+JayDee284 Thanks, wish the quality was better though. Guess that's what qualified for "good enough" in the SD days of the original Xbox. Stay tuned, I have a few more G4 and other documentaries going live shortly.
The success of Doom 3 is the success of Carmack reaching that graphic progress. A complete realtime world, so smooth in the architecture and rendering of materials.
I actually loved the change of pace Doom 3 brought, admittedly Im a sucker for the fast paced blast'em into gibs gameplay of the new games and original two. By t Doom 3 showed what a solely Horror based Spin off Game could be like. Im open for a game that shows you the Invasion of Earth from a Soldier or Reg Civilian perspective.. Armageddon: A Doom Story ^scuse the cheesy title
People might've had some criticisms about Doom 3 including myself but it was a good game and the mods were plentiful! I used to play the Doom classic levels by Flaming Sheep, loved it!
Doom 3 is basically the ugly duckling of the series. It's nothing like the other games and in some ways the otherwise advanced technology was a bit of a failure. It's really laughable when you enter a room with a wall of very bright fluorescent lights and everywhere but right under the lights is absolutely pitch black. It doesn't make any physical sense at all. Modern engines with global illumination and heck, even Half Life 2 and Far Cry at the time did realism MUCH better. Half Life 2 especially had really expertly done manual light and dark balance and is still probably the closest thing I've seen for photorealism. As in squint your eyes really hard in the early City 17 levels you might be looking at a photo. Doom 3 never really got to that level. However nothing came close to Doom 3's shadow and shader system. Nearly unlimited pixel-accurate shadow casting with multiple light sources. As well as every surface covered with light reactive normalmapping despite the textures being ass even at the time. Most games didn't have stuff like that until much later. Oblivion and a few other games tried their best to emulate it shortly after and didn't quite hit the mark. I'll also say the engine was a bit of a failure. idtech4 was unreliable and had a lot of old design principles. It ran poorly and didn't optimize well. It was supposed to be a widely used engine but was really only used by a few studios for a handful of games. The stock assets were to a poor standard as well. Quake 4 looked awful. Just start the game and check out the ground texture in the opening level. Wtf is that??? The game was demanding and played so awful and clunky it basically killed the Quake scene for a bit.
For all that the harsh shadows were unrealistic & functionally frustrating, the artistic direction of Doom 3 really sang with the engine… and for the first time in id history, nothing else did. I’m glad to find someone else to agree that Quake 4 looked hideous.
I will always enjoy watching this. I recall reading a Making of Doom 3 book or something back in the day as well. As a software engineer, I've always been inspired by John Carmack more than anyone else, even though I'm not into game dev anymore. id will always have a special place in my heart. Haha.
This appeared on the G4 special and it could be a licensed track or G4 music, I dont know. Sorry, since I didnt produce this vid I dont know the answer.
I got this email from the sound editor for g4 icons Hey sorry Isaac, no idea what that song is. I do recognize it, probably from hearing it a ton, but no clue what it is. I do know it is from a production music library, APM or KPM or Sound Ideas or something like that. Not sure what we used back then. I think John Davis was probably the editor for that episode. Perhaps try searching for a database of music cue sheets. There’s a record somewhere of what music was used and which library it came from. That would be my only guess on how to track down the song info. Beyond that, I have nothing else. Sorry to be a dead end.
@@BendusProvitionalGhost Yeah it was a E3 leak that didn't support machines running anything later than win 98. I meant John just seemed pretty annoyed and for good reason as well.
They probably looked better because they were on a CRT or in standard def. When I captured these I didn't have an upscaler so this is true 480i forced into 1080p, whereas today I'd use a frame meister (or OSSC) to line double to 960p and really sharpen that up.
@@GH101 I just checked the extracted bik files from the Xbox version I have, and they do look better, they come in more like a square aspect ratio that you have to set to 4:3 though. The concept art for pinky is a good example when they show the model with the wireframe on top, I can see a lot of details. If you want those files let me know and I'll upload them for you somewhere.
@@GoldSrc_ thanks but I have this disc copy. I was making these to back up video files in case they disappeared after G4 ended. Not really the caase as time has shown.