Lab Rat & Ice Weasel from the Doom3.1 crew were nice enough to take some time off their busy modding schedule to talk to FreakyGaming about the progress of their mod.
The screenshots seen here is from an internal alpha, Ice and Lab Rat has decided to rebuild the levels from scratch since their mapping skills have improved.
What motivated you to start with this project?
Ice Weasel: First off, me and a few guys back when doom3 was first released,
we thought it would be cool to see doom on the new engine, and also for nostalgic
reasons.
Lab Rat: Doom played a big part of most of our lives and we feel
that remaking the original is a sign of respect for such a classic game.
Which doom are you remaking?
Lab Rat: Doom 1 - shareware
Which levels will it include?
Lab Rat: All levels from episode 1
Ice Weasel:
hangar
nuclear plant
toxin refinery
command control
phobos lab
central processing
computer lab
phobos anomaly
military base
Who are on the team?
Lab Rat:
Ice Weasel - mapper, odd jobs
Lab Rat - mapper, odd jobs
Omega Supreme - coder
Have you been modding or creating maps before this?
Lab Rat: Me personally, have made small maps for Call of Duty and
doom 3., but none of them I ever released.
Ice Weasel: I used to map the old doom, just small things, messing around,
stopped at quake, then started mapping again for quake 3, unreal, UT, UT2003/4
and finally moved onto DOOM³... I’ve never released anything though.
A lot of people wanted a remake of Doom that was very true to the original. What is your philosophy about the mod?
Lab Rat: I have read in quite a few places that id Software didn’t
want people to remake the original maps, but I do not believe this is true.
We feel that because we are recreating the original, it should be as close as
possible with only minor changes due to engine differences
thus far, I believe we have accomplished what we had in mind for the mod.
From what I've seen of the levels, they look really good and they
really get the memories back!
Are the levels build with the exact same dimensions as the original
levels?
Lab Rat: We had to make changes to heights and widths because of
the player size difference between the 2 games.
Ice Weasel: We've tried to get as close as possible in terms of scale though.
They look awesome and it seems you have made a very good job with
lighting the levels. Have you had to struggle a lot with maps being to dark
compared to the original?
Lab Rat: The lighting system in Doom3 is quite flexible. We are able
to tell the lights to, basically, light up a large area with varying brightness
and colour. So we found lighting the maps efficiently with enough light for
the player to see, to be pretty straight forward.
Ice Weasel: It was hard in some places because we're using coloured lighting
as well, instead of the old light/dark system of the original, and getting the
maps lit is quite a task, but easily done
Which parts of the game will the mod change? Weapons, Items, Sounds?
Lab Rat: So far we have changed everything except for the models
as we have been unable to find someone to remake the original monsters. But
ice here, has change the weapon positions so they are now in the middle of the
screen, along the bottom
Ice Weasel: Everything from the HUD to the position of the weapons, to
the levels, the textures, the list goes on..
Then.. what are you planning on keeping from the Doom3? =)
Ice Weasel: To be honest, as little as possible.
Lab Rat: If we cannot find a modeller, then all models shall remain
Ice Weasel: But otherwise as much as we can will be changed into the old
doom's style.
Personally I loved the classic bobby prince music, what is your take
on the music?
Lab Rat: The original music is fantastic. I did ask a friend if he
and his band would like to remake the music, but I've not been in contact with
him for some time.
Ice Weasel: The original music holds some of my most dearest memories .
Lab Rat: We may find someone skilled in using music Software and
ask them to recreate the music., but his is only something we are thinking about.
How long have you been working on the mod?
Ice Weasel: The idea started before doom3 was released, but took a few
months to get off the ground, so I’d say proper development started roundabout
December [2004].
So its been four months then, what is the current progress?
Lab Rat: Most of the maps are completed, all textures completed,
sounds are coming along.
Ice Weasel: The sounds are just about done, all the textures are, I’d
say round about 80% to a episode 1 release.
Lab Rat: Side note to the episode 1 comment.. we are not entirely
sure as to the legal stance of remaking the other episodes. We are assuming
we aren’t allowed to do them because they are not freeware.. so episode
one, at this stage, will be the only episode we do.
Will you check with Id Software or Activision if you feel like taking
on the other episodes?
Lab Rat: definitely
Ice Weasel: indeed we will
I’m keeping my fingers crossed that they are reasonable.
Lab Rat: After reading the Masters of Doom book.. they seem like
reasonable chaps.
I gotta ask you, how did you like the book?
Lab Rat: I enjoyed it very much. I was so into it, my eyes started
to hurt lol it was very educational and gave a great insight into id Software.
I was however, disappointed at the actions of Romero.
Is there any plans for multiplayer, coop, dm?
Lab Rat: Ah yes. I spoke to ice about this, and a few other members..
a Muliplayer version would be nice, so we may do that after the single player.
Ice Weasel: We're not promising anything though as of yet.
Thank you a lot for taking your time, guys!
Ice Weasel: excellent, man we are happy to do it
Any last words to the Doom community?
Lab Rat: Keep on modding, no matter how hard it seems, do not give
up!
Doomguy would not be too impressed at quitters.
Ice Weasel: My words to the doom community:
TAKE NOTICE: WHEN THIS SIGN IS UNDER WATER, THIS ROAD IS IMPASSABLE.
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Facts Doom3.1
Developer: iddqd Games Homepage: Doom3.1 |