Our type of “old school” is a very different breed than the type encountered in today’s “old school”. Yes, there are similarities; We too have upped the action, speed and gore, but not to the extreme lengths seen in the new Doom game. Our levels are built for exploration, progression and environmental puzzles. These are our main qualities. Phobos is closer to games like Half-Life or Dark Forces/Jedi Knight in spirit. Just like Classic Doom, these games are types of First Person Shooters that have all but vanished. We truly are a different kind of oldschool.

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Gzegzolka
Gzegzolka - - 350 comments

So much colours :) those lines must be very helpful in navigation.

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Argoon
Argoon - - 1,078 comments

You guys are showing a side of idtech 4 that needed to be shown, and that is that this engine is perfectly capable of bright and colorful worlds, ok prey also did it but you guys are a steep above that, just shows how professional your work is.

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SPY-maps
SPY-maps - - 2,906 comments

Indeed great work Argoon, although i have to disagree with you on the point of that this engine is capable of bright worlds. Because when i mapped with it (loved the engine and editor), the main problem was light. The more and brighter the world was the lower the fps did get, one very bright light could even bring it down to below 5 or so. But, maybe things
have changed over the years with this engine.

That said, love the mapping shown on the screens, although i personally do think those colored lines in the floor are a bit much. Quit quick such things start to feel like a disco or a rainbow.
But as i said, this is just my personal opinion. Maybe many other people do like such distinctive colors every were.

much success,
Leon

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mtzbrandon
mtzbrandon - - 93 comments

I agree the rainbow lights are too much, though about bright worlds I have seen many examples already of Doom3 maps in open, bright environments ;)

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Argoon
Argoon - - 1,078 comments

The problem with performance on original idtech 4 lights was not the brightness of them was lights intersecting with each other, because lights make the geometry render every frame for light boundingbox, two lights intersecting each other chining on the same geometry would make it render two times in a frame, so you needed to be very careful with that, does the somewhat darker environment of Doom 3. But if you plan your lighting well (no more than four lights visible per frame) and make use of ambient lights then you can make a bright environment that performs well.

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-JoE-
-JoE- - - 34 comments

The feds are coming! Time to secure teh recreational area! It looks so clean and secure, I cant imagine how it looks when there are IMPs all over the place and ZSECS and NO LIGHTS!

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