Me and my twin brother started this project almost 15 years ago. That's crazy! Everything has changed in the meanwhile, work and personal life left little time for anything else, but we never gave up.
Being both of us software engineers, we got proficient with the game code and editor, but we relied on the community for new assets. We added new monsters, weapons, textures and models. We found testers and Neurological wrote a soundtrack for us. We are grateful for that.
The first release won Moddb's "Mod of the month" award and we received very positive comments. Thanks! We actually searched the web for constructive feedback (like "powerups are too cartoonish") and took note. After that we basically continued on our own, in a seemingly endless loop of improving, polishing and testing.
Despite the long development, we always stayed true to our goal: to bring the classic fast-paced gameplay to the maximum. The game has been rebalanced and improved with new fire modes, powerups, double jump, faster enemies and better monster "possession". We were amazed to find many of the same ideas in DOOM Eternal! We take it as a form of validation of our choices.
"FraggingFree" and "Last Night On Mars" campaigns
We are proud to introduce a new map called "Last Night On Mars", which is one of the most complex maps for Doom3 ever created! Actually, we had to split it in two and still raise some limits in the SDK to make it work.
Existing maps have been expanded with new areas to make them less linear and vary the pace of gameplay.
We tried to make the game more 'fluid' and 'immersive' by removing useless cinematics and distracting UI elements (the concept of 'map sectors' is gone). We placed monsters in the map instead of spawning them in front of you (at least... for the first wave :D ). Weapons are now carried over between the 11 maps of the campaign, which adds strategy and makes finding secrets more rewarding.
Doom3 and ROE campaigns
On top of this, we now support both Doom3 and ROE campaigns, offering an incredible number of hours of gameplay. Enemies and weapons have been changed and repositioned. Ammo have been rebalanced. Statistics have been unified in the PDA, so they are available in all campaigns.
Weapons received a lot of love, with improvements under every aspect: secondary fires, powerups, projectiles, models, sounds. I'm particularly proud of Flamethower and BFG, really a big improvement over the past.
The HUD now features a Serious-Sam style weapon overview.
Gameplay: Dodge, Double Jump and Bullet Time
Dodge and Double Jump code has been rewritten in C++ to work well with existing techniques like Strafe Jumping, giving you the best of Unreal and Quake gameplay.
The role of Bullet Time has been adjusted so it's still useful, but not as 'pervasive' as before.
Enemies and AI
As player movements got faster, also enemies became more aggressive.
Compared to Doom3, they move around more, some have new attacks and projectiles are faster.
Friendly AIs also received enhancements as they better navigate the map and choose their enemies more wisely.
Possession has been rewritten from scratch. It now features 8-way directional movement, more monsters, better aim. We actually removed the crosshair from the HUD. You'll really feel like one of them! :)
Stay tuned for the upcoming release!