| Doom 3
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| |
| Developer(s)
| id Software
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| Publisher(s)
| Activision
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Doom 3 is a sci-fi horror first-person shooter computer game developed by id Software and published by Activision. Set in 2145 in the Union Aerospace Corporation (UAC) research center on Mars, it is a reimagining of the original Doom, with completely new graphics and game engine.
The game was developed for Windows and ported to Linux in 2004, five months later, it was also released for Mac OS X (ported by Aspyr) and Xbox (co-developed by Vicarious Visions). The Xbox version is graphically similar (with less details) to the original but features an additional two player co-operation mode.
An expansion, Doom 3: Resurrection of Evil, co-developed by id Software and Nerve Software, has been released.
A Doom movie, loosely based on the franchise, was released on October 21st, 2005.
Contents
- 1 History
- 2 Features
- 3 Weapons
- 4 Story
- 5 Atmosphere
- 6 Hardware requirements
- 7 Reception
- 7.1 Critical and hardcore reception
- 7.2 Rebuttals to critical reception
- 8 List of levels
- 9 Software patent controversy
- 10 Web-integration
- 11 Linux
- 12 Development team
- 13 External links
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History
In June 2000, John Carmack posted a plan [1] announcing the start to a remake of Doom using next generation technology. This plan revealed controversy had been brewing within id over the decision.
Kevin Cloud and Adrian Carmack, two of id Software's owners, were always strongly opposed to remaking Doom. They thought that id was going back to the same old formulas and properties too often. However, after the warm reception of Return to Castle Wolfenstein and the latest improvements in rendering technology, most of the employees agreed that a remake was the right idea and confronted Kevin and Adrian with an ultimatum: "Allow us to remake Doom or fire us" ( including John Carmack ). After the reasonably painless confrontation (although artist Paul Steed, one of the instigators, was fired in retaliation) the agreement to work on Doom 3 was made.
The game was in development for four years. In 2001 it was first shown to the public at MacWorld in Tokyo and was later demonstrated at E3 in 2002, where a 15 minute gameplay demo was shown in a small theater. It won five awards at E3 that year. Shortly after E3, a development version of the game leaked from ATI Technologies and quickly spread on the Internet. The game was also shown at the subsequent E3 exhibitions in 2003 and 2004, although id software's website was not updated to include the Doom 3 project until America's autumn in 2003. According to some comments by John Carmack, the development took longer than expected. Originally the game was planned for release around the same time as two other highly anticipated games, Halo 2 and Half-Life 2, in Christmas 2003. However none of those games managed to make Christmas season.
Doom 3 achieved gold status on July 14, 2004, and a Mac OS X release was confirmed the next day on July 15, 2004. Doom 3 was released in the US on August 3, 2004. Additionally, a Linux version was released on October 4, 2004. Due to high demand, the game was made available at select outlets at midnight on the date of release. The game was released to the rest of the world on August 13, 2004 (except for Russia and other countries of the former Soviet Union, where official localisation was delayed, and the game was released on December 10, 2004).
Two days before its official release, Doom 3 was released by pirate groups onto the Internet where it became possibly the fastest spreading pirated game ever. As the game's focus is its single-player mode, the need for a valid retail serial number for online multiplayer gaming was a weak deterrent against piracy. Other factors contributing to the high demand for the pirated version were the gamers' expectations for Doom 3 and delayed release outside of the US.
Features
The shadowing and lighting on the marine's face exemplify the unified lighting engine
Interactive displays replaced traditional switches
According to John Carmack, the lead graphics engine developer at id, the "tripod of features" in Doom 3 technology are:
- Unified lighting and shadowing
- Complex animations and scripting that show off the real-time, fully dynamic per-pixel lighting and stencil shadowing
- GUI surfaces that add extra interactivity to the game
The key aspect of the Doom 3 graphics engine is the unified lighting and shadowing. Rather than computing or rendering lightmaps during map creation and saving that information in the map data, most light sources are computed on the fly. This allows lights to cast shadows even on non-static objects such as monsters or machinery, which was impossible with static lightmaps. A shortcoming of this approach is the engine's inability to render soft shadows and ambient lighting.
To create a more movie-like atmosphere, id interspersed the gameplay with many in-game animated sequences of monsters ambushing the player or just lurking around.
To increase the interactivity with the game-world, id designed hundreds of high-resolution animated screens for in-game computers. Rather than using a simple "use key", the crosshair acts as a mouse cursor over the screens allowing the player to use a computer in the game world.
Other important features of Doom 3 engine were normal mapping and specular highlighting of textures, realistic handling of object physics, dynamic, ambient soundtrack and multi-channel sound.
Weapons
Italic text in this section comes from the Doom 3 manual.
- Fists - There's nothing like a little hand-to-hand combat. An entertaining way to kill a foe, or even an ally. However, it takes more skill to kill without sustaining damage than ranged weapons, thus in more serious situations it should only be used in well-lit rooms for ammunition conservation. Large enemies and enemies who fire fast projectiles (e.g. bullets) are much harder to kill using fists. Large enemies due to their longer mêlée attack distance, and fast projectiles make it difficult to approach the enemy without being hit.
- Flashlight - Power fluctuations and maintenance issues continue to create poor lighting at the UAC Facility and flashlights are now required for all security forces. Also works as a club in close combat. The flashlight's battery is infinite and so is its durability for bashing enemies. The combat differences from fists are: double the damage, slightly more range, but slower rate of fire.
- Pistol - Standard marine issue semi-automatic pistol. It's highly accurate and provides solid stopping power without expending too much ammo. Contrary to what is written in the manual, in the actual gameplay, the pistol is automatic, meaning you don't need to keep clicking in order to fire several rounds. The pistol also has little stopping power. Nevertheless, the pistol has absolutely no spread whatsoever and very high projectile velocity, making it a useful weapon for small targets at long range. The pistol is commonly used to conserve other types of ammunition.
- Shotgun - The weapon of choice for close combat. Use sparingly for medium or long-range targets. Due to this weapon's extremely high spread (22 degrees) in single-player, the damage difference between a shot towards an average-sized enemy at point-blank range and a shot a few feet away is large. But the great damage that the shotgun can inflict at point-blank makes it one of the most useful weapons, capable of dispatching most standard enemies with one well-aimed shot.
- Machinegun - A high rate of fire, good accuracy and excellent power makes this a perfect weapon for medium and long-range enemies and quick targetting. With only 1 degree of spread, the headshot is easy to maintain and if done against weak to moderate enemies, they will fall quickly. The machinegun has a good clip size of 60 rounds.
- Chaingun - This is a great short to medium range rapid-fire weapon as each bullet inflicts twice as much damage as the machinegun, but also has more spread. However, its rate of fire is not faster than the machinegun - it is about the same. One belt carries 60 bullets.
- Handgrenade - For a little more BOOM in your DOOM. Detonates either on an enemy or three seconds after being primed. Note that the user cannot obstruct the grenade or cause it to detonate by proximity, and the grenades are very bouncy.
- Plasma Gun - Shoots blue orbs of plasma, dealing moderate damage, and has a clip size of 50. Similar to the plasma gun in Classic Doom, it is rapid-fire (albeit not quite as rapid) and has no spread. However, the projectile velocity has been considerably reduced, making it an unsuitable weapon for long range.
- Rocket Launcher - Launches a fast projectile that deals great damage to the victim of a direct hit and adds splash damage to those near the explosion. In single-player, the additional height gained by rocketjumping is very small.
- BFG 9000 - An Extremely powerful energy charge weapon very capable of room clearing. One fully-charged blast will overkill almost all enemies on a direct hit, and most cannot survive within about 15 meters as the UAC video says. Each projectile contains a microchip core to determine friend or foe. When shattered, the projectile automatically detonates. Caution: the BFG 9000 can be overcharged and will instantly kill the user if done.
- Chainsaw - Very powerful mêlée weapon with a blade that never dulls. Most enemies fall to the sawing in mere seconds.
- Soul Cube - UAC archeologists uncovered an object they've called the "Soulcube" in an early expedition on Mars. Very little is known about the object. Deciphered text found nearby seems to indicate that the Cube grows stronger every time a "demon" is killed. After 5 demons have been killed, the Cube's energy can be released to destroy even the most powerful demons. The "souls" gather the health of the slaughtered enemy and transfer it to the user.
Story
Spoiler warning: Plot and/or ending details follow.
Similar to the story of the original Doom, the game focuses on the marine who was transferred to Mars and sent out on a routine mission. In contrast to its earlier disdain for storytelling, this time id Software employed a professional science-fiction writer Matthew Castello to write the script and assist in story-boarding the entire game. id focused on retelling the story and creating a tense horror atmosphere. The game's events and atmosphere show a great deal of influence from George Romero's Living Dead series.
Unlike in previous id games, there are now cut scenes that give purpose and context for the player's actions. Similar to other science fiction action/horror games such as System Shock, System Shock 2 and Aliens versus Predator 2, hundreds of text, voice, and video messages are scattered throughout the base. The messages are internal e-mails and audio reports sent between lab workers, administrators, maintenance staff, and security personnel at the Mars base. The messages explain the background story, show the feelings and concern of the people on the Mars base and reveal information related to plot and gameplay. Video booths and televisions give planetary news, corporate propaganda, visitor information and technical data about the base.
The story of Doom 3 surrounds the discovery of ancient ruins underneath Martian soil. Tablets found at these sites record how an ancient Martian race developed a form of teleporter technology. They realized an important fact all too late, however; the route the teleporter took passed through Hell. Quickly invaded by demons, this alien race created and sacrificed themselves to a weapon known as the Soul Cube. This cube, powered by the souls of almost every being of this alien race, was used by their strongest warrior to defeat and contain the demons in Hell.
Having done so, the remainder of the alien race constructed warnings to any who visited Mars, warning them not to recreate this technology; to avoid opening another gate to Hell. They then teleported to an unknown location, fleeing Mars; there are hints that at least some of them fled to Earth, and that humans descended from them. It's stated that the demons once inhabited Earth in an unknown context, but lost possession of it due to an unknown cause. Consequently, the demons want to reclaim Earth.
The UAC, discovering the Soul Cube and the warnings, used them to invent the same teleporter technology. Discovering that they opened a gate to Hell, scientists decided to explore further (encouraged by the head scientist, Malcolm Betruger), sending teams in and even capturing living specimens from the realm at great loss of life. The portal experiments also had strange and disturbing effects on the Mars City research facility where the experiments were conducted. Scientists and workers, unaware of the nature of the work being performed by Dr. Betruger and his team, frequently reported strange phenomena and unlikely industrial accidents. A general sense of paranoia and fear spread throughout the facility, leading many workers to request a greater Marine presence and/or weaponry accesible by themselves.
Betruger then took the Soul Cube into Hell and apparently made some kind of deal with the creatures there. Under his direction the demons again invaded Mars, confident that the only key to their defeat lay safe in their hands. Their attack left most of the Mars City population either dead or zombified slaves. Most marines who survived the first attack were wiped out in a matter of hours.
One man, the marine who the player controls, survived that attack and fought his way through the facility. He learned that Betruger planned to wipe out the reinforcements that were on their way and use their ships to take the demons to Earth and conquer it. He also learned of the Soul Cube, and the portal to Hell where it was held.
Betruger used the teleporter technology to transport the marine to Hell, where he hoped the hordes of Demons could defeat him. The marine fought his way through them and defeated The Guardian of Hell, a gigantic, blind demon which uses smaller creatures named seekers to "see". With the Gurardian of Hell defeated the player took the Soul Cube back through the teleporter to Mars, where he learned that while his actions had made Betruger unable to use the teleporter technology, a natural portal to Hell had been opened at the site of the alien ruins. There he used the Soul Cube to defeat "Hell's strongest warrior", the horrific Cyberdemon, and seal the portal. The ending scene shows the sole surviving marine being rescued by the fleet, with Betruger being shown as a reincarnated as a dragon-like demon called the Maledict.
Atmosphere
The most important element in the gameplay and action of Doom 3 is the atmosphere. Most of the levels are very dark, to create the feeling of helplessness and scare the player. It also heavily relies on lighting effects to set the mood.
Creatures may appear just as well unexpected as anticipated. Surprising ambushes usually from dark places tend to shock player and put his reflexes into test. On the other hand, exploring new areas backgrounded by theme music makes the player expect a monster appear behind each corner.
Emergence of stronger enemies (bosses) is backed up by new lighting effects and/or cutscenes. To achieve best effect, this usually happens in a dark room or the room darkens suddenly.
Almost the whole game takes place indoors, which provides many opportunities for surprise.
Hardware requirements
For a modern game with an advanced graphics engine, Doom 3 had suitably high minimum system requirements. Early during development it was widely expected that the recommended video cards would be DirectX 8 capable, such as Radeon 8500/9000 and GeForce 3 (where Doom 3 made its debut in 2001), but nearing release those cards only constituted near-minimum requirements. Early reports also indicated that there was supposed to be legacy support for the widespread DirectX 7 technology such as the Radeon 7200 and GeForce 2, but at release, the GeForce 4 MX was the only DirectX 7 chip officially supported.
It was widely reported on various review sites that a minimally recommended 1.5 GHz processor coupled with a GeForce 2 MX graphics card achieved satisfactory performance with the game (about 20 frame/s in low resolution). The Macintosh version runs satisfactorily even on a 1.25 Ghz G4 powerbook with an NVIDIA GeForce FX Go5200 GPU.
However, to make full use of the game engine, newer hardware is required. A high-end CPU (based on those available in 2004) coupled with the GeForce 7800 graphics card or ATI's Radeon X800 benchmark well over 70 frame/s in 1024x768 resolution (more than the built-in engine's framerate of 60 frame/s). A 6600GT however will also easily play the game on the same hardware at those speeds under the same conditions in most situations. As of mid 2005 the best videocard for Doom 3 is two Geforce 7800 GTX's running in SLI mode.
While the game's packaging declared that 384MB RAM was required to run the game, it was highly recommended that around 1GB RAM be present in the machine. Having 512MB RAM or lower would cause the game to freeze for lengthened periods of time when entering a new room, due to the textures being preloaded into the limited memory. This could, however, be avoided by reducing the texture size to medium, which was recommended for video cards with 128 mb of RAM in any case, and keeping the resolution at 800x600 or 640x480. It is possible, but difficult, to achieve smooth gameplay at 1024x768 with detail set to high on a machine with 512MB RAM. Alternatively, the data package containing the textures could be unzipped (the file was essentially a ZIP archive with a different file ending), speeding up file access.
Reception
Few games have polarized gaming as much as Doom 3 has, causing the two groups reactions to the game to be wildly different.
Critical and hardcore reception
The most often named gameplay shortcomings of the game are:
- Reliance on traditionally overused horror techniques such as pitch black darkness, limited use of the flashlight and stock horror movie clichés, which some feel makes the game frustrating to play rather than scary or atmospheric;
- Repetitive gameplay, similar linear levels during parts of the game
- No ability to use the flashlight and the weapon at the same time (known as "No duct tape on Mars" problem), whereas today many real-life weapons have hands-free light attachments (however, many light-mods on the internet add a flashlight to the guns);
- Somewhat stale storytelling techniques, forcing the player to read or listen to messages by hiding access codes in them, and a shortage of cut-scenes providing story exposition;
- Poor monster AI, over-reliance on scripted sequences;
- Somewhat limited use of physics
- A small multiplayer deathmatch mode (no co-op as in the original Doom) of only a few people, although Doom 3 was attempting to focus on the single player experience.
It has been argued that many of these criticisms are based on expectations for other types of FPS games. During development, Doom 3 was often compared with the equally anticipated Half-Life 2. Some have argued that since Doom 3 was released before Half-Life 2, many have come to expect things from it that they previously had expected from Half-Life 2. For example, the common complaint about Doom 3's lack of environment interactivity could be considered a subtle complaint that Doom 3 doesn't have a Half-Life 2-style "Gravity Gun", a weapon which can pick up small items in the world and throw them around. Ironically, Doom 3 was said to have a "Gravity Gun" item designed long before Half-Life 2, but was not in the game proper. This weapon appears in the Doom 3 expansion known as Doom 3: Resurrection of Evil, which has drawn the ire of those who feel id is pandering to Half-Life 2 fans.
Some critical reviewers consider that the technological level of Doom 3 is similar to that of other games of 2004, and that features such as bump mapping had already become industry standard. For example, an often mentioned feature of Doom 3, per-pixel lighting and stencil shadowing, had already been implemented in many games released in 2003, even a budget title from Activision Value called Secret Service: Security Breach.
Rebuttals to critical reception
Many gamers claim the apparent "shortcomings" are not shortcomings at all, but are integral to the gameplay id determined to display for Doom 3.
Since Doom 3 is a remake of the original Doom - a game which did not have high-end concepts common in today's more complex games, remaking Doom with too much complexity would remove a key component that made Doom popular in the first place.
In addition, the flashlight is a key element of Doom 3's gameplay - the player must balance between seeing the enemy, and defeating it. In the default game, (without any modifications added) almost every monster has glowing eyes, or some aspect of bioluminescence which offers a target for the player. Modifying the weapons to project light, results in the mystery of "the unknown" to be less potent and frightening. Additionally, muzzle flashes can be enabled for marginally better visibility while firing.
Another rebuttal concerns the story of Doom 3, which is done through the use of audio and video logs. Using logs like this harkens back to the age of System Shock 2 and aids the progression of the story. Interestingly, it has been commented that normally the type of gamer who has played System Shock 2 is the breed of gamer who would be expected to be critical of the comparatively simple Doom 3.
Despite its apparent 'flaws', the game was still a success for id Software, with the planned total revenue estimated by Activision at $20 million. The financial success was bolstered by the near-record number of pre-orders placed for the game. id Software also typically benefits from licensing the engine to other developers. Several games are already being developed using a modified Doom 3 engine, including Quake 4, Enemy Territory: Quake Wars, Castle Wolfenstein (tentative title) and Prey.
As of August 17, Doom 3 has garnered an average review score of 88%, according to 81 media outlets on GameRankings.com. By the same source, it is in the top 10 PC games of 2004.
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 and/or ending details follow.
- Introduction (Mars City 1) - A short tutorial on the basic features of the game. Welcome to Mars! You also pick up your first assignment here.
- 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.
- Mars City (2) - The same level as the Introduction, but after the demon invasion.
- UAC Administration - The pinky (demon) is introduced at a cutscene. The growth taking over the base is seen here first, and this is where monsters start teleporting in.
- Alpha Labs (4 sectors) - 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.
- Sector 2 - Trites appear. There is a glimpse of the Bravo Team through a window.
- Sector 3 - contains a very hidden plasma gun and an optional chaingun.
- Sector 4 - Player must navigate either the EFR or the bridge. There is the "they took my baby" sequence, and the Vagary (first boss) appears at the end.
- 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.
- Communications Transfer - There are many outdoor areas in this level. The first cacodemon appears at the start. The chainsaw zombie makes its first appearances here, whose spoils are definitely worth the fight. The berserk powerup appears for the first time.
- Communications - Player confronts a dilemma, and must make decision to send or to not send the SOS transmission to Earth.
- Recycling (2 sectors) - Where trash is processed in the UAC. The Revenant is introduced in a cutscene, and this is the only level with toxic waste pools
- Sector 2 - This sector is malfunctioning and is pumping toxic gas. The mancubus is introduced in a cutscene and cherubs make their first appearances.
- Monorail - Player must take it to reach the Delta Labs by monorail.
- Delta Labs (4 sectors)- Sector 1 - Player must initiate power by turning on main reactor.
- Sector 2A - Player goes through the teleporter for the first time
- Sector 2B - Archviles start showing up with their haunting cackles and screeches. The Soul Cube backplot is revealed.
- Sector 3 - Numerous teleporting trips
- Sector 4 - Hellknights are introducted in the cutscene. Betruger sends you to Hell through the main teleporter after the battle.
- Hell - The player must trek through Hell and defeat the Guardian (second boss) to retrieve the Soul Cube.
- Delta Complex (revisited) - The first and only appearance of ticks. It is revealed that Sarge has become an enemy. From hereon, there will be no more zombies other than commandos.
- Central Processing - The effects of the growth in the base is evident here, and Campbell is found dying at the end of the level.
- Central Server Banks - The player fights the third boss, Sabaoth, the demon transformation of Sergeant Kelly.
- Site 3 - Where archaeological entities are brought to and where the research is done. This is the last time you get to see the surface of Mars.
- Caverns (2 sectors) - The player advances towards the primary excavation site, where the Hell portal is located. Sector 1 contains the oldest, original Mars base.
- Caverns 2 - Features an ancient Martian temple. The vagary makes another appearance at the end, and may come in a pair.
- Primary Excavation - Player must defeat the Cyberdemon (fourth and final boss) and seal the Hell portal.
Software patent controversy
A week before the game's release, it became known that an agreement to include EAX audio technology in Doom 3 reached by id Software and Creative Labs was heavily influenced by a software patent owned by the latter company. The patent dealt with a technique for rendering shadows called Carmack's Reverse, which was developed independently by both John Carmack and programmers at Creative Labs. id Software would have been putting themselves under legal liability if they used the technique in the finished game, so to defuse the issue, id Software agreed to license Creative Labs sound technologies in exchange for indemnification against lawsuits. [2]
Web-integration
Shortly following the announcement of Doom 3's development, a promotional website was released that serves as the homepage of the fictional corporation operating on Mars in the game. Until the announcement of gold status, the site served as a teaser; later a countdown to the release date was added. The website for Martian Buddy, a fictional corporation prominently featured in the game, was also revealed before the game launch.
Some other developers have also created websites for in-game companies in the past. For example, Rockstar Games created sites for most companies mentioned in commercials on the in-game radio in Grand Theft Auto.
Linux
Doom 3 continued id's long track record of creating games that were Linux compatible. This was primarily a result of id's decision to use the OpenGL standard for the graphics engine as opposed to Microsoft's proprietary Direct3D API which is only available for the Windows line of operating systems. The executable for the Linux version can be found on id's FTP ftp://ftp.idsoftware.com/idstuff/doom3/ or BitTorrent server [3]. It can also be downloaded from Doom Wad Station. TTimo also has a Wiki with information regarding the Linux version [4].
Development team
- John Carmack — Game engine (graphics)
- Timothee 'TTimo' Besset — Network code, GtkRadiant, Linux conversions (formerly a contractee hailing from Paris, now part of the team in Texas)
- Graeme Devine — Sound engine
- Seneca Menard — 3D modelling (formerly of DreamWorks)
- Kenneth Scott — Lead artist
- Fred Nilsson (worked on Antz and Shrek at DreamWorks as an animator) — Animation
- Jim Dose — AI and scripted scenes
- Robert Duffy — Lead programmer
- Jan Paul van Waveren — Game engine (physics)
- Tim Willits — Lead designer
- Adrian Carmack — Artist
- Patrick Duffy — GUI designer
- Paul Jaquays — Level designer
- Malvern Blackwell — Level designer
- Christian Antkow — Level designer
- Kevin Cloud — Artist
Some work was done by outside specialists:
- Chris Vrenna — (one of the first members of Nine Inch Nails who wrote the music for Quake) — Music (Note: Trent Reznor left part-way through development and no longer has sound or music in Doom 3)
- Matthew Castello (a science fiction writer who worked on the famous games The 7th Guest and The 11th Hour) — (non-id) — Game script
- Splash Damage, Ltd. — The company that co-developed Doom 3 multiplayer maps
External links
- Official Doom 3 website
- PlanetDOOM
- Collection of Reviews of Doom 3
- Union Aerospace Corporation — A website for the fictional corporation that owns the Martian base where Doom 3 is taking place
- Martian Buddy — A website for another fictional corporation from the game
- DoomMarine Doom museum and fansite.
- Doom 3 at MobyGames
- DracoWyzard — A website mentioned perhaps only once in-game, intended to be a parody of text-based MUD games.
- Interview with id CEO John Hollenshead
- Complete List of Doom 3 Console Commands — at Tech-recipes.com
- idDevNet - Official MOD support website for the Doom 3 engine
- Doom3World.org Forums — Technical Help Forum & Custom Content Creation for the Doom 3 engine
- modwiki.net - Doom 3 engine reference material
- Doom3 Relief Mapping
- Doom 3 game info - Reference material for Doom 3 mods, weapons, walkthrough
- Doom 3 Portal - Fansite with fanfiction, walkthrough and more
- Doom Freaks - Map & Mod reviews, tutorials and news.
- UpsetChaps's Doom3 Guide
- Doom 3 Cheat Codes
- VisualWalkthroughs.com - Screenshot-based Walkthrough
- Doom 3 Cooperative Modification "Last Man Standing Coop" - Co-op support for the PC Version
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