Time Consumed - 3DO TC
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| Time Consumed - 3DO TC | |
|---|---|
| Add a screenshot and caption | |
| Author | 3DO TC Mod Team |
| Port | Killing Time: Resurrected |
| IWAD | (none, mods run stand-alone using mod runtime system within the remaster) |
| Year | 2026 |
| Link | |
Time Consumed is a pair of mods for Killing Time: Resurrected created by the 3DO TC Mod Team in cooperation with Nightdive Studios. It was added to the remaster of Killing Time as official content on April 3, 2026. One of the mods is a faithful port of the original maps of the 3DO version of the game, while the other takes extensive liberties in design, detailing, and addition of new areas to create an enhanced campaign. In addition, the mods also restore even more of the original behavior of weapons and monsters from the 3DO version of the game, providing an extremely authentic experience.
Contents
Levels[edit]
The level listing of the original 3DO campaign is identical to that found across the retail versions of the original 3DO game. All additional maps for the enhanced 3DO campaign are listed after these maps.
Whereas various original 3DO levels have been enhanced to different extents in the enhanced 3DO campaign, MAP01: In the Beginning: Matinicus Unbound is ultimately a different level than the original 3DO counterpart altogether.
Original 3DO campaign[edit]
- MAP01: In the Beginning: Matinicus Unbound (Original 3DO Campaign)
- MAP02: Conway Courtyard: Duck and Cover
- MAP03: Great Hall: Robert's Welcome
- MAP04: Tess's Temple
- MAP05: Dining Room: Lingering Guests
- MAP06: Hell's Kitchen: Chef's Night Out
- MAP07: Ballroom: Ghostclock
- MAP08: Egyptian Switches
- MAP09: Tess's Lounge: Supporting Rolls
- MAP10: Byron's Library: Spines But No Pages
- MAP11: Angela's Garden of Secrets
- MAP12: Parlor Games: 20 Ways to Die
- MAP13: Lydia's Mummy Dearest
- MAP14: Hopscotch on the Rocks
- MAP15: Dankmosphere
- MAP16: Upper Hall: Flapper's Palace
- MAP17: Mike's Retreat: Guard no More
- MAP18: Maids in the Shade
- MAP19: Tess's Room: Who Dunnit
- MAP20: Attic Memories: Short But Sweet
- MAP21: Circus Mortus
- MAP22: Columns of Seth
- MAP23: Pyramid of Pain: Osiris Hunting
- MAP24: Pleased to Meat You
- MAP25: Hargrove's Storeroom: Split Level
- MAP26: Losing Your Ka
- MAP27: Darkling Attic: Atum's Nightfall
- MAP28: Attic Intro: Curse of Matinicus
- MAP29: Bloodclock Hunting
- MAP30: Time2Die
- MAP31: Assyrian Experience: Go East
- MAP32: Pyroglyphics
- MAP33: Bonus Blast: The Roaring Twenties
- MAP34: Cleaning Your Clock
- MAP35: Room Service 4 Tess
- MAP36: Sewer Rats
- MAP37: Necropolis
- MAP38: Have a Ball
- MAP39: Outer Patio: Invitation to Death
- MAP40: Gangster U: A Hardcover to Look Up
- MAP41: Deadly Ends and Magic Lanterns
- MAP42: Elevator Shoes
- MAP43: Hedge Your Bets
- MAP44: Tommygun Gardener: Don't Get Clipped
- MAP45: Old Foundations: Tess's Secret Path
Enhanced 3DO campaign[edit]
The following consists of entirely new maps, mostly based on some of the scrapped, unused, and unfinished maps for the 3DO version.
- MAP01: In the Beginning: Matinicus Unbound (Enhanced 3DO Campaign) by Nash Harcourt (Dr. Hingis)
- MAP46: Hedge Intro: Tormented Gardeners by Nash Harcourt (Dr. Hingis) and Leonardo Macias (Columpio), with initial layout by Studio 3DO
- MAP47: Forest Due: Clearing O'Clock by Nash Harcourt (Dr. Hingis), Leonardo Macias (Columpio), and Taufan Atalarik (taufan99), with initial layout by Studio 3DO
- MAP48: Conway Grove: Pruning Sharp by Nash Harcourt (Dr. Hingis) and Taufan Atalarik (taufan99), with initial layout by Studio 3DO
- MAP49: Cottage Cheese: Edam-ned to Oblivion by Nash Harcourt (Dr. Hingis), Leonardo Macias (Columpio), and Taufan Atalarik (taufan99), with initial layout by Studio 3DO
- MAP50: Storage Room: Spare Some Space by Nash Harcourt (Dr. Hingis), Leonardo Macias (Columpio), and Taufan Atalarik (taufan99), with initial layout by Studio 3DO
- MAP51: Arms Rage by Nash Harcourt (Dr. Hingis), Leonardo Macias (Columpio), and Taufan Atalarik (taufan99), with initial layout by Studio 3DO
- MAP52: Let There Be Matinicus: More Unbound by Nash Harcourt (Dr. Hingis), Leonardo Macias (Columpio), and Taufan Atalarik (taufan99), with initial layout by Studio 3DO
- MAP53: Mallardcious Intents by Nash Harcourt (Dr. Hingis), Leonardo Macias (Columpio), and Taufan Atalarik (taufan99), with initial layout by Studio 3DO
- MAP54: Inner Pool: Drowning Seconds by Nash Harcourt (Dr. Hingis) and Leonardo Macias (Columpio), with initial layout by Studio 3DO
- MAP55: Lydia's Conservatory: A Fit to Remember by Taufan Atalarik (taufan99) and Leonardo Macias (Columpio)
Weapons[edit]
Some of the game's weapons are changed by the mods:
- All weapon sprites have been rescaled and readjusted, in order to match with the appearances in the original 3DO version, as well as for the sake of convenience.
- The crowbar, knife, Molotov cocktail, and Ankh of Ramses—weapons only found in the Windows/Macintosh version normally—can be found in the enhanced version of the campaign.
- The Tommy gun now shoots three burst shots each, bringing its behavior closer to the original 3DO version.
- The flamethrower is reimplemented with its 3DO behavior: a long stream of fire is produced which can pierce through enemies, doing immense damage. The original 3DO fire sprite is also restored.
Monsters[edit]
Some monster behaviors are tweaked by the mods:
- Some monsters are rescaled for closer appearance to the 3DO version, due to relative scaling differences with the Windows/Macintosh version's maps.
- Some monsters, particularly the humanoid ones, now have their death animations and sprites mirrored occasionally, including in the Windows/Macintosh-based campaigns.
- Two-headed poodle dogs now inherit their original behavior. They fade away and teleport back to their spawn spots after a brief time if their attack animation is finished playing, regardless of whether they successfully attacked the player or not.
- Windows/Macintosh-exclusive monsters can be encountered in the enhanced campaign.
- Enemies' burning death state is also much more accurate to the original 3DO version, showing a medium burst of fire floating mid-air that lasts less than a second and does not hurt the player.
- All the 3DO maps, both in the original and enhanced versions, now have spawning points for Duncan, so it is now possible to return to these levels once the player activates the switch opening the sector blocking the way back to Tess's Room: Who Dunit.
- This also allows the player to start the game in the Duncan mode, by inputing the name
DUNCANbefore starting the game.
- This also allows the player to start the game in the Duncan mode, by inputing the name
- Tess Conway can be fought in the enhanced version, making the good ending originally planned for the original 3DO version, but only implemented in the Windows/Macintosh version, available.
Items[edit]
Some item behaviors are tweaked by the mods:
- Functions of the Winged Vessels and their descriptions are adjusted as necessary. For example, the Chest vessel instantly awards its 200% health bonus rather than requiring the player to use it. Descriptions of the vessels' functions are also more straightforward and less cryptic, compared to the Windows/Macintosh version.
- The power-up items restored in the remaster can be found in the enhanced version of the campaign, usually replacing several abundant white rejuvenation vessels across several maps.
Obstacles[edit]
- Ammo crates can be found throughout the island. Some crates will always award the player ammo when activated with the "use" action, while others may explode at random. They can be used as the equivalent of Doom's exploding barrels to damage enemies by shooting them.
- As in the original 3DO version, the ammo crates will only spawn ammo types based on which weapons the player currently owns.
- Bad health orbs throwing knife traps can be found in the hedge maze.
Miscellaneous quirks[edit]
- Different HUD styles, from the original Windows/Macintosh version HUD, retail 3DO version HUD (which has the gem indicators for the vessel, as initially designed), to the CES 1995 HUD, can be chosen from the
Options → Enhancementsmenu, under any of the 3DO campaign mods.
Other map quirks[edit]
- Native textures that were stretched to unusual widths using the 3DO's Cel Engine are now independent textures, due to lack of such a feature in Killing Time: Resurrected.
- In addition to swinging doors, sliding doors and sectors, previously absent in Killing Time: Resurrected, are also implemented as polyobjects.
- Unique to the 3DO version is the way they operate. Whereas in the 3DO version, the sliding doors and sectors can be opened or closed at any time with the "use" button, they automatically close in a few seconds in the mods, due to technical reasons.
- All near-invisible teleport orbs have been replaced with a new, visible one with a pink color and a subtle star motif beneath the orb.
Inspiration and development[edit]
The release of the Killing Time: Resurrected SDK included the original maps created by Studio 3DO, which used a process of creating Doom-format maps in DEU and then running a series of DOS command-line programs to transform them into radically different input for their custom ZX Engine. Due to the 3DO console's extensive use of its internal Cel Engine for its graphics, Nightdive developers faced difficulty in properly converting the levels in accordance to the deadline. For example, enemy types were not decided by which Doom enemy types were included in each map, but by which enemy animation files (called RIFFs) were present in the ZX Engine asset build system within each map. Notably, included with each map WAD was a .scrpt file containing various information necessary to convert the map to the ZX Engine format, including but not limited to which Doom textures to convert according to the CEL image files, which triggers to call, and the level's name.[1] It was their hope that the work they were not able to complete could be taken up by the modding community.[2]
Initial development of the mod approximately started in May 2025. Leonardo Macias (Columpio), who grew up with the 3DO version of the game and wanted to play the 3DO version on his modern consoles, initially already expressed interest in developing such a mod as early as November 2024 on the Doomworld forums, following the announced plan of the then-upcoming modding SDK release. However, earnest progress did not materialize until much later. Due to lack of previous experience, Macias relied on asking questions on the forums in order to work with the initially bare maps on Ultimate Doom Builder, under initial guidance of Taufan Atalarik (taufan99), before eventually moving on to Discord for further assistance with both Atalarik and Tristan Bernard (Tristan885). Bernard further assisted the team with his programming skills, bringing the mod much closer to its original 3DO counterpart, and more advanced mapping techniques, capable of recreating the more accurate appearances of the original 3DO levels.
Once the mod reached significant progress, Macias contacted both Stephen Kick and James Haley (Quasar) on a possibility to officially include the mod across other platforms,[3] due to his interest in playing the mod on consoles. Approval was granted from Nightdive management in July 2025, who also suggested that an enhanced version of the mod be developed, true to the company's tradition of further improving the games they remaster with such enhancements. Amid the troubled development, Atalarik also introduced Nash Harcourt (Dr. Hingis) to the team, becoming the last member to join the team. Initially only contributing to art assets for the mod, Harcourt would later also help with level design, which proved particularly useful for the enhanced version of the 3DO maps, as the limitations were much less strict in many aspects.
For the enhanced campaign, the team received assistance from Josh Dowell (Slartibarty), who managed to recover a slew of scrapped, unused, and unfinished maps for the 3DO version and sent them to the team for further use. Pre-existing maps were also edited for various reasons, ranging from more environmentally plausible overall aesthetics to reducing tediousness due to cryptic puzzles (which the version is also infamous for).
The release of the project was delayed twice, initially due to scheduling issues and later due to Quasar's hospitalization in December of 2025.[4]
Trivia[edit]
- The mod's main name, Time Consumed, is a pun revolving on the word "TC", itself originally an abbreviation of total conversions, due to the nature of the mod.
- The mod is dedicated to the memory of Rebecca Ann Heineman, who passed away during its development.
- Additional translations of the level names are provided by the following users.
- German: Joey Lansing (3RDplayer)
- French: Proxy-MIDI
- Italian: Walter Confalonieri (daimon)
References[edit]
- ↑ Nightdive Studios (5 December 2024). Conv2ZX.txt. Killing Time: Resurrected SDK. Retrieved 18 April 2026.
- ↑ James Haley (Quasar) (12 December 2024). Killing Time: Resurrected. Doomworld. Retrieved 4 April 2026.
- ↑ Leonardo Macias (Columpio) (27 June 2025). Killing Time: Resurrected. Doomworld. Retrieved 4 April 2026.
- ↑ James Haley (Quasar) (18 January 2026). Triple bypass surgery. Doomworld. Retrieved 4 April 2026.
