A oto przez wielu wyczekiwana odpowiedź ArQona na tworzenie promode dla q4
copy paste :
1. Are there any plans to create CPMA for id's upcoming Doom 3?
”It depends on what we think of D3 itself. :)
However, it seems very likely that it will be in the same bracket as Q3
was: a fundamentally good game, but a little too slow and shallow for
the "hardcore" crowd. If that's the case, and the team feel that it
could benefit from less "common" gameplay, then we'll certainly discuss it.”
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- What's your opinion related to the restriction of only 4 players It worries me a little. You see, you don't set arbitrary limits on
player counts (well, not ones THAT low) without a reason, and the only
reasons are either (a) the netcode REALLY sucks, or (b) you screwed up
the design somewhere. Both seem unlikely, but it's possible that the
original P2P design has left the MP netcode in a complete mess and id
aren't rushing to fix it because this is really meant to be an SP game.
That's fine, as long as it does get fixed eventually.”
..and do you think cpma.d3 would be limited to a 4 player game, too?
”Definitely not. Team games may well not be playable on ISDN if the
netcode IS that badly hosed, but there's no question that we would want
TDM/NTF/etc.”
3. Are you able to give us some further information about your concept of gameplay in Doom 3?
”No. CPMA was explicitly NOT "the best FPS possible": it was the best
Q3 FPS possible. If there is a ProMode project for D3, it'll BE
"ProMode for Doom3", not just CPMA for Q3 ported to the D3 platform.
They'll certainly have a lot of elements in common, because the things
that CPMA brought to Q3 in terms of movement, strategy, etc, are
desirable in any FPS, but the specifics of those elements will be
explicitly designed for D3.”
- Developer id Software is going to release the Doom 3 source code with a map-editor shortly after the game was released. Do you think this is a big step for the Mod-Community ? ”It's ALWAYS good for the community when developers release their content
tools and game source. :)”
5. You as an acknowledged developer related mods, do you have any helpful advice to all the newcomers of the mod community?
”Try hard, and actually CARE about what you do. That matters more than
everything else combined. Even if you don't have "1337 codeskillz", a mod that you put real effort into making as good as you possibly can is a much greater personal
acheivement than a mod that's buggy as hell and has no decent features
but is popular because of branding/promotion/etc. You'll improve far
more quickly that way too: if you just write something and then ignore it, you learn nothing. If you go back and look over it every month or two though, you'll keep finding ways that you could have done it better, and next time better still, and so on."
--
arQon
Link do wywiadu - doom3.ingame.de/kommentare.php?&newsid=219793 [klik]