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Doom 3 (PC, Xbox)

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Title Screen

Doom 3

Developers: id Software, Aspyr Media (Mac), Vicarious Visions (Xbox), Nerve Software (Resurrection of Evil)
Publishers: Activision (original), Bethesda Softworks (current)
Platforms: Windows, Linux, Mac OS X, Xbox
Released internationally: April 4, 2005 (Xbox)
Released in US: August 3, 2004 (Windows), October 1, 2004 (Linux), March 14, 2005 (Mac)


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
Carts.png This game has revisional differences.
CheatsIcon.png This game has cheat codes.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Hmmm...
To do:
  • Prerelease junk.
  • Unused content in Resurrection of Evil.
  • Easter egg with Doom cheat codes.
  • Verify content parity between the PC and Xbox versions.

Doom 3 is the controversial black goat of id Software's demon killing saga. Acting as a retelling of the original game, you're a marine sent off to a scientific research facility on Mars, where things inevitably go wrong and all hell quite literally breaks loose.

While it had highly impressive lighting back when it released, many fans of the series have remained split whenever it's a good game or not, due to the game's slower and more-story focused horror approach compared to the more action-oriented gameplay of the previous games.

Bethesda later released a remastered version called the BFG Edition in 2012, and re-released the game again in 2019 as simply Doom 3 with the release of the Unity ports of Doom and Doom II. This latest release is simply BFG Edition with the Multiplayer functionality stripped out.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info

Weapons

Pistol

  • Leftover code in the game reveals that the Pistol was going to use four different animations when firing that would have played at random to simulate recoil. Only one firing animation was kept for the finished game.
  • Leftover code in the game mentions a missing and unused "raise3" animation for the Pistol.

Shotgun

  • The model of the shotgun unused in the finished game is called "Shotgun2" in the files.
    • An earlier model with a completely different shape can be seen in earlier trailers and the 2002 prototype demo.

Machinegun

  • Leftover code in the game reveals that the Machinegun was going to use four different animations when firing that would have played at random to simulate recoil. Only one firing animation was kept for the finished game.
  • Leftover code in the game reveals that the marine who gets killed by a zombie in Mars City right before the player reaches Marine HQ was going to drop his Machinegun.

Plasma Rifle

  • The Plasma Rifle's projectiles were supposed to emmit dynamic lighting, but this was disabled before release due to performance issues.
    • This can be reactivated in the final game as seen in several mods.

BFG9000

  • The BFG9000 has an unused humming sound that was disabled in the weapon's Def file.
    • It can be reimplemented very easily, as seen in several mods.

Monsters

Unused Behaviors

Z-Sec

  • All Z-Sec enemies have unused sound effects for melee attacks, but for unknown reasons this concept was abandoned for the finished game.
    • The Z-secs all use earler weapon firing sound effects for theirs weapons, supposedly by mistake. The Pistol and Shield zombies respectively still use the Pistol sounds originaly created by Trent Reznor from when he still worked on the production of the game.

Commandos

  • The chaingun-wielding commando has unused animations for reloading their chainguns and dodging by rolling to the side, but for unknown reasons theses concepts were abandoned for the finished game. One chaingunner can be seen rolling to the left in the 2002 Demo Alpha. The chaingunner also had a couple of melee attacks in the 2002 Demo Alpha, where he would swing his weapon from side to side.
  • The Chaingun and Melee commandos have leftover code mentioning a model meant for gibbing, meaning that their bodies weren't initially going to burn away on death, much like the other human monsters. The gibbed model itself is absent from the finished game.
    • The Chaingun-wielding commando is using earlier sound effects for theirs chainguns, supposedly by mistake. The winding up and down sounds respectively were originaly created by Trent Reznor from when he still worked on the production of the game.

Berny

  • According to unused code in the monster's Def.file, the Bernies were once capable of breathing fire, but for unknown reasons that concept was abandoned for the finished game.
    • An unused animation for an unknown Spit attack is available in the game's files and was presumably used for it.

Wraiths

According to unused code in the game files, Wraiths were once capable of jumping.

Revenant

  • In the Doom 3 alpha E3 trailer, the Revenant was shown to be behaving much like its classic counterpart, running at the player and punching him while taking poses referencing it's Classic interation's animation cycles.
  • Initially, the Revenant was meant to always fire his missiles in pairs. The shoulder missiles were also originally going to drop missile ammo for the player to pick up (and were even rumored to be actual weapons that the player could wield and guide the fired missiles), but for unknown reasons that concept was abandoned for the finished game.
    • Unused strings reveal that the Revenant was to have his own unique sounds for punching, but thoses sounds are no longer available in the finished game.

Hell Knight

  • Unused code in the game files mentions how the Hell Knight initially had 700 HP as opposed to his 900 HP in the finished game.
  • Unused strings reveal that the Hell knight's projectiles had theirs own sounds for traveling through the air and exploding. But thoses sounds are no longer available in the finished game.
  • The Hell Knight was originally going to be introduced way earlier than in the finished game, where it would grab a Chainsaw Zombie and throw it against the wall, killing him in the process. This is still referenced in the game's files, as the animations used for the finalized cutscene were reused from the original one.


Archvile

  • The Archvile was originally going to have an introduction cutscene much like the other monsters, but this ended up being scrapped for the finished game.
  • Unused code in the game files mentions the Archvile's ability to summon zombies as minions and, like its original counterpart, resurrect theirs corpses.

Cherub

The Cherub's idle animation is internally labeled as "playdead", suggesting that they may have once been able to feign death to surprise the player.

Unused Monster

  • Internally referred to as "monster_zombie_maint", this zombie was first shown at E3 2002 during the very first gameplay reveal of the game. Scrapped for unknown reasons, he still remains in the files of the final game and is fully functional, complete with a unique set of sound effects. He can still be briefly seen in the Monorail and Alpha Labs - Sector 2 levels. This was later fixed in the BFG Edition who replaced him with generic zombies instead.
    • This zombie uses sound effects that are uniquely his. As the generic zombies used for the final game instead shares the sound effects of the Fat zombie.

He can be summoned by typing "spawn monster_zombie_maint" into the developer console.

Removed Monster

Render of the scrapped Chainsaw zombie, as seen in the concept art galery of the Xbox port

The Chainsaw Zombie is an early iteration of the Sawer zombie seen in the finished game. Featured in the E3 Trailer, this initial design was less exaggerated and much more realistic featuring an average sized zombie with a missing jaws dressed in a light brown maintenance suit. His unused code still remains in the files of the finished game, mentioning a model and several animations that are no longer in the game's files.

This zombie was going to appear in the scrapped earlier Hell Knight cutscene, where he would have been grabbed and thrown onto a wall, killing him. His head and bodygroup was reused for several generic zombies in the finished product.

Female zombies

  • In the files of the finished game is file labeled as "monster_zombie_fem.def" witch contains code for a monster called "monster_zombie_zfem" with references to a missing model and linked animations. As seen in storybords for the game and the official novelisation, female UAC employees and theirs zombified forms were initially planned to appear frequently into the game. No further information regarding theses cut monsters was ever revealed.

Test Maps

test_box

A simple box, not much else to discuss.

Doom3-TestMap-Box.png

test_lotsaimps

As the name implies the map is filled with rows of several monsters.

Doom3-TestMap-LotsAImps.png

test_boxstack

A rectangular room with a tall tower of blocks to knock down.

Doom3-TestMap-BoxStack.png

Unseen Texture

Hmmm...
To do:
  • Replace the image below with a png and rip this texture as well please.
  • This texture is probably used in a couple other areas.

A sprite of the Zombieman's gib animation from the original Doom is used to mark breakable objects, usually glass. These markers are usually made invisible via a flag, but in some instances, like in an unreachable area in the level "Monorail" after the cutscene from the beginning of the level, can be seen by the player. These sprites can also sometimes be seen in the Xbox release's Alpha Labs levels.

Doom3 monorail og doom texture.jpg

Version Differences

Hmmm...
To do:
A better explanation of the extra content.

The Limited Collector's Edition for Xbox adds emulated DOS versions of The Ultimate Doom and Doom II with split-screen support for the first time ever, along with concept art, short interview snippets from id Software staff, and G4's The History of Doom and Making of Doom 3 mini-documentary.