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Doom 3 Multiplayer, Final Result?

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EtoS Profile

Author: EtoS
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Though there was a glance at 2003 QuakeCon on Doom3's multiplayer, everyone still wonders a year later what Id has done to it to further this aspect of the game. It's quite obvious we won't be seeing tradition picmip 6, vertex lighting, green keels/tankjr's, so how will it be played?

Will the shadows be part of the strategy in ambushing your opponent, or for hiding? Or are shadows just for nice looks? How effective will the shadows be exactly is really up in the air. How will Id make it so Doom can make use of these shadows while keeping a generally fast paced game? God knows we got enough slow paced games as it is.

Also taking into consideration is the fact that outside the rocket launcher, BFG and Plasma gun- all the weapons are hitscan which is most of them. This will probably mean alot less prediction unless plasma gun and rocket launcher end up being major guns, which there's a good chance they won't be the main ones. Along with this is the yet to be known Soul Cube and how it works or if it's even acceptible for online play.

With a 4 player max, this obviously makes for a compilation of small maps fit for that size or lower. It's safe to say there won't be CTF for a while and most likely won't be played using shadows outside flag carriers hiding(which can get frustrating I bet). This leaves 2 choices for competitive online play: 1on1 and 2v2. In the past, there hasn't been too much 2v2 action and has been pretty much neglected. Not that there havn't been 2v2's, but compared to 4v4 TDM and 1on1, there's an obvious gap.

Only time can tell how the community will respound to Doom3's multiplayer. QuakeCon's 2004 Doom3 event will most certainly make it's mark on this type of new and equally interesting type of play.

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