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Comment History  (30 - 60 of 67)
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 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 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
geX Feb 24 2011, 4:27pm says:

Grats on everything Tibbs. Wish you luck! If you need tester or anything in the future let me know, I'm in for another ride with you guys :)

I think its a good name, tells you more about what the game is all about if you havent played the hl2mod, but also stick to its roots. Before you kinda had to know the world and previous title to understand, and since you're going indie and release it to everyone, its not certain they have tried the previous title. So I call it a good decision.

geX Jan 29 2011, 5:35am says:

This looks really great! You've found a really good sci-fi style for the ship! And your ideas with it all sounds very interesting.

And its great to see someone doing something different with the source engine than what could be the obvious choice!

This is a must try for me!

+1 vote   article: Titan: XCIX - Part ONE Official Reveal
geX Jan 22 2011, 8:00am replied:

Telling you would just spoil everything :)

So you'll have to wait and see!

+2 votes   mod: Doom 3: Phobos
geX Jan 20 2011, 5:49pm replied:

Also we plan on making a devblog about this change in development in the near future, where we will go deeper into why etc.

Oh and new screens.

+1 vote   mod: Doom 3: Phobos
geX Jan 20 2011, 4:40pm replied:

Thank you for your kind words!

+1 vote   mod: Doom 3: Phobos
geX Jan 20 2011, 1:32pm replied:

Right now we are focusing on 1 episode only, and it will most likely be the only episode released. The good news is that this means we'll release sooner than if we had to do all 3 episodes. The story will still be the same though, so it'll feel like a 3 episode story. How that is working you'll just have to wait and see.

And to answer your first question better, we won't release anything untill its fully complete. So we won't release any demos or half episodes.

We're working on 8 maps for episode 1, when fully complete we hope that our maps will take about 45 min. each in general.

Thanks for your nice words and stay tuned for more godness in the future!

+1 vote   mod: Doom 3: Phobos
geX Nov 1 2010, 3:49pm replied:

Nobody knows when doom 4 will be out so we can't say that we will be before that.

Its done when its done! :)

+1 vote   mod: Doom 3: Phobos
geX Sep 15 2010, 3:52pm replied:


Still here :)

+1 vote   mod: Doom 3: Phobos
geX Aug 21 2010, 4:04am says:

Wow. These are awesome

+2 votes   article: Trudy concept dump #2.
geX Aug 20 2010, 12:25pm says:

Nice weapons :)

Can't wait to swing them around. (btw if you need me as a tester again, give me a holla)

+1 vote   article: CHIVALRY - Weapons and Answers.
geX May 20 2010, 2:12pm says:

Good going guys. And good luck in the new engine.

I'm sure it'll go great. :)

Helloes from an old dev and tester :)

+2 votes   article: Chivalry: Battle for Agatha Announced!
geX Feb 25 2010, 4:02am says:

We dont minde the hard shadows really. It was a part of Doom 3's art style. And we'd like to keep that :)

+1 vote   article: Devblog #10 - Uncharted Worlds
geX Jan 11 2010, 7:05am replied:

I'm sorry. but the only thing we can say is: When its done.

But don't worry, we will release!

+1 vote   mod: Doom 3: Phobos
geX Dec 13 2009, 4:09pm replied:

Thank you for your comment :)

We are using RoE, so you will see the SSG :)

But we won't add any more weapons than the one we already added. A new normal shotgun instead of the original doom 3 one. We replaced that.

But we have made a lot of changes to the rest of the weapons so they are more fun to use.

+1 vote   mod: Doom 3: Phobos
geX Nov 29 2009, 3:56am says:

Need a danish translator?

+2 votes   article: PVK in Deutsch,Suomi,Nederlands
geX Nov 19 2009, 3:46am replied:

We don't use any bloom :)

+2 votes   media: Devblog shot
geX Sep 23 2009, 3:06pm says:

He looks like yellow bastard from Sin city

+8 votes   media: Blood Tech Demo
geX Sep 14 2009, 3:36pm says:

Grats guys! I will definatly try this out. :)

+1 vote   article: September 13th, 2009
geX Sep 9 2009, 1:08pm replied:

Who knows.

You'll have to wait and see :)

+1 vote   mod: Doom 3: Phobos
geX Jul 6 2009, 6:35pm replied:

It is! :D

+1 vote   mod: Doom 3: Phobos
geX Jul 2 2009, 1:07pm replied:

We wont have a demo. We clearly put out that we are working on an internal demo, but what you will get is the final version when its ready. We dont believe in demos :)

Thanks for your kind words though! Much appreciated :)

+2 votes   mod: Doom 3: Phobos
geX Jun 24 2009, 4:52pm replied:

Yes we are. We have a very talented music crew and you will definatly hear kick *** music.

+2 votes   mod: Doom 3: Phobos
geX May 14 2009, 1:31pm says:

Doom 3: Phobos are looking for concept artists. Find the info you need here:

And pleaase join our forum and show us what you can do here:

+1 vote   group: Concept Artists
geX May 13 2009, 4:51am says:

Team Future is looking for mappers!!

We are looking for guys who are good at the following:
Outdoor(Mars and Phobos)

So if you are an experienced IDTech 3-4 mapper Come to our forum on and show us what you can do!


+1 vote   mod: Doom 3: Phobos
geX May 6 2009, 3:00am replied:

It can be, but what you probably didnt read was "internal demo". ;P

And its actually more than one level :)

+1 vote   article: Devblog #6 - The beginning of the end
geX May 5 2009, 4:28pm replied:

Thank you.

Yes we will have new voice stuff for both our characters and PDA entries. We currently have 2 voice actors, both very good.

We can always use more people, and if you are interested in joining post your work on our forum :)

Though we won't have much voice work to do right now, but it will definatly come at some point!

+1 vote   article: Devblog #6 - The beginning of the end
geX Mar 19 2009, 3:43pm replied:

Thank you so much :)

Yes ROE is required.

+1 vote   mod: Doom 3: Phobos
geX Mar 18 2009, 4:57pm replied:

Yes :)

+1 vote   article: Devblog #5 - There is a man on Phobos
geX May 21 2014, 4:33am replied:

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

+2 votes   media: Doom 3: Phobos Wolfenstein easter egg
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
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