Doom 3

From DoomWiki.org

Revision as of 21:12, 25 April 2006 by 201.1.217.37 (talk) (List of levels)


Information icon.svgThis article or section needs to be cleaned up. Please edit it to conform to a higher standard of article quality.
Hell is near

Doom 3 is a retelling of the original Doom, but using a completely new engine with true 3D and advanced physics. Doom 3 is not as “run and gun” as its predecessors, but focuses on atmosphere and graphics. It was criticized mainly for using clichéd horror effects, and the underuse of its physics engine. It is available for the Xbox, PC and Mac.

The Xbox version was sold in both a standard case, as well as a special edition sold in a metal case. The metal case edition had several extras—interviews, G4’s Icons Doom episode, early artwork, and the full versions of Ultimate Doom and Doom II.

Plot

The protagonist is once again a nameless space marine. As it just so happens, he gets shipped to the UAC Mars research facility with Councilor Swann and his bodyguard Jack Campbell on the same day all Hell breaks loose. Within minutes of the invasion, the main military units are destroyed or zombified. It is once again upon the player to stop the forces of Hell from reaching Earth.

The first cutscene displays Swann saying how fed up he is to Campbell about being sent to Mars to check security. Swann says to Campbell he is “…tired of doing damage control every time [he] screws up.” Swann is later seen arguing with the head research scientist in Delta Labs, Dr. Betruger, saying there are to many incidents happening throughout the base, along with frightened employees and rumors of what is happening in Delta Labs.

The player's first mission, assigned to him by Master Sergeant Kelly, aka “Sarge”, is to find a missing scientist that was said to be seen at the old communications facility. When you find him, he is babbling about sending out a warning. “The Devil is real. I know. I built his cage.” With those words, Hell erupts from the gateways, sending a shockwave through the complex, along with glowing pentagrams and scores of evil ghost skulls that zombify nearly every human they come into contact with.

Gameplay

Doom 3’s gameplay was not as fast paced as the games before it. Most of the game is extremely dark, and there is no Light amplification visor. Instead the player must rely on a flashlight that can only be used in place of a weapon. There are few tactics involved other than grabbing the biggest weapons.

Much of the game takes place in dark close-quarters with demons ambushing from every direction. By contrast the Hell section of the game is considered by many to be the best, as it features more open areas and makes use of unique effects.

Weapons

Fists
A short range melee weapon. Fists have a slow repeat-rate and are weak and as such is unwise to use unless you have the Berserker power-up. In Deathmatch, fists can be used to steal a weapon out of an opponent’s hands.
Flashlight
Used mostly to light up areas to see your way around, it can also be used as a blunt instrument. It has slightly shorter range than the fists when used in this way, but is about twice as powerful. Useage on anything stronger than an Imp is not recommended. In deathmatch, using the flashlight alerts other people to your whereabouts. Not included in Xbox Deathmatch.
Pistol
A semi-automatic weapon that is comparatively weak but also very accurate. Headshots are more effective than body shots. It is considerably more powerful than the classic pistol, but often seems weaker, due to the fact that several of the weaker monsters have been “beefed up” compared to their classic counter parts. Best used to conserve ammo or as a backup weapon for when stronger weapons get close to emptying their clips.
  • Clip size: 12 bullets
  • Reloading: Fast
  • Ammo: Bullets
Shotgun
Devastating up close but due to its wide spread, it is almost useless at long range, making it only useful for close encounters. Slow rate of fire. You can reload two shells at a time. Twice as powerful as the original shotgun (in effect doubling its function as a replacement for the classic double barreled shotgun).
  • Clip size: 8 shells
  • Reloading: Slow
  • Ammo: Shells
Machine gun
The MG-88 Enforcer has a big clip size, high rate of fire, and great accuracy. Useful against most demons up to the Cacodemon and especially useful against the Lost Soul.
  • Clip size: 60 bullets
  • Reloading: Normal
  • Ammo: Clips
Chain gun
Very powerful; good belt size; medium accuracy with spread; heavy recoil; slight wind-up time. This should be used for Cacodemons, imps, (pinky) demons, Mancubi, and Hell Knights.
  • Clip Size: 60 bullets
  • Reloading: Fast
  • Ammo: Ammo Belt
Plasma Gun
The Plasma Gun can sustain a high rate of fire, can hold plenty of rounds in a cell but the projectiles move slower than the classic equivalent, however it is now extremely effective for taking out explosive projectiles launched at the player due to its high rate of fire and projectile size. It still deals good damage and is good for taking out mid-air rockets. Not in Xbox Deathmatch.
  • Clip size: 50 cells
  • Reloading: Fast
  • Ammo: Cells
Rocket launcher
Carries high explosive rockets, semi-automatic fire, and fast reloading. In multiplayer can be used for rocket jumping.
  • Clip size: 5 rockets
  • Reloading: Fast
  • Ammo: Rockets
BFG 9000
The ultimate gun. Based on Quake II’s BFG10000 version, the BFG shoots a slow moving ball of plasma that contains a small computer chip. This chip shoots rays at opponents before the initial explosion that will kill most demons near the blast. This version of the BFG can be charged up (consuming up to all four charges in the gun) to deliver an even more powerful blast essentially capable of destroying any non-boss monster it makes contact with.
  • Clip Size: 4 BFG cells
  • Reloading: Slow
  • Ammo: BFG Cells
Chainsaw
Another melee weapon that deals out damage fast and stalls the enemy. You can have some fun cutting up everything if you have enough health and armor. Even more fun when you have the berserker power-up. Is considerably more powerful than its classic counterpart. Not available in PC Deathmatch. In Xbox DM it replaces the plasma gun. Not recommended against (Pinky) Demons, Mancubi or Hell Knights.

References to Classic Doom

Main article: References to Classic Doom in Doom 3.

Final Storyline

Spoiler Warning: Plot details follow.

In a later cutscene, Swann is seen in a video phone conference with Betruger who is rather calm about the situation. Betruger claims the situation is under control. After deciding on whether to alert the orbital fleet, Betruger addresses you over a computer screen and says that once the fleet arrives, his legion will take the ships back to Earth, thus revealing that he commands the monsters that have overrun the base.

Later in the game, the player runs into a colleague of Betruger, who says that he became obsessed with the teleporters when he figured out Hell existed on the other side. He says he took an artifact called the Soul Cube from the archaeological digs from the ancient Martian civilization into Hell, and demons followed him out.

The player never meets up with the remaining Marines, save for one they meet in a cutscene who dies in the same cutscene, and only reach Swann and Campbell on their deathbeds. Swann was badly injured, and Campbell went on to hunt Sarge. Swann says that Kelly has turned evil and is now on Betruger’s side. After killing Sarge, the player find an archaeologist, who explains that the Soul Cube must be used to stop the demon invasion.

After entering the Primary Dig Site, the player discovers a section of Hell that has creeped into the Martian underground and deep within the bowels of this Hellscape, they encounter the invulnerable Cyberdemon guarding a “Hell hole” — a portal to Hell. Defeating the Cyberdemon, which is only possible with the charged Soul Cube, the Cube seals the Hell hole and the game ends, leaving many questions unanswered.

List of levels

There are 27 levels in Doom 3. Most of them are quite large and typically require 1+ hours each on a player's first run through the game.

Spoiler Warning: Plot details follow.
  1. Introduction (Mars City 1): A short tutorial on the basic features of the game. The player also picks up the first assignment from Sergeant Kelly ("Sarge").
  2. Mars City Underground: A shorter tutorial covering a few more features in the game. In the Communications Building, things start to go awry. The shooting begins here. The imp is introduced at a cutscene.
  3. Mars City (Mars City 2): The same level as the Introduction, but after the demon invasion.
  4. UAC Administration: The pinky demon is introduced at a cutscene. The growth taking over the base is first seen, and this is where monsters start teleporting in.
  5. Alpha Labs – Sector 1: Built in 2095 and located on Site 2, Alpha is the UAC's center research lab. Sector 1 houses the EPD (Elemental Phase Deconstructor) and the Hydrocon. Maggots are introduced.
  6. Alpha Labs – Sector 2: Trites give their first appearance soon after the first web sighting. There is a glimpse of the Bravo Team through a window.
  7. Alpha Labs – Sector 3: Contains a very hidden plasma gun and an optional chaingun.
  8. Alpha Labs – Sector 4: Player must navigate either the EFR or the bridge. There is the infamous "they took my baby" sequence, and the Vagary (first boss) appears at the end.
  9. Energy Processing (EnPro): Bravo Team cutscene. The lost soul is introduced in a cutscene, and wraiths first appear here. Some rooms are less claustrophobic but more acrophobic, and there is an abundance of plasma cells. Swann and Campbell give up their attempt to intercept the marines sent to transmit a distress call, and therefore travel by vehicle to the communications complex.
  10. Communications Transfer: There are several outdoor areas in this level. The first cacodemon appears at the start, and the chainsaw zombie makes its first appearances here. The berserk powerup appears for the first out of two times in the game.
  11. Communications
  12. Monorail Skybridge (Recycling – Sector 1): Where trash is processed in the UAC. The Revenant is introduced in a cutscene, and this is the only level with toxic waste pools.
  13. Recycling – Sector 2: A trap is sprung on the player by Betruger, slowly filling the building with toxic gases. The mancubus is introduced in a cutscene and cherubs make their first appearances.
  14. Monorail: Player must take it to reach the Delta Labs by monorail. Commando zombies first appear here.
  15. Delta Labs – Level 1: This level contains no demon altercations of any kind for quite some time upon entering it. Player must initiate power by turning on main reactor.
  16. Delta Labs – Level 2A: Player goes through the teleporter for the first time. The BFG9000 is first received.
  17. Delta Labs – Level 2B: Arch-Viles begin to show up with their haunting cackles and screeches.
  18. Delta Labs – Level 3: The player is hot on the heels of Betruger and travels through several second-generation teleporter units.
  19. Delta Labs – Level 4: Hell Knights are introduced in the cutscene. Betruger sends the player to Hell through the main teleporter after the battle.
  20. Hell: The player has lost all weapons and ammo through the teleporter. The player must trek through Hell in order to defeat the Guardian (second boss) and retrieve the Soul Cube.
  21. Delta Complex (Revisited): From hereon, there will be no more zombies other than commandos. The ticks make their first and only appearance.
  22. Central Processing: The effects of the growth in the base are evident here.
  23. Central Processing (Server Banks): The player fights the third boss, Sabaoth, the demon transformation of Sergeant Kelly. Sabaoth has integrated Campbell's BFG into his cybernetic tank-body, and uses it against the player. After defeating Sabaoth, the player acquires Campbell's BFG.
  24. Site 3: Where archaeological entities are brought to and where the research is done. This is the last level where the surface of Mars is visible.
  25. Caverns – Level 1: The player advances towards the primary excavation site, where the Hell portal is located. Level 1 contains the oldest, original Mars base.
  26. Caverns – Level 2: Features an ancient Martian temple. The Vagary makes another appearance at the end, and may come in a pair.
  27. Primary Excavation (Hellhole): The player must defeat the fourth and final boss, the Cyberdemon, in order to seal the Hell portal. An exploratory player may find the hidden "id Software" PDA, containing messages from several id Software employees.

Trivia

  • The Doom community long predicted a sequel to Doom II, usually referring to it as Doom 2000. Some speculation is recorded in this Doomworld mailbag from 1998-08-18.
  • TimeSplitters: Future Perfect parodied the Doom 3 audio logs in the level What Lies Below. In this level, Cortez can access a scientists’ personal audio log, which contains his locker code.

Mods

External links

Under construction icon-yellow.svgThis article or section is a stub. Please help the Doom Wiki by adding to it.