features | what you can expect of our mod
finally our joined project has made the step from its origins on a dreary board to a neat web presentation. On these pages you will now find some stuff about our mod-in-planning. All in all we follow two main objectives with the development of our mod, which we are always keeping a close eye on:
> We want to create one of the most intense and atmospheric game experiences, like you have originally expected it from Doom! In order to do that we will further expand the strong points of the game and reasonably add to them, among others the display of light and shadows - as well as get rid of weak points like the predictable monotony. Of course otherwise we are trying to get some distance to the original game and create an independent game environment
> We are going to play some real pranks on you and toy with your fears impressively by means of enemies and ambience. It is supposed to turn into the most appalling and sneaky game experience for you, which will thoroughly shock you time and again in situations where you expect it the least. Together with a complex story full of intrigues it is going to form a hellish symbiosis.
all in all you may look forward to the following features. Here now everything listed to the point and in detail:
> General Improvements
- "Ascent of blood and steel" offers improved graphic with optional adjustable graphic effects like: Lens Flare or Bloom effects, exclusive Parallax mapping as well as nice water- and weather effects.
- A newly designed hud, adjusted to the features of "Ascent of blood and steel", is going to make navigation easier for you and provide you with the necessary data. In the future, this is going to be projected directly on the iris of a person and manipulated by stimulation of the visual nerves. Even your PDA and all relevant facts are going to be projected on your iris like this.
> Story
- Look forward to a more intense and much more complex story like that of Doom³. With lots of surprising twists, extreme entanglements and unpredictable intrigues around the year 2125 and the infamous extraterrestrial mining organization PTMI.
- You are going to meet various more or less story-relevant NPCs with useful hints, effective support or dark and insidious intents. Who you can trust and who is part of the murderous futuristic conspiration you have to find out by yourself.
- Well scripted cinematics are going to keep you in the loop and visually impressively advance the complex story, likewise radio transmissions and multimedia messages.
> Maps
- Instead of just playing on Mars, "Ascent of blood and steel" introduces many unique locations situated all over the celestial bodies of our entire solar system. Each with different look, level design, player behavior and interactivity with the environment - for less visual monotony and more in-game variety than in the original Doom³. Be it gigantic meteorites, abandoned underwater stations or oppressive dark bunker shafts - an authentic game world should emerge.
- Instead of dull, dreary monster carnage a whole set of innovative mission objectives and complex story-relevant tasks is waiting for you.
- There are clearly more cave- and outside areas, dark grottos, snow covered crater landscapes, hot lava caverns... some terrains are so huge, that the can only be passed by vehicles and in their vast extent effectfully alternate with oppressive and dark inside areas.
- The locations are visually perfected by atmospheric light and shadow games, fog and smoke effects. Various weather influences, like rainfall or nightfalls guarantee a convincing real dark atmosphere
> Enemies
- Less but all the more insidiously placed enemies instead of clumsily streaming monster masses are going to introduce you to real fear and slyly attack you when you expect it the least. There won't be much cheap cannon fodder, but instead even more surprising shock moments.
- You will see yourself confronted with lots of new enemy models, especially created fort he story, with their very own scripts and animations. For example the well known Blauhoernchen, or the Wasteman. Of course together with old acquaintances from Doom³ - but with redesigned versions of looks and behavior.
- Dynamic evolution over the course of the game is going to make your enemies flexibly evolve in strategies, strength, looks as well as intelligence. So you are going to encounter many creatures with various versions of behavior.
- An improved and partially adaptive AI provides them with additional new attack and defense tactics, adjusted to your moves and weaponry. Even team arrangement in the enemy lines, intelligent group tactics and coordinated attacks are planned.
- You might as well expect innovative offensive techniques from your adversaries, which by far exceed the doom-typical fireball throwing. They will even be able to generate dynamic level- and light changes and use the environment to their advantage. Others collectively use the locally installed camera systems to spot you.
> Objects
- Look forward to own PTMI spaceships which serve as a means of transport between the planets! On board of those the story will advance further, you will be able to converse with NPCs, to gather important data on your next mission and to arm yourself with ammo and weapons.
- Those weapons were actually all designed as mining tools for the mines of the PTMI. Some few of them will remind you slightly of the typical Ego-Shooter arsenal in function and design, but for the most part they will come with a completely innovative handling. Most of them are designed as short range weapons for closer contact with the dark creatures for the benefit of the atmosphere.
- There will be a dynamic weapon arsenal. You won't take all weapons with you at one time, but be allowed to chose a few useful and fitting ones for every upcoming mission to adequately equip yourself. Their management and storage is planned in an inventory system like we know it from role play games.
- More important items and story integrated goodies, like maybe visors and radar will help you in your struggle to survive. You will have your very own sentry bot at your side as a faithful companion and you will be able to use it at certain points and control it by PDA to master some impassable paths.
- Also planned is a little motor pool of controllable vehicles, which will help you cover long distances. For example a futuristic magnetic hover forklifter, various small railcars and drivable buggies which you may use to jet over spacious planet surfaces.
|