[PIR DOOM DOMAIN LOGO]
[IMAGE]
WOLFENSTEIN
WOLF GODS
DOOM
ULTIMATE DOOM
DOOM GODS
DOOM LEVELS
DOOM NEWS
ARCHIVED NEWS
DOOM2
DOOM2 LEVELS
PIR TC
DOOM SOUND
DOOM MUSIC
DOOM THEMES
FINAL DOOM
HERETIC
HERETIC LEVELS
HERETIC GODS
HEXEN
HEXEN LEVELS
HEXEN GODS
HEXEN WALKTHRU
HEXEN2
QUAKE
QUAKE NEWS
QUAKE GODS
QUAKE2
HOW TO
CODES
SHAREWARE
EDITORS
FRONT ENDS
PATCHES
DOOM PORTS
DOOM III
MIL. AIR PIR

iD Software Shopping Page

ARCHIVED NEWZ...

04/25/2003
The highly anticipated 3D-shooter Doom 3 will be available in stores in this year, according to GameSpy. The Estimated Release Date is the November 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?
2.When did all this talk of a New Doom game begin?
3.Who is id Software?
4.What is the storyline for DOOM III?
5.What engine will DOOM III use?
6.What graphics card will I need to play DOOM III?
7.What will the sound be like in DOOM III?
8.What will the music be like in DOOM III?
9.Will DOOM III have multiplayer?
10.What editing tools will come with DOOM III?
11.Have any screenshots for DOOM III been released?
12.When will DOOM III be released?

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:

  • Adrian Carmack [co-owner, artist]
  • John Carmack [co-owner, technical director]
  • Kevin Cloud [co-owner, artist]

  • Christian Antkow [designer]
  • Mal Blackwell [designer]
  • Andy Chang [artist]
  • Graeme Devine [programmer]
  • Jim Dosé [programmer]
  • Pat Duffy [media artist]
  • Robert A. Duffy [programmer]
  • Todd Hollenshead [c.e.o.]
  • Matt Hooper [designer]
  • Donna Jackson [office manager & id mom]
  • Seneca Menard [3d artist]
  • Fred Nilsson [artist/animator]
  • Steve Rescoe [designer]
  • Kenneth Scott [artist]
  • Marty Stratton [dir. of business development]
  • Eric Webb [development assistant]
  • Tim Willits [designer]

    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:

  • I still think that overall, the GeForce 4Ti is the best card you can buy. It has high speed and excellent driver quality.· Based on the feature set, the Radeon 8500 should be a faster cardfor DOOM than the GF4, because it can do the seven texture accesses that I need in a single pass, while it takes two or three passes (depending on details)on the GF4. However, in practice, the GF4 consistently runs faster due toa highly efficient implementation. For programmers, the 8500 has a much nicerfragment path than the GF4, with more general features and increased precision, but the driver quality is still quite a ways from Nvidia's, so I would bea little hesitant to use it as a primary research platform.
  • The GF4-MX is a very fast card for existing games, but it is lesswell suited to DOOM, due to the lower texture unit count and the lack of vertexshaders.
  • On a slow CPU with all features enabled, the GF3 will be faster thanthe GF4-MX, because it offloads some work. On systems with CPU power to burn,the GF4 may still be faster.
  • The 128 bit DDR GF2 systems will be faster than the Radeon-7500 systems,again due to low level implementation details overshadowing the extra textureunit.
  • The slowest cards will be the 64 bit and SDR ram GF and Radeon cards,which will really not be fast enough to play the game properly unless yourun at 320x240 or so.
  • 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
    ID SOFTWARE'S DOOM IIITM HONORED AS "BEST OF SHOW" BY GAME CRITICS AWARDS COMMITTEE

    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
    Beyond the gore, a new standard in gaming graphics

    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
    As most of you that enjoy downloading files from FTP CDROM.COM know, they were bought up by some kind of yahoos who feel that computer games are evil or something... Anyway, it totally screwed the pooch for most of us who had extensive links to files on their servers. Totally cratered most of the PIR Doom Site. As of today, we think we have most of it all fixed. While we don't have as many wad files as CDROM.COM had, we have a double gruntload of stuff on our own servers now that'll keep you busy for a while. Be sure to check out:
    DOOM GODS and find the best TC's of all time.

    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
    I'm sure you already know this, but just in case you didn't, I'm going to re-iterate -

    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
    Carmack's overview of the technology:

    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
    (A RANT COPIED FROM THE MAIL LIST FOR WEBRING/YAHOO/GEOSHITTIES.ORG.COM)
    As of September 5, 2000, Yahoo! fully integrated WebRing into their system. Many people participating in WebRing thus far are fleeing like rats on a sinking ship, and many others are wondering why. I personally have either moved my rings to other ring systems, relinquished control of them to other ring members (in a couple of cases I did both), or outright deleted the ring if it was no longer useful. General grievances with Y! aside (which many people have as a result of the Y! takeover of GeoCities, but that is another matter), there are several reasons for no longer wishing to maintain a ring on the Y! system.

    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
    I'm sure you already know this, but just in case you didn't, I'm going to re-iterate -

    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:

  • 1.) a new motherboard. One capable of 133Mhz RAM/Bus speeds, UDMA 66 controller and plenty o processing power.
  • 2.) a new cpu that utilizes your 133Mhz bus.
  • 3.) SDRAM that utilizes your 133Mhz Bus.
  • ***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.

    Steev

    06/01/2000
    DOOM 3 Announced

    [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
    Name: John Carmack
    Email: johnc@idsoftware.com
    Description: Programmer
    Project: Quake 3 Arena
    Last Updated: 06/01/2000 02:51:45 (Central Standard Time)

    ------
    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 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
    Thursday June 01, @ 10:52AM EDT
    http://www.retrostudios.com/

    One thing I learned about JohnC with my three and a half years with id--he's extremely to the point.

    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
    It's been quite some time since we've done an update here at the DOOM DOMAIN. The simple truth is, we've been so busy with our CLIENTS that the Gaming Stuff has taken a back seat to the Paying Stuff!

    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
    Two Subjects in today's update, Number 1:

    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
    The ghost has been given up. Today we are beginning to kill the Ring/Geo/Yahoo.Com (no longer .ORG) webring at the Doom Domain. It's been real, it's been fun, but it ain't been real fun! See ya in the funny papers, webring!

    04/14/99
    Everywhere you go on the web, you see WebRing Code Fragments at the bottom of pages of all subjects. This site is no different. Some months ago, WebRing.Org, (the outfit that makes the rings possible) was purchased by Geocities.Com, a well known "free server" service outfit. There was much gnashing of teeth over this "revoltin' development," but before Geo/Ring could be messed up by their new corporate bosses, Geocities.Com was purchased by YAHOO.Com.........

    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
    You've arrived at the page because your Internet Browser Software is in some way "challenged." Probably, you're using a Microsoft product, or you're on WEB TV. If the problem is the former, we suggest getting the latest version of Netscape. The difficulty is WEB TV, well, the cure is more drastic. Sometimes you just gotta bite the bullet, you know?

    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
    We have begun construction on our "new look." As was said before, the time spent editing the damage done by both of the free server orgs is considerable but as it turns out, worth it. Pages look better without their logos, and load much faster.

    9/11/98
    If you landed here from a Geocities, or Xoom link, it may be a bit cornfusing. As both of these "fine" organizations seem to enjoy changing their rulz on an almost daily basis, and as we have so many pages on their servers, it has become basically impossible to maintain the links to these pages from their prospective front ends. We invite you to browse these pages. Notice the graphics on the Geocities pages. As these graphics reside on Xoom servers, they no longer work. There are simply too many pages to warrant the time spent editing them to repair the damage done by Xoom. Bottom line: We know it's confusing, and we apologize.

  • Questions? Comments? We Love To Answer E-Mail At PIR
    (CLICK THE SHOTGUN)
    [IMAGE]

    Parker Information Resources
    Houston, Texas

    doom@parkerinfo.com

    [DOOMCAD DIAGRAM]

    The HTML Writers Guild
    Notepad only
    [raphael]
    [hbd]
    [Netscape]
    [PIR]