satch919
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- May 21, 2004
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I've been following this mod for quite a while now. Until today, they haven't released any updates and I was almost convinced that it was dead. As it turns out, it's alive and kickin'. Check out the level design and the monsters.
Here's the site: http://recalltohell.d3files.com/news.htm
Here's the update:
I know there are some DOOM 3 haters out there but I think this mod team is doing a brilliant job thus far. Anyone else agree?
Here's the site: http://recalltohell.d3files.com/news.htm
Here's the update:
The way was long and tiring until, at last, we saw the first twitches of our creations. This twitching has now become complete animation sets, which we will not keep to ourselves. Together with some new localities the whole team has gone to great lengths to spur on the progress.
Our mapper, Zizz, has been working pretty hard to make our Jupiter facility as uncomfortable and eerie as possible for your mind to accept. An old high-security prison complex constructed on a meteorite above Jupiter itself has yet to be explored, with fluctuations in gravity and cosmic anomalies to keep you occupied. New cybernetic lifeforms, made of blood and steel, are being created here. Created by assimilation of the steel structures and biological tissue of its former inmates in a maelstrom of uncontrolled, accelerating evolution.
These creatures, deemed Flesh-Crawlers, are blind but have a very different mode of sight: they can sense electricity. Every unfamiliar source of electricity grabs their attention. Any new moving source is met with frightening aggression. You'd better deactivate any tool or weapon that uses electricity. Even those with digital GUIs or the emanations of a flashlight can make you an easy prey.
Our pickaxe, being nonelectric, is completely safe. You'll find it deep within the mining tunnels and may use it as a weapon without hesitation. Three other weapons are also close to completion. Among them the Nailgun, which you can use to rain down rivets upon your enemies with tremendous speed. Next, the Oxidation Grenades, can disintegrate metallic enemies in seconds. The third is the Environmental Gun, which absorbs the particles of the environment, amplifies their characteristics, and puts them back out. So it becomes a flamethrower in hot areas, and a sort of Icegun in cold areas.
Meanwhile, our leadmapper Elusive has constructed a huge undersea base, diving passages and water-reflections included. This whole abandoned facility consists of over 60000 brushes and about 70% custom textures. Moreover it has got its own unique soundset, thanks to Dreyseth for that.
Each location has its own unique look and distinct characteristics. Starting with the texture sets over different styles of architecture, up to exclusive GUI-themes for each planet. The screenshots above are showing some huge storage-depot.
The Dark Beast skillfully uses its abilities to extinguish all electrical machinery, creating a large area of total darkness around itself. Even your battery-powered flashlight can't withstand the effect. The only thing you are left to rely on are meager magnesium flares and those heavy footsteps, echoing through the dark, growing closer by the second...
Psyschokiller presents his solid piece of work with the oppressive Moon level, full of mine tunnels deep beneath the surface. Valuable ores are mined here by the PTMI and processed on-site, until they are transported to Earth. Through the various caves and mining tools, the mine generates a distinctive atmosphere, with swirling fog, dark shafts, and dim lamps contributing to your feelings of unease.
http://recalltohell.d3files.com/images/screens/shot59.jpg
These are Shadows. They have no fixed form and are always lingering in deep darkness. They will show their dreadful visage only when they are directly in front of you, grotesquely crawling towards you with terrible scratching noises, attacking from the ground or ceiling.
Extending the basic Doom3 engine by a couple of effects, our Coders Spuzz, Junkguy and Satan have created a unique look for RtH, suitable for a modern game. For example the atmospheric play of light and shadows is emphasized by simulated HDR and subtle LensFlare effects. Water surfaces cast realistic reflections on walls and ceilings. Details are highlighted by an exclusive version of Junkguy's Parallax Mapping. But special attention should be paid to our RtH-Bloom-Sharpening Shader, which adds a nice soft Bloom effect to the environment, but at the same time sharpens the overall display, including textures and objects. The mixture of both looks quite nice in-game and improves the whole optical experience by a level.
Of course we are also still in search of animators, modelers, coders [who are able to get our fully modelled, animated and textured monsters/weapons ingame] and shader artists [for nice water-, rain-, fog- and multiple weapon effects]. So in the following months we will be able to mod at least as efficiently as up to now. If you are interested, please post in the forum as usual.
I know there are some DOOM 3 haters out there but I think this mod team is doing a brilliant job thus far. Anyone else agree?