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geX
geX May 21 2014, 4:33am replied:

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

+1 vote     media: Doom 3: Phobos Wolfenstein easter egg
geX
geX May 20 2014, 5:06am replied:

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 :)

+1 vote     mod: Doom 3: Phobos
geX
geX Sep 23 2013, 2:26am replied:

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

+4 votes     mod: Doom 3: Phobos
geX
geX Oct 17 2012, 5:24pm replied:

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

+1 vote     mod: Doom 3: Phobos
geX
geX Sep 20 2012, 4:54am replied:

Thanks for the link. That's pretty cool!

+2 votes     media: Rail Tunnel
geX
geX Sep 19 2012, 5:21pm says:

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

+3 votes     media: Fuel Control
geX
geX Sep 19 2012, 7:20am replied:

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.

+5 votes     media: Rail Tunnel
geX
geX Sep 19 2012, 7:17am replied:

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.

+2 votes     media: Rail Tunnel
geX
geX Sep 19 2012, 3:07am replied:

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.

+2 votes     media: Rail Tunnel
geX
geX Sep 18 2012, 11:13am replied:

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

+5 votes     media: Rail Tunnel
geX
geX Jul 6 2012, 5:41pm replied:

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.

+1 vote     media: Power Hallway
geX
geX Jul 5 2012, 4:22am replied:

Shaviro and Me

+2 votes     media: Power Hallway
geX
geX Jun 24 2012, 3:30pm replied:

Thank you so much!

+1 vote     article: Devblog #13 - Realization Time
geX
geX Jun 24 2012, 3:29pm replied:

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.

+1 vote     article: Devblog #13 - Realization Time
geX
geX Jun 24 2012, 3:28pm replied:

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.

+1 vote     article: Devblog #13 - Realization Time
geX
geX May 28 2012, 4:33pm replied:

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.

+1 vote     media: Monorail Station
geX
geX May 28 2012, 5:42am replied:

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.

+1 vote     media: Monorail Station
geX
geX Jan 22 2012, 1:46pm replied:

Nope. Still working

+1 vote     mod: Doom 3: Phobos
geX
geX Nov 28 2011, 10:13am replied:

We answered this in the interview :)

+1 vote     mod: Doom 3: Phobos
geX
geX Aug 24 2011, 10:16am says:

Awesome!

+3 votes     article: More mods for Doom 3 on Desura!
geX
geX Jun 13 2011, 8:15am replied:

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.

+1 vote     mod: Doom 3: Phobos
geX
geX May 18 2011, 1:59pm replied:

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.

+1 vote     mod: Doom 3: Phobos
geX
geX May 18 2011, 4:05am replied:

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

+1 vote     mod: Doom 3: Phobos
geX
geX May 18 2011, 3:59am replied:

There is a new invasion going on, so yes you will see hell areas scattered around the maps.

+1 vote     mod: Doom 3: Phobos
geX
geX May 18 2011, 3:58am replied:

Thanks :)

And yes you would need the latest patch to play phobos.

+1 vote     article: Devblog #12 - The Greater Good
geX
geX May 17 2011, 4:54pm replied:

If you mean the Arachnotron then yes, as we already announced way back.

+1 vote     mod: Doom 3: Phobos
geX
geX May 17 2011, 4:46pm replied:

Maybe, maybe not. We will take a look at what possibilities we have when we get there.

+1 vote     article: Devblog #12 - The Greater Good
geX
geX May 17 2011, 3:43pm replied:

Thanks for the info! :)

(sorry I deleted your other comment, I hit the wrong button)

+1 vote     mod: Doom 3: Phobos
geX
geX May 17 2011, 2:33pm replied:

Thanks for your interest in our mod!

We are also sad to announce that we can't deliver the last 2 episodes. But its simply a too big of a task for such a small team as ours.

Your suggestion about having very large maps is tech wise not possible, we are already pushing doom 3 to the limit with our maps, some of our maps are 3-4 times bigger than the vanilla doom 3 maps (If you look at brushcount) So making them any bigger will pretty much just crash doom 3.

Unfortunately doomworld is only classic doom mappers, and many of them want to stay that way. We pretty much have the mappers on our team we want and know can deliver the quality we want, with that said we could always use some help and if you can show us how good you are we will ofcause take anyone on the team, if they are comitted and serious.

We won't start a doomworld thread for doom 3: phobos. If you want to make a thread please go ahead :)

And again thanks for your interest, its very appreciated!

+1 vote     mod: Doom 3: Phobos
geX
geX Mar 4 2011, 6:04pm replied:

We have a deep wish to improve the combat from how it was in doom 3. More hight tier demons is one thing.

We have no intention of trying to get sikkmod to work with phobos. So if you want it to work you would have to do it yourself.

+1 vote     mod: Doom 3: Phobos
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