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Doom III: Q2 Lost Marine Test Build Released


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Posted

Haha, not so bothered then? You really needn't be...

The main criticism is the graphics, they range from pretty good to really ugly (sadly about 85%). Granted it's work in progress so there's still time for improvement but it was kinda a chore having to play through such ugly surroundings! It's also very hard, even on easy skill it doesn't take many shots from the guards to get you down to 30% health..

The music used is not only God fucking awful but it can't be turned off, so I was forced to listen to some nasty drum & base rubbish and generic Nu-metal tripe all the way through.. not cool, especially since the music adds absolutely nothing to the game.

The maps themselves are pretty well done, 'The Installation' is almost completely re-built in some areas which increases the playtime and gives you some extra stuff to do, so it's not so bad. There's also a section of the game where those Strogg ships attack you :o

All in all, pretty decent effort to recreate Q2 on the D3 engine, but there's lots of room for improvement.

Screenies for you lucky people on medium settings (I turned shadows off because they made the game look even worse).

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Posted

Wow that's dark. I've been reading various comments on this since I don't have Doom3 installed, and the overall opinion seems to be "meh".

Judging from those screens, I would have to agree. In my opinion, Quake2 looked better than that...

Posted

Yeah, main problem is the darkness, Quake II was never that dark and to be honest it just doesn't look right. Is it possible to make brighter lighting in D3 or is that just an engine drawback?

Posted

Yep, between ramping up light colors past "1 1 1" (white, everything shows up on a 0-1 RGB scale, but 2 and such will give you some really intense bleaching) or extending light volumes to extend further through geometry, you can get things pretty bright. The drawback to the former is the bleaching, particularly on anything close to the source, and the drawback to the latter is additional overdraw/shadow volumes.

The other solution is more lights (multi-directional lighting is what will really sell the normal maps), but it's again a question of how much overdraw/shadow volumes you'll add by doing so.

That said, Q2 was actually pretty dark, including an entire warehouse section in the dark. :)

Posted

The gun looks nice, the rest looks puke :G

They really need to get another skybox, that one is terrible D:

And obviously they need to actually light their maps

Posted

The skybox is just an edited Q2 one, the unit 1 sky, it looks worse than the original D:

ProdigyXL: The outside areas don't look so bad anyway and like I said, I run on medium...

Posted

Gun looks nice the enemy models look nice, but the level design looks shit enough to be a direct port. Also the game ran like shit compared to doom 3 and this had smaller environments. This team needs to optimize.

Bottom line, I am not impressed.

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