interview | with doom3maps.org
25.02.2005

1. Though I have known and watched your mod-project for quite some time now, there are probably still readers among us who can't make anything of the name �recall to hell� yet. Would it be possible for you to briefly tell and explain some things about the story, what exactly your Doom3 modification is about and in which kind of world you are going to take the player?
Tain_Infernus [story_coordination]: Well the basic story is that, in the year 2125, dwindling resources have forced humankind to look for them out among the stars. The PTMI [Post terrain Mining Industries] goes out and pioneers mineral mining on asteroids as well as other planets.
< Logo of the PTMI [Post Terrain Mining Industries], which has a cruel monopoly in extraterrestric mineral mining within our solar system in the year 2125
Since these mines can be very dangerous, they have come up with a new form of worker: the Genetics. These are cyborg-beings that don't tire or die from natural causes. They can work indefinitely and be modified at any time. So they are perfect for extraterrestrical usage!
They are used as the primary source of mining labor on every planet in the solar system. They work fine until one day...
You're working as Marine Security on one of the mining facilities when you're issued your order of dismissal. While waiting to head back to Earth, you're in the bathroom "refreshing yourself" when you notice a distortion of the room as lights flicker and suddenly a shockwave hits. You feel some heavy breathing around�then everything turns black�
You open your eyes � not knowing how long you have been out here, next to the washbasin. Minutes?! Half an hour?! Judging from the state of the room it must have been years. In the poor red light of the automatically activated emergency generator the room looks extremely filthy and devastated.
You slowly feel your way through the sanitary facilities towards the mirror and you can't believe your eyes: You look like you have aged by mont hs. Caked with dirt, ugly furrows and wrinkles cover your face�
Legion_x [modleader]: This is only the dark prelude in the beginning of an enormous, complex story about evil intrigues, treason as well as the depths of human evolution and their bloody consequences. Awaiting you is an extremely deep and absorbing plot full of twists and entanglements between the player and other characters, who you will get to know and value over the course of the game. Can you trust everyone?! Who is friend, who foe?! What lies in wait for you on each of the nine planets around our sun?! What has the secretive PTMI do do with all of this and to how much is humankind yet to amount?! What happens beyond our imagination and perception at the outer rim of our solar system?! You can wait till 2125, or you just play our mod..
2. Does the story have any connection to the Doom3-story? Is it set before or after the game? If yes, how does the story tie in with the happenings in the main game?
Corpsegrinder [mapper]: The Recall to Hell storyline is not connected to the original game in any way.
Legion_x [modleader]: Right, we will completely leave the known Doom ambiance und thus have the absolute freedom to create something really innovative which hasn't been tried before for the story. Like this we will be able to exert much more untethered personal influence and we will have more options than we would have following the events of some given story.
3.
Is the shooter going to have a more linear gameplay, or is the player going have the possibility to decide where he goes and what he does more or less freely?
Corpsegrinder [mapper]: First off I think it should be said that there is going to be only one ending fort he game. We would rather do a compact and very intense story than various possible but shallow plot-lines. However, currently it is still under discussion within the team, if such a freedom of decision, which might even be spanning different levels, is going to be applied.
Mr. Elusive [mapper]: I think for the benefit of the variety we will try for some alternative possibilities of solution here and there. But as Corpsi already mentioned, this is going to remain within the scope of the viable and won't have any major impact on the story.
4.
It's hard to tell from the story whether the the game is going to be primarily set in inside or outside areas. Could you tell us something about it � if they are going to exist � how big are the outside areas going to be?
Legion_x [modleader]: A main point of criticism at the original were the very monotonous and omnipresent technology-passages. We are going to get rid of this weakness and let you charge through much more outside areas. These span from cramped, oppressive grottos to huge, dusty planet surfaces, which can only be crossed by vehicle. Others missions will even have you stranded in open space and on giant meteorites as well as huge space stations.

5.
The last news on your homepage are from 02/04/2005. This makes me hope that you are currently one of the few teams who are going to actually go through with their project. Is this assumption correct or are you facing motivation problems as?
Psyschokiller [mapper]: Right now we are extremely committed and are making great progress, because the mutual presentation, help and testing of the work in turn supports the mutal motivation.
Legion_x [modleader]: Exactly, group dynamics! We maintain very close contact to our teammates via icq, irc, mail and forum � partially even via net phone.
However, it would be wrong to think that we just sit around and wait until the people come to us. We can't afford that � the community and the interest in Doom3 are much too small by now. It is necessary to actively keep eyes and ears open on boards, news-sections, to ask the authors of interesting works if they would like to mod with us. Otherwise our mod would already be clinically dead as well
Mr. elusive [mapper]: By now our team has a hard, dedicated core, as well as many free associates who work for us sporadically from time to time. Of course sometimes one has to fight with the pressure of time, because some of us are still in school. Still, the free time is mostly invested in the mod .
Howard [modeler]: Yeah, motivation. As fare as time and effort I put towards this mod maybe its not as much as others but I know that I'm putting as much time as I can allow. Currently in modeling the hazard levi�
6.
How far into the development are you right now and when are you going to delight your fans with a first beta-version?
Elusive [mapper]: Since the story is quite extensive, this also has effects on the realization. Expressed as a percentage I think that we have reached a development status of about 20%.
Legion_x [modleader]: I would say the same � mapping, modelling are taking up the most time and the greatest right of best results. It is without doubt an extensive project but we are confident and able to produce weekly news. Right now a trailer is in the planning � to show you our progress in picture and sound.
Psyschokiller [mapper]: Right! But most likely there won't be a beta or demo.
Legion_x [modleader]: ..that would take too much out of context and convey a false impression..
7.
I have found an interesting sentence while searching for information: �our evolution - is your succumb!�. What exactly does it mean? To what extent have the enemies developed?
Legion_x [modleader]: The mod centers around humankind and their research and development as mainsprings of their evolution. Today science and technology are subject to ever more rapid improvement. Daily new discoveries and technologies. What if this continuous development gets too fast and out of control?! What if humankind outgrows itself one day?! What if one day they have perfected themselves to a degree where no further evolution is possible�?! So many questions � and one day ist exactly 2125�
Corpsegrinder [mapper]: One of these technological achievements of mankind are the cyborg-like Genetics. Mechanical skeleton covered by flesh and skin. They depict the antipole to humans and strive for development, autonomy and control just like us. And thus they will be our most murderous descendants�
< Cement model of a Genetic-head as template for a virtual modelling
Legion_x [modleader]: So it is about development and evolution..in a deadly sense. Evolution will proceed � but without mankind! No, against mankind�
� In the year 2125 a new, dark era will come upon us - an era of flesh and metal! And our own creations are going to draw strength from our mistakes as well as from our flesh and blood. The evolution begins anew, but this time without humankind.. �
8.
Is there any chance that the player will be �enhanced� by and by, for example with genetic alterations, and what kind of special abilities will he obtain in the game then?
Legion_x [modleader]: The copious upgrading of the players abilities similar to the idea of Deus Ex or even �genetical enhancements� are not planned. However, the very complex story has some surprising events and twists in store, which will indirectly have an effect on the player and his surroundings as well.
9.
As I have seen on a conceptual draft there is going to be a pickax. Will you already tell us something if this item might be usable as a weapon in the game?
Onyx [mapper]: Though we have been thinking about modified and even completely new weapon models for some time now, the pickax is definitely not going to be one of them.

10.
Are there going to be modifications on the original weapons or new fighting gear as well? Is there any chance that you are planning to implement a secondary fire mode as well?
Legion_x [modleader]: New weapon models or fire modes are still under discussion in the team. But there will definitely be fundamental changes in the weaponry. Everything that gets in the way of an atmospheric and incredibly intensive game experience will be mercilessly discarded. Instead new weapons and maybe fire modes will find their way into the mod. For example we consider it much creepier to have you follow mysterious shadows under the sparsely glowing flame of a flamethrower than to hurry you through with the rocket launcher. Like that we want to give you a strong feeling of constant uncertainty and fear.
Another example would be the flashlight: This one is not only going to get a completely new weapon model from us, but a certain tactic as well. Constant flashing around won't be possible anymore, since it is going to be loaded by batteries, which are going to be spent at some point. It might be possible to charge them � but in our mod you will learn to value the rare element "light" much more. Bet on it?!
Elusive [mapper]: The weaponry is going to be much more realistically balanced. Meaning the player won't drag 12 weapons at once with him through the levels, he will only be equipped with 4-5 weapons at a time. The type of weapon the player can choose by himself previous to his mission and thus he perfectly equip himself for the upcoming mission. In that we once again have something of the above mentioned freedom of decision�
11.
Will the fights be mostly against enemies with human appearance or against monsters? Essentially the question arises if your mod is going to be a straight action shooter, or if sneak passages (cp. Thief) are also necessary to reach the respective goal. What can you tell us about this?
Corpsegrinder [mapper]: Recall to Hell may be called a quite intensive action-shooter. The player is will encounter fewer enemies than in the original game, but those will be much stronger and evolve over the course of the story. In strength as well as in appearance.
Legion_x [modleader]: Right. Evolution! We will balance out the fewer enemies by placing them much more skilfully and sneakily than you will expect. We are really going to play with you and your fears. Cheap cannon fodder or predictable triggered spawning you won't find with us. Instead almost every enemy will await you with something unexpected
.
Corpsegrinder [mapper]: For example we are planning the resurrection of zombies, as long as they haven't been struck down by a head shot or by having their head torn away. To sneak around on purpose won't be necessary, the player will automatically have to move slower and more carefully !
12.
What other innovations are there going to be concerning models, entities or interaction with the surroundings?
Legion_x [modleader]: We have taken your criticism of the original to heart and are building on the wishes of the community. So the strengths as for example the complex play of light and shadow and the interaction with the GUI's are going to be expanded and made perfect. We are going to play with light and shadow much more, as perhaps with a planet which is constantly turning away from the sun and thus keeps plunging your surroundings in ever deeper darkness.
Meanwhile of course we are trying to get rid of the weak spots of Doom3. Because many of you have seen them primarily in the constant monotony, we have many innovations waiting for you in the context of the story, which assure variety. So, for example, you will find yourselves in a nerve-wracking trip through red-hot lava caves, do a chase with the buggy over dusty planet surfaces or strand on a huge meteorite in the midst of space. As obvious outside areas are going to play a much more important role. In between the levels you will be able to move and interact freely with various NPCs in the space ship and to stock up your weaponry for the next mission..
We also think that you might have enough of the constantly spawning, fireball-throwing enemies. Innovations are needed. With the Bruiser who disguises himself as a terminal and various plays with time the addon pack already provides a good approach. We take another step and plan true innovations. For example a creature is in the planning who extinguishes all lights in a vast radius around itself. Including your flashlight. You hear aggressive snorting in absolute darkness� hear heavy steps thudding in your direction. Now all that counts is your good sense of hearing in order to spot and slay him .
< Concept of a creature which uses dark electricity to put out all lights in its immediate surroundings
13.
I already mentioned your last news. Among others there is a very nice model of a magnetic hover-forklifter to be seen there. Will it be possible to actively drive it, or will you just use it as a detail for your levels?
Legion_x [modleader]: Of course it will be possible to drive it. Using a GUI in the driver's cab it can be controlled and moved perfectly. And that will be necessary to move aside bulky containers, crates and enemies blocking the way. However, I think we will also add some other interesting features to the vehicle. Stay tuned! Further useful vehicles are already in the planning
!
14.
What can you tell me about the � in my opinion � very well done �Blauhoernchen� which is mentioned in your news as well? Is it going to be a normal enemy or a boss?
RichardUK [modeler]: Hey, that's my turn - I'm the modeler of this creature� Well what can I say other than modelling the Blauhoernchen (known as Larry) wasn't going to be an easy task as this was everyone's favourite Demon that didn't make it in the game. Basically from the brilliant concept from helllscafe and the pictures and videos of Larry from the legacy video, I started to get on with modelling Larry. I used 3ds max 7 in which I modelled Larry in stages, from the body, arms, head and legs, all in Highpoly. Larry started to take shape and finally I was happy with the results. It took me just over a week modelling it everyday non stop. As far as Larry being a boss or normal enemy it would be best to keep Larry as a normal enemy but introduce him in the same scary way like all the other doom 3 demons.
Corpsegrinder [mapper]: It's really incredible how short a time it took for it to develop from draft-like pencil-lines to a three dimensional monster. We are really proud to have the chance to call such hard working people the Recall to Hell team.
Originally Larry was designed as Hell Knight, but we distanced ourselves a little from this fact. It is best described as a fusion of the wall-scrabbling Imps and the powerful Hell Knights.
< ^ various simple texture-experiments for testing. These are not the final textures. For the professional creation of skin for the Blauhoernchen we are still searching for texturers
15.
As one can see on your homepage your team consists of many members. How well does cooperation work among each other in such a group?
Psyschokiller [mapper]: By now our international team consists of a total of around 25 members and they are scattered all around the world. Because of the time difference it is a little difficult sometimes, but thanks to many tools it is possible to keep the bunch together quite well
.
Wo1f [mapper]: Yeah, I''ve found this team to be extremely co-operative. There is no lack of communication at all, even though I don't speak a word of german
16.
What kind of tasks, problems and �strains� follow from this � meaning the the coordination of the team � especially for the team leader? This is likely to be of interest for many readers who have already creating their own mod at some time. That's why I would be glad if you could explain this point in a little more detail .
Legion_x [modleader]: All beginnings are difficult. I think that definitely applies here. You have get your ideas across to other people with nothing to build upon. You need to win them and motivate them to participate. Without prepared screenshots, without finished models, without website or other things that you have already produced. That is by no means easy. Just try to go out on the street and and win some people over for something fictional without means�
Well, I have to admit that I have rather grown into the role. I had a vague idea of the story and was fittingly searching for talented people at your forum. Quickly we had gathered a small team with fixed structures amongst each other. So the most difficult stage was overcome surprisingly quick
Corpsegrinder [mapper]: Another main problem might be to plan coordinately and with foresight. Nothing is to be left to chance. The tasks need to be evenly distributed, nobody is to be overstrained, but once a task is finished, the next prepared one needs to be released to work upon immediately. All of that needs to be seamless as to not loose too much time
.
Legion_x [modleader]: Exactly, all in all it is like a small self contained system. Generally the mappers are the center, which needs to work smoothly and without interruption. In doing so they are being supported from all sides by new models, textures or programmed things. If something is stalled, it will have an effect on almost all the other sections. You have failed as a modeader if half of the team is just sitting by idly while the other half works uncoordinated
.
Tain_Infernus [story_coordination]: Tasks: Have an idea and a pretty developed concept, be serious, be ready to carry the project through to completion, don't get discouraged, pick the people who will do what is needed for your mod. Pick skilled Modders who will bring new ideas and skills to the project. Motivate and organise everything�
17.
What would be your advice for someone who wants to create his own mod? How should he proceed concerning engine-choice, direction of the team, member search and the public introduction of the mod? After all it seems to happen quite often that the newbies are smiled upon by the �pros� because of their choices (engine-change) or mod-presentation (too little info).
Legion_x [modleader]: Before you found a mod you should already have a vague idea of story, ambience and course of the game. The more information and material you are able to present, the easier you will be able to draw other people's attention to your plan. Bring detailed descriptions and concepts� maybe already some drafts as well. Under these criteria you should also choose the engine. A late change of engine will only result in a loss of time.
Most important is good and regular contact to all members. Not only the team leader should know about the schedule and motivation of all those involved and what is currently worked upon. For that purpose a well structured forum is essential in which you will be able to present and discuss your work and suggestions. It serves as a source of mutual motivation and gives a better overview. Nobody is helped if everyone just picks up his task and then locks himself in his room and starts working all by himself.
As a modteam which is constantly seaching for members you also can't afford a policy of secrecy like some big game companies. Show everything you have got, from WIPs, concepts to screenshots in order to remain in the talk and demonstrate your progress.
Keep your eyes and ears open. Talented people often choose their own way � you have to win them over and motivate them for your project. Check other boards and fansites for talents.
18.
As I have also heard you are currently searching for a programmer among others. Why is it, particularly for Doom 3, so difficult to find a fitting person for this area? At one point this is heard from almost every doom3-mod
.
Legion_x [modleader]: In my opinion the programming and coding is the most difficult field of activity in general. One thing is that you won't see any visible or presentable progress during your work like for example a mapper or modeller, who are able to produce appealing WIPs. Another thing is that Doom3 rather seems to be a red rag to programmers in general. Wrongly so! After all with the SDK and other little tools there are innately a few good helpers which hardly rank behind those of other games.
19.
If one of the readers was interested in a place in your team, what requirements (references, experience, etc.) would he have to satisfy and in which areas � other than programming � are you still searching for members?
Legion_x [modleader]: We are constantly searching for people to strengthen our team. Only with the necessary support in all sections we will be able to distance ourselves from the original game and its weaknesses and turn it into an independent, better project with our own ideas. After all that's what makes the difference between the well-made total conversion and a plain map pack!
Elusive [mapper]: If we have aroused your interest and you have decided to join Recall to Hell, the following requirements should be met.
Of course experience on your field, good availability (e-mail, ICQ, IRC, forum�), motivation to really stay until the end, taking a little joy in communication and stress resistance. Still urgently needed are experienced texturers who will primarily deal with the texturing of the models. Concepters, Animators are still needed as well.
Fre1los [mapper]: Yeah, the Blauhoernchen and the forklifter need to be bestowed with color and movement as soon as possible. In that regard we are also still in need of programmers who will give the mod the necessary finishing touches
.
Waran [modeler]: Since we are placing emphasis on huge and imposing outside areas, naturally we are also still searching for modelers who will do terrain and various other bigger and smaller things.
Psyschokiller [mapper]: Best you come into our job forum and start a new thread in which you briefly introduce yourself and show some samples of your work, or offer them for testing.
> The second part of the Interview with doom3maps.org will follow soon!
