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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!
Looks really great!
Looks great man. Love the new screenshots. Keep it up :)
The whole team played DOOM at release. We really like it!
You'll have to wait and see. It's done when it's done :)
I'm afraid the answer will be the same until we release:
It's done when it's done :)
Indeed we are :)
We will always be, unless you hear something different directly from us.
There will be plenty of other easter eggs and secrets for you to find on your own :)
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 :)
You will need Doom 3 and RoE installed for this mod.
Most of the team won't get it until Friday. So we haven't tried it out yet.
Thanks for the link. That's pretty cool!
Its fuel. I don't think anybody would wanna swim in that :)
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.
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.
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.
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
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.
Shaviro and Me
Thank you so much!
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.
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.
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.
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.
Nope. Still working
We answered this in the interview :)
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.
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.
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