This member has provided no bio about themself...
It won't unless Id Software has a big delay. Why is it so important?
Good thing you are not a developer then ;)
We are the developers of the mod and we still think it's an immensely interesting project. The on and off Doom4 project hasn't really changed anything for me personally. At this point that really is 95% of the reason why I'm still going at it.
The game is what is interesting.
Actually we (id and us) are doing completely different things and the games don't really feel all that much like eachother. They are pursuing a simpler, movement focused experience while we are trying to add a few layers of depth to the universe established in Doom3. Sure, we have more action and faster movement too, but I don't see how one (Doom4) detracts from the other (Phobos). Two entirely different projects/games/goals. Anyway, the fact remains that we don't have a lot of hype surrounding us. Doom4 won't change much about it and even if it did there is nothing we can do about that.
We are not running a business. If we were, the mod would have been scrapped at some point in favor of something that would have greater chances at a large audience. That's how it is for our mod specifically and Doom3 mods in general. Especially with only 3 active asset contributors.
We definitely are not dead. It is a conscious decision of ours to lay somewhat low on public updates, media etc. and focus all of our energy on getting this mod done. Once we are closer to a release, trailer, media and updates will appear more frequently :)
If we did that people would explode due to teal and orange. We are trying to go infuse some more greens and reds in there. So pleased with the result :)
Thank you so much :) There aren't many *new* areas left. This one was made shortly after us playing SOMA. We do believe it shows ;)
Well, I don't really believe there is much hype around this mod. Perhaps later on when we release a trailer. You can always help generate some hype though ;)
Thank you :)
Yes, making good-looking areas in Idtech4 is a struggle. It's a high-maintenance engine where if something is 5cm off, everything will fall apart.
Given your borderline incomprehensible and extremely abusive post, I take it you yourself is a troll. Normally I would not bother answering you, but perhaps there are other people wondering why it's taking so long. First, Doom3 was constructed by 20-some guys in 4-5 years. We are 3 guys. Most custom maps for Doom3 have been in the works for ½-2 years before release. Sometimes longer. Our maps frankly blow every other level built for Doom3 out of the water. The level of quality is much higher and so is the amibition. We are working on way more than 1 map. You do the math.
If our screenshots, videos and twitch streams aren't enough to persuade you the mod is real, then you are either exceptionally ignorant about the process of game design or otherwise mentally challenged.
There is a good chance that people who liked RTC will like this. The mod is as alive as ever.
It's very much alive and we are working hard on its completion. We don't have any dates though :(
Hey BFG9001, things are going pretty well despite the fact that we're down to 3 guys now. As for a release we're aiming for next year.
We have had our share of ups and downs in life, but one thing that remains pretty much constant in the recent years is Phobos and working on the mod. We're pressing on and are in a very exciting process right now :)
Most likely next year.
Yeah. It's extremely difficult to get attention as a Doom3 mod. We need all the help we can get in that department ;)
Well, we're continually tweaking the enemy behavior, but I can't say if this will be one of them, yet.
We're working really hard on this, but I think there will be some news pretty soon :)
It's a puzzle :)
The gui system is wonderful and we want to use it for something!
As for Rage, I'm sure you're right. It's an indicator for how Doom4 turns out. I just hope it won't be a reskinned Rage, like they proclaimed it wouldn't. I wasn't too thrilled about Rage actually. I mean, the action was great - it (in my opinion) easily surpasses that of Doom3 by leaps and bounds. The animation was fantastic and the general (visual) attention to detail is amazing. That said, I don't think the game had much else going for it.
I'd love to work on Doom4, but that would also mean I would have to relocate to the states. Not so sure I'd want to do that :) They would also have to be interested.
Yeah well Doom3 and I have a lot of history :P
Ever since my brother and myself finished up Doom2, I've wanted a third game. The Ultimate Doom and Final Doom seemed off to me and they weren't really all-in efforts anyway. Then one day back in 2000 I saw the announcement of another Doom game. That was really a turn point for me. The following year when the macworld video was shown, I was blown away alongside everybody else. Amazing graphics. Never before seen leaps in fidelity and, well, cinematography.
The game leaked and I ermm....saw that. It was awesome. The 2002 E3 trailer was amazing. For me, this was the peak of Doom3. From there on they replaced the shotgun, dumbed down a few things, replaced all the sounds and the game turned out to be a whole lot more bleak than this trailer. I spent every day looking at Doom3 stuff, analyzing every frame of the videos, cracking the codes on the ua-corp site. I even got my name in the game on a laptop near the hangar in the beginning. It was a great time!
I agree about the lighting and shadowing. It didn't get that much to me either. I also think it's a performance and limitation thing as well as a way to hide less detailed areas. You'll see a lot of completely empty ceilings and pits if you look closely. They handled that pretty well. And yeah, Doom1 had a much richer spectrum of brightness and I think Doom3 could have benefitted from this. Bright areas where you feel safe with dark hallways that serve as contrast and fear-inspiring arms out to get you.
First of all, thanks for your support! It's always nice to hear when people follow our project :)
As for Doom3, I'm sure most in the team have talked about it, but I'll give you my 2 cents on it. There's no doubt that Doom3 had a lot of flaws and that it lacked a certain ambition that fuels the really great and groundbreaking games. The most discussed flaws are obviously how dark the game is and how some of the sound design is pretty lacking. My main gripes with the game was that it stayed the same throughout the game. Tech bases that, while they have distinct qualities, are very similar in style. There was the hell level, but that was like 1/20th of the game.
Other than that I didn't like how they decided to dumb down the story (as documented in the making of book) and I disagree with some of the choices they made throughout development.
That said, I don't think it's a bad game. Doom3 does so much more right than most shooters - especiall most shooters today. It also deserves to mention just how amazing the level design is from a visual standpoint. Yes, it's not varied or bountiful with colors, but the small details all go together very well and create a larger whole that is just awesome to study.
The game could have had more variation, a more involved and diverse story, better shooting and sounds, but all in all it was a good game. Not DOOM good, but good.
What do you think?
Edit: As for devblogs, I'm not sure when the next will be out. We have a guy on it though and will probably be able to say more soon. We could very well cover what we liked and disliked about Doom3. And how we're working to better it in Phobos.
This year? It has been a goal for a long time, but it could just as well be early 2013. It's hard to say at this point.
And I just un-deleted it. Apparently you can :D
Yeah what geX said. Also, we're not 100% satisfied with the lighting in the shot and this will be addressed once the second phase of our internal demo starts :)
The effects and sounds will still be there, but the monster won't wait around before entering the area :)
You will 'know' a monster is coming and where it came from, but you won't get the time to place yourself right in front of the incoming foe :)
And as medve mentiones, the larger monsters could still have a delay to build up suspense while battling the already entered smaller enemies :)
A lot of the stuff you mention is already in the game and more has been planned. There are, of course, also a couple of points that won't be addressed and some that are no-nos.
That's just it. Phobos is a more important location. Why and how that is will show itself in the game :)
Well. The screenshots you see here are from Episode 2 which takes place on Phobos. It's not the same setting as Doom3. The bases on Phobos are more leisurely and can't really be compared to the ones on Mars as they are in a completely different context. As for the swimming pool, that's a part of the recreational area in Mars City. Again, this is here to create some contrast to what you'll experience for the rest of the episode.
We, the team, really feel that they overdid it in Doom3. They stressed the point of dark, cramped corridors to the point where it just wasn't interesting anymore. Everything about the environmental design pointed towards cramped and dark minimalistic settings. We put a lot of work into differentiating the areas so that the player can tell the difference and get a sense of progression. The majority of the Mars episode will still be in the, somewhat, same style as Doom3, but we're expanding the universe.
We don't want to make two episodes that are similar. That would be pointless. This is why the new screenshots include areas with carpet, bricky ancient areas and a generally new style. Episode 2 will be very different to Episode 1 and Episode 3 will be very different to Episode 2.
Thanks for the nice comments :)
Well. Recreating all the used Doom3 textures would be quite an undertaking, but yes I agree. It would improve the visual quality a lot. About bloom and other post processing; Yes. We certainly have considered this, and while we would want a certain degree of bloom and the likes, we are of the opinion that "no bloom" is better than "bad bloom", so we are taking a lot of care in finding just the right bloom and values :)