Why don't I have a custom title by now?!
We are pretty aware, though, that many players and especially Doom I and II fans might dislike delving into the fundamentals of the story, and ignore the roots of incident on Mars. We can't force them to, so we grant an option to finish game in a shooting-spree style. Well, those who want to know the truth, will find it out".
Great! That means that those of us who want to go "all-out-war" can do that. (of course, I'm going to check out the story-line at times, but that could get boring in the end).
"This is DOOM! We are not going to mimic Serious Sam where player is exposed to relentless attacks by hordes of identical enemies. Monsters will be more than adequate, sometimes they'll attack in tens, sometimes they poke around alone. We want player not to be aware of what's behind the next door, so that he would be up to storm the front every second of play. DOOM III is all about pressure and terror." Charming! Doom's conception is alive, and it has risen onto a new level. But what hardware is required to render tens of highly detailed monsters simultaneously? "The trick is in the extensive use of bump-mapping," says Jim Dose as he winks. "The characters are not REALLY high-polygonal, but the bump-mapping provides proper picture. This is how we intended to cram tens of monsters onscreen without damaging performance.
Tens of monsters on-screen? Sounds almost too good to be true - I thought Zaldron said that we would only see about a max of 5 monsters on-screen.
/Me is well pleased.
Cyberdemon??? Where? This guy must've mistook the Hell Knight for a cybie, because the HK was the biggest baddie in that video.
(the movie exposed zombie, pinky demon, imp, flying skulls, and cyber-demon),
That's what our monsters are - they will act like real creatures. They won't hole up around the level or talk to their mates through radio. Their objective is to kill every living being, and your fear attracts them. That's their natural pattern of behavior, and they all attack in a different way, according to their savage ruses".
"Yes, there will be NPCs in DOOM III", - assured Mal. "They won't be many (look for yourself, how many survivors can there be given that hordes of blood-thirsty monsters are crawling around the Martian base?). However, on your way you will encounter characters whom you can interact with. They can even demand your help (like getting them food or killing a particular monster that occupied their residence), and reveal you a door to the secret room or give out valuable ammo in return. Actually, it's not a significant part of the game, and we need it to reinforce the game's credibility".
Sounds good, as long as they don't fight by your side :-)
According to Mal's words, DOOM III will span around thirty levels (probably a bit more). They will be really huge, and will be constructed to convey the pressing atmosphere of fear and terror, where you oppose Evil and you have no idea what's there around the corner.
Whoa! Thirty levels? That's quite a lot considering the time it takes to do these. And they'll be large too? Greatgreat!
Moreover, according to Jim Dose, DOOM III won't be confined within narrow corridors and rectangular rooms of military base. Did they opt for the outdoor areas and huge sceneries of Mars? "Yes, that's right", - says Jim, - "we plan a number of outdoor levels. I'm not going to reveal you precise number of indoor and outdoor areas. Don't want to spoil the impression. Actually, implementing open-air levels is not our primary purpose. They won't be more than needed, and we are not willing to churn them out just because its flashy these days".
Right, so all you outdoor-happy people will get some outdoor areas to take a brake after all the claustrophobia :-)
"Welcome to reality, welcome to Hell"