Well, I got my copy last Friday but unfortunately, my laptop isn't really up to the task.
I can run it at a steady 30fps, however, for some obscure reason, the model textures suck badly - possibly because the ATi mobility I have only has 64mb ? - not sure. I've been searching for a console command to fix the problem, but haven't had much success. Also, I get dumped randomly back to the desktop every so often, which isn't really condusive to a good SP experience.
So I'll just wait until I get a job and get a desktop PC.
I want to get back into MP level design again - starting of with a small 1-vs-1 DM style map and maybe build up to my idea of a London Underground project, a 16 player map with 4 underground stations, built as closely as possible to the London Underground as I can.
This would require modelling skills which I don't currently have, not to mention uber texture skills, which now also require modelling skills.
Did you know that Doom3 engine textures have 3 stages to them ? (and sometimes 4)
There's the normal map, specular map and diffuse map.
The normal map is what gives height information on a texture and is generated from a 3D model - all the ceilings and floor details is what this is used for. The specular map is light data and the diffuse map is texture detail.
Throw on top of that an entire shader language to manipulate textures - such as glass, movement, light etc. and you can see how long it could take to construct a level with original textures.
Hmmm, rambling ...
