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geX
geX @ S.T.A.R. 1088 - A little reflection (Before and After)

I totally get what you're going through. I've grown into a man while working on Phobos. It's ambivalent to think about how much time you spend on a project like this, but in the end it all shows through the project itself and that's super satisfying.

Keep at it! Your game looks really great so far!

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geX
geX @ Cryochambers annex

Looks really great!

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geX
geX @ S.T.A.R. 1088 - It's back with outstanding media!

Looks great man. Love the new screenshots. Keep it up :)

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geX
geX @ Fuel Site

Thanks :)

The whole team played DOOM at release. We really like it!

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geX
geX @ Doom 3: Phobos

You'll have to wait and see. It's done when it's done :)

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geX
geX @ Doom 3: Phobos

I'm afraid the answer will be the same until we release:

It's done when it's done :)

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geX
geX @ Doom 3: Phobos

Indeed we are :)

We will always be, unless you hear something different directly from us.

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geX
geX @ Doom 3: Phobos Wolfenstein easter egg

There will be plenty of other easter eggs and secrets for you to find on your own :)

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geX
geX @ Doom 3: Phobos

Our game is set in the Doom 3 universe. In between Doom 3 and Doom 3: RoE.

Apparently Doom 4 is called Doom now. So who knows what the story will be in that :)

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geX
geX @ Doom 3: Phobos

You will need Doom 3 and RoE installed for this mod.

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geX
geX @ Doom 3: Phobos

Most of the team won't get it until Friday. So we haven't tried it out yet.

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geX
geX @ Rail Tunnel

Thanks for the link. That's pretty cool!

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geX
geX @ Fuel Control

Its fuel. I don't think anybody would wanna swim in that :)

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geX
geX @ Rail Tunnel

We are trying to "color" our environments a bit more than what you see in Doom 3. We are sick and tired of the gray and brown look from the games like Gears of War. But we also wanna give original doom a nod in the process.

Colors make everything much more interesting.

Reply Good karma+5 votes
geX
geX @ Rail Tunnel

We already tried that in the past. Without much luck. We'll try again when its time to implement the story and whatnot, only then we really need animators and whatnot.

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geX
geX @ Rail Tunnel

I wouldn't say better, but we are reaching pretty high. Its just that its harder to find skilled people like animators for Doom 3. So you won't see us using as much custom content as Black Mesa. We want to though

We are getting far with this project, and it's going very well, but we'll probably not release this year.

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geX
geX @ Rail Tunnel

I for one enjoyed it very much! It shows what kind of standard you can have, even though you're "just" a mod.

We can all learn a lot from those guys

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geX
geX @ Power Hallway

Thanks! We also tend to push the engine a bit more than what id did. For instance our maps are on a general basis twice as big as the id maps, when it comes to brushcount.

Also we light our maps differently, which means we don't have many corners with not much detail hidden away in blackness.

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geX
geX @ Power Hallway

Shaviro and Me

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geX
geX @ Devblog #13 - Realization Time

Thank you so much!

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geX
geX @ Devblog #13 - Realization Time

We currently don't have any plans on releasing any gameplay videos just yet. We don't want to give away too much, and things might still change before a release.

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geX
geX @ Devblog #13 - Realization Time

We go after our phase schedule concept that we described in an earlier devblog. So I guess those are the bigger cycles. There is some smaller cycles going on, but those are not really taking that much time away from development as we are doing them simultaneously in the current phase. Next phase will get much more testing and tweaking heavy.

But with that said we are not afraid to spend a little more time on things to get them right, and we are not afraid of throwing stuff away if it isn't good enough or up to standards.

A well balanced map is really hard to describe. It really depends on the map, and how the flow is etc. Again I can't really go into detail here.

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geX
geX @ Monorail Station

Bethesda still support mods more than ever with Skyrim, and they still plan on having DLC's. Its just a matter of doing it right. I'm not sure anybody is trying to kill anything. I just think you need to invest more time and eventually money to make it easier for modders than you used to, and I'm not sure most companies want to do that. It also takes longer to make games and mods today than earlier.

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geX
geX @ Monorail Station

We already posted this on twitter with the id software hashtag. But I'm pretty sure they don't care. And I have no idea where you got the idea that they are very keen on mods. They haven't been for years.

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geX
geX @ Doom 3: Phobos

Nope. Still working

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geX
geX @ Doom 3: Phobos

We answered this in the interview :)

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geX
geX @ More mods for Doom 3 on Desura!

Awesome!

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geX
geX @ Doom 3: Phobos

We still havent decided on how we want to release it and where, since its still a bit away before we can start thinking about it. But once we get there, Desura could be an option.

Reply Good karma+1 vote
geX
geX @ Doom 3: Phobos

I'm afraid you got it all wrong. We stated several times that the internal demo is ONLY internal, we won't release anything before everything is done and ready to ship, and it wont be called a demo.

But we are closer to a release than ever (obviously), and it is something we can actually see happen down the line.

Reply Good karma+1 vote
geX
geX @ Doom 3: Phobos

Most of our level designers also played around with quake 3 mapping, which has its similarities. Some also started with classic doom.

We pretty much all learned it by just doing it. I have no idea if theres any books or something about doom 3 mapping, but I know they have a lot of tutorials on doom3world.org

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