A massive demonic invasion has overwhelmed the Union Aerospace Corporations' (UAC) Mars Research Facility, leaving only chaos and horror in its wake. As one of only a few survivors, you struggle with shock and fear as you fight your way to Hell and back in an epic clash against pure evil.

Built on a revolutionary new 3D graphics engine, Doom III draws you into the most frightening and gripping 3D gaming experience ever created.

Dripping with atmosphere and changing the look of 3D games forever, Doom III features realistic physics, 6-channel surround-sound, and real-time dynamic lightingand shadows that create and environment of ever-changing fear and uncertainty. Compete in vicious multiplayer action where light, shadows, and a totally dynamic world can be used to your advantage or peril.

Image RSS Feed Latest Screens
Doom III Doom III Doom III
Blog RSS Feed Report abuse Latest News: S.T.A.R. 1088 - The Store Network, The code & The weapons

About S.T.A.R. 1088 with 10 comments by Chimueloeldragon2011 on Mar 23rd, 2014

Hello there everyone!

Many awesome and unbelievable things have been going on lately after almost eight months of nothing new in this profile.
This seventh update will cover these past months letting all of you know about the progress this project has seen since then.

But first there's this question I've been asked the most, why have I been out so much time, and why no updates in such a long time? ->
I've been asked about the status of the project quite a few times.
Well unfortunately life issues have been tightening my workflow, thus slowing things down a bit. Hard bussiness outside, problems inside, not much spare time to actually work at a stable rate.
This however doesn't mean I haven't been working! On the contrary, the project has seen incredible progress since the last update the past year. So much has been going on, that most of it probably won't make it into this article.


P A R T  1:
What have I learnt so far...
This section is intended to provide an idea of what has been going on internally with the project.

C++ programming and incredibly improved overall game behaviour ->
About five months ago, I finally got round to get into programming and its advantages.
Almost each and every script function has now been moved into the game code, with the exception of the Interaction function, which is still handled via the DoomScript system.
In the future, I may as well move the whole Interaction feature to the code to finally "clean" the scripts once and for all.
At the moment, not only there's more free memory, but there are also plenty of additions to those already existent functions as well as brand new characteristics. There's still a lot of work to do with the code, and the project is in its deep development stages.

Modelling: The weapons... ->
Before proceeding, I'd like to give credits and my sincere thank you to @bladeghost for the pistol model he made exclusively for this project. It's always a pleasure to work with this guy.
At the present time, there are three fully functional weapons, two of which I modelled in 3D Studio Max, being the third one the aforementioned pistol. The modelling process is the most time consuming, but highly rewarding so far. The method is pretty much the one every game developer follows. High poly mesh, Low poly mesh, UV mapping, Normal mapping and texturing. Once the model's ready, it is rigged and finally brought to life with animations.
Later on, the models are polished and exported to the game. It is not an easy process (specially the animation part), but the results I'm getting so far are keeping me satisfied.
A render of the low poly pistol

Pistol Unloaded / Normal
A render of the high poly shotgun in its early stages (Non textured version)

Pistol (Full Size)
Shotgun (Full Size) 

Animations: Because they're 90% of a weapon. ->
Yes, the animations are certainly most of what makes up a gun view model.
For said reason, I aim for a balance between realism and look. Please notice that realism refers to timing of movements, hand orientation/position and weapon behaviour.
Why not a video?

P A R T  2:
Deeper into some of the game features...
The second section of this article provides specific info about some of the many new aspects of the game.

The S.T.A.R. 1088 Store Network ->
Over three hundred lines of code make up the S.T.A.R 1088 Store Network, and it's yet to be completed. There are many more characteristics on the way.
But what is the Store Network in the game?
All along the ship, you'll eventually come across Store Terminals, small cabins where you'll be able to buy anything from medical attention to ammunition, weapons, a wide variety of items, full slots of an ammo type, ammo packs and more.
But in order to be able to buy anything, you must count with the one and only currency accepted aboard: Electronic Credit Cards (ECC's) each marked with a different denomination, being the latter displayed through a cyan screen. These are a key element for you to perform your shopping.
As you run out of credits, the system will disable those items you can't afford, while leaving the ones you can still buy.
The Store interface is divided by categories and types. There are three different categories of items available (These being Items, Weapons and Ammunition) whereas the different types depend on which category has been selected.

Items (Category) -> Health (Type) -> List

You can also view the FULL SIZE image.

Reading notes, background story telling->
Every once in a while, you'll find pieces of paper scattered everywhere: Lying on the floor, on tables, or even sticked to the walls or other objects.
These can be divided in two types based on what kind of information they actually provide, which can also be recognized in real life: Articles / Notes.
The articles usually describe secondary story events that not only enhance the way the whole story is perceived by the players, but also act as secondary story tellers. Unlike these, notes contain other not so substancial information in terms of story, but instead are meant to provide data only useful for a specific situation.

P A R T  3 :
The maps, and what has been done in the meanwhile...
As I must have mentioned before, mapping is by far the most complicated and time consuming field there is to be, specially being maps for S.T.A.R 1088.
In all seriousness, there's a lot of things to take care of: Story telling, scene representation, all kinds of details, lightning, polishing, optimization, entity placement, and even realism when it's due.
All this combined together is basically what the mapping process consists of.
And it's not precisely something you would do in one day! It takes time, a lot of time. Many hours for a single section, entire days to even be a quarter through a map, and even months to finally complete a level. After that, there's the final polishing and optimization side of things, where every single square inch of a map is explored in search of any bugs or inconsistencies that might have remained. After all this huge process, a map can be considered ready.
With all this, the first level has seen a lot of progress. I ensured that all that's been built so far was polished and looking fine for it to be considered in its playable state.

P A R T  4 :
Questions and Answers...
We are getting closer to the end of this article, but before finishing I'd like to let you know that
the FAQ has been updated.
I've addressed a few questions that arrived to my inbox during my time out.
If you haven't, take a look at the FAQ article.


So we made it to the end of this article.
If you liked this, please track this project , it helps development a lot.
Please, share this with any other fellow players!
If you want to help spread the word, please help me do so by posting links to this article in other Doom websites you may know! This way we can make S.T.A.R 1088 be known by more players.

Until then, thanks for reading!

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Zombs V2
Doom III

Zombs V2

Apr 18, 2014 Zombs Full Version 0 comments

It's time for Version 2! 3 new maps, 4 new weapons and various improvements.

Doom3 Hell v1.1 ; , *
Doom III

Doom3 Hell v1.1 ; , *

Apr 16, 2014 Doom3 H e l l ; , * Demo 3 comments

Here is a set of detailed changes that makes things sound enough for me to then do a sweep of changes to all thirteen levels for the next v1.2 . . . This...

Doom 3 Reference Page
Doom III

Doom 3 Reference Page

Apr 15, 2014 Doom III SDK 0 comments

The Doom 3 Reference Page is a Windows help file that contains information on Doom 3's CVar's, script commands and command line arguments. There is some...

Denton's Enhanced Doom3 (v2.02) source code
Doom III

Denton's Enhanced Doom3 (v2.02) source code

Apr 11, 2014 Denton's Enhanced Doom3 (v2.02) Source Code 0 comments

This is the complete source-code for Denton's enhanced Doom 3. The mod was first released in 2007 and has been used as basis for many independent mods...

Denton's Enhanced Doom3 (v2.02)
Doom III

Denton's Enhanced Doom3 (v2.02)

Apr 5, 2014 Denton's Enhanced Doom3 (v2.02) Full Version 0 comments

This mod was first released in 2007. This is a re-release through ModDB.

Doom Reborn E1M7 Game Play Test Version 1
Doom III

Doom Reborn E1M7 Game Play Test Version 1

Apr 2, 2014 Doom Reborn Patch 0 comments

About The Test Version: This is the Full level all items, Monsters, switchs, etc Work left to do: secret counts, polish of lights, and a few adjustments...

Post comment Comments  (0 - 10 of 329)
Schizops Apr 11 2014, 10:58am says:

Warning: the Devil is Real ! ; , *

+1 vote     reply to comment
DiamondBorne 12hours 47mins ago replied:

I know, i built it's cage... *lights flicker*

My favorite tension building scene.

+1 vote     reply to comment
satorn Mar 31 2014, 12:49pm says:

great game

+2 votes     reply to comment
T-F Jan 21 2014, 4:49pm says:

If you can't play some of your old mods on version 1.3.1 (latest) - (because they work only on 1.3) check this The-emz.com

+2 votes     reply to comment
ChikenFingerz Aug 20 2013, 5:32am says:

is it free ??

+1 vote     reply to comment
Selene. Sep 12 2013, 4:34am replied:


+1 vote     reply to comment
onlyhereforsharks Jun 5 2013, 3:15pm says:

umm how do i check requirements?

+2 votes     reply to comment
hakaru-x Jun 25 2013, 12:06pm replied:

does that really matter after all this years?

+1 vote     reply to comment
Goat‪ Dec 20 2013, 8:54am replied:

People still say it does even today, that's why I brought it up.

+3 votes     reply to comment
AidanDemon Feb 21 2014, 12:28am replied:

Dont forget about ******** that talking about Half-Life 2 and Source engine look better than Doom 3 and idTech 4. idTech 4 have a better phisical and graphic system, cinematic phisics in 2004. One minus of Doom 3 - boring after 4 hours of gameplay.

+2 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Doom III
Windows, Mac, Linux, XBOX
id Software
id Tech 4
Send Message
Official Page
Release Date
Released Jul 31, 2004
Game Watch
Track this game
Community Rating



503 votes submitted.

You Say


Ratings closed.

Highest Rated (5 agree) 10/10

Scary, creepy, fun, addictive, awesome graphics and cheap... Just perfect

Feb 14 2011, 12:45pm by bluluxabica

First Person Shooter
Single & Multiplayer
Doom III, Released Jul 31, 2004
Doom II, Released Oct 2, 1994
Doom, Released Dec 9, 1993
Embed Buttons

Promote Doom III on your homepage or blog by selecting a button and using the HTML code provided (more).

Doom III Doom III
Doom III
138 of 20,573
Last Update
5 days ago
470 members