DOOM III - The Legacy
>> 27 Screens :: Third E3 Map Screen-Thru! (Including screens from
real-time rendered official DOOM3 Trailer)
Mouse over each screen thumbnail to read my comments!
I might cap some screens from other two demo maps if anyone wished to see them.
Anyways, enjoy!
Oh, please keep in mind that screens don't look to their optimal beauty since
my hardware doesn't support some advance feats
like pixel shading and several other techniques that make textures look very
realistic. This is more to give you an overlook of Doom's
high poly-counts, dynamic light/shadows and other goodies.
Some Doom III notes: Doom is very dark and creepy as seen from screens below
and that's the way it is. It also has some very freaky
ambient sounds and voices. Real shadows also add a whole bunch to the game's
realism since the whole environment changes upon
light or muzzle flashes. Monsters also tend to hide behind corners and away
from your sight and pop up on when when passin by.
There are some very scary mutant soldiers with long tenticles instead of their
amrs and they grab you from around corners with those.
I almost crapped my pants first time. Some of those also carry large machine
guns that put lotsa bullets in you if you don't react quickly.
Most zombies and mutants a pretty slow on responce, so unless you get pissed
off and dosoriented you can fill them with lead before they
fill you. Alright, I'm not gonna spoil your fun anymore, look thru all the shots
I capped, have fun. Lemme know what you think (Hint: post
in our forums).
~zkostik
Enabled Features: 640x480 resolution; no compressed
media; anisotropic filtering; multisamples; 32 bit textures; 8 bit stencils;
24 bit depth buffer; edge clamps;
envoromentals enabled; full dynamic light; no light/texture limits; dynamic
shadows; max preload enabled; 192 megs for temp storage.
Hardware: 32meg GeForce2 GTS overclocked to 215/350 mhz; P3-800 with MMX; 384
ram; 64 megs of memory dedicated to PCI textures;
always 24 bit Z buffer and W buffer; vsync disabled; DXT1-5 textures and NVidia
optimizations enabled; fog tables; no pixel shading due to hardware limitation
Average FPS: 9; Max FPS: 18 <- Doesn't look too playable. When I OC my gfx
card i gain around 4-7 FPS. But with lots of monsters and huge number of decals
FPS still die off. Decals also stay forever or at least for a very long time,
that's what I've noticed. All bodies stay and so does their blood and blood
stains.