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


Main menu Spawn Looking around after spawning Eyeballing freshly close bathroom door after a body got dragged into it
Entering bathroom and withnessing a cutscene Cutscene started Player hid beind a wall hearing beast's roar Camera flies through the bathroom
Beast come out from the dark corener It starts tearing the dead boady  lying on the floor and spit blood and guts all over the place Mmm...this tasted good! Amazing amount of detail everywhere, very high-res decals
Oh shit, it smelled something! Camera jumps back to the player I come out and point my gun in the center of the room, but beast is gone Zombie shakes and  rises up
It starts walking towards me I let out a bullet or two but it gets to hit me first I take out my machine gun and put it to rest Nice detailed unirals just make you want to use them (don't blame me if you feel as you actually used them)
Mirror really works, don't look into it too long coz you risk getting eaten Another beast on the way out of the bathroom A contorl room for the laser beam seen in the background Some unkown tubes with really cool looking particle beams running inside
Some storage room Walking into utility room of some sort and seeing a dead body on the floor Big ass monster, which really likes a pack of lead. i had to add a debug light in this room since it was too dark

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.