining fromthe Q3 codebase at this point.
6.What graphics card will I need to play DOOM III?
This has to be one of the most talked about points of DOOM III. As mentioned above,
the game itself will boast a new engine which, from the screenshots we have seen, can only
be described as jaw dropping. DOOM III will need a Ge-Force3 to run doom with it's
full features but it will run on a Ge-force1 with reduce eye candy. Over once again to
Mr.Carmack for the low down on cards:
There are interesting things to be said about the upcoming cards, but NDAs will
force me to just discuss the available cards. In order frombest to worst for DOOM:
7.What will the sound be like in DOOM III?
The sound will offer a full surround sound experience as explained by the John Carmack:
We offer full dynamic 5.1 channel sound mixing, and multichannel playback of
studio sounds. It isn't clear that the market is really there for it yet, but DOOM
should be a poster child for surround-sound gaming. We have a nice sound system
set up for our demonstration, and I wouldn't be at all surprised if quite a few people
go buy one based on the experience.
8.What will the music be like in DOOM III?
Music will be put together by Trent Reznor (still in negotiation) who as some of you may
or may not know composed the music for the original Quake.
9.Will DOOM III have multiplayer?
Yes, there is going to be multiplayer. There will be only basic multiplayer options as id
Software is concentrating on making this the ultimate single player experience. The
multiplayer will therefore probably not change much from the original DOOM games. In
fact there will only be support for 4 players. This should include Deathmatch......and that
should be about it. There could also be co-op play. This is what John Carmack had to say
about it:
"This has been one of the areas where I know we are going to getsome negative
feedback. DOOM III will only have minimal multiplayerfacilities when released,
because we are concentrating all of our effortson making it an outstanding
single-player experience. We have our hands fulljust breaking in the new technology
and creating our world, so there just aren't enough resources to go around for doing
spectacular multiplayer. You will still be able to deathmatch, but don't expect
anything revolutionary. We will certainly be doing follow-up titles that refocus on
multiplayer. I strongly believe that it is better to do more games with a tighter
focus,rather than trying to be all things to everyone in a single title."
10.What editing tools will come with DOOM III?
DOOM III will come with its own tools built right into the game for making levels. This
will include everything that you need to build your own levels, create graphics, sounds and
even scripts.
11.Have any screenshots for DOOM III been released?
Yes. The game was shown off at this years E3 show to great acclaim. There are a number
of screenshots avilable to view and you can take a look at them somewhere on the web, but the only shot we've seen that's worth the time to download is HERE!
12.When will DOOM III be released?
At this moment the release date is unknown. id Software are famous for saying that it will
be done when it's done. I think though that realistically we are looking at a release
sometime in 2003.
07/07/2002
Revolutionary Title Wins Game Critics Awards: Best of 2002
Honors In A Record Five Categories
Santa Monica, CA - June 21, 2002 - id Software'sTM DOOM
IIITM, the next revolution in action gaming and technology, was
honored with five Game Critics Awards: Best of E3 2002 honors
including Best of Show, Best PC Game, Best Action Game,
Special Commendation for Sound and Special Commendation
for Graphics. Hosted at www.e3expo.com, the "Best of E3"
awards recognize excellence at the Electronic Entertainment
Expo, as judged by the Game Critics Awards committee, which
is comprised of 35 leading industry journalists.
"We've set out to blow people away with DOOM III, and the
demonstration at E3 was a tremendous success," said Todd
Hollenshead, CEO, id Software. "People have now seen that in
everything from graphics and sound to atmosphere and
gameplay, we are creating the most advanced and uniquely
frightening game ever."
"It is a great honor for DOOM III to be recognized in five
categories by the people who most closely follow our industry,"
said Larry Goldberg, executive vice president, Activision
Worldwide Studios. "We are thrilled to continue working with id
Software on this legendary franchise."
First released in 1993, DOOM® became a phenomenon in PC
gaming history and is widely recognized as the catalyst for the
first-person action genre. Since its inception, the franchise has
been one of the industry's best-selling PC series, with DOOM III
already the most hotly anticipated PC title currently in
development. DOOM III is being developed by id Software and
distributed by Activision, Inc. (Nasdaq: ATVI).
id - Freud's primal part of the human psyche and one of the
hottest game shops on Earth - has been rocking the gaming
world from Mesquite, Texas since 1991. As a renowned leader in
the industry, id Software forged such frenetic titles as
Wolfenstein 3D®, DOOM®, DOOM IITM, QUAKE® and
QUAKE IITM. With intense graphics and mind-blowing action,
id's games have helped redefine the modern video game,
continually setting industry standards for technology and
gameplay. And, in keeping with tradition, id Software has
amplified the world of adrenaline pumping 3-D gaming with the
release of their latest action titles, QUAKE III ArenaTM, QUAKE
III: Team ArenaTM, and the executive production of Return to
Castle WolfensteinTM. id's advanced QUAKE III Arena engine
is leading the next revolution in 3-D interactive games with both
single and multiplayer technology. Check out more about id
Software at www.idsoftware.com.
05-26-2002
Los Angeles - Early in the demo for Doom III shown this week at the E3
computer game trade show, id Software let viewers know that it has no
intention of changing its evil ways.
One of the first images shown in a hot, tiny theater designed to look like
the inside of a Mars-bound spaceship is of a man, his entrails showing,
hanging upside down on a wall adorned with a pentagram.
And that's just for starters.
If you stood in the long line outside the booth to get a glimpse of the demo,
you were treated to an incredible parade of horrific pictures, all rendered
in astounding realism. As is typical of id's games, Doom III breaks new
ground in computer graphics - and graphic violence.
"Would you say it was ... a little disturbing?" asked Todd Hollenshead,
id's chief executive, in an interview after the showing. "Good, that's exactly
what we're after."
"In this game, you're the good guy, but you are fighting the ultimate
evil - hell," he said. "And let's face it, hell is not something that's
supposed to be pleasant."
For years, Id has been the poster child used by critics of video games,
those who insist that titles like Doom turn children into killing machines.
Doom Ill is apt to add more fuel to that fire when it is released sometime
next year.
But it will also do something else - it will raise the bar on the quality of
graphics and sound in computer games. John Carmack, id's lead
programmer and co-founder, has leapfrogged his own graphics standard,
the game engine used in Quake III Arena.
The demo shown here looks close to the quality of computer-generated
animation found in films such as Shrek or Toy Story. The game's
characters - both humans and monsters - move much more realistically
than before. Even faces, which are notoriously hard to get right in
computer games, look more natural.
The lighting is spectacular, evoking the feeling of claustrophobia and
dread found in classic horror films like Alien. In fact, the lighting almost
seems like a character itself and in the demo, at least, it was largely
responsible for the scenes' fright factor.
Even movement is more realistic. In one scene, the hero of the game
blasts a particularly chunky zombie at the top of a metal stairway. In past
games, the victim might have slid to the bottom of the stairway as though
he was really on a greased ramp; or he might have gotten "stuck"
between a couple of stairs.
But in Doom III, not only does the zombie bump when he hits each stair
on the way down, but he does so with obvious mass. The physics are
very realistic.
E3, or the Electronic Entertainment Expo, is something of a coming
out party for Doom III. Mesquite-based id has been in stealth mode,
having only shown brief glimpses of it at previous tech events.
It is a departure for the company, which in the past has talked openly
about its games' development with its fans as they were being made.
That wound up in heightened expectations, so id opted to stay quiet
until now, Hollenshead said.
This game also shows the influence of Graeme Devine, the creator
of the hit adventure games Seventh Guest and 11th Hour. Although
the demo still looks like an "if it moves, kill it" shooter, Hollenshead
said the full game is more story-driven. In fact, id hired science fiction
writer Max Costello, who wrote the stories for both of Devine's
adventure games, to handle the plot line in Doom III.
Doom III is set in a base on the Martian moon Phobos (it's essentially
a retelling of the original Doom), and scientists have accidentally
opened a portal to hell. The base is now crawling with both humans
turned into possessed zombies and a grotesque selection of monsters
and demons, many of which will be familiar to fans of the 1995 original.
Unlike Quake III Arena, the emphasis here will be on the single-player
aspect of the game. While the original Doom introduced the world to
the multiplayer death match - and brought down several college computer
networks in the process - this version will offer only a basic multiplayer
component, Hollenshead said.
The idea is to get the single player experience right, he added, and to
get as close as possible to gaming nirvana: total immersion.
01/21/2002
Another bit of newz: We'll be accepting donations thru
Paypal.Com to help defray the costs of the bandwidth consumed by having all these wads
on our servers. If you're in a position to throw a few dollars our way,
we'd most assuredly appreciate it! Thanx in advance for your support!
06/15/2001
DOOM III IS IN DEVELOPMENT!
That is correct. Id software has decided to take on the challenge of
creating yet another sequel to the ever so wonderful DooM series.
What is Doom?
Doom has been a legacy almost a decade. One of the first 3D first person shooters on the market and
created by id Software, Doom captivated the attention of millions of gamers and was revolutionary in the
gaming industry. Several Doom products were released in the early 90's - to name a few - Doom, Doom
2, Final Doom, Ultimate Doom, etc. Doom put you in a space marine's boots with some cool-ass
weapons fighting hordes of scary monsters in a demonic atmosphere. And now, several years later, a new
Doom game is planned - with brand new technology and gameplay.
What's with all the hype?
The new Doom, whether the developer/publisher intends it or not, will receive more hype than any other
video game. Because of id Software's immense popularity and the popularity of Doom and their other
games, the new Doom will no-questions-ask be surrounded by hype. Every leaked piece of information,
every screenshot or video clip, or developer comment leads to a huge reaction from the community. And
the hype is not unjustified - based on id's current track record, Doom will probably be the biggest game
for a long time after its release.
Why is it referred to as the "new Doom"?
As of right now the game is unnamed, it has always been referred to as "the new Doom game" by id
Software and much of the online community. The game has been appropriately and unofficially dubbed
"Doom 3" or "Doom 2000" by the public, just for reference reasons. We will refer to at just as Doom or
the new Doom (as id Software does) or Doom 3 here at Doom Center.
...MORE SOON!...
What can I expect to see in terms of gameplay?
Of course Doom will be a first person shooter like its predecessors. Previously, id has been working more
and more towards the multiplayer aspects of their games until they released Quake 3: Arena - a
multiplayer only game. It seems as though they will be moving back towards their single players roots and
enhancing the single player gameplay with new techniques. When John Carmack was divulging some
information about the new Doom game, he let people know about Doom's goals for gameplay: single
player is the absolute focus, and Carmack feels it will be id's best single player experience to date :
The hardest thing is deciding what to focus on, because DOOM meant different things to different people.
We have decided to make the single player game story experience the primary focus, but many people
would argue that DOOM was more about the multi-player.
A Tim Willits interview revealed some comments about Doom's gameplay:
Giving players information. We need to find better ways of giving players the information they need to
advance through the game. Sidekicks and computers have been done before. As developers, we need to
find more creative ways of giving players the information they need to progress as they play the game,
and that's what we're hoping to do in DOOM.
Mr. Elusive, who will be working on scripting and AI for Doom, made comments about the AI of the
monsters. He said that they would probably each have distinct characteristics and personalities.
Few other details about actual game content have been released, but we can hope to see a lot of the
original game ideas - lots and lots of enemies and mowing through them, lots of bad-ass scary
atmosphere, and more of the same old Doom stuff. Of course id plans to step up the original ideas with
new and improved techniques for making the single player experience amazing.
Some information about the number of monsters the player can fight at once was implied by Jim Dosé in
an interview with the Daily Radar. From his comments it can be tentatively concluded that the new Doom
will probably not feature hordes of monsters like its predecessors did:
It's too early to say, but considering that we're going for much higher detail characters, as well as a highly
detailed and dynamic environment, you can probably draw your own conclusions.
06/15/01
We've got lots of really interesting technology coming out. We have got the strongest programming team
we have ever had in the company where we've got programmers that are working on areas that we have
conventionally short-shrifted. Some of the things like game logic are things where I would just always do
something that's acceptable that would get the job done. There was never like a primary focus for it. Now
we've got expert programmers dedicated to it. We've got a programmer dedicated to making great sound;
a programmer dedicated to making great game technology; a programmer dedicated to great tools. Of
course, we are going to have great graphics and great networking and all this type of stuff we have always
been known for, but a lot of the areas that have been kind of our secondary strength are going to be
brought to primary level and that's going to be really cool.
Basically the Doom engine will be redesigned from the ground up. However, in many places id will be
basing the code on Q3, but most of it will be re-written. At first, Carmack had not planned to rewrite the
engine, but later on Jim Dosé commented on the matter, and it became clear that id Software was making
a new engine basically from scratch:
The engine is being completely rewritten, just piece-by-piece. Currently, the renderer, shader system, and
game code are completely new. The cgame and network code have been removed. The animation system
is currently being written from the ground up. The sound system and UI are still in place, but will be
rewritten by Graeme and Robert when they are finished with the mission pack. At some point along the
way, John will probably write a new network system.
So, even though we are not starting out with a blank sheet of paper, the final result will be a full rewrite.
And again Jim Dosé on the Doom engine being made from scratch for the most part:
It's a completely new engine. During the early parts of the development, the "scaffolding" of the Q3A has
remained in place to allow us to keep the game working while systems are replaced, but the major code
that defines what the engine is and is capable of is completely new. Rendering, collision detection,
modeling/animation, game code, physics, sound and networking are all being completely written from
scratch.
Graphics
The graphics for the new engine promise to be breathtaking - and all you need to do to believe this is
watch the MacWorld Doom video. However, still not many details released here either. We know that id
will be using lots of the features available on the GeForce 3 technology, and it looks amazing on the
video. For information on graphics cards look below at our What 3D cards will be supported by Doom.
Here are some quick comments from Carmack about the graphics:
The renderer is completely new, and very different in structure from previous engines. Interestingly, the
interface remained fairly close for a long time, such that I was able to develop most of the DOOM
renderer using the rest of Q3 almost unmodified. It finally did diverge, but still not too radically.
Sound
Not many advances in sound technology have surfaced over the years of gaming. We see small
improvements here and there, but Doom intends to take sound effects to a whole new level. Graeme
Devine will be writing an entirely new sound engine, and Carmack made these comments about the
sound: "…We should have quite literally an order of magnitude more audio richness than in our previous
games." Jim Dosé commented further on the sound:
We hope to go really far with the sound in Doom. Probably the best thing about FAKK's system was the
fact that it gave the sound designer a lot of control over sound in the game and we want to have the
control and editing support in Doom to be just as good, if not better. Graeme is spending a lot of time
developing a robust sound system and Robert is developing a user interface that allows us to quickly setup
in-game editing facilities, so I think we should be able to give Doom's sound the justice it deserves.
Animation
Judging from the models and animation in the recently released MacWorld Doom video, we will be
treated very well in this area. Fred Nilsson was hired by id to work specifically on animation, and he
commented on it:
We have a great pipeline in place already. I can import a model from Lightwave or 3DSMax. Set it up
with bones - Adjust the deformations. Then export it right into the game.. We can even do cameras etc.
So. Making cinematics should be a blast.
And John Carmack on the animation and Fred Nilsson:
We don't have any technology specifically directed towards character features. The animation was done
pretty conventionally in Maya. Our new animator [Fred Nilsson] comes from a film background, and we
are finding that the skills are directly relevent in the new engine.
And finally, Jim Dosé also commented on Doom's animation, in response to Carmack's comments.
Basically, it looks like a lot of manual work on the animation will replace a more generic parametric
system - which means more work but better detail and quality:
When I originally discussed what features we wanted in the animation system with the animator, I
suggested adding controls for parametric facial animation, and he was basically horrified. His response
was that he could do a much better job by hand. "This (animation) is what I do," he said. After seeing the
results of what he can accomplish by hand, I tend to agree.
I've looked into the research that's been done on parametric facial animation, and while it's impressive, I
haven't seen anything that approaches the quality that an animator can do by hand. Even when the set of
expressions it uses are manually created, the expressiveness doesn't compare to the subtlety an animator
can put into it.
While the generality of a parametric system would be great for generating massive amounts of facial
animation, as well as animation for dynamic content (such as net-based voice communication), if the
animator is willing and able to handle to workload, I am more than happy to stick with hand animation.
The technical challenge would be quite enjoyable, but in the end, I'll take a limited amount of high quality
hand animation over an unlimited quantity of mediocre computer generated animation.
Doom Tools
The Doom tools should make it easy for the community to work with compared to other id Software
titles. The tools will come implemented with the game's source code, and everything will be built into the
same program. Here are Carmack's ideas on the issue:
The decisions to integrate all tools (editor and map processing) directly into the executable, and to make
map source data required for loading in addition to derived data, make the new game far and away the
easiest to create content for. Every installation that can play the game can edit the game.
Also, I have banished the last of the binary file formats, so everything (except standard data files like .wav
and .tga) is now in easily explored and understood text files.
This should make modification developers, mappers, and the like very happy. In the past it has been more
difficult to edit and modify the game, the new Doom should address this properly.
What kind of system will I need to run Doom?
Id Software is really going all out with the graphics, AI, sound, and other technology, so you can expect
the game to take a big toll on your system. There are no specifics yet, but I would guess it looks like
probably a Pentium 3 (or high-range Pentium 2), and a newer video card, probably an NVIDIA
GeForce-Voodoo3/4/5 or higher. GeForce 2 is their target card, so if you have one you're probably be
Ok, but the major treats will be with the GeForce 3. Next, probably 64MB RAM will be required with
128MB being a good level. Again, these are just my approximations. Here are Carmack's comments on it:
I am hoping that the absolute top-of-the-line system available when the game ships will be capable of
running it with all features enabled and anti-aliasing on at 60hz, but even the fastest cards of today are
going to have to run at fairly low resolutions to get decent frame rates. Many will choose to drop a feature
or two to get some speed back, but they still won't be able to get near 60hz.
What 3D cards will be supported by Doom?
Right now it is not exactly clear which cards will be supported by Doom - it will of course be an OpenGL
game, but some of these cards may be too slow and lack the features required to run Doom, but nothing
definite on that yet. Here is a list of video cards and comments that Carmack wrote on:
The card that the new Doom will work best with is not available as of yet. But there are some good ones
in progress. The existing cards on the market are as follows:
nVidia GeForce 2: We are using these as our primary development platform. I play some tricks with the
register combiners to get a bit better quality than would be possible with a generic dual texture accelerator.
ATI Radeon: All features work properly, but I needed to disable some things in the driver. I will be
working with ATI to make sure everything works as well as possible. The third texture unit will allow the
general lighting path to operate a bit more efficiently than on a GeForce. Lacking the extra math of the
register combiners, the specular highlights don't look as good as on a GeForce.
3DFX Voodoo4/5, S3 Savage4/2000, Matrox G400/450, ATI Rage128, Nvidia TNT2: Much of the visual
lushness will be missing due to the lack of bump mapping, but the game won't have any gaping holes.
Most of these except the V5 probably won't have enough fill-rate to be very enjoyable.
3DFX Voodoo3, S3 Savage3D/MX, Matrox G200, etc: Without a stencil buffer, much of the core
capabilities of the renderer are just lost. The game will probably run, but it won't be anything like we
intend it to be viewed. Almost certainly not enough fill rate.
More information on 3D card support will be added as released.
Will modifications be a big part of Doom?
Well, really that is up to the community. However, with id Software making sure that all the tools are
available and integrated into the source, it should ensure that the Doom community will get plenty of
gamplay. Here are some quick comments about this:
The last of the binary file formats have been removed, so that everything except standard data files like
.wav and .tga is now in easily explored and understood text files.
Which means easier editing!
And in an interview with the Daily Radar, Jim Dosé comments on modifying the new Doom:
We'll continue that tradition, and Doom will be our most customizable game yet. The level editor is built
into the engine, so you'll be able to make new levels for the game right out of the box. Levels won't
require the huge preprocessing times that our previous games did. Also, we have an easy-to-use scripting
system that will allow people to create very interactive environments. Of course, we'll also release the
code so that programmers can make their own types of gameplay. Mod makers and licensees should be
very happy with the capabilities of the new engine.
10/18/2000
First, the process of associating your Y! ID with your ring ID is
not instant. It shows up under "my rings" right away, but takes
quite some time before you have access to the management
functions. For one of my rings, it was about 6 hours. I received
no notification that it was active, nor was there mention that I
would not have access immediately. Another ring wasn't active
for 24 hours. I still (as of this writing, about a day and a half
after association) do not have access to my last one.
Second, the "email all members" function has no information
about whether it's everyone in the ring, everyone in the queue,
or both; I also have no control over which that is, don't have the
chance to remove duplicate addresses, and can't use my own
email program which would enable me to specify the correct
return address (instead it uses the one my Y! ID is configured
for).
Also, the new navigation is un-customizable aside from color
(and even then only given the choice of white or light grey... you
can see how that would be an issue for someone whose design
tastes tend to lean towards dark), and apparently contains banner
ads (I haven't seen it yet myself). This new server-side
navigation is mandatory for new ring members. We are no
longer given the option of pointing the ring at any page besides
where the ring fragment is. The ring homepage is made
completely useless; Y! points all fragments back to the Y! page
for the ring rather than our own designed pages which may have
extra features for the members. The Ring Logo is now squashed
into a 150x150 square, no matter what the actual dimensions of
the image are. I no longer have aesthetic control over the ring.
Fortunately existing fragments still function.
In addition to my gripes about the management portion, as a ring
member I have had difficulty associating my site ID with my Y!
ID as well. When using Netscape, I consistently got an "Invalid
Member Command" error whenever I tried to do so. Upon using
Internet Explorer instead, it claimed to have successfully
associated me with the site, but they are still not showing up
under "My Rings" and I therefore have no way to edit the
information.
Perhaps the most disappointing part of this all is the fact that
once all the current ring managers leave the Y! system, they will
only be replaced by new people drawn in from other parts of Y!
who have no idea of what the WebRing once was. Y! will never
feel the change.
06/03/2000
DOOM III IS ON IT'S WAY TO DEVELOPMENT!
That is correct. Id software has decided to take on the challenge of
creating yet another sequel to the ever so wonderful DooM series. I must say
though, it is an honour to finally hear such news and I cannot personally
wait to get the nitty gritty on it!
http://www.doomworld.com
and
http://www.shugashack.com
have some stuff there for your interests.
Me thinks that the new DooM engine will require something of a P3, but who
knows. We'll have to wait and see. Right now the bad boy is only being
discussed and has only recently been agreed upon. Man, makes me wanna go and
fire up some good old fashioned co-op DooM II with my sister over the LAN
... yeah... sweetness. Need to go dig up the ZIP file that I hid it in
though...
Also, if you're in the neighborhood of upgrading, it would be only a good
idea to make sure that anything you get should start out with:
***NOTE: PIR does NOT advocate the use Of INTEL
products... See:
BOYCOTT INTEL
The board costs about $120, a 733 Pentium III costs about $390 and the Ram
is a little less than $1/MB. Definately a good time.
06/01/2000
[Jun 01, 2000 : 03:28 am]
Oh damn dudes, JohnC just dropped the bomb in his
.plan
about id's next project, a new Doom game (which apparently
wasn't something everyone at id was in favor of)
Further along, he mentions that Paul Steed has been fired
(John says he did a damn fine job as modeler, but was fired
because of the whole event, kinda nasty). Be sure and read
the entire update, pretty damn interesting. In addition to that,
you can read what former id Software employee Zoid has to
say about it here.
06/01/2000
Most of this is not really public business, but if some things
aren't stated
explicitly, it will reflect unfairly on someone.
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.
Design work on an alternate game has been going on in parallel
with the
mission pack development and my research work.
Several factors, including a general lack of enthusiasm for the
proposed plan,
the warmth that Wolfenstien was met with at E3, and excitement
about what
we can do with the latest rendering technology were making it
seem more and
more like we weren't going down the right path.
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.
Obviously no fun for anyone involved, but the project direction
was changed,
new hires have been expedited, and the design work has begun.
It wasn't planned to announce this soon, but here it is: We are
working on a
new DOOM game, focusing on the single player game experience, and
using brand
new technology in almost every aspect of it. That is all we are
prepared to
say about the game for quite some time, so don't push for
interviews. We
will talk about it when things are actually built, to avoid
giving
misleading comments.
It went smoother than expected, but the other shoe dropped
yesterday.
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".
I happen to think Paul was damn good at his job, and that he was
going to be
one of the most valuable contributors to DOOM.
We need to hire two new modeler/animator/cinematic director
types. If you
have a significant commercial track record in all three areas,
and consider
yourself at the top of your field, send your resume to Kevin
Cloud.
06/01/2000
by Zoid
zoid@retrostudios.com
Well, I'm not surprised that he (and others there) would like to make another
DOOM. DOOM was a very successful product and an incredible game. Capturing
its spirit will be a challenge since a lot of DOOM's factors were in its ability to give
you such an impending sense of danger and power:
DOOM featured rooms of dozens upon dozens of enemies. This was
something that just wasn't feasible in Quake or Quake2 with the limitations of
the number of polygons on screen. I hope that JohnC has some solutions to
achieving this.
DOOM had one of the best musical scores of any video game.
The monster design was amazing. I remember screaming when I first
encountered the Cyberdemon and the fear he instilled into me.
DOOM only had LAN based play (and modem one vs one). A proper client
and server arcitecture for DOOM based deathmatch would just simply rock.
DOOM had insane player speeds. The DOOM guy ran almost twice as fast as
the Quake guy did in relation to the world. Such speeds aren't really condusive
to internet play since it makes prediction harder. However, I hope those insane
speeds make it into the new DOOM.
But there are some issues--when DOOM came out, people were new to the first
person shooter genre and one of the reasons DOOM was such a fun game was as
you learned how to play you started being able to kill monsters better. These days I
(and most experienced players) can run rings around a Cyberdemon and toy with
him. DOOM taught me how to strafe, dammit. :)
It's a shame to see Paul let go. He was certainly one who didn't have any problem
expressing his opinions. But he could sure pound out some amazing 3D models. His
work in Quake2 and Quake3 was outstanding--it's sad to see his art won't be in the
new DOOM.
A part of me is upset with my own disassocation with id. I would have loved working
on DOOM CTF levels. :)
In any case, I can't wait to see what id can come up with in a new DOOM. I want to
be scared all over again.
/// Zoid.
02/15/2000
We have managed to put together some fairly cool stuff for you to look at:
The
3DREALMS/APOGEE SHAREWARE PAGE is for all you nastalgia buffs out there,
and for those who've been living off planet since the early 90's, it an
opportunity to check out some of the games that lead up to the DOOM revolution.
By popular demand, we've made available the:
iD Software Shopping Page. We're not going to lie to you though, as the
iD Software servers are some the busiest in the world, you WILL probably
encounter all sorts of difficulties in getting logged on to these servers
at iD Software.
As an example, click HERE to test.
Our suggestion is to try your downloads at OFF-PEAK hours, for example
on Saturday mornings 4:00 AM CST (US).
09/13/99
After a long hot summer here in south Texas, We've finally found the time to
go thru the ring one site at a time, and "weed out" the problem sites. I'm
sorry to have to say that we lost 7 sites from the ring this morning.
Various reasons, including Error 404 "file not not found," "Unable to Locate
Server," POORLY REDONE RING CODE FRAGMENTS, (NOT TOLERATED IN THIS WEBRING,)
relocated, and unfindable ring code fragments, (also not tolerated in this
ring,) etc...
As the ring is about sharing the traffic, and helping the lower traffic
sites within the ring, We had to get rid of some of the sites that created
problems.
We've been managing to get new members added to the ring in record time, (in
comparison to some of the rings I've been a member of) and we feel like
we've been on top of most issues up to this point. Now that we've gone thru
the ring and fixed the problems, we can be proud of the functionality of
this ring.
Number 2:
About half of the mail generated at this site concerns how to download stuff.
And most of that mail concerns how and where to download the "Full Versions,"
or "Registered Versions" of
iDSoftware's Products.
At PIR we create software, grafx, and web sites for clients, and we get paid
for our efforts. We, like all software houses get in particularly NASTY
when we find that our copyrights have been violated. We do not offer for download, or
advocate the piracy of any of registered versions of the
iDSoftware Products.
DOOM, THE ULTIMATE DOOM, DOOM2, FINAL DOOM, QUAKE2, HERETIC2, AND HEXEN2 are NOT
available as shareware. We do not have them available for download. We will not
have them available for download at any time in the future. These software titles
have become VERY inexpensive in the stores, and are also available at
iDSoftware's web site, so being overseas is not an excuse for software piracy.
And THAT'S ENOUGH ABOUT THAT!
05/20/99
04/14/99
To make a very long and very sad story shorter, now we are experiencing the
problems that we expected Ring/Geo/Yahoo.Com (no longer .ORG) to have. They've
attempted a software update that has not turned out very well indeed.
Enter: RINGSURF (Copyright ©1998 QuikLink Interactive, Inc., All Rights Reserved.)
The new kids on the block. At the bottom of this page you'll find the new
Ring Code Fragment displayed. This system works very well, and has been a pleasure
to manipulate. Please take a moment to join our ring, if you have an iD Games
related web site.
12/09/98
Our "New Look" is now complete. We've spent considerable time bringing together
all kinds of information sources for this site. If there's something you need
and can't seem to find it here, please
contact us. We'll come up with the answers PDQ for you!
11/28/98
9/11/98 |
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(CLICK THE SHOTGUN)
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Parker Information Resources Houston, Texas doom@parkerinfo.com |
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