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Monthly Archives: September 2015

Mars City Security Version Build 1.2.1.8 Public Release & Download

Mars City Security Version Build 1.2.1.8 Public Release & Download

Credits to the amazing Doom3 Community members that make MCS possible

MCS 1.2.1.8 Windows Installer (793 MB)

MCS 1.2.1.8 Windows Installerless (790 MB)

ReadMe.txt

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Quick Description:

Taking Doom³ PVE (Coop) and PVP (Deathmatch) multiplayer combat to the next level and beyond…

D3 MCS: Mars City Security is a Doom3 Modification that puts heavy emphasis on cooperative and adversarial multiplayer, merging the fast and addictive gameplay of the predecessors (Doom1 & Doom2) with the enhanced Doom3 technology (optimized netcode for Online Internet & LAN networked multiplayer with improved idtech4 unified rendering).

The “Campaign” PVE (Coop) gametype lets players play through default & custom created campaign missions with up to 4 players cooperatively. Experience community made custom maps with your friends that tell stories never before experienced in the Doom³ universe.

The “DemonWars” PVE (Coop) gametype throws players right into the epic battle that broke out throughout the entire solar system after Hell has been unleashed. Fight as a human with up to 4 players cooperatively against the hordes of hell trying to make a last stand for mankind.

The PVP (Deathmatch) gametypes let up to 8 players fight it out on a variety of arenas for the ultimate player versus player domination in “team” and “free for all” adversarial multiplayer.

IdTech Hybrid Engine and Netcode Showcase

(click the animated image to watch the youtube video)
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I remember lately the community having debates about whether to stick with the original Doom3 codebase or to migrate to Doom3 BFG…

And while arguments were made for and against from both sides (Sikkmod vs RBDOOM-3-BFG for example) I always wondered why not creating a hybrid approach that takes the advantages of each codebase utilizing the best of both worlds…

This showcase consists of a code and assets merge of multiple previous prototype projects incorporating trebor’s shadowmapping, sikkpin’s hdr lighting, zombie’s dungeon map and MCS’s game & netcode…

It still runs on Doom3’s original framework allowing easy modding (with a custom gamex86.dll) and dedicated server hosting and browsing…

Aside from the specifically showcased unified soft-shadow-mapping and high-dynamic-range-lighting, it was also as usual important for me to demonstrate that those features flawlessly work together with MCS’s network synced AI over a high latency low bandwidth Server <-> Client connection (simulating a server/client distance of about 10000 kilometers).

As showcased in its current state, it is a proof of concept build and I don’t feel at liberty to predict when and if at all it will make it into a final, releasable project, since there are currently too many factors but as you’ll notice, it runs remarkably stable and performant.

Strike Commander Millennium Prototype

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Back in 1993 a combat flight simulator video game called “Strike Commander” was released. Designed and developed by Chris Roberts and Origin Systems, this game had everything I always dreamed about when it came to action combat flight sim games. Revolutionary graphics, phenomenal soundtracks and a compelling story glued me for years in front of my PC screen and made the “General Dynamics F-16 Fighting Falcon” my absolute favorite fighter…

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Over the years I always considered starting work on a Strike Commander Remake to bring the game’s graphics up to date while also implementing networking for cooperative and adversarial multiplayer sessions across the internet. Since 1993, being still a kid/teen back then, I imagined about how cool it would have been to replace the AI wing-men in the game with human players across the network…

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…but up until recently technology was just not ready/there yet to justify investing serious time into such a Remake Project. That changed when ArmA3 was released providing enough mod-ability to start working on a prototype that would feature cooperative and adversarial network gameplay within the vast ArmA3 Sandbox world…

And so without further due, here is a 12 minutes “early prototype” online cooperative enabled “Strike Commander Millennium” gameplay trailer:

Bandits at 12 o’clock :)

In August 2015 MCS Release Candidate Builds have been sent out to the Doom3 Community for some final online testing and polishing.

Gametype: Original Story Campaign Coop (PVE)

One question that kept popping up frequently during the Release Candidate Testing was about stock Doom3 Story Campaign Coop.

About 80% of the original Doom3 Singleplayer Story is currently playable in Coop with up to 4 players. I hope to get the remaining 20% of the Story Campaign playable with a later MCS update.

Gametype: Demon Wars (PVE)

“Demon Wars” is the new core coop survival gametype in MCS. This cooperative gametype throws players right into the epic battle that broke out throughout the entire solar system after Hell has been unleashed. Fight as a human with up to 4 players cooperatively against the hordes of hell trying to make a last stand for mankind.

Gametype: Deathmatch \ Team Deathmach (PVP)

The PVP (Deathmatch \ Team Deathmatch) gametype lets up to 8 players fight it out on a variety of new arenas for the ultimate player versus player domination in “team” and “free for all” adversarial multiplayer. After implementing the cooperative PVE gametypes in MCS, we wanted to add an equally innovative PVP multiplayer gametype to the project and are happy and proud with the final result. PVP multiplayer in MCS is the intense and addictive experience that we always wanted in a Doom3 based project.

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Fellow spacemarines,

“It’s done” and MCS finally has a release date !

On September 27th 2015 it’s payback time and the MCS Delta Squad will be kicking asses straight back to hell…

See you soon on the battlefields across the solar system.

MCS Release Date Announcement Trailer – Mod DB

Mars City Security: Taking Doom³ PVE (Coop) and PVP (Deathmatch) multiplayer combat to the next level and beyond

Credits to the amazing Doom3 Community members that make MCS possible