Doom 3

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Doom 3 is a sci-fi horror first-person shooter computer game developed by id Software and published by Activision. Set in 2145 in the Union Aerospace Corporation (UAC) research center on Mars, it is a reimagining of the original Doom, with completely new graphics and game engine.

The game was developed for Windows and ported to Linux in 2004, five 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 (with less details) to the original but features an additional two player co-operation mode.

An expansion, Doom 3: Resurrection of Evil, developed by Nerve Software and co-developed by id Software, has been released. There is a Zboard available for this game.

A Doom movie, loosely based on the franchise, was released on October 21, 2005.

History

In June 2000, John Carmack posted a plan [1] announcing the start to a remake of Doom using next generation technology. This plan revealed controversy had been brewing within id over the decision.

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 agreed that a remake was the right idea and confronted Kevin and Adrian with an ultimatum: "Allow us to remake Doom or fire us" (including John Carmack). After the reasonably painless confrontation (although artist Paul Steed, one of the instigators, was fired in retaliation) the agreement to work on Doom 3 was made.

The game was in development for four years. In 2001 it was first shown to the public at MacWorld in Tokyo 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. Shortly after E3, a development version of the game leaked from ATI Technologies and quickly spread on the Internet. The game was also shown at the subsequent E3 exhibitions in 2003 and 2004, although id Software's website was not updated to include the Doom 3 project until America's autumn in 2003. 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 two other highly anticipated games, Halo 2 and Half-Life 2, in Christmas 2003. However, none of those games managed to make Christmas season.

Doom 3 achieved gold status on July 14, 2004, and a Mac OS X release was confirmed the next day on July 15, 2004. Doom 3 was released in the U.S. on August 3, 2004. Additionally, a Linux version was released on October 4, 2004. 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 localisation was delayed and caused the game to be released about four months later, on December 10, 2004).

Two days before its official release, Doom 3 was released by pirate groups onto the Internet where it became possibly the fastest spreading pirated game ever. 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. Other factors contributing to the high demand for the pirated version were the gamers' expectations for Doom 3 and delayed release outside of the U.S.

Features

The shadowing and lighting on the marine's face exemplify the unified lighting engine Interactive displays replaced traditional switches

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

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

The key aspect 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 create a more movie-like atmosphere, id interspersed the gameplay with many in-game animated sequences of monsters ambushing the player or just lurking around.

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, and a more obscure function allowing an astute player to unlock a nearby weapons locker.

Other important features of Doom 3 engine were normal mapping and specular highlighting of textures, realistic handling of object physics, dynamic, ambient soundtrack and multi-channel sound.

Weapons

Italic text in this section is taken from the Doom 3 manual.

  • FistsThere's nothing like a little hand-to-hand combat. An entertaining way to kill a foe, or even an ally. In multiplayer, in addition to inflicting damage, one can rob another player's weapon by landing a punch. The fists can also fell an opponent in a single blow when the player is energized by a Berserk powerup.
  • FlashlightPower fluctuations and maintenance issues continue to create poor lighting at the UAC Facility and flashlights are now required for all security forces. Also works as a club in close combat. Fortunately, the flashlight's battery is infinite and so is its durability for bashing enemies. The combat differences from fists are: double the damage, slightly more range, but slower rate of fire.
  • PistolStandard marine issue semi-automatic pistol. It's highly accurate and provides solid stopping power without expending too much ammo. Contrary to what is written in the manual, in the actual gameplay, the pistol is automatic, meaning it is possible for the player to simply hold the fire button in order to shoot multiple rounds. The pistol is commonly used to conserve other types of ammunition. In multiplayer, the pistol is the player's starting weapon.
  • ShotgunThe weapon of choice for close combat. Use sparingly for medium or long-range targets. Due to this weapon's extremely high spread (22 degrees in single player), the shotgun is a very poor weapon outside short range. However, the great damage that the shotgun can inflict at point-blank makes it one of the most useful weapons, capable of dispatching most standard enemies with one well-aimed shot. In multiplayer, the shotgun's spread has been reduced to half (11 degrees), greatening its effectiveness at range.
  • MachinegunA high rate of fire, good accuracy and excellent power makes this a perfect weapon for medium and long-range enemies and quick targetting. With only 1 degree of spread and a good clip size of 60, the machinegun is the best weapon for dishing out a string of headshots that can bring most enemies down in seconds. In RoE multiplayer, the machinegun is the player's starting weapon.
  • Chaingun – This is a great short to medium range rapid-fire weapon as each bullet inflicts twice as much damage as the machinegun, but however also has more spread. In multiplayer, the chaingun's spread has been reduced to a mere 1 degree, thus making it the prime long-range weapon.
  • Handgrenade – A very bouncy type (three quarters bouncyness), these yellow, cylindrical grenades detonate either on an enemy or three seconds after being primed. There is no danger of one being obstructed by or detonating on the user due to proximity. In multiplayer, the player starts with two handgrenades.
  • Plasma Gun – Has a clip size of 50 and shoots blue orbs of plasma. Doom 3s version of the plasma gun is similar to that of the original Dooms for the latter, and also as it is rapid-fire (albeit not quite as rapid) without any spread. However, the projectile velocity has been considerably reduced, making it an unsuitable weapon for long range. In multiplayer, the plasma gun's clip size has been reduced to 30 but its damage per projectile has become greater. Because of its large shot size, the plasma gun is useful for putting up "flak", which can render ineffective a wide variety of projectiles.
  • Rocket Launcher – Launches a fast projectile that deals great damage to the victim of a direct hit and adds splash damage to those near the explosion. In single player, the additional height gained by rocketjumping is very small.
  • BFG 9000 (Note: BFG is literally an acronym for "Big Fucking Gun", although the Doom movie lists it as the "Bio Force Gun") – An extremely powerful energy charge weapon very capable of room clearing. One fully-charged blast will overkill almost all enemies on a direct hit, and most cannot survive within a few meters (nonconforming to the 15 meters described by the UAC video). Each projectile beams a damaging ray to enemies and contains a microchip core to determine friend or foe. When the microchip shatters, the projectile automatically detonates. Caution: the BFG 9000 can be overcharged and will instantly kill the user if done. The BFG is not found in the standard Doom 3 multiplayer maps, but is still modified to fire a slower projectile in multiplayer.
  • Chainsaw – Very powerful mêlée weapon with a blade that never dulls. Most enemies fall to the sawing in mere seconds. The chainsaw is not included in the standard Doom 3 multiplayer maps.
  • Soul Cube – The Soul Cube is a supernatural weapon whose provenance is explained by a detailed backstory within the plot of the game. Employment of the Soul Cube releases a whirling blade-type weapon that automatically homes in on the enemy with greatest health, delivering 1000 hit points to the target (instantly killing all but the bosses), and restores the player's health according to the health of its victim prior to the attack. The Soul Cube becomes "charged" for use after the player has killed 5 enemies, and any more will not further charge the Cube. Upon being charged, the player is alerted by the Cube's spoken advice, "Use us." After use, the Cube must be recharged again with 5 kills. The Soul Cube is not included in the standard Doom 3 multiplayer maps, but can be found and used late in the game and is a vital item.

Story

Spoiler warning: Plot and/or ending details follow.

Similar to the story of the original Doom, the game focuses on the marine who was transferred to Mars and sent out on a routine mission. In contrast to its earlier disdain for storytelling, this time id Software employed a professional science-fiction writer Matthew Castello to write the script and assist in story-boarding the entire game. id focused on retelling the story and creating a tense horror atmosphere. The game's events and atmosphere show a great deal of influence from George Romero's Living Dead series and James Cameron's Aliens (1986 film).

Unlike in previous id games, there are now cut scenes that give purpose and context for the player's actions. 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. The messages are internal e-mails and audio reports sent between lab workers, administrators, maintenance staff, and security personnel at the Mars base. The messages explain the background story, show the feelings and concern of the people on the Mars base and reveal information related to plot and gameplay. Video booths and televisions give planetary news, corporate propaganda, visitor information and technical data about the base.

The story of Doom 3 surrounds the discovery of ancient ruins underneath Martian soil. Tablets found at these sites record how an ancient Martian race developed a form of teleporter technology. 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. 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 not to recreate this technology; 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 descended from them. It's stated that the demons once inhabited Earth in an unknown context, but lost possession of it due to an unknown cause. Consequently, the demons want to reclaim Earth.

The UAC, discovering the Soul Cube and the warnings, used them to invent 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 even capturing living specimens from the realm at great loss of life. The portal experiments also had strange and disturbing effects on the Mars City research facility where the experiments were conducted. Scientists and workers, unaware of the nature of the work being performed by Dr. Betruger and his team, frequently reported strange phenomena 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 accesible by themselves.

Betruger then took the Soul Cube into Hell and apparently made some kind of deal with the creatures there. Under his direction the demons again invaded Mars, confident that the only key to their defeat lay safe in their hands. Their attack left most of the Mars City population either dead or zombified slaves. Most marines who survived the first attack were wiped out by the demons and the undead Mars security forces in a matter of hours.

One man, the marine who the player controls, survived that attack and fought his way through the facility. He learned that Betruger planned to wipe out the reinforcements that were on their way and use their ships to take the demons to Earth and conquer it. He also learned of the Soul Cube, and the portal to Hell where it was held.

Betruger used the teleporter technology to transport the marine to Hell, where he hoped the hordes of Demons could defeat him. The marine fought his way through them and defeated The Guardian of Hell, a gigantic, blind demon which uses smaller creatures named seekers to "see". With the Gurardian of Hell defeated the player took the Soul Cube back through the teleporter to Mars, where he learned that while his actions had made Betruger unable to use the teleporter technology, a natural portal to Hell had been opened at the site of the alien ruins. There he used the Soul Cube to defeat "Hell's strongest warrior", the horrific Cyberdemon, and seal the portal. The ending scene shows the sole surviving marine (and, it is presumed, myriad other Mars City personnel who survived the onslaught) being rescued by the fleet, and Betruger reincarnated as a dragon-like demon called the Maledict.

Atmosphere

The most important element in the gameplay and action of Doom 3 is the atmosphere. Most of the levels are very dark, to create the feeling of helplessness and scare the player. It also heavily relies on lighting effects to set the mood.

The in-game story explanation for the pitch-darkness is as follows. The portals to Hell could only be sustained for a short period of time, which was nowhere near enough to conduct any serious experiments. To rectify this, the power grid was illegally tampered with, diverting a significant amount of power from the non-critical systems (Such as Lighting) of the rest of the facility to allow the machinery to sustain the portals for a much longer time. This did not go unnoticed however; the staff were becoming increasingly suspicious of the massive amount of power being drawn (The huge energy consumption caused frequent overloads on power-grid components).

Creatures may appear just as well unexpected as anticipated. Surprising ambushes usually from dark places tend to shock player and put his reflexes into test. On the other hand, exploring new areas backgrounded by theme music makes the player expect a monster appear behind each corner.

Emergence of stronger enemies (bosses) is backed up by new lighting effects and/or cutscenes. To achieve best effect, this usually happens in a dark room or the room darkens suddenly.

Almost the whole game takes place indoors, which provides many opportunities for surprise. A frequent phenomenon throughout the original Doom 3 game is the "Monster Closet", where a door disguised as a wall suddenly opens and an enemy issues forth in an attempt to startle the player.

Hardware requirements

For a modern game with an advanced graphics engine, Doom 3 had suitably high minimum system requirements. Early during development it was widely expected that the recommended video cards would be DirectX 8 capable, such as Radeon 8500/9000 and GeForce 3 (where Doom 3 made its debut in 2001), but nearing release those cards only constituted near-minimum requirements. Early reports also indicated that there was supposed to be legacy support for the widespread DirectX 7 technology such as the Radeon 7200 and GeForce 2, but at release, the GeForce 4 MX was the only DirectX 7 chip officially supported.

It was widely reported on various review sites that a minimally recommended 1.5 GHz processor coupled with a GeForce 2 MX graphics card achieved satisfactory performance with the game (about 20 frame/s in low resolution). The Macintosh version runs satisfactorily even on a 1.25 GHz G4 PowerBook with an NVIDIA GeForce FX Go 5200 GPU.

However, to make full use of the game engine, newer hardware is required. A high-end CPU (based on those available in 2004 or later) coupled with the GeForce 7800 graphics card or ATI's Radeon X1800 benchmark well over 100 frame/s in 1024x768 resolution. A 6600GT however will also easily play the game on the same hardware at those speeds under the same conditions in most situations. As of early 2006 the best videocard for Doom 3 is two Geforce 7800 GTX 512MB's running in SLI mode.

While the game's packaging declared that 384MB RAM was required to run the game, it was highly recommended that around 1GB RAM be present in the machine. Having 512MB RAM or lower would cause the game to freeze for lengthened periods of time when entering a new room, due to the textures being preloaded into the limited memory. This could, however, be avoided by reducing the texture size to medium, which was recommended for video cards with 128MB of RAM in any case, and keeping the resolution at 800x600 or 640x480. It is possible, but difficult, to achieve smooth gameplay at 1024x768 with detail set to high on a machine with 512 MB RAM.

Reception

Few games have polarized gaming as much as Doom 3 has, causing the two groups reactions to the game to be wildly different.

Critical and hardcore reception

The most often named gameplay shortcomings of the game are:

  • Reliance on traditionally overused horror techniques such as pitch black darkness, limited use of the flashlight and stock horror movie clichés, which some feel makes the game frustrating to play rather than scary or atmospheric;
  • Repetitive gameplay, similar linear levels during parts of the game
  • No ability to use the flashlight and the weapon at the same time (known as "No duct tape on Mars" problem), whereas today many real-life weapons have hands-free light attachments (however, many light-mods on the internet add a flashlight to the guns);
  • Somewhat stale storytelling techniques, forcing the player to read or listen to messages by hiding access codes in them, and a shortage of cut-scenes providing story exposition;
  • Poor monster AI, over-reliance on scripted sequences;
  • Somewhat limited use of physics
  • A small multiplayer deathmatch mode of only a few people, although Doom 3 was attempting to focus on the single player experience.
  • No official cooperative gameplay in the PC version whereas the original Doom contained a cooperative mode.

It has been argued that many of these criticisms are based on expectations for other types of FPS games. During development, Doom 3 was often compared with the equally anticipated Half-Life 2. Some have argued that since Doom 3 was released before Half-Life 2, many have come to expect things from it that they previously had expected from Half-Life 2. For example, the common complaint about Doom 3's lack of environment interactivity could be considered a subtle complaint that Doom 3 doesn't have a Half-Life 2-style "Gravity Gun", a weapon which can pick up small items in the world and throw them around. Ironically, Doom 3 was said to have a "Gravity Gun" item designed long before Half-Life 2, but was not in the game proper. This weapon appears in the Doom 3 expansion known as Doom 3: Resurrection of Evil, which has drawn the ire of those who feel id is pandering to Half-Life 2 fans.

Some critical reviewers consider that the technological level of Doom 3 is similar to that of other games of 2004, and that features such as bump mapping had already become industry standard. For example, an often mentioned feature of Doom 3, per-pixel lighting and stencil shadowing, had already been implemented in many games released in 2003, even a budget title from Activision Value called Secret Service: Security Breach.

Rebuttals to critical reception

Many gamers claim the apparent "shortcomings" are not shortcomings at all, but are integral to the gameplay id determined to display for Doom 3.

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.

In addition, the flashlight is a key element of Doom 3's gameplay: the player must balance between seeing the enemy, and defeating it. In the default game (without any modifications added), almost every monster has glowing eyes, or some aspect of bioluminescence which offers a target for the player. Modifying the weapons to project light, results in the mystery of "the unknown" to be less potent and frightening. Additionally, muzzle flashes can be enabled for marginally better visibility while firing.

Another rebuttal concerns the story of Doom 3, which is done through the use of audio and video logs. Using logs like this harkens back to the age of System Shock 2 and aids the progression of the story. Interestingly, it has been commented that normally the type of gamer who has played System Shock 2 is the breed of gamer who would be expected to be critical of the comparatively simple Doom 3. Ken Levine, lead designer of System Shock 2 said of the logs in Doom 3 "It amazed me when I played DOOM 3 that they didn't mix their recordings into the ambient space of the world. The people sound like they're in a recording booth."[2]

Despite its apparent 'flaws', the game was still a success for id Software, with the planned total revenue estimated by Activision at $20 million. The financial success was bolstered by the near-record number of pre-orders placed for the game. id Software also typically benefits from licensing the engine to other developers. Several games are already being developed using a modified Doom 3 engine, including Quake 4, Enemy Territory: Quake Wars, Castle Wolfenstein (tentative title) and Prey.

As of August 17, Doom 3 has garnered an average review score of 88%, according to 81 media outlets on GameRankings.com. By the same source, it is in the top 10 PC games of 2004.

List of levels

There are 27 levels in Doom 3. Most of them are quite large and typically require 1+ hours each on a player's first run through the game.

Spoiler warning: Plot and/or ending details follow.
  1. Introduction (Mars City 1): A short tutorial on the basic features of the game. (Welcome to Mars!) The marine (player) also picks up his first assignment here from Sargeant Kelly ("Sarge"). The player eavesdrops on a heated conversation between a UAC executive named Elliot Swann and the unscrupulous research director Dr. Malcolm Betruger.
  2. Mars City Underground: A shorter tutorial covering a few more features in the game. In the Communications Building, things start to go awry. The shooting begins here. The imp is introduced at a cutscene.
  3. Mars City (2): The same level as the Introduction, but after the demon invasion.
  4. UAC Administration: The pinky (demon) is introduced at a cutscene. The growth taking over the base is seen here first, and this is where monsters start teleporting in. Player again eavesdrops on a conversation between Betruger and Swann. After being dismissed by Betruger, Swann resorts to his backup plan, involving Swann's former marine bodyguard Campbell and copious use of a BFG-9000.
  5. Alpha Labs – Sector 1: Built in 2095 and located on Site 2, Alpha is the UAC's center research lab. Sector 1 houses the EPD (Elemental Phase Deconstructor), and the Hydrocon. Maggots are introduced.
  6. Alpha Labs – Sector 2: Trites appear. There is a glimpse of the Bravo Team through a window.
  7. Alpha Labs – Sector 3: Contains a very hidden plasma gun and an optional chaingun.
  8. Alpha Labs – Sector 4: Player must navigate either the EFR or the bridge. There is the infamous "they took my baby" sequence, and the Vagary (first boss) appears at the end.
  9. Energy Processing (EnPro): Bravo Team cutscene. The lost soul is introduced in a cutscene and wraiths first appear here. Some rooms are less claustrophobic but more acrophobic, and there is an abundance of plasma gun ammo. Swann and Campbell give up trying to intercept the marines sent to transmit a distress call and travel by vehicle to the communications complex.
  10. Communications Transfer: There are many outdoor areas in this level. The first cacodemon appears at the start. The chainsaw zombie makes its first appearances here, whose spoils are definitely worth the fight. The berserk powerup appears for the first time.
  11. Communications: Player confronts a dilemma, and must make decision to send or to not send the SOS transmission to Earth. Sarge orders the player to send the message, while Swann presses the player not to.
  12. Monorail Skybridge (Recycling – Sector 1): Where trash is processed in the UAC. The Revenant is introduced in a cutscene, and this is the only level with toxic waste pools
  13. Recycling – Sector 2: A trap is sprung on the player by Betruger, slowly filling the building with toxic gases. If the player issued the distress call in the Communications level, Betruger reveals that he will use the responder ships to invade Earth. If the player declined to transmit, Betruger calls them anyway. The mancubus is introduced in a cutscene and cherubs make their first appearances.
  14. Monorail: Player must take it to reach the Delta Labs by monorail. Commando zombies first appear here.
  15. Delta Labs – Level 1: This level has no demon altercations of any kind for quite some time upon entering it. Player must initiate power by turning on main reactor.
  16. Delta Labs – Level 2A: Player goes through the teleporter for the first time. Player encounters a Non-Player Character named Ian McCormick who reveals much about the activities that lead to the invasion.
  17. Delta Labs – Level 2B: Archviles start showing up with their haunting cackles and screeches. The Soul Cube backplot is revealed.
  18. Delta Labs – Level 3: The player is hot on the heels of Betruger and travels through several second-generation teleporter units.
  19. Delta Labs – Level 4: Hellknights are introduced in the cutscene. Betruger sends the player to Hell through the main teleporter after the battle.
  20. Hell: The player must trek through Hell and defeat the Guardian (second boss) to retrieve the Soul Cube.
  21. Delta Complex (Revisited): The first and only appearance of ticks. From hereon, there will be no more zombies other than commandos. Swann is found gravely wounded, and he tells the player that they're the only hope of stopping the invasion. Swann has also ordered Campbell to forsake him and pursue Sarge, who apparently is also a demon.
  22. Central Processing: The effects of the growth in the base are evident here, and Campbell is found dying at the end of the level, his BFG stolen by Sarge.
  23. Central Processing (Server Banks): The player fights the third boss, Sabaoth, the demon transformation of Sergeant Kelly. Sabaoth has integrated Campbell's BFG into his cybernetic tank-body, and uses it against the player. After defeating Sabaoth, the player acquires Campbell's BFG.
  24. Site 3: Where archaeological entities are brought to and where the research is done. This is the last level where the surface of Mars is visible.
  25. Caverns – Level 1: The player advances towards the primary excavation site, where the Hell portal is located. Level 1 contains the oldest, original Mars base.
  26. Caverns – Level 2: Features an ancient Martian temple. The vagary makes another appearance at the end, and may come in a pair.
  27. Primary Excavation (Hellhole): Player must defeat the fourth and final boss, the Cyberdemon, and seal the Hell portal. An exploratory player may find the hidden "id Software PDA", containing messages from several id Software employees. In the following end cinematic sequence, the distress responder ships arrive and find the base in ruins. The player's character is rescued, Swann is found dead from his wounds, and Betruger is nowhere to be found... as his form is absorbed into the Maledict back in Hell.

Software patent controversy

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. [3]

Web-integration

Shortly following the announcement of Doom 3's development, a promotional website 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.

Some other developers have also created websites for in-game companies in the past. For example, Rockstar Games created sites for most companies mentioned in commercials on the in-game radio in Grand Theft Auto.

Linux

Doom 3 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 ftp://ftp.idsoftware.com/idstuff/doom3/ or BitTorrent server. It can also be downloaded from Doom Wad Station. TTimo also has a Wiki with information regarding the Linux version [4].

Development team

  • John Carmack — Game engine (graphics)
  • Timothee 'TTimo' Besset — Network code, GtkRadiant, Linux conversions (formerly a contractee hailing from Paris, now part of the team in Texas)
  • Graeme Devine — Sound engine
  • Seneca Menard — 3D modelling (formerly of DreamWorks)
  • Kenneth Scott — Lead artist
  • Fred Nilsson (worked on Antz and Shrek at DreamWorks as an animator) — Animation
  • Jim Dose — AI and scripted scenes
  • Robert Duffy — Lead programmer
  • Jan Paul van Waveren — Game engine (physics)
  • Tim Willits — Lead designer
  • Adrian Carmack — Artist
  • Patrick Duffy — GUI designer
  • Paul Jaquays — Level designer
  • Malvern Blackwell — Level designer
  • Christian Antkow — Level designer
  • Kevin Cloud — Artist

Some work was done by outside specialists:

  • Chris Vrenna — (one of the first members of Nine Inch Nails who wrote the music for Quake) — Music (Note: Trent Reznor left part-way through development and no longer has sound or music in Doom 3)
  • Matthew Castello (a science fiction writer who worked on the famous games The 7th Guest and The 11th Hour) — (non-id) — Game script
  • Splash Damage, Ltd. — The company that co-developed Doom 3 multiplayer maps

References

  1. ^  "The Vault: System Shock 2". PC PowerPlay (January 2006), pp. 108.

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Some work was done by outside specialists:. Source: NOAA National Weather Service Forecast Office. TTimo also has a Wiki with information regarding the Linux version [4]. Possible Tsunamis. It can also be downloaded from Doom Wad Station. Other tsunamis that have occurred include the following:. The executable for the Linux version can be found on id's FTP ftp://ftp.idsoftware.com/idstuff/doom3/ or BitTorrent server. In light of the 2004 Indian Ocean tsunami, UNESCO and other world bodies have called for a global tsunami monitoring system.

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. This is in part due to the absence of major tsunami events between 1883 (the Krakatoa eruption, which killed 36,000 people) and 2004. Doom 3 continued id's long track record of creating games that were Linux compatible.
Unlike in the Pacific Ocean, there is no organized alert service covering the Indian Ocean. For example, Rockstar Games created sites for most companies mentioned in commercials on the in-game radio in Grand Theft Auto.
. Some other developers have also created websites for in-game companies in the past.
.

The website for Martian Buddy, a fictional corporation prominently featured in the game, was also revealed before the game launch. The disaster prompted a huge worldwide effort to help victims of the tragedy, with billions of dollars being raised for disaster relief. Until the announcement of gold status, the site served as a teaser; later a countdown to the release date was added. The tsunami killed people over an area ranging from the immediate vicinity of the quake in Indonesia, Thailand and the north-western coast of Malaysia to thousands of kilometres away in Bangladesh, India, Sri Lanka, the Maldives, and even as far as Somalia, Kenya and Tanzania in eastern Africa. Shortly following the announcement of Doom 3's development, a promotional website was released that serves as the homepage of the fictional corporation operating on Mars in the game. The 2004 Indian Ocean earthquake, which had a magnitude of 9.15, triggered a series of lethal tsunamis on December 26, 2004 that killed approximately 275,000 people (more than 168,000 in Indonesia alone), making it the deadliest tsunami in recorded history. [3]. As a result, 202 people on the small island of Okushiri lost their lives, and hundreds more were missing or injured.

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. A devastating tsunami occurred off the coast of Hokkaido in Japan as a result of an earthquake on July 12, 1993. 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. The total number of victims of this tragedy was 259 dead, 798 wounded and 95 missing presumed dead. 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. When the Tumaco Tsunami hit the coast, it caused great destruction in the city of Tumaco, as well as in the small towns of El Charco, San Juan, Mosquera and Salahonda on the Pacific Coast of Colombia. Most of them are quite large and typically require 1+ hours each on a player's first run through the game. The earthquake was felt in Bogotá, Cali, Popayán, Buenaventura and several other cities and towns in Colombia and in Guayaquil, Esmeraldas, Quito and other parts of Ecuador.

There are 27 levels in Doom 3. The earthquake and the resulting tsunami caused the destruction of at least six fishing villages and the death of hundreds of people in the Colombian province of Nariño. By the same source, it is in the top 10 PC games of 2004. A magnitude 7.9 earthquake occurred on December 12, 1979 at 7:59:4.3 (UTC) along the Pacific coast of Colombia and Ecuador. As of August 17, Doom 3 has garnered an average review score of 88%, according to 81 media outlets on GameRankings.com. The tsunamis were up to 6 m tall, and killed 11 people as far away as Crescent City, California. Several games are already being developed using a modified Doom 3 engine, including Quake 4, Enemy Territory: Quake Wars, Castle Wolfenstein (tentative title) and Prey. After the magnitude 9.2 Good Friday Earthquake, tsunamis struck Alaska, British Columbia, California and coastal Pacific Northwest towns, killing 121 people.

id Software also typically benefits from licensing the engine to other developers. Nearly 2,000 people were killed. The financial success was bolstered by the near-record number of pre-orders placed for the game. A tsunami was triggered which swept over the top of the dam (without bursting it) and into the valley below. Despite its apparent 'flaws', the game was still a success for id Software, with the planned total revenue estimated by Activision at $20 million. The reservoir behind the Vajont Dam in northern Italy was struck by an enormous landslide. The people sound like they're in a recording booth."[2]. The number of people killed by the earthquake and subsequent tsunami is estimated to be between 490 and 2,290.

Ken Levine, lead designer of System Shock 2 said of the logs in Doom 3 "It amazed me when I played DOOM 3 that they didn't mix their recordings into the ambient space of the world. When the tsunami hit Onagawa, Japan, almost 22 hours after the quake, the wave height was 3 m above high tide. Interestingly, it has been commented that normally the type of gamer who has played System Shock 2 is the breed of gamer who would be expected to be critical of the comparatively simple Doom 3. 61 lives were lost allegedly due to people's failure to heed warning sirens. Using logs like this harkens back to the age of System Shock 2 and aids the progression of the story. The highest wave at Hilo Bay was measured at around 10.7m (35 ft.). Another rebuttal concerns the story of Doom 3, which is done through the use of audio and video logs. The first tsunami arrived at Hilo, Hawaii approximately 14.8 hrs after it originated off the coast of South Central Chile.

Additionally, muzzle flashes can be enabled for marginally better visibility while firing. It spread across the entire Pacific Ocean, with waves measuring up to 25 metres high. Modifying the weapons to project light, results in the mystery of "the unknown" to be less potent and frightening. Its epicenter off the coast of South Central Chile, generated one of the most destructive tsunamis of the 20th century. In the default game (without any modifications added), almost every monster has glowing eyes, or some aspect of bioluminescence which offers a target for the player. The Great Chilean Earthquake, at magnitude 9.5 the strongest earthquake ever recorded. In addition, the flashlight is a key element of Doom 3's gameplay: the player must balance between seeing the enemy, and defeating it. Note: The Pacific Tsunami Warning Center was established to track these killer waves and provide warning.

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. The tsunami is locally known in Hawaii as the April Fools Day Tsunami in Hawaii due to people thinking the warnings were an April Fools prank. Many gamers claim the apparent "shortcomings" are not shortcomings at all, but are integral to the gameplay id determined to display for Doom 3. The Aleutian Island earthquake tsunami that killed 165 people on Hawaii and Alaska resulted in the creation of a tsunami warning system, established in 1949 for Pacific Ocean area countries. For example, an often mentioned feature of Doom 3, per-pixel lighting and stencil shadowing, had already been implemented in many games released in 2003, even a budget title from Activision Value called Secret Service: Security Breach. The resulting tsunami measured over 7 metres in height and took about 2½ hours to reach the Burin Peninsula on the south coast of Newfoundland, where 28 people lost their lives in various communities. Some critical reviewers consider that the technological level of Doom 3 is similar to that of other games of 2004, and that features such as bump mapping had already become industry standard. The quake was felt throughout the Atlantic Provinces of Canada and as far west as Ottawa, Ontario and as far south as Claymont, Delaware.

This weapon appears in the Doom 3 expansion known as Doom 3: Resurrection of Evil, which has drawn the ire of those who feel id is pandering to Half-Life 2 fans. On November 18, 1929, an earthquake of magnitude 7.2 occurred beneath the Laurentian Slope on the Grand Banks. Ironically, Doom 3 was said to have a "Gravity Gun" item designed long before Half-Life 2, but was not in the game proper. On the facing coasts of Java and Sumatra the sea flood went many miles inland and caused such vast loss of life that one area was never resettled but went back to the jungle and is now the Ujung Kulon nature reserve. For example, the common complaint about Doom 3's lack of environment interactivity could be considered a subtle complaint that Doom 3 doesn't have a Half-Life 2-style "Gravity Gun", a weapon which can pick up small items in the world and throw them around. Tsunami waves were observed throughout the Indian Ocean, the Pacific Ocean, the American West Coast, South America, and even as far away as the English Channel. Some have argued that since Doom 3 was released before Half-Life 2, many have come to expect things from it that they previously had expected from Half-Life 2. A series of large tsunami waves was generated from the explosion, some reaching a height of over 40 metres above sea level.

During development, Doom 3 was often compared with the equally anticipated Half-Life 2. The island volcano of Krakatoa in Indonesia exploded with devastating fury in 1883, blowing its underground magma chamber partly empty so that much overlying land and seabed collapsed into it. It has been argued that many of these criticisms are based on expectations for other types of FPS games. The philosophical concept of the sublime, as described by philosopher Immanuel Kant in the Observations on the Feeling of the Beautiful and Sublime, took inspiration in part from attempts to comprehend the enormity of the Lisbon quake and tsunami. The most often named gameplay shortcomings of the game are:. Philosophers of the Enlightenment, notably Voltaire, wrote about the event. Few games have polarized gaming as much as Doom 3 has, causing the two groups reactions to the game to be wildly different. Europeans of the 18th century struggled to understand the disaster within religious and rational belief systems.

It is possible, but difficult, to achieve smooth gameplay at 1024x768 with detail set to high on a machine with 512 MB RAM. Historical records of explorations by Vasco da Gama and other early navigators were lost, and countless buildings were destroyed (including most examples of Portugal's Manueline architecture). This could, however, be avoided by reducing the texture size to medium, which was recommended for video cards with 128MB of RAM in any case, and keeping the resolution at 800x600 or 640x480. The earthquake, tsunami, and subsequent fires killed more than a third of Lisbon's pre-quake population of 275,000. Having 512MB RAM or lower would cause the game to freeze for lengthened periods of time when entering a new room, due to the textures being preloaded into the limited memory. Before the great wall of water hit the harbour, waters retreated, revealing lost cargo and forgotten shipwrecks. While the game's packaging declared that 384MB RAM was required to run the game, it was highly recommended that around 1GB RAM be present in the machine. Many townspeople fled to the waterfront, believing the area safe from fires and from falling debris from aftershocks.

As of early 2006 the best videocard for Doom 3 is two Geforce 7800 GTX 512MB's running in SLI mode. Tens of thousands of Portuguese who survived the great 1755 Lisbon earthquake were killed by a tsunami which followed a half hour later. A 6600GT however will also easily play the game on the same hardware at those speeds under the same conditions in most situations. January 26 - The Cascadia Earthquake, one of the largest earthquakes on record, ruptures the Cascadia Subduction Zone offshore from Vancouver Island to northern California, creating a tsunami logged in Japan and oral traditions of the American First Nations. A high-end CPU (based on those available in 2004 or later) coupled with the GeForce 7800 graphics card or ATI's Radeon X1800 benchmark well over 100 frame/s in 1024x768 resolution. In 2002 it was suggested that the Bristol Channel floods of 1607 in England and Wales, UK, may have been caused by a tsunami. However, to make full use of the game engine, newer hardware is required. Santorini is regarded as the most likely source for Plato's literary parable of Atlantis.

The Macintosh version runs satisfactorily even on a 1.25 GHz G4 PowerBook with an NVIDIA GeForce FX Go 5200 GPU. At some time between 1650 BC and 1600 BC (still debated), the volcanic Greek island Santorini erupted, causing a 100 m to 150 m high tsunami that devastated the north coast of Crete, 70 km (45 miles) away, and would certainly have wiped out the Minoan civilization along Crete's northern shore. It was widely reported on various review sites that a minimally recommended 1.5 GHz processor coupled with a GeForce 2 MX graphics card achieved satisfactory performance with the game (about 20 frame/s in low resolution). In the North Atlantic Ocean (Norwegian Sea), the Storegga Slides were a major series of sudden underwater land movements over the course of tens of thousands of years, which caused tsunamis and megatsunamis across a wide area. Early reports also indicated that there was supposed to be legacy support for the widespread DirectX 7 technology such as the Radeon 7200 and GeForce 2, but at release, the GeForce 4 MX was the only DirectX 7 chip officially supported. Very small tsunamis, non-destructive and undetectable without specialized equipment, occur frequently as a result of minor earthquakes and other events. Early during development it was widely expected that the recommended video cards would be DirectX 8 capable, such as Radeon 8500/9000 and GeForce 3 (where Doom 3 made its debut in 2001), but nearing release those cards only constituted near-minimum requirements. Tsunamis occur most frequently in the Pacific Ocean, but are a global phenomenon; they are possible wherever large bodies of water are found, including inland lakes, where they can be caused by landslides.

For a modern game with an advanced graphics engine, Doom 3 had suitably high minimum system requirements. See also List of historic tsunamis by death toll.. A frequent phenomenon throughout the original Doom 3 game is the "Monster Closet", where a door disguised as a wall suddenly opens and an enemy issues forth in an attempt to startle the player. While it would take some years for the trees to grow to a useful size, such plantations could offer a much cheaper and longer-lasting means of tsunami mitigation than the costly and environmentally destructive method of erecting artificial barriers. Almost the whole game takes place indoors, which provides many opportunities for surprise. [5] Environmentalists have suggested tree planting along stretches of sea coast which are prone to tsunami risks. To achieve best effect, this usually happens in a dark room or the room darkens suddenly. In one striking example, the village of Naluvedapathy in India's Tamil Nadu region suffered minimal damage and few deaths as the wave broke up on a forest of 80,244 trees planted along the shoreline in 2002 in a bid to enter the Guinness Book of Records.

Emergence of stronger enemies (bosses) is backed up by new lighting effects and/or cutscenes. Some locations in the path of the 2004 Indian Ocean tsunami escaped almost unscathed as a result of the tsunami's energy being sapped by a belt of trees such as coconut palms and mangroves. On the other hand, exploring new areas backgrounded by theme music makes the player expect a monster appear behind each corner. The effects of a tsunami can be mitigated by natural factors such as tree cover on the shoreline. Surprising ambushes usually from dark places tend to shock player and put his reflexes into test. The wall may have succeeded in slowing down and moderating the height of the tsunami but it did not prevent major destruction and loss of life. Creatures may appear just as well unexpected as anticipated. The port town of Aonae was completely surrounded by a tsunami wall, but the waves washed right over the wall and destroyed all the wood-framed structures in the area.

This did not go unnoticed however; the staff were becoming increasingly suspicious of the massive amount of power being drawn (The huge energy consumption caused frequent overloads on power-grid components). For instance, the tsunami which hit the island of Hokkaido on July 12, 1993 created waves as much as 30m (100 ft) tall - as high as a 10-story building. To rectify this, the power grid was illegally tampered with, diverting a significant amount of power from the non-critical systems (Such as Lighting) of the rest of the facility to allow the machinery to sustain the portals for a much longer time. However, their effectiveness has been questioned, as tsunamis are often higher than the barriers. The portals to Hell could only be sustained for a short period of time, which was nowhere near enough to conduct any serious experiments. Other localities have built floodgates and channels to redirect the water from incoming tsunamis. The in-game story explanation for the pitch-darkness is as follows. Japan has implemented an extensive programme of building tsunami walls of up to 4.5m (13.5 ft) high in front of populated coastal areas.

It also heavily relies on lighting effects to set the mood. While it is not possible to prevent a tsunami, in some particularly tsunami-prone countries some measures have been taken to reduce the damage caused on shore. Most of the levels are very dark, to create the feeling of helplessness and scare the player. Some scientists speculate that animals may have an ability to sense subsonic Rayleigh waves from an earthquake minutes or hours before a tsunami strikes shore (Kenneally, [4]).. The most important element in the gameplay and action of Doom 3 is the atmosphere. The phenomenon was also noted in Sri Lanka in the 2004 Indian Ocean earthquake ([3]). The ending scene shows the sole surviving marine (and, it is presumed, myriad other Mars City personnel who survived the onslaught) being rescued by the fleet, and Betruger reincarnated as a dragon-like demon called the Maledict. The Lisbon quake is the first documented case of such a phenomenon in Europe.

There he used the Soul Cube to defeat "Hell's strongest warrior", the horrific Cyberdemon, and seal the portal. Many animals sense danger and flee to higher ground before the water arrives. With the Gurardian of Hell defeated the player took the Soul Cube back through the teleporter to Mars, where he learned that while his actions had made Betruger unable to use the teleporter technology, a natural portal to Hell had been opened at the site of the alien ruins. One of the early warnings comes from nearby animals. The marine fought his way through them and defeated The Guardian of Hell, a gigantic, blind demon which uses smaller creatures named seekers to "see". Computer models can roughly predict tsunami arrival and impact based on information about the event that triggered it and the shape of the seafloor (bathymetry) and coastal land (topography).[2]. Betruger used the teleporter technology to transport the marine to Hell, where he hoped the hordes of Demons could defeat him. In some communities on the west coast of the United States, which is prone to Pacific Ocean tsunamis, warning signs advise people where to run in the event of an incoming tsunami.

He also learned of the Soul Cube, and the portal to Hell where it was held. Regions with a high risk of tsunamis may use tsunami warning systems to detect tsunamis and warn the general population before the wave reaches land. He learned that Betruger planned to wipe out the reinforcements that were on their way and use their ships to take the demons to Earth and conquer it. In a low-lying coastal area, a strong earthquake is a major warning sign that a tsunami may be produced. One man, the marine who the player controls, survived that attack and fought his way through the facility. Again, being educated about a tsunami is important, to realise that when the water level drops the first time, the danger is not yet over. Most marines who survived the first attack were wiped out by the demons and the undead Mars security forces in a matter of hours. In instances where the leading edge of the tsunami is its first peak, succeeding waves can lead to further flooding.

Their attack left most of the Mars City population either dead or zombified slaves. People unaware of the danger may remain at the shore due to curiosity, or for collecting fish from the exposed sea bed. Under his direction the demons again invaded Mars, confident that the only key to their defeat lay safe in their hands. If the slope is shallow, this recession can exceed many hundreds of metres. Betruger then took the Soul Cube into Hell and apparently made some kind of deal with the creatures there. In instances where the leading edge of the tsunami wave is its trough, the sea will recede from the coast half of the wave's period before the wave's arrival. A general sense of paranoia and fear spread throughout the facility, leading many workers to request a greater Marine presence and/or weaponry accesible by themselves. Tsunamis cannot be prevented or precisely predicted, but there are some warning signs of an impending tsunami, and there are many systems being developed and in use to reduce the damage from tsunamis.

Betruger and his team, frequently reported strange phenomena and unlikely industrial accidents. The following have at various times been associated with a tsunami [1]:. Scientists and workers, unaware of the nature of the work being performed by Dr. As a result, Hilo suffered worse damage than any other place in Hawaii, with the tsunami/seiche reaching a height of 14 m and killing 159 inhabitants. The portal experiments also had strange and disturbing effects on the Mars City research facility where the experiments were conducted. That meant that every second wave was in phase with the motion of Hilo Bay, creating a seiche in the bay. Discovering that they opened a gate to Hell, scientists decided to explore further (encouraged by the head scientist, Malcolm Betruger), sending teams in and even capturing living specimens from the realm at great loss of life. The natural resonant period of Hilo Bay is about thirty minutes.

The UAC, discovering the Soul Cube and the warnings, used them to invent the same teleporter technology. For instance, the tsunami that hit Hawaii on April 1, 1946 had a fifteen-minute interval between wave fronts. Consequently, the demons want to reclaim Earth. Local geographic peculiarities can lead to seiche or standing waves forming, which can amplify the onshore damage. It's stated that the demons once inhabited Earth in an unknown context, but lost possession of it due to an unknown cause. They also need not be symmetrical; tsunami waves may be much stronger in one direction than another, depending on the nature of the source and the surrounding geography. They then teleported to an unknown location, fleeing Mars; there are hints that at least some of them fled to Earth, and that humans descended from them. However, tsunami waves can diffract around land masses (as shown in this Indian Ocean tsunami animation as the waves reach southern Sri Lanka and India).

Having done so, the remainder of the alien race constructed warnings to any who visited Mars, warning them not to recreate this technology; to avoid opening another gate to Hell. Tsunamis propagate outward from their source, so coasts in the "shadow" of affected land masses are usually fairly safe. 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. There is no proof for this. Quickly invaded by demons, this alien race created and sacrificed themselves to a weapon known as the Soul Cube. This gives the transient pressure built up during the quake as equal to twice and in addition to the hydrostatic pressure. They realized an important fact all too late, however; the route the teleporter took passed through Hell. The passing "hump" mentioned earlier is a "momentum flux" equal to density multiplied by the square of the velocity.

Tablets found at these sites record how an ancient Martian race developed a form of teleporter technology. However a conjecture exists for velocities. The story of Doom 3 surrounds the discovery of ancient ruins underneath Martian soil. At a water depth of 40 m, the speed would be 20 m/s (about 72 km/h or 45 mi/h), which is much slower than the speed in the open ocean but the wave would still be difficult to outrun. Video booths and televisions give planetary news, corporate propaganda, visitor information and technical data about the base. For example, in the Pacific Ocean, where the typical water depth is about 4000 m, a tsunami travels at about 200 m/s (720 km/h or 450 mi/h) with little energy loss, even over long distances. The messages explain the background story, show the feelings and concern of the people on the Mars base and reveal information related to plot and gameplay. Shallow-water waves move at a speed that is equal to the square root of the product of the acceleration of gravity (9.8 m/s2) and the water depth.

The messages are internal e-mails and audio reports sent between lab workers, administrators, maintenance staff, and security personnel at the Mars base. A wave becomes a 'shallow-water wave' when the ratio between the water depth and its wavelength gets very small, and since a tsunami has an extremely large wavelength (hundreds of kilometres), tsunamis act as a shallow-water wave even in deep oceanic water. 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. As a wave goes down the whip from handle to tip, the same energy is deposited in less and less material, which then moves more violently as it receives this energy. Unlike in previous id games, there are now cut scenes that give purpose and context for the player's actions. The steepening process is analogous to the cracking of a tapered whip. The game's events and atmosphere show a great deal of influence from George Romero's Living Dead series and James Cameron's Aliens (1986 film). While a person at the surface of deep water would probably not even notice the tsunami, the wave can increase to a height of 30 m or more as it approaches the coastline and compresses.

id focused on retelling the story and creating a tense horror atmosphere. As the wave approaches land, the sea shallows and the wave no longer travels as quickly, so it begins to 'pile-up'; the wave-front becomes steeper and taller, and there is less distance between crests. In contrast to its earlier disdain for storytelling, this time id Software employed a professional science-fiction writer Matthew Castello to write the script and assist in story-boarding the entire game. The wave travels across the ocean at speeds from 500 to 1,000 km/h. Similar to the story of the original Doom, the game focuses on the marine who was transferred to Mars and sent out on a routine mission. The energy of a tsunami passes through the entire water column to the sea bed, unlike surface waves, which typically reach only down to a depth of 10 m or so. Italic text in this section is taken from the Doom 3 manual. This is often practically unnoticeable to people on ships.

Other important features of Doom 3 engine were normal mapping and specular highlighting of textures, realistic handling of object physics, dynamic, ambient soundtrack and multi-channel sound. The actual height of a tsunami wave in open water is often less than one metre. This allowed an in-game computer terminal to perform more than one function, such as a readily apparent door-unlocking button, and a more obscure function allowing an astute player to unlock a nearby weapons locker. This is very different from typical wind-generated swells on the ocean, which might have a period of about 10 seconds and a wavelength of 150 metres. 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. In open water, tsunamis have extremely long periods (the time for the next wave top to pass a point after the previous one), from minutes to hours, and long wavelengths of up to several hundred kilometres. To increase the interactivity with the game-world, id designed hundreds of high-resolution animated screens for in-game computers. A single tsunami event may involve a series of waves of varying heights; the set of waves is called a train.

To create a more movie-like atmosphere, id interspersed the gameplay with many in-game animated sequences of monsters ambushing the player or just lurking around. This is the two-dimensional equivalent of the inverse square law in three dimensions. A shortcoming of this approach is the engine's inability to render soft shadows and global illumination. Although the total or overall loss of energy is small, the total energy is spread over a larger and larger circumference as the wave travels, so the energy per linear meter in the wave decreases as the inverse power of the distance from the source. This allows lights to cast shadows even on non-static objects such as monsters or machinery, which was impossible with static lightmaps. A tsunami can cause damage thousands of kilometres from its origin, so there may be several hours between its creation and its impact on a coast, arriving long after the seismic wave generated by the originating event arrives. 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. Tsunamis act very differently from typical surf swells; they are phenomena which move the entire depth of the ocean (often several kilometres deep) rather than just the surface, so they contain immense energy, propagate at high speeds and can travel great trans-oceanic distances with little overall energy loss.

The key aspect of the Doom 3 graphics engine is the unified lighting and shadowing. Large objects such as ships and boulders can be carried several miles inland before the tsunami subsides. According to John Carmack, the lead graphics engine developer at id, the "tripod of features" in Doom 3 technology are:. The sheer weight of water is enough to pulverise objects in its path, often reducing buildings to their foundations and scouring exposed ground to the bedrock. Other factors contributing to the high demand for the pirated version were the gamers' expectations for Doom 3 and delayed release outside of the U.S. Most of the damage is caused by the huge mass of water behind the initial wave front, as the height of the sea keeps rising fast and floods powerfully into the coastal area. 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. Instead it looks rather like an endlessly onrushing tide which forces its way around and through any obstacle.

Two days before its official release, Doom 3 was released by pirate groups onto the Internet where it became possibly the fastest spreading pirated game ever. Although often referred to as "tidal waves", a tsunami does not look like the popular impression of "a normal wave only much bigger". 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 localisation was delayed and caused the game to be released about four months later, on December 10, 2004). However, an extremely large landslide could generate a megatsunami that might have ocean-wide impacts. Due to high demand, the game was made available at select outlets at midnight on the date of release. These events can give rise to much larger local shock waves (solitons), such as the landslide at the head of Lituya Bay which produced a water wave estimated at 50 – 150 m and reached 524 m up local mountains. Additionally, a Linux version was released on October 4, 2004. Tsunamis caused by these mechanisms, unlike the ocean-wide tsunamis caused by some earthquakes, generally dissipate quickly and rarely affect coastlines distant from the source due to the small area of sea affected.

on August 3, 2004. These phenomena rapidly displace large volumes of water, as energy from falling debris or expansion is transferred to the water into which the debris falls. Doom 3 was released in the U.S. In the 1950s it was discovered that larger tsunamis than previously believed possible could be caused by landslides, explosive volcanic action and impact events. Doom 3 achieved gold status on July 14, 2004, and a Mac OS X release was confirmed the next day on July 15, 2004. Waves are formed as the displaced water mass moves under the influence of gravity to regain its equilibrium and radiates across the ocean like ripples on a pond. However, none of those games managed to make Christmas season. Similarly, a violent submarine volcanic eruption can uplift the water column and form a tsunami.

Originally, the game was planned for release around the same time as two other highly anticipated games, Halo 2 and Half-Life 2, in Christmas 2003. Sub-marine landslides; which are sometimes triggered by large earthquakes; as well as collapses of volcanic edifices, may also disturb the overlying water column as sediment and rocks slide downslope and are redistributed across the sea floor. According to some comments by John Carmack, the development took longer than expected. Subduction earthquakes are particularly effective in generating tsunamis, and occur where denser oceanic plates slip under continental plates in a process known as subduction. The game was also shown at the subsequent E3 exhibitions in 2003 and 2004, although id Software's website was not updated to include the Doom 3 project until America's autumn in 2003. Such large vertical movements of the earth's crust can occur at plate boundaries. Shortly after E3, a development version of the game leaked from ATI Technologies and quickly spread on the Internet. Tsunamis can be generated when the sea floor abruptly deforms and vertically displaces the overlying water.

It won five awards at E3 that year. An earthquake which is too small to create a tsunami by itself may trigger an undersea landslide quite capable of generating a tsunami. In 2001 it was first shown to the public at MacWorld in Tokyo and was later demonstrated at E3 in 2002, where a 15 minute gameplay demo was shown in a small theater. However, the most common cause is an undersea earthquake. The game was in development for four years. A tsunami can be generated by any disturbance that rapidly moves a large mass of water, such as an earthquake, volcanic eruption, landslide or meteorite impact. After the reasonably painless confrontation (although artist Paul Steed, one of the instigators, was fired in retaliation) the agreement to work on Doom 3 was made. .

However, after the warm reception of Return to Castle Wolfenstein and the latest improvements in rendering technology, most of the employees agreed that a remake was the right idea and confronted Kevin and Adrian with an ultimatum: "Allow us to remake Doom or fire us" (including John Carmack). However, since they are not actually related to tides the term is considered misleading and its usage is discouraged by oceanographers. They thought that id was going back to the same old formulas and properties too often. Tsunamis have been historically referred to as tidal waves because as they approach land they take on the characteristics of a violent onrushing tide rather than the sort of cresting waves that are formed by wind action upon the ocean (with which people are more familiar). Kevin Cloud and Adrian Carmack, two of id Software's owners, were always strongly opposed to remaking Doom. A tsunami is not a sub-surface event in the deep ocean; it simply has a much smaller amplitude (wave heights) offshore, and a very long wavelength (often hundreds of kilometres long), which is why they generally pass unnoticed at sea, forming only a passing "hump" in the ocean. This plan revealed controversy had been brewing within id over the decision. The term was created by fishermen who returned to port to find the area surrounding the harbour devastated, although they had not been aware of any wave in the open water.

In June 2000, John Carmack posted a plan [1] announcing the start to a remake of Doom using next generation technology. Although in Japanese tsunami is used for both the singular and plural, in English tsunamis is well-established as the plural. . The term tsunami comes from the Japanese language meaning harbour ("tsu", 津) and wave ("nami", 波 or 浪). A Doom movie, loosely based on the franchise, was released on October 21, 2005. The effects of a tsunami can range from unnoticeable to devastating. There is a Zboard available for this game. Earthquakes, landslides, volcanic eruptions and large meteorite impacts all have the potential to generate a tsunami.

An expansion, Doom 3: Resurrection of Evil, developed by Nerve Software and co-developed by id Software, has been released. A tsunami (IPA pronunciation /suˈnɑːmi/ or /tsuˈnɑːmi/]) is a series of waves generated when water in a lake or the sea is rapidly displaced on a massive scale. The Xbox version is graphically similar (with less details) to the original but features an additional two player co-operation mode. 16 October 1979 23 people died when the coast of Nice, France, was hit by a tsunami. The game was developed for Windows and ported to Linux in 2004, five months later, it was also released for Mac OS X (ported by Aspyr) and Xbox (co-developed by Vicarious Visions). 4 July 1992 - Daytona Beach, FL. Set in 2145 in the Union Aerospace Corporation (UAC) research center on Mars, it is a reimagining of the original Doom, with completely new graphics and game engine. 19 May 1964 - Northeast USA.

Doom 3 is a sci-fi horror first-person shooter computer game developed by id Software and published by Activision. 21 September 1938 - Hurricane, NJ coast. 108. 19 August 1931 - Atlantic City, NJ. PC PowerPlay (January 2006), pp. 8 August 1924 - Coney Island, NY . ^  "The Vault: System Shock 2". 6 August 1923 - Rockaway Park, Queens, NY .

— The company that co-developed Doom 3 multiplayer maps. 9 June 1913 - Longport, NJ. Splash Damage, Ltd. 35 Million years ago - Chesapeake Bay impact crater, Chesapeake Bay. Matthew Castello (a science fiction writer who worked on the famous games The 7th Guest and The 11th Hour) — (non-id) — Game script. 18 August 1946 - Dominican Republic. Chris Vrenna — (one of the first members of Nine Inch Nails who wrote the music for Quake) — Music (Note: Trent Reznor left part-way through development and no longer has sound or music in Doom 3). 4 August 1946 - Dominican Republic.

Kevin Cloud — Artist. 9 January 1926 - Maine. Christian Antkow — Level designer. 18 November 1929 - Newfoundland. Malvern Blackwell — Level designer. 11 October 1918 - Puerto Rico. Paul Jaquays — Level designer. 17 November 1872 - Maine.

Patrick Duffy — GUI designer. 18 November 1867 - Virgin Islands. Adrian Carmack — Artist. 14 November 1840 - Great Swell on the Delaware River. Tim Willits — Lead designer. The villages of Arop and Warapu were destroyed. Jan Paul van Waveren — Game engine (physics). While the magnitude of the quake was not large enough to create these waves directly, it is believed the earthquake generated an undersea landslide, which in turn caused the tsunami.

Robert Duffy — Lead programmer. A 7.1 magnitude earthquake 24 km offshore was followed within 11 minutes by a tsunami about 12 m tall. Jim Dose — AI and scripted scenes. 17 July, 1998: A Papua New Guinea tsunami killed approximately 2200 people [7]. Fred Nilsson (worked on Antz and Shrek at DreamWorks as an animator) — Animation. May 26, 1983: 104 people in western Japan were killed by a tsunami spawned from a nearby earthquake. Kenneth Scott — Lead artist. 1976: On 16 August (midnight) a tsunami killed more than 5000 people in the Moro Gulf region (Cotabato City) of the Philippines.

Seneca Menard — 3D modelling (formerly of DreamWorks). It travelled at over 150 kph. Graeme Devine — Sound engine. This happened in the fjord shaped Lituya Bay, Alaska, USA. Timothee 'TTimo' Besset — Network code, GtkRadiant, Linux conversions (formerly a contractee hailing from Paris, now part of the team in Texas). July 9, 1958: A huge landslip caused the highest ever reported tsunami which was 524 metres high. John Carmack — Game engine (graphics). 1946: An earthquake in the Aleutian Islands sent a tsunami to Hawaii, killing 159 people (five died in Alaska).

as his form is absorbed into the Maledict back in Hell. A wave more than seven stories tall (about 20 m) drowned some 26,000 people. The player's character is rescued, Swann is found dead from his wounds, and Betruger is nowhere to be found.. One of the worst tsunami disasters engulfed whole villages along Sanriku, Japan, in 1896. In the following end cinematic sequence, the distress responder ships arrive and find the base in ruins. January 26, 1700: the Cascadia Earthquake (estimated 9.0 magnitude) caused massive tsunamis across the Pacific Northwest. An exploratory player may find the hidden "id Software PDA", containing messages from several id Software employees. The cause of the flood remains disputed, it is quite possible that it was caused by a combination of meteorological extremes and tidal peaks (discussion).

Primary Excavation (Hellhole): Player must defeat the fourth and final boss, the Cyberdemon, and seal the Hell portal. January 20, 1606/1607: along the coast of the Bristol Channel (main article) thousands of people were drowned, houses and villages swept away, farmland was inundated and flocks were destroyed by a flood that might have been a tsunami. The vagary makes another appearance at the end, and may come in a pair. circa 500 C.E.: Poompuhar, Tamil Nadu, India, Maldives. Caverns – Level 2: Features an ancient Martian temple. As the wave approaches, the top of the wave may glow red. Level 1 contains the oldest, original Mars base. A flash of red light might be seen near the horizon.

Caverns – Level 1: The player advances towards the primary excavation site, where the Hell portal is located. The sea may recede to a considerable distance. This is the last level where the surface of Mars is visible. or a whistling sound. Site 3: Where archaeological entities are brought to and where the research is done. or a noise akin to the periodic whop-whop of a helicopter,. After defeating Sabaoth, the player acquires Campbell's BFG. a roaring noise as of a jet plane.

Sabaoth has integrated Campbell's BFG into his cybernetic tank-body, and uses it against the player. A thunderous boom may be heard followed by

    . Central Processing (Server Banks): The player fights the third boss, Sabaoth, the demon transformation of Sergeant Kelly. The water may sting the skin. Central Processing: The effects of the growth in the base are evident here, and Campbell is found dying at the end of the level, his BFG stolen by Sarge. The water may smell of rotten eggs (Hydrogen sulfide) or of petrol or oil. Swann has also ordered Campbell to forsake him and pursue Sarge, who apparently is also a demon. The water in the waves may be unusually hot.

    Swann is found gravely wounded, and he tells the player that they're the only hope of stopping the invasion. Large quantities of gas may bubble to the water surface and make the sea look as if it is boiling. From hereon, there will be no more zombies other than commandos. An earthquake may be felt. Delta Complex (Revisited): The first and only appearance of ticks. Hell: The player must trek through Hell and defeat the Guardian (second boss) to retrieve the Soul Cube.

    Betruger sends the player to Hell through the main teleporter after the battle. Delta Labs – Level 4: Hellknights are introduced in the cutscene. Delta Labs – Level 3: The player is hot on the heels of Betruger and travels through several second-generation teleporter units. The Soul Cube backplot is revealed.

    Delta Labs – Level 2B: Archviles start showing up with their haunting cackles and screeches. Player encounters a Non-Player Character named Ian McCormick who reveals much about the activities that lead to the invasion. Delta Labs – Level 2A: Player goes through the teleporter for the first time. Player must initiate power by turning on main reactor.

    Delta Labs – Level 1: This level has no demon altercations of any kind for quite some time upon entering it. Commando zombies first appear here. Monorail: Player must take it to reach the Delta Labs by monorail. The mancubus is introduced in a cutscene and cherubs make their first appearances.

    If the player declined to transmit, Betruger calls them anyway. If the player issued the distress call in the Communications level, Betruger reveals that he will use the responder ships to invade Earth. Recycling – Sector 2: A trap is sprung on the player by Betruger, slowly filling the building with toxic gases. The Revenant is introduced in a cutscene, and this is the only level with toxic waste pools.

    Monorail Skybridge (Recycling – Sector 1): Where trash is processed in the UAC. Sarge orders the player to send the message, while Swann presses the player not to. Communications: Player confronts a dilemma, and must make decision to send or to not send the SOS transmission to Earth. The berserk powerup appears for the first time.

    The chainsaw zombie makes its first appearances here, whose spoils are definitely worth the fight. The first cacodemon appears at the start. Communications Transfer: There are many outdoor areas in this level. Swann and Campbell give up trying to intercept the marines sent to transmit a distress call and travel by vehicle to the communications complex.

    Some rooms are less claustrophobic but more acrophobic, and there is an abundance of plasma gun ammo. The lost soul is introduced in a cutscene and wraiths first appear here. Energy Processing (EnPro): Bravo Team cutscene. There is the infamous "they took my baby" sequence, and the Vagary (first boss) appears at the end.

    Alpha Labs – Sector 4: Player must navigate either the EFR or the bridge. Alpha Labs – Sector 3: Contains a very hidden plasma gun and an optional chaingun. There is a glimpse of the Bravo Team through a window. Alpha Labs – Sector 2: Trites appear.

    Maggots are introduced. Sector 1 houses the EPD (Elemental Phase Deconstructor), and the Hydrocon. Alpha Labs – Sector 1: Built in 2095 and located on Site 2, Alpha is the UAC's center research lab. After being dismissed by Betruger, Swann resorts to his backup plan, involving Swann's former marine bodyguard Campbell and copious use of a BFG-9000.

    Player again eavesdrops on a conversation between Betruger and Swann. The growth taking over the base is seen here first, and this is where monsters start teleporting in. UAC Administration: The pinky (demon) is introduced at a cutscene. Mars City (2): The same level as the Introduction, but after the demon invasion.

    The imp is introduced at a cutscene. The shooting begins here. In the Communications Building, things start to go awry. Mars City Underground: A shorter tutorial covering a few more features in the game.

    Malcolm Betruger. The player eavesdrops on a heated conversation between a UAC executive named Elliot Swann and the unscrupulous research director Dr. (Welcome to Mars!) The marine (player) also picks up his first assignment here from Sargeant Kelly ("Sarge"). Introduction (Mars City 1): A short tutorial on the basic features of the game.

    No official cooperative gameplay in the PC version whereas the original Doom contained a cooperative mode. A small multiplayer deathmatch mode of only a few people, although Doom 3 was attempting to focus on the single player experience. Somewhat limited use of physics. Poor monster AI, over-reliance on scripted sequences;.

    Somewhat stale storytelling techniques, forcing the player to read or listen to messages by hiding access codes in them, and a shortage of cut-scenes providing story exposition;. No ability to use the flashlight and the weapon at the same time (known as "No duct tape on Mars" problem), whereas today many real-life weapons have hands-free light attachments (however, many light-mods on the internet add a flashlight to the guns);. Repetitive gameplay, similar linear levels during parts of the game. Reliance on traditionally overused horror techniques such as pitch black darkness, limited use of the flashlight and stock horror movie clichés, which some feel makes the game frustrating to play rather than scary or atmospheric;.

    The Soul Cube is not included in the standard Doom 3 multiplayer maps, but can be found and used late in the game and is a vital item. Upon being charged, the player is alerted by the Cube's spoken advice, "Use us." After use, the Cube must be recharged again with 5 kills. The Soul Cube becomes "charged" for use after the player has killed 5 enemies, and any more will not further charge the Cube. Employment of the Soul Cube releases a whirling blade-type weapon that automatically homes in on the enemy with greatest health, delivering 1000 hit points to the target (instantly killing all but the bosses), and restores the player's health according to the health of its victim prior to the attack.

    Soul Cube – The Soul Cube is a supernatural weapon whose provenance is explained by a detailed backstory within the plot of the game. The chainsaw is not included in the standard Doom 3 multiplayer maps. Most enemies fall to the sawing in mere seconds. Chainsaw – Very powerful mêlée weapon with a blade that never dulls.

    The BFG is not found in the standard Doom 3 multiplayer maps, but is still modified to fire a slower projectile in multiplayer. Caution: the BFG 9000 can be overcharged and will instantly kill the user if done. When the microchip shatters, the projectile automatically detonates. Each projectile beams a damaging ray to enemies and contains a microchip core to determine friend or foe.

    One fully-charged blast will overkill almost all enemies on a direct hit, and most cannot survive within a few meters (nonconforming to the 15 meters described by the UAC video). BFG 9000 (Note: BFG is literally an acronym for "Big Fucking Gun", although the Doom movie lists it as the "Bio Force Gun") – An extremely powerful energy charge weapon very capable of room clearing. In single player, the additional height gained by rocketjumping is very small. Rocket Launcher – Launches a fast projectile that deals great damage to the victim of a direct hit and adds splash damage to those near the explosion.

    Because of its large shot size, the plasma gun is useful for putting up "flak", which can render ineffective a wide variety of projectiles. In multiplayer, the plasma gun's clip size has been reduced to 30 but its damage per projectile has become greater. However, the projectile velocity has been considerably reduced, making it an unsuitable weapon for long range. Doom 3s version of the plasma gun is similar to that of the original Dooms for the latter, and also as it is rapid-fire (albeit not quite as rapid) without any spread.

    Plasma Gun – Has a clip size of 50 and shoots blue orbs of plasma. In multiplayer, the player starts with two handgrenades. There is no danger of one being obstructed by or detonating on the user due to proximity. Handgrenade – A very bouncy type (three quarters bouncyness), these yellow, cylindrical grenades detonate either on an enemy or three seconds after being primed.

    In multiplayer, the chaingun's spread has been reduced to a mere 1 degree, thus making it the prime long-range weapon. Chaingun – This is a great short to medium range rapid-fire weapon as each bullet inflicts twice as much damage as the machinegun, but however also has more spread. In RoE multiplayer, the machinegun is the player's starting weapon. MachinegunA high rate of fire, good accuracy and excellent power makes this a perfect weapon for medium and long-range enemies and quick targetting. With only 1 degree of spread and a good clip size of 60, the machinegun is the best weapon for dishing out a string of headshots that can bring most enemies down in seconds.

    In multiplayer, the shotgun's spread has been reduced to half (11 degrees), greatening its effectiveness at range. However, the great damage that the shotgun can inflict at point-blank makes it one of the most useful weapons, capable of dispatching most standard enemies with one well-aimed shot. Use sparingly for medium or long-range targets. Due to this weapon's extremely high spread (22 degrees in single player), the shotgun is a very poor weapon outside short range. ShotgunThe weapon of choice for close combat.

    In multiplayer, the pistol is the player's starting weapon. The pistol is commonly used to conserve other types of ammunition. It's highly accurate and provides solid stopping power without expending too much ammo. Contrary to what is written in the manual, in the actual gameplay, the pistol is automatic, meaning it is possible for the player to simply hold the fire button in order to shoot multiple rounds. PistolStandard marine issue semi-automatic pistol.

    The combat differences from fists are: double the damage, slightly more range, but slower rate of fire. Also works as a club in close combat. Fortunately, the flashlight's battery is infinite and so is its durability for bashing enemies. FlashlightPower fluctuations and maintenance issues continue to create poor lighting at the UAC Facility and flashlights are now required for all security forces. The fists can also fell an opponent in a single blow when the player is energized by a Berserk powerup.

    In multiplayer, in addition to inflicting damage, one can rob another player's weapon by landing a punch. FistsThere's nothing like a little hand-to-hand combat. An entertaining way to kill a foe, or even an ally. GUI surfaces that add extra interactivity to the game. Complex animations and scripting that show off the real-time, fully dynamic per-pixel lighting and stencil shadowing.

    Unified lighting and shadowing.