DOOM 3
Pygargue00fr Jul 15, 2021 @ 7:34am
Doom 3 2002 demo: all cut features listed
This is a small documentary on all features and content featured in the 2002, I wanted to spread every bit of information I could gather here for others to enjoy and see what the game could have been if id had decided to keep certain features.

First, lets start with the weapons:

first thing to notice is that switching weapons was a lot more slower than in the retail game, the inventory pick up message system was much more closer to the orignial 1993 game such as "picked up a shotgun" or picked up some shells" armor and medikits is affected as well.

Pistol :

States : Retail: Alpha:
Clip 12 12
FireRate 0.40 0.35
max ammo 360 600
damage 14 5
Ammo type bullets bullets

its design is nearly the same as the retail version, with a diffrent texture, it also uses a totally diffrent set of animations with 4 firing animations that randomly played. The retail game use animation n°1.
The third person animations showed Doomguy holding the gun with it's two hands instead of one, the sound effects are totaly diffrent as well.

Note that pistol clips didn't exit, instead you had a cut "ammo box" with 24 or 36 bullets, a model for that box exist and can be used in the retail game

Shotgun:

States : Retail: Alpha:
Clip 8 5
Spread 22 13
damage 14 4
max ammo 320 600
ammo on pickup 4 10
Ammo type shells shells/slug

The shotgun had a completely different design and a slower reloading speed, slowly loading shells one at a time. additionally, the code mention the existence of slugshells, but was never implemented at all. The sound effects are also completelly different as well and an entire set of animations ended up being cut.

Machinegun

States : Retail: Alpha:
Spread 1 3
damage 9 4
ammo on pickup 10 50
Ammo type clip bullets

The machinegun was originaly ment to share ammo with the pistol and Chaingun.
It's design is the same exept for its' color (darkGray) and hud, said hud can still be loaded into the final game along with all its assets and is fully working, but not being fully finished it shows the "low ammo" icon even after reloading. like the pistol, an entirely diffrent set of animations, with 4 random firing animations was cut from the retail game with the exeption of firing animaton n°4 being used in the final game.

All other weapons featured in the 2002 alpha are either unfinised or where never implemented but still present if the code:

Chaingun: use it's model from quake 3 arena, it's states are nearly identicall to the retail game but fire's significantly more bullets, essentially making it overpowered, spawning it crashes the game.

States : Retail: Alpha:

Spread 5 3


States : Retail: Alpha:
Clip 50 30
ammo on pickup 50 20
Firerate 0.125 0.20

Rocket launcher: use quake arena model once again same as the others but with a clip of 4

Hand grenades ,chainsaw, fists and soulcube are all in but unfinished as well, soul cube use 10 souls to charge instead of the 5 in the finished version

The Bfg orginally used cells, 25 cells per shot, once again it use the quake model and shared ammo with the plasma rifle.
the plasma gun holds a clip of 30 instead of 50 and fires slower.

Now for the cut weapons:

Rail gun, just like in quake, it was dropped early in devellopment but is fonctionnal and can be given via console commands.

Flares, like the railgun, this was dropped early, originaly you would have been able to trow them around to light a room, is fonctionnal and can be given via console commands and can be trowed.

now for the most divisive "weapon" in the game, the flashlight, or should I say, the lack of a flashlight.

Thats' right, the demo has a fully woking shoulder mounted flashlight that can be turned on and off by pressing f, in other words the BFG edition is the way id intended you to play the entire time. Who would have thought.

Now for the player,

aside from the model and animations the doomguy from the e3 is nearlly identical to it's retail conterpart, almost.

stats: Retail Alpha

speed 140 100
Stamina 24 12
armor 125 100

Our protagonist used to walk much more slower and could run far less longer, making ennemies such as the imps, zombies and pinkys much more of a theat.

and now finally, the monsters

A lot of the retail monsters are mentionned within the files of the e3 demo, but most are unfinised and don't have any models, sounds or animations, the main diffrence is their health, rank, size and damage. I will only mention the most intresing ones AND cut ones as well


The imp, had a more lightgray skin with red eyes, it would open it's jaw when making "idle" sounds and would release White mist from it, said mist is actally the default one for weapon trails and other particles, said materials for thoses particle still exist withing the games files and can be recreated.

States : Retail Alpha
heath 130 40
leap rate 7 8
melee 35 20
rank 1 6

The imp was much more of a threat than in the retail game, leaping at you far more frequently than now, i could even walk on all 4 legs from time to time. its' fireballs are slower and used to be animated with diffrent particles

Zombies used to be an acutal theat : the alpha had 4 fully working zombies : the commandos both in chaingun and tentacule form, the fat zombie, and...

A guy named in the Files simply as Monster_Zombie_Maint
This zombie was fast, not sonic fast but still as fast as the Zsecs, it's design shows a zombie in a dark orange maintance suit with it's belly exposed, red eyes and no shoes.

This zombie is one of the last remenant of the e3 to still be in the game files and is FULLY FUNCTIONNAL, like you can spawn him using commands and it will try to eat you instantly

most zombies used to "talk" in idle and when chasing a player, mainly saing things like
"food..." or "brains..."

one of the features that affected all zombie types, including zsec and commandos was an
"ability" label "zombie resurection"

after being gunned down, any kind of zombie with this feature on could sudenly get up and chase you again.
The number of time the zombies could resurect before being dead for good could be changed, there even is a "random" parametter that could make any zombie ressurect at any time.

The commandos havn't changed that much aside from sound effects and textures. theirs health was originaly of 45 and would drop a box of bullets on death.

the chainguns of the commandos had a diffrent design as well, being a more realistic minigun style weapon.

both types also had a few texture diffrences, manly light greee military pants like marines also used to have.

their "turn rate" was changed from 800 to 360

the pinky also hadn't changed much, it's texture showed it's mechanical parts to be light gray like the imp and hellknigh. its sould design was verry diffrent as well

The hell knight was unfinised, it had no idle, death, or trigger sound effects

like the imp, it's skin is light gray and a trail of saliva drools down from i's mouth.
other than that nothing much.


now for cut monsters: all of them are simple mentions and don't have any code or models

Baron of hell
health: 250
rank : 9


Spectre
health 25
rank 5

Monster_demon_horde ( no info )
health 25
rank 1

Monster_Boss_spider (is unclear if it's the Vagary or the Spider Mastermind.)
health 500
rank 13

monster_boss_femalescientist1 (I have nothing, intrestingly enough, a text file for a "fem_zombie exist withing the files of the retail game but is empty.)
health 250
rank 15

monster_boss_femalescientist2 ( Same)

monster_boss_cultleader
health 250
rank 16

monster_demon_crawler (nothing on this one)


Betruger had a diffrent design and had an ally : General Hayden, is role was similar to Samuel Hayden, but was the main antagonist until betruger revealed himself to be the main villain after is death




Some story boards where writen for Doom 3 showing that a lot of ideas where scapped before release here is a page I manage to find

https://www.doomworld.com/forum/topic/102303-looking-for-doom-3-and-doom-movie-2005-storyboards/

other removed story plots involved a similar yet diffrent introduction of the lost soul :
you would find a woman calling for help and let her folow you around a bit, solving puzzles together and keeping here safe, but here personality would change slowly, then she would die like in the game.

another idea was to get ambushed by Barons after getting the soulcube and travelling around the marine headquarters as well a laboratory for animals where we would have to fight demon possesed test subjects


If feels like the Doom 3 devs really had a story in mind but was then cut due to limitations.
Apparently John Karmack decided tat showing the teck first was more important than the game itself, but that alone would be impossible to confirm, then again a lot of id employes didn't wanted to make a new Doom game. prehaps one day someone will make a mod and we could finaly see the original vision of id and the game that we missed.
Last edited by Pygargue00fr; Jun 6, 2022 @ 6:11am
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Showing 1-3 of 3 comments
Pygargue00fr Jul 15, 2021 @ 8:16am 
forgot this : the alpha had reflecting glasses and the hud was verry different
T02my Jul 15, 2021 @ 9:44am 
You should post this in betaarchive.com. Also, did you check out Making of Doom 3 book?
Pygargue00fr Jul 15, 2021 @ 12:48pm 
I didn't unfortunalty but thanks for the ideas
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Date Posted: Jul 15, 2021 @ 7:34am
Posts: 3