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    New Interviews About Doom... 3


    Linguica

    Gamespy

    GameSpy: Can you give us any idea how much hard drive space everyone will need?

    Todd Hollenshead: About 2 GB. Also, tell people to defrag their hard drive before they install!

    Gamespot

    GS: Will there eventually be a way for more than just four players to engage in a Doom 3 multiplayer game?

    TH: That's just an artificial limit that we set. You are going to have to have a powerful server to have more than just four people playing on it. People's network connections are going to matter. Doom 3 is basically a broadband-only game. When you start adding clients, you're going to start adding traffic, and you're going to add latency and performance hits on the server. I have no doubt that one of the first mods for Doom 3 to come out will be eight-player Doom 3. But it's my guess that eight-player Doom 3 will be most effectively played on LAN servers.

    IGN

    IGNPC: Can we expect to see all of the same weapons in multiplayer that we'll see in single player?

    Tim: Yeah except for the BFG. One thing we learned from Quake II is that people really don't like the BFG in deathmatch.

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    I liked the part where Tim and Todd disproved that Carmack leaving rumor and stated their tech is better than HL2's and FC's. :)

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    Yeah.

    And man, the most awesome thing about it is that it's 100 percent true. id is a company that you seriously can trust to be at the forefront when they release something new. That's just all there is to it (and all there ever has been to it).

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    Linguica said:
    As opposed to learning it from, say, Doom or Doom 2

    I don't know about Quake II, but in DOOM II the BFG is fine on most 1 on 1 maps... it tends to get dominant with more players, naturally.

    I'm also assuming they mean the DM maps included with the game don't have the BFG; I doubt that will stop people from placing it in theirs... if it's okay as a DM weapon.

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    And besides, there weren't thousands and thousands and even more thousands of people playing it online and giving very vocal feedback about what they thought -- and -- there wasn't a community of pro gamers back then they could consult about what works best, like they had in Quake III.

    By the time Quake II rolled around, a seriously active internet community had sprung up, and there was a nice base of pro players that could indicate what worked and what didn't.

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