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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...
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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.
Total Recall: Aggiornamento 2011
Total Recall è una mod nata
strizzando l'occhiolino al film "Atto di forza", implementava l'ironia
del film nel gameplay di DooM III vanilla con aggiunte al combattimento
e frasi non proprio adatte ad un pubblico minorenne.
Nel 2011 la mod stando alle parole dello sviluppatore si evolverà, e conterrà anche nuove locazioni.
Good Morning, If I recall, my last news post was in or around this
time last year, isn't that something! Anyway, hello to you my fellow
Arnold fans and Total Recall enthusiasts. Another year of work has
passed on the most highly anticipated science fiction action comedy
first person shooter spy mod ever made and I have to say that I'm very
excited about the progress that Total Recall has made since it's
beginnings. But before I begin I would like to thank some people who
have contributed to the mod and have sinced moved on. These include
Bekey, Gigantor, Ranger McFriendly, and Brashen whose help is greatly
appreciated and they will always hold a special place in my heart. Bon
voyage guys! Ok let's get to it...
This past year my main focus
and the majority of work that I have done has been on level design. I
knew that once the Recall universe had come to life in the form of a
few levels that the pace of the mod would improve dramatically, and
only now is it beginning to pay off. A big lesson that I have learned
along the way is that making levels is no easy feat and requires a
considerable amount of time, patience and determination. I will admit
that I started out with ambitious plans of building over ten levels for
Total Recall but due to the lack of mod help received I have decreased
the amount to a count of seven or eight. If the mod is to be released
at all I will have to be realistic in my ambitions. But this is good
for the mod in a way as it helps me put more focus on the quality of
the mod as a whole rather than the quantity of unpolished levels.
In
mid October 2010 I finally finished the core layout of one of the
toughest levels that I have created yet. The level is set in a vast
underground processing plant where all the Turbinium ore is liquefied
and processed into breathable air. I wanted to combine a cryogenics lab
with a hydroelectric style dam and so far I'm quite happy with the
results. Once completed this level will make for some exciting
game-play which might involve swimming with CryoTech scientists.
The
following excerpt is taken from Total Recall's design document which
describes Quaid's covert entrance to Central Administration...
Quaid
enters the main reception area of Administration where a dimly lit lamp
is casting a lonesome hue against what appears to be building's
reception desk. It's well after business hours now and everyone's gone
home for the evening except the night workers and some stragglers
determined to make their deadlines. The only thing preventing Quaid's
progress is the reception's security gateway system which must now be
passed by climbing over it using nearby renovation material. The
martian sunlight wanes through the sky-bridge overpass window giving
evidence that night time is well on it's way. Quaid finds his footing
and walks on but suddenly a nearby door opens and a single patrol guard
comes walking toward the vending machines with the hopes of getting a
quick snack. Quaid uses the door leading to the ground floor office
complex where the distant murmur of data translation chirps from the
passing cubicles. Following the office hallway Quaid now takes the
elevator to Securicom on the second floor...
The
elevator doors open to the sight of a passing ceiling turret which now
serves as the facility's active security system. Quaid slips to one
side of the elevator to get a better view of the turret passing along
the hallway where it turns and moves down another route. The late night
hum of lights cast their hypnotic beams against the floor leaving
shadows in all their mystery. Securicom, the central hub for all
security measures on the Mars colony is down for the night but still
confidently retains it's active duty. A sudden pang of heat develops
under Quaid's skin as he steps out into the hallway and resumes his
mission...
For
my final piece of level design news I would like to present a
screenshot from one of the earlier levels on the Mars Federal Colony.
Too long have you guys heard about the colony and have yet to see what
it will actually look like. Hilton Plaza and Venusville are probobly
the most exciting levels I'm working on because of the similarities
they have to actual city architecture. On one hand we have Hilton Plaza
which acts as the main tourest hub on the colony and includes an
airport, subway, shops and the famous Hilton hotel. All of which are
supposed to represent the colony's thriving economy and statis. While
in Venusville the aim is to be the complete opposite, a combination of
steamy backstreets with seedy nightclubs to cover up the colony's
poverty stricken slum districts.
Regarding
other aspects of the mod, The menu system has been through a few
changes during 2010 and the most recent design seems to be the most
promising. My aim is to create a menu system with some decent
animations to present the idea that you are in the cockpit of some
space craft and controlling the interface. My thanks goes out to 6th
Venom (doom3world.org) for creating such a user friendly main menu mod
that in my opinion is the best Doom 3 mod out there.
Well
that's it for now regarding Total Recall's progress but I'm not done
here yet. I originally began making this mod out of love for the old
action movies from the 80's/90's and over the past ten years there has
been nothing really worth talking about bar The Expendables. All these
movie remakes are becoming a pain in the behind and with news of the
Total Recall remake scheduled for release next year I'm not even going
to bother wasting my time looking at it. Personally, and I don't think
I'm alone here, I think that directors these days haven't a clue how to
make a decent action movie anymore. If there are any guys out there
that want to make a kick ass mod based on styles from the 80's and
90's, hit me up.
For those who were expecting a release date
soon I apologize for the lack of it and I hope they understand that I'm
more or less still working alone. Hint, hint!
Well, that's it from me for now and I hope you enjoy the screenies.