Aggiornata la board del forum alla versione 4.2.0. Altre novità per questa nuova release della serie 4 del sistema vBulletin, migliori funzionalità che giungono presso la nostra comunità.
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I nuovi titoli della ID
Ripartito di fatto da zero lo sviluppo di Doom IV, ulteriori sorprese ci aspetteranno ai prossimi E3 e QuakeCon? Forse non immagini o video, ma magari qualcosa di altro...
In cerca di info?
Oltre alle nostre news ci sono le sezioni Maps e Mods, piene di contenuti dai più disparati mod per Doom III, usciti e in fase di sviluppo.
Pronta al download questa interessantissima mappa MP per DooM III tratta dalla mod FMJ (pagina ufficiale). L'ambientazione è molto bella, vi consigliamo di provarla.
Versione alpha per questa che, probabilmente è ancora un test: Inizialmente concepita per UE3, Baseball 0.1 ci permette di girovagare per quello che nelle versioni avanzate della mod dovrebbe essere un campo di Baseball.
Disponible il download di questo mappack singolo giocatore per DooM III, giusto alla quinta versione: Un botto mappe inedite SP per un totale di quasi 500mb!!
ALtra piccola modifica del nostro Neurological: questa picocla mod ci permette di prendere in mano una padella e darle di santa ragione agli zombi. Dopo di questa, ne siamo sicuri, non si avvisteranno più zombi in cucina!
Per finire vi informiamo dell'uscita di Annihilation X (update 2) (1.2) richiede il file originale, è praticamente una mod che cambia il gameplay e aggiunge features in MP:
Il nostro Neurological ci informa che è stato da poco annunciato un nuovo lavoro di Id Software riguardo il mondo di Doom. Non si tratta di materiale inerente il quarto capitolo attualmente in fase di sviluppo, o di altro di particolarmente nuovo, stiamo parlando di una trasposizione di Doom 3 per iPhone e Ipod Touch:
Importante aggiornamento per Desolated, total conversion in sviluppo da un pò di tempo, gli sviluppatori ci mostrano i progressi fatti accompagnando tutto con le immagini di nuove armi e ambientazioni:
Here we are with the third media update for the upcoming Doom 3 - Modification Desolated. It's now two and a half year ago when I was starting, just remembering like it was yesterday. First it was planned as an Hell Island 2: Parallel Universe where all the good maps of Hell Island would be in and some new. But that wasn't enough, why "wasting" time for something like that if you can create something real new? And well... now Desolated ain't that far away from the release. But before there's more about the development process, some new things to show:
In the latest news I forgot to introduce the new pistol which is actually a Walther P8 but modified. I chose this one because I've seen it when I was doing my military service back in the days. So I hope you like that one...
This here is the new shotgun, first modeled by pvt.Johnson but he didn't made it to finish this one, so I did the last little changes on the mesh and textured it. Cause in that time I had to finish the bossfight as well, Neurological helped me to with the implementation, that's why my thanks goes to the both of you!
This one above is the new rocketlauncher I did, so now only one weapon is left to accomplish the goal to feature complete new weapons. And as you might see, with this shots I'll give a tiny look at the they-level which is the last one before the bossfight.
Gli aviluppatori della TC Phobos per DooM 3 hanno rilasciato il loro ultimo devblog dove mostrano gli ultimi progressi, che vi riportiamo qui sotto:
phobos devblog #6
the beginning of the end is not meant in a negative way.
Far from it. The beginning of the end is the beginning of the end of
development, and i stress the word "beginning". Some really exciting
developments have taken place within the last months. It really all
started back in 2007 when a proposal for an internal demo level was
made. It didn't take off right away and we were back to business as
usual. 1,5 years later the idea was reproposed and we felt the time was
right. We have begun the finalization of two maps in episode 1. E1m2
and e1m3. M2 was already very far in development when we picked it up
and m3 was well on its way.
we are working on an internal demo. again, i must stress a word
and this time it's "internal". We will not be releasing this demo as
that is not the purpose of it. What the purpose is, however, is a way
for us to "start in a corner" and work our way through the maps one by
one or two by two. This means that when m2 and m3 are done, we will
pick up m4 and m5. And by done, i mean playable with puzzles monsters,
sounds and details. We can't have absolutely everything done in one go,
but as much as is possible.
while kristus and gait are both hard at work on the third episode
(we will have an upcoming devblog about this episode. It will include
screenshots and exciting new info), doomuk, gex and i are focusing on
the internal demo. We each have our areas of expertise. Doomuk is
extremely good at fleshing out unfinished rooms and corridors as well
as detailing and lighting. As opposed to me, gex is really good at
taking a defined assignment and run with it. He has put a huge amount
of hours into this internal demo and done a lot of management.
Personally, i'm best suited for putting it all together and the
preliminary architectural work.
so how far in the process are we? we have reached a point with
e1m2 where we don't have any additional rooms or areas planned that we
haven't already made. We have a couple of testers looking through the
maps for bugs. At the time this is being written, e1m2 is currently in
the phase where we implement all the puzzles and progression of the
map. We're making it functional in both play and script. E1m3 is
receiving a lot of architectural work and is still a few weeks away
from reaching the stage m2 is currently at, but it's only getting
easier and faster for us. This truly is the beginning of the end and it
has never been more exciting to work on doom 3: Phobos.
Continuano gli aggiornamenti quasi a cadenza mensile per questa TC che strizza l'occhiolino al ladro Garret della serie Thief: gli sviluppatori ci mostrano un nuovo filmato con un comunicato dove riportano i progressi fatti.
Progress continues towards getting TDM ready for a 2009 beta release. Fidcal has been working to set up movable/droppable objects so that the noise alerts AI; while you can quietly set things down, if you drop a vase on a stone floor AI will certainly notice.
Angua has implemented blood decals that alert AI and can be washed away with water arrows. Ishtvan continues to fine tune combat and has also added the ability to "moss" glass with moss arrows so that it can be broken quietly.
We also had an internal map contest, to see what mappers could produce in about a month. The result has been four or five very cool little missions, including a very Thiefy sequel to 'Thief's Den' by Fidcal. These missions (plus a few others, hopefully) will provide players with lots of stealth fun when the mod is released. Flanders has also been working on a beautiful training map, where players can learn all the new features TDM offers.
There are a few new screenshots of various maps for you to see on the screenshots page. As well, we have a new video. It is an example from a map in progress, by Mortem Desino, that demonstrates a few TDM features in action, including a (strange) example of custom conversations.