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* [http://iddevnet.com idDevNet] Official MOD support website for the [[Doom 3 engine]]
* [http://iddevnet.com idDevNet] Official MOD support website for the [[Doom 3 engine]]
* [http://www.modwiki.net/wiki/Main_Page modwiki.net] — [[Doom 3 engine]] reference material
* [http://www.modwiki.net/wiki/Main_Page modwiki.net] — [[Doom 3 engine]] reference material

===Conversions===
* [http://fabio914.googlepages.com/doom3ongzdoom D3onGZD] Doom 3 on [[GZDoom]] Project


{{Doom series}}
{{Doom series}}

Revision as of 04:33, 11 May 2008

Doom 3
Developer(s)id Software
Publisher(s)id Software, Activision, Aspyr Media
EngineDoom 3 Engine (id Tech 4)
Platform(s)Linux, Mac OS X, Windows, Xbox
ReleasePC:
United States August 3, 2004
Japan August 12, 2004
Europe August 13, 2004
Xbox:
United States April 3, 2005
Europe April 8, 2005
Genre(s)First-person shooter
Mode(s)Single player, Multiplayer

Doom 3 is a science fiction, survival horror, first-person shooter video game. Developed and published by id Software, it was released on August 3, 2004. Doom 3, despite its name, is not a direct continuation of the original Doom series storyline. Doom 3 is a re-imagining of the first game in the series, and has a completely new game engine and modern graphics.

Doom 3 is set in the year 2145 in a fictional Union Aerospace Corporation (UAC) research center on Mars. In the game, the player takes control of a UAC security replacement marine as he fights to survive a mysterious invasion of inter-dimensional demons. In the process, the marine learns more about the nature of the shadowy research being conducted within the massive base, as well as information on its main instigator, Dr. Malcolm Betruger.

Doom 3 was developed for Windows and ported to Linux in 2004. Seven months later, it was also released for Mac OS X (ported by Aspyr) and Xbox (co-developed by Vicarious Visions). The Xbox version is graphically similar to the original, although less detailed. It also features an additional two-player online co-operation mode. An expansion, Doom 3: Resurrection of Evil, developed by Nerve Software and co-developed by id Software, was released on April 4, 2005. The Xbox version of Doom 3 is an Xbox 360-compatible title, and the Xbox version of Resurrection of Evil is also forwards compatible as of July 2007. A Doom movie, very loosely based on the franchise, was released roughly one year later on October 21, 2005.

Gameplay

The gameplay of Doom 3 is similar to that of the original Doom. The main objective of the game is to navigate through the hostile game environment to an area of safety at the end of each level. Doom3 favors a 'run and gun' strategy, requiring the player to essentially shoot anything that moves. Movement in Doom 3 is more simplistic than many other FPSs released in 2004. The player is able to move in the four cardinal directions, crouch, jump, and sprint, but cannot lie prone or lean around corners. The level layout and design architecture are quite linear, but access to certain destinations may require the player to complete a number of tasks first, such as the total destruction of all enemies, collection of specified items, and basic puzzle solving.

Weapons

Numerous weapons are available in Doom 3. The game inherits a number from its predecessors Doom and Doom II, while adding several new weapons and modifying several of the old standbys. The iconic chainsaw and BFG 9000 return, as do the pistol, shotgun, chain gun, rocket launcher, and plasma gun. New additions include the flashlight (vital as a light source), hand grenades, a submachine gun, and an alien artifact known as the "Soul Cube".

Lighting

File:D3 screen3.PNG
Many areas of Doom 3 are quite dark, forcing the player to rely on the flashlight.

An important element in the gameplay and action of Doom 3 is light. Most levels in the game have a variety of moody lighting effects and are quite dark. This design choice is not only intended to foster feelings of apprehension and fear within the player, but also to create a more threatening game environment because the player is less likely to see attacking enemies.

This aspect is further enhanced by the fact that the player must choose between holding a weapon and holding the flashlight. This forces the player to choose between being able to see and having a readied weapon upon entering a room, which consequently leads to a more deliberate pace for the player. This aspect is more conducive to a horror game, and has been criticized by some players[1] as being an artificial constraint that should have been avoided.

A third-party modification known as a "duct tape mod" provides the capability to mount a flashlight on the shotgun and machine gun weapons, thus providing illumination while the weapon is in use.

Multiplayer

Doom 3 was released with a four-player deathmatch multiplayer component only. However, computer game modders released an eight-player support patch soon after release, and this aspect was included in the Resurrection of Evil expansion.

As a typical deathmatch game, the player's objective is to kill other players as many times as possible within an allotted amount of time, or to reach a specified number of kills before the opposition does. The player begins each game and respawn with a basic set of weapons: flashlight, a pistol with four spare magazines, and two grenades; RoE adds a machine gun with 30 bullets. The player may acquire health items, armor, ammunition, power-ups, and most of the weapons featured in the single-player campaign, which respawn after a fixed amount of time upon being picked up. In a new twist, players can steal other players' weapons by attacking them with the fist. When a player is punched, they forfeit the current weapon they are holding to the attacker.

In addition to deathmatch, three similar gametypes exist. In team deathmatch, players are placed on either the Red team or the Blue team, and the opposing teams fight. In tourney mode, two players duel while the others wait in queue; at the end of the match, the victor faces the next challenger and the loser is placed at the end of the waiting line. In last man standing, players are each allotted a specified number of lives; when a player loses all their lives, they are forced to spectate until the end of the match.

Three power-ups exist in multiplayer: berserk, mega health, and invisibility; the latter two do not appear in the single-player campaign. Berserk lasts for 30 seconds, enhancing the player's speed by a factor of 1.5 and tripling their damage given. Mega health boosts the player's health to 200, exceeding the health limit of 100. Invisibility lasts for 30 seconds, and renders the player nearly invisible; the power-up emits a subtle green glow, and does not conceal wounds.

The Xbox version of Doom 3 included four-player deathmatch over Xbox Live and system link, as well as two-player co-op on Xbox Live and system link.[2]

Story

Premise

Similar to the story of the original Doom, Doom 3's plot focuses on an anonymous marine transferred to an Martian research base on a routine mission. Following the unexpected arrival of demons via experimental teleportation gates, the marine is forced to fight his way through a variety of monsters to reach safety. In both editions of the game, the protagonist visits Hell, which Doom 3 presents as a single level, unlike the original Doom which presented it in its third episode Inferno (The Ultimate Doom added a fourth, Thy Flesh Consumed). Although Doom 3 retains the rather basic premise of the first game, it also makes a number of changes, most notably a much more detailed plot which introduces an alien aspect to the story. Other differences include the game taking place on the planet Mars itself, rather than its moons Phobos and Deimos.

Presentation

Much of Doom 3 was planned out using storyboards to increase the cinematic feel of the game.

For Doom 3, id Software employed professional science fiction writer Matthew Costello, who had worked on the games The 7th Guest and The 11th Hour, to write the script and assist in story-boarding the entire game. id focused on retelling the story and creating a tense horror atmosphere.

Cut scenes give purpose and context for the player's actions and introduction to new enemies. Similar to other science fiction action/horror games such as System Shock, System Shock 2, and Aliens versus Predator 2, hundreds of text, voice, and video messages are scattered throughout the base. These messages appear as internal e-mails and audio reports sent between lab workers, administrators, maintenance staff, and security personnel at the Mars base. They serve to help explain the background story to the player, show the feelings and concern of the people on the Mars base, build atmosphere, and reveal information related to plot and gameplay. Augmenting these are video booths and televisions which give planetary news, corporate propaganda, visitor information, and technical data about the base.

Doom 3 also uses a number of other classic horror elements, the most prominent of which is darkness. Many areas in the game have little or no lighting. Also, power outages are occasionally simulated (especially in earlier levels) which plunge the player in near-complete darkness. These aesthetics are explained by the game as due to the Delta Labs diverting power for sustained teleportation experiments.

Frequent radio transmissions through the player's communications device also add to the atmosphere, by broadcasting certain sounds and messages from non-player characters meant to unsettle the player. Early in the game, during and directly after the event that plunges the base into chaos, the player often hears the sounds of fighting, screaming and dying through their radio transmitter. The ambient sound is extended to the base itself through such things as hissing pipes, footsteps, and occasional jarringly loud noises from machinery or other sources. Often ambient sounds can be heard that resemble deep breathing, although this may also just be the player character breathing.

Plot

File:SoulCube.png
The Soul Cube

The story of Doom 3 surrounds the discovery of ancient underground ruins on Mars. Tablets found at these sites record how an ancient Martian race developed a form of teleporter technology.[3] They realized an important fact all too late, however; the route the teleporter took passed through Hell. Quickly invaded by demons, this alien race created and sacrificed themselves to a weapon known as the Soul Cube.[4] This Cube, powered by the souls of almost every being of this alien race, was used by their strongest warrior to defeat and contain the demons in Hell.

Having done so, the remainder of the alien race constructed warnings to any who visited Mars, warning them to avoid opening another gate to Hell. They then teleported to an unknown location, fleeing Mars; there are hints that at least some of them fled to Earth, and that humans are descended from them.[5][6][7] It is also stated that the demons once inhabited Earth in an unknown context, but lost possession of it due to an unknown cause.[citation needed]

The UAC, discovering the Soul Cube and the warnings, used them to develop the same teleporter technology. Discovering that they opened a gate to Hell, scientists decided to explore further (encouraged by the head scientist, Malcolm Betruger), sending teams in and capturing living specimens from the realm at great loss of human life.[8] The portal experiments had strange and disturbing effects on the Mars City research facility where they were conducted. Scientists and workers, unaware of the nature of the work being performed by Dr. Betruger and his team, frequently reported strange phenomena[9][10] and unlikely industrial accidents. A general sense of paranoia and fear spread throughout the facility, leading many workers to request a greater marine presence and/or weaponry accessible by themselves.

In response to numerous industrial accidents, complaints, and requests for transfers off Mars, the UAC sends Counselor Elliot Swann to investigate these problems.[11] Accompanying Swann are his personal bodyguard Jack Campbell and a single marine corporal (the player). Upon checking in, the marine is called to Marine HQ to meet Master Sergeant Thomas Kelly, the marine commander of the facility. He sends the marine to track down a missing member of the science team.[12] On the way, he overhears a tense meeting between Swann and Betruger.

The marine finds the scientist in a decommissioned communications facility, preparing to send out a warning message about Betruger's extreme portal experiments. The message warns that Betruger's tests are threatening to overload the portal's containment fields, which would create a catastrophic scenario. The scientist is unable to finish and send his message before the next portal experiment.

As soon as the portal opens, Betruger takes the Soul Cube into Hell and apparently makes a deal with the creatures there. The marine and scientist watch on the monitors and radio as chaos erupts throughout the base. Under Sergeant Kelly's orders to all units, the marine returns to Marine HQ.

Returning to Marine HQ, the marine is sent by Kelly to assist Bravo Team (one of the few surviving squads) in reaching the Communications Tower to send a distress signal to the fleet.[13] Bravo Team is carrying a military transmission card which contains the encoded message.[14] The attack has left most of the Mars base population either dead or as zombified slaves.

After entering the Administration sector, the marine overhears another conversation between Swann and Betruger. Insisting on taking over command of the situation, Swann is rebuffed by Betruger, who informs him that it is Swann who is out of control and not the situation. Swann deduces correctly that Betruger is in control and that matters are proceeding according to his plan. At this point Campbell opens his case to commence "Plan B."[15] The Player, a short time later, comes across the room where Swann and Campbell enact "Plan B", and finds the empty carry case of a BFG9000.

As the marine enters the energy production facility, Bravo Team is ambushed at the nearby motor pool. Before the marine can reach them, he learns that Swann is also heading for the communications tower. However, Swann wishes to prevent the transmission to the fleet. Unable to find Bravo Team's communications card,[16] he and Campbell grab a vehicle and drive to the tower. The marine later obtains the card from the last member of Bravo Team,[17] who was hiding from Swann. The marine is catching up, but was not able to get to the tower's control room before Campbell destroys the computers with his BFG9000.

Believing they have succeeded in stopping the transmission, they head off towards the Delta Labs,[18] where the main portal (and source of the invasion) is located. However, the marine is able to find a way into the satellite control room and access the transmitter directly. Swann contacts the marine and tells him to abort the transmission, arguing that until they understand what they are up against, the base must remain cut off from the outside world.[19] Kelly presses the marine to send it.[20] The marine makes the final choice whether or not to send the transmission but, aside from immediate comments by the other protagonists, this has no influence on the plot in the remainder of the game.

After leaving the communications tower, the skyway to the monorail station is crushed by an invisible power, forcing the marine to find an alternate route through the waste treatment plant. In the plant, he learns that Betruger plans to wipe out the reinforcements that are on their way, and use their ships to take the demons to Earth in order to conquer it.[21][22][23] If the marine aborted the transmission at the tower, Betruger announces that he will send the distress signal himself. Betruger then attempts to trap the marine in the plant, which is filling up with toxic gas.[24]

Surviving the attack and fighting his way out of the plant and through the monorail station, the marine ultimately reaches the Delta Labs, where the main portal is located. The marine also learns of the Soul Cube and the portal to Hell where it is held.

The marine, pursuing the Soul Cube, is sent into Hell by Betruger via the main portal in the Delta Labs. After losing all his weapons during the teleportation, he picks up scattered weapons while fighting his way through the demons. The marine claims the Soul Cube and takes it back through the teleporter to Mars, where he learns that his actions have made Betruger unable to use the teleporter technology.

Resurfacing at the Delta Complex, the marine must again find his weapons, and battle the remaining demons in the base. Betruger, upset by his loss of the teleporter and the Soul Cube, tells the marine of a natural portal to Hell which could transport millions of his minions from Hell.[25] On the way to the new portal, the marine encounters Swann, who is wounded and unable to move. Swann, who is unwilling to allow the invasion of Earth, gives his PDA to the marine, and tells him to go through Central Processing and then to the caverns, where the portal is located.[26] Swann warns that Sarge is no longer human and that Campbell has gone after him.[27]

In Central Processing, Campbell is found dying on the floor without a weapon; he utters "Sarge, he's got my gun." as his last words. After his final breath, a demonic voice begins to taunt the marine. Upon entering the arena, the BFG-wielding Sabaoth reveals himself as a mutated hybrid of Sarge and a military tank. After the battle is over, the BFG9000 is seized by the marine as he advances to Site 3 and transfers to the caverns.

At the Primary Excavation site of the caverns, the portal to Hell has been opened at the site of the alien ruins. There, the marine uses the Soul Cube to defeat "Hell's mightiest warrior," the horrific Cyberdemon, and seal the portal. The ending scene shows the marine being rescued by the fleet, and that Swann is dead.[28] Betruger is "nowhere to be found" in the base and is instead in Hell, reincarnated as a dragon-like demon called the Maledict.

Allusions and cameo roles

Being in effect a remake of the original Doom, Doom 3 makes a number of references to its pioneering forbearer.

An example of this is the fictional arcade game Super Turbo Turkey Puncher 3 found at the beginning of Doom 3. Though the goal of the game is to punch cartoon turkeys into mush, both the HUD for Turkey Puncher as well as the fist used in the game are taken from the original Doom while the logo used on the cabinet is a copy of the Street Fighter Alpha 3 logo and the company name "Nabcon" is written the same as the logo for Capcom.

Another example occurs in Site 3 of the Artifact Research area, the last of the four tablets has a picture of the alien warrior using the Soul Cube. The picture is identical to the original cover of Doom, save that the warrior is holding the Soul Cube and a portion of the Tablet is broken, so his head is not visible. Additionally, entering iddqd, idkfa, idspispopd and similar codes into the console will display a message saying: Your memory serves you well!. These are cheat codes from the original Doom games.

References to other id games are evident as well, for instance in Site 3 of the Artifact Research area, (last level before excavation), The man who lets you in gives you his PDA. Inside the PDA, one of the emails contains a message from his nephew who claims his new "Quake 43 game blows his mind" and is better than Super Turbo Turkey Puncher.

Many id employees also make cameo appearances within the game, with most of the id Software staff doing voice overs. When recovering the first key card in administration, Specialist Wilson, played by John Carmack, asks for orders on radio. Sergeant Kelly responds with "Stay sharp marine!" More than half the PDAs in the game are also named after id Software staff members. In addition, there is a hidden id Software PDA before the final fight. If the player turns left at the very end before the bricks open up, there is a branch-off hallway with the id logo on a brick at the end. Also in the Delta Labs the names on the cell keypads near the Security Area are the names of id Software employees.

Steven Blum, a popular American voice actor who is best known for voicing anime characters (including Spike Spiegel on the anime series Cowboy Bebop, Shishio Makoto from Rurouni Kenshin, and Orochimaru from Naruto) in their English dubs, appears in Doom 3 playing various marines, technicians and zombies.

In the Common Area, near the Super Turbo Turkey Puncher 3 cabinet, the IPN newscaster on the television is voiced by Cam Clarke, a voice actor known for providing the voices to (among others) Leonardo from Teenage Mutant Ninja Turtles, Die Fledermaus from the original cartoon version of The Tick, Kaneda from the anime film Akira and Liquid Snake. The screen's captions mention the winner of QuakeCon.

The player character in the game is also modeled after id lead artist and co-owner Kevin Cloud.

Reception

The game was a critical success for id Software, with an average critic rating of 88% at Game Rankings. The financial success was bolstered by the near-record number of pre-orders placed for the game.[citation needed] id Software also typically benefits from licensing the engine to other developers. Several games have been developed using a modified Doom 3 engine, including Quake 4, Prey, and Enemy Territory: Quake Wars.

The game was criticized for certain aspects of its horror techniques such as pitch black darkness with limited use of the flashlight, which may make the game frustrating to play at times,[1] due to a restriction regarding the use of the flashlight and any other weapon simultaneously.[38][1] Other complaints included somewhat stale storytelling techniques[1], repetitive gameplay and similar level design[1][31], and that all weapons are direct-fire, point-and-shoot weapons with no alternate firing modes without any variation or innovation.[1]

On the other hand, reviewers such as GameSpot did acknowledge that since Doom 3 is a remake of the original Doom — a game which did not have high-end concepts common in today's more complex games — remaking Doom with too much complexity would remove a key component that made Doom popular in the first place.[1]

Development

In June 2000, John Carmack posted a plan[39] announcing the start to a remake of Doom using next generation technology. This plan revealed controversy had been brewing within id over the decision.

File:Doom III old logo.jpg
Initial Doom III logo, since then replaced.

Kevin Cloud and Adrian Carmack, two of id Software's owners, were always strongly opposed to remaking Doom. They thought that id was going back to the same old formulas and properties too often. However, after the warm reception of Return to Castle Wolfenstein and the latest improvements in rendering technology, most of the employees (including John Carmack) agreed that a remake was the right idea and presented Kevin and Adrian with an ultimatum: "Allow us to remake Doom or fire us." After the reasonably painless confrontation (although artist Paul Steed, one of the instigators, was fired in retaliation),[39] the agreement to work on Doom 3 was made.

id Software began development on Doom 3 in late 2000, immediately after finishing Quake III: Team Arena.[40] In 2001, it was first shown to the public at Macworld Conference & Expo in Tokyo[41] and was later demonstrated at E3 in 2002, where a 15-minute gameplay demo was shown in a small theater. It won five awards at E3 that year.[36]

Early in Doom 3's development, Trent Reznor of the band Nine Inch Nails, who is a fan of the Doom games, was set to compose the music and sound effects to Doom 3. This later fell through, and none of Trent Reznor's sound effects or music made the final product. However, his early sound effects are available for download on various web sites and are considered by many to be superior to the game's final sound effects. Eventually, Nine Inch Nails' drummer at the time, Chris Vrenna, did the game's theme song.[42] Numerous ogg files in the retail version of Doom 3 are still labeled under Reznor's name.

Some speculated that id Software was targeting the 2002 holiday season, although others believed a 2003 release date would be more realistic. After E3, there was no further press release from id Software regarding the project; the company's website only had Return to Castle Wolfenstein as the latest game. Late in 2002, a couple of employees at ATI Technologies leaked a development version of Doom 3 onto the Internet.[43]

Next year, a new trailer was shown at E3 2003 and soon afterwards the id Software homepage was updated to showcase Doom 3 as an upcoming project but it was also announced that Doom 3 would not be ready for the 2003 holiday season. According to some comments by John Carmack, the development took longer than expected. Originally, the game was planned for release around the same time as another highly anticipated game, Half-Life 2, in Christmas 2003. Doom 3, Half-Life 2, and Halo 2 were considered among the most anticipated games since their announcements in 2001/2002, though all three of them would not make the planned 2003 holiday season.

Doom 3 achieved gold status on July 14, 2004,[44] and a Mac OS X release was confirmed the next day on July 15, 2004.[45] Doom 3 was released in the U.S. on August 3, 2004. Additionally, a Linux version was released on October 4, 2004. The Mac OS X version was released on March 14, 2005 and on February 20, 2006 the patch 1.3 Rev A included a universal binary, adding support for Mac OS X on the x86 architecture. Finally, the modified Xbox conversion was released on April 3, 2005. Due to high demand, the game was made available at select outlets at midnight on the date of release. The game was released to the rest of the world on August 13, 2004 (except for Russia and other countries of the former Soviet Union, where official localization was delayed and caused the game to be released about four months later, on December 10, 2004).

A week before the game's release, it became known that an agreement to include EAX audio technology in Doom 3 reached by id Software and Creative Labs was heavily influenced by a software patent owned by the latter company. The patent dealt with a technique for rendering shadows called Carmack's Reverse, which was developed independently by both John Carmack and programmers at Creative Labs. id Software would have been putting themselves under legal liability if they used the technique in the finished game, so to defuse the issue, id Software agreed to license Creative Labs sound technologies in exchange for indemnification against lawsuits.[46]

Two days before its official release, Doom 3 was released by pirate groups onto the Internet. As the game's focus is its single-player mode, the need for a valid retail serial number for online multiplayer gaming was a weak deterrent against piracy.

Promotion and versions

File:Doom III E3 alpha.jpg
Doom 3 2002 E3 version.

Shortly following the announcement of Doom 3's development, a promotional website (www.ua-corp.com) was released that serves as the homepage of the fictional corporation operating on Mars in the game. Until the announcement of gold status, the site served as a teaser; later a countdown to the release date was added. The website for Martian Buddy, a fictional corporation prominently featured in the game, was also revealed before the game launch.

Doom 3 was announced at E3 2001, and the gameplay demo was shown in both E3 2001, QuakeCon 2002, and E3 2002. At E3 2002 and QuakeCon id showed an interactive demo. This version, known as the alpha version, was leaked on the Internet; speculation indicated that it may have been leaked by ATI. The leaked demo showed only 3 levels with 3 weapons: Gun, shotgun and machine-gun, also there's a flashlight but instead of being used individually, it's included on the weapons.[43] id Software developers were extremely concerned by the quality of the leaked product, as it was still a bug-ridden, experimental stage of the product's evolution. Despite fears of poorer sales, the game went on to sell well.

A Limited Collector's Edition of Doom 3 was released for Xbox in tin packaging containing ports of The Ultimate Doom and Doom II (including full multiplayer splitscreen support), G4's Icons making-of documentary, developer interviews, and concept art.[47]

Doom 3 also continued id's long track record of creating games that were Linux compatible. This was primarily a result of id's decision to use the OpenGL standard for the graphics engine as opposed to Microsoft's proprietary Direct3D API which is only available for the Windows line of operating systems. The executable for the Linux version can be found on id's FTP.[48]

Technical

The shadowing effects of the Unified lighting and shadowing engine are shown on the face and body of the zombies.

According to John Carmack, the lead graphics engine developer at id, the "tripod of features" in Doom 3 technology is:

  • Unified lighting and shadowing
  • Complex animations and scripting that show off real-time, fully dynamic per-pixel lighting and stencil shadowing.
  • GUI surfaces that add extra interactivity to the game

The key advance of the Doom 3 graphics engine is the unified lighting and shadowing. Rather than computing or rendering lightmaps during map creation and saving that information in the map data, most light sources are computed on the fly. This allows lights to cast shadows even on non-static objects such as monsters or machinery, which was impossible with static lightmaps. A shortcoming of this approach is the engine's inability to render soft shadows and global illumination.

To increase the interactivity with the game-world, id designed hundreds of high-resolution animated screens for in-game computers. Rather than using a simple "use key", the crosshair acts as a mouse cursor over the screens allowing the player to use a computer in the game world. This allowed an in-game computer terminal to perform more than one function, such as a readily apparent door-unlocking button, combined with a more obscure function allowing an astute player to unlock a nearby weapons locker. A notable extension of this feature is shown in the Terminal Doom modification[49] which allows the player to play the original Doom game from 1993 on a computer inside Doom 3 as a demonstration.

According to the Doom 3 manual, the GUI designer Patrick Duffy wrote over 500,000 lines of script code, and generated more than 25,000 image files to create all of the graphical interfaces, computer screens, and displays throughout Doom 3.

Other important features of Doom 3 engine are normal mapping and specular highlighting of textures, realistic handling of object physics, dynamic, ambient soundtrack, and multi-channel sound. Doom 3 on Xbox supports 480p video display resolution and Dolby 5.1 surround sound.[2]

References

  1. ^ a b c d e f g h Kasavin, Greg (2004-08-04). "Doom 3 for PC Review". GameSpot. Retrieved 2007-07-24. {{cite web}}: Italic or bold markup not allowed in: |publisher= (help)
  2. ^ a b Price, Tom. "Doom 3." Official Xbox Magazine April 2005: 82–83.
  3. ^ Pierce Rogers: The ancient people battled the same demons that are attacking us now. The demons came through the teleporters that they built, just like now. They created the Soul Cube and used it to stop the demons...to drive them back to Hell.
  4. ^ Pierce Rogers: If you have read or seen the other material, you probably know that this once grand civilization was attacked by some unknown force. And if we can believe what is written in stone, they sacrificed most of their society to drive the invaders back.
  5. ^ Richard Davis: I'm certain this is a map of our solar system. It seems to show a connection between Mars and Earth. My current working theory is that the last survivors used the teleportation technology to escape to Earth. The ramifications of this are overwhelming. This may end up proving that we are actually descendants of this race, and what we are exploring is our own history.
  6. ^ Richard Davis: The scanner results for the ceiling carvings are back and I can say without a doubt that this is a map of our solar system. There's a very clear indication that Earth may have been a possible teleport destination for the survivors of this race. If the dates on these artifacts are correct there's a distinct possibility that we could be descendants of this race!
  7. ^ Pierce Rogers: The ancient people looked like us, at least to the extent that they were bipedal and were similar in shape and size. ... They had a social structure that's very aristocratic, with a lot of emphasis on social stature and structure.
  8. ^ Narrator: It is believed that the specimens possess a rudimentary intelligence and social structure, as was demonstrated during the first tragic expeditions through the portal. While the cost in human life has been great in acquiring these specimens, we hope to one day complete genome mapping, and begin to answer the many questions we have about these entities.
  9. ^ Grant Baston: I've been hearing an alarming number of reports on some...unexplainable things. ... What is worrying me is the fact that the number of these reports are up by a lot.
  10. ^ Ian Sinclair: Everyone's already on edge down here with all the strange things that have been going on.
  11. ^ Swann: I'm here because there seems to be some very serious problems. / Betruger: Oh, really? Do I need to remind you of the groundbreaking work that we're doing here? / Swann: No. But I've been authorized by the board to look at everything. / Betruger: The board authorized you? The board doesn't know the first thing about science. All they want is something to make them more money — some...product. Don't worry, they'll get their product. / Swann: After how many accidents? Tell me Dr. Betruger, why are so many workers spooked, complaining, requesting transfers off Mars?
  12. ^ Sarge: Another member of the science team's gone missing. Since you're the ranking FNG, you get to find him.
  13. ^ Sarge: It's your mission to link up with Bravo Team and get that transmission sent.
  14. ^ Sarge: [Bravo Team was] carrying a military transmission transmission card. It's vital you retrieve that card as it contains encoded data needed to send the distress signal to the fleet.
  15. ^ Swann: I don't think you understand, Betruger. / Betruger: No, I understand everything. / Swann: I'm telling you now, doctor, the UAC is taking over this operation. / Betruger: Operation? Is that what you're calling it? / Swann: The situation is out of control. / Betruger: It's not out of control, Swann, you are. I'll manage this, and you and your flunky will be taking control of nothing. Do you understand? / Swann: Yes, Betruger. I think I do understand. / Campbell: Okay. Plan B.
  16. ^ Swann: Do you see the card? / Campbell: No, sir. / Swann: Okay, let's go to the communications facility. We can stop the transmission from there.
  17. ^ Bravo Team member: We were hit... I don't know how much farther I can go. Here, take the transmission card.
  18. ^ Swann: The Monorail entrance looks clear. Meet up with us there. We need to reach the Delta Complex and stop this.
  19. ^ Swann: Marine, you hear me? Back off from that console. Do not call for reinforcements. We don't know what the Hell is going on here, and until we do, this area remains under UAC control. Cancel that transmission.
  20. ^ Sarge: Marine, are you at the communications facility out yet? We've got to get that message to the fleet now. Watch out for Campbell and Swann; those UAC suits don't give a damn about what happens to any of us.
  21. ^ Betruger: [The Earth fleet is] racing here, racing to us. And we are waiting — waiting for them to fall into their worst nightmare. They will join my legion, and with their ships I will bring this Hell to Earth.
  22. ^ Betruger: [The Earth fleet] will come to the rescue and be consumed by my legion. We will use their ships to bring this Hell to Earth.
  23. ^ Betruger: Soon, the fleet from Earth will be here, and with their ships we will bring this Hell to Earth.
  24. ^ Betruger: There is nothing left for you — but a slow death...as your lungs fill with toxic gases.
  25. ^ Betruger: Hell no longer needs that portal to enter this world. ... The Hell Gate is capable of sending millions of my children into your world.
  26. ^ Swann: Hell is breaking through in the caverns. If that portal isn't closed before those ships arrive, Earth will be destroyed. ... It's up to you now. Take my PDA; it's got what you need. Good luck.
  27. ^ Swann: Sarge is gone. They've got to him. I don't know how long he's been working against us. He's...no longer human. Campbell went after him. He's got to be stopped.
  28. ^ Echo One: Have you located Counselor Swann? / Recon Zulu: Yes, sir. He's dead.
  29. ^ "DOOM 3 PC Review Index". 1UP. 2004-08-03. Retrieved 2007-07-24.
  30. ^ "Review - Doom III: Single-Player". Eurogamer. 2004-08-06. Retrieved 2007-07-24.
  31. ^ a b Accardo, Sal (2004-08-06). "DOOM 3 Review". GameSpy. Retrieved 2007-07-24.
  32. ^ Adams, Dan (2004-08-05). "DOOM 3 Review". IGN. Retrieved 2007-07-24.
  33. ^ "Game Reviewer Information for PC Gamer". GameTab. Retrieved 2007-07-24.
  34. ^ "Doom 3 (PC: 2004): Reviews". metacritic.com. Retrieved 2007-11-05.
  35. ^ "Doom 3 for PC". Game Rankings. Retrieved 2007-07-24.
  36. ^ a b "2002 Winners". Game Critics Awards. Retrieved 2007-10-30.
  37. ^ "Best and Worst of 2004 – Best Graphics (Technical)". GameSpot. Retrieved 2007-10-30.
  38. ^ Cohen, Peter (2005-04-11). "Macworld: Review: Doom 3". Macworld. Retrieved 2007-07-24.
  39. ^ a b Carmack, John (2000-06-01). "6/1/00 .plan document for Doom 3". GameFinger. Retrieved 2006-09-03. {{cite web}}: Cite has empty unknown parameter: |coauthors= (help)
  40. ^ Smith, Rob. "Doom 3: Hell comes to Xbox." Official Xbox Magazine Holiday 2004: 32
  41. ^ "MacWorld Tokyo: iMac, GeForce3, price cuts". Geek.com. 2001-02-22. Retrieved 2007-07-24. {{cite web}}: Check date values in: |date= (help)
  42. ^ Alderman, John (2004-08-04). "Q&A: Doom 3 soundtrack contributor Chris Vrenna". GameSpot. Retrieved 2007-10-31.
  43. ^ a b Hales, Paul (2002-11-04). "Doom III leak sparks witch hunt for mole". The Inquirer. Retrieved 2007-07-24. {{cite web}}: Check date values in: |date= (help)
  44. ^ Thorsen, Tor (2004-07-14). "Doom 3 goes gold". GameSpot. Retrieved 2007-10-31.
  45. ^ Largent, Andy (2007-07-15). "Doom 3 Confirmed for Mac OS X". Inside Mac Games. Retrieved 2007-10-31.
  46. ^ Gibson, Steve (2004-07-28). "Creative Labs Patent & DOOM 3". Shacknews.com. Retrieved 2007-07-24. {{cite web}}: Check date values in: |date= (help)
  47. ^ "Doom 3 (Limited Collector's Edition)". IGN. Retrieved 2007-10-31.
  48. ^ ftp://ftp.idsoftware.com/idstuff/doom3/ ftp.idsoftware.com Retrieved on 04-13-07
  49. ^ [1] Terminal DOOM at Battleteam.Net Retrieved on 07-05-30

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