DOOM 3 Mac, Linux, and Demo Details

CEO of id Software Todd Hollenshead updated his .plan offering thanks to the many well-wishers on the occasion of DOOM 3 going gold, while providing some further details on what's happening with Mac and Linux editions of the game, a demo, and more:
Mac and Linux: Unfortunately I don't have dates for either of these. However, Linux binaries will be available very soon after the PC game hits store shelves. There are no plans for boxed Linux games. More remains to be done for the OSX version of DOOM 3 and that will take some time. We won't release the OSX version until it's just as polished as the PC version. The date for OSX DOOM 3 remains "when it's done", but I can confirm that it's definitely coming.

Demo: our priority was finishing the game first and now we are turning our attention to the demo. I don't have any information to share regarding any specific content, but I don't believe that we have ever disappointed in that regard in the past. We will release the demo as soon as it's done, but this probably won't happen until after the game has arrived on U.S. store shelves.

Last, but not least, the id Store: we will have copies of DOOM 3 available, but only after we get them. I'm sure that some of the hardcore game retailers will get them even before we do. Check our website for updates on this. We certainly appreciate everyone who has helped to make the id Store a huge success this year. By the way, more DOOM 3 T-Shirts just arrived, so those popular items are back in stock and will be available this week.

I understand that people have lots and lots of questions. We're working on pulling together some form of an official FAQ, but even though we're done we still have several responsibilities that are urgent as the game heads for retail. Please bear with us on this.

I know I owe you those preparation tips, but they will have to wait until tomorrow.
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Re: No subject Jul 15, 2004, 19:51
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I feel the same way about Quake3 deathmatch versus UT. And I'm glad to hear some people who have the same thoughts, because most of my friends don't get it either.

I like to describe this UT-phenomenon as a twitch factor that makes every close-combat battle feel and look like some RSI-inducing manifestation of purely digital combat maneuvers. Like: press the button and change direction instantly. This way, people move like they are muskitos on steroids. And then they even raise the speed of the game as by a factor 2 as well.

In Quake, when you change directions, you really feel your mass/player being slowed down due to acceleration along the negative velocity vector. Just at the middle of this process there's this small pause where you stand still in space. That's when you're vulnerable, and that's the price you'll have to pay for changing directions. Which makes such tradeoffs more tactical, IMO.

Unreal does not have such a price, it's just twitch until you die. I always felt like there wasn't as much of a "tactic" while moving your player (when considering very short time intervals).

That, to me, is what gameplay is all about.

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