This is a sub-page of Proto:Doom 3 (PC, Xbox)/E3 2002 Alpha.
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Here is a list of every animation found and/or referenced within the files of the E3 2002 prototype that are not present into the final release, duplicates of those animations where purposely left of as they bear no differences to their final game's counterpart outside of the format
Note: Due to the E3 2002 demo of Doom 3 using early prototyped format of the MD5Mesh and MD5Anime format (Internally referred to as version 6) Attempting to load them onto the retail version crashes the game, as such, it currently not possible to view theses animations in an animation program yet and can only be documented video clips or by file names alone.
Player#
Note: All of these animations were used specifically for the pistol, switching weapons in the prototype would still showcase the player holding a pistol in third person. The exceptions to this are only during certain cutscenes.)
- death1.md5anim (Player used death animations rather than ragdolls on death.)
- pain1.md5anim
- hard_land.md5anim
- idle.md5anim
- idle_down.md5anim
- crouch_idle.md5anim
- idle_up.md5anim
- jump.md5anim
- pistol_fire1.md5anim (Completely different from the animation of the same name in the finished game. Here the Player holds his pistol with both hands while firing. It was eventually scrapped for unknown reasons.)
- pistol_walk1.md5anim
- pistol_walk1_strafe_left.md5anim (The retail build of the game makes no useage of strafing animations at all. They where eventually scrapped for unknown reasons. As seen in the names of the files each weapon would have likely had theirs very own third person strafing animations.)
- pistol_walk1_strafe_right.md5anim
- run.md5anim ((Completely different from the animation of the same name in the finished game. It is unique for the pistol, suggesting that weapon specific third person animations for movements where once considered before being scrapped.)
- turns.md5anim
- walk_backwards.md5anim
Monsters#
Available monsters#
This is a list of the animations for all of enemies showcased during the E3 demo:
Maintenance zombie#
Internally named Monster_zombie_maint this entity was the first of what Id software had initially planned for zombie npcs before they were eventually scrapped. It is still present in the retail build of the game and is fully functional, having received additional animations before going unused.
- death1.md5anim (NPCs used death animations in place of ragdolls.)
- death1_getup_attempt (Used when Zombie_Ressurection is triggered, then failed.)
Fat zombie#
- sight1.md5anim
- sight2.md5anim
- sight4.md5anim
- sight5.md5anim
- sight7.md5anim
- strafe_left.md5anim
- strafe_right.md5anim
- turn_left.md5anim
- strafe_left.md5anim
- strafe_right.md5anim
- attack1.md5anim
- getup1.md5anim
- legpain.md5anim
- death1.md5anim (NPCs used death animations in place of ragdolls.)
- getup_attempt1.md5anim (Used when Zombie_Ressurection state is triggered, then failed.)
- getup1.md5anim (Used when Zombie_Ressurection state is successfull.)
- death1_twitch
- death2.md5anim
- getup_attempt2.md5anim
- getup2.md5anim
Imp#
- Alert_idle.md5anim
- crouched_range1.md5anim (Meant to be used for an unimplemented Crouch state)
- death1.md5anim (NPCs used death animations in place of ragdolls.)
- death1_twich.md5anim
- death1.md5anim
- death2_twich.md5anim
Pinky#
- walk.md5anim
- roar.md5anim
- misc1.md5anim (Mentioned in the code, but not physically present in the files.)
- leap_attack.md5anim
- pain1.md5anim (Mentioned in the code, but not physically present in the files.)
- pain2.md5anim (Mentioned in the code, but not physically present in the files.)
- pain3.md5anim (Mentioned in the code, but not physically present in the files.)
- pain_ruparm.md5anim
- pain_luparm.md5anim
- pain_luparm2.md5anim
- pain_ruparm2.md5anim
- stop.md5anim (Intended usage is unknown)
- death1.md5anim (NPCs used death animations in place of ragdolls.)
- death1_twitch.md5anim
- death_left.md5anim
Zombie commandos#
Melee
- ZC_tent_IDLE1.md5anim
- ZC_tent_IDLE1.md5anim
- ZC_tent_WALK.md5anim
- ZC_tent_RUN.md5anim
- ZC_tent_RUN.md5anim
- ZC_tent_PAIN1.md5anim
- ZC_tent_PAIN2.md5anim
- ZC_tent_DEATH1.md5anim (NPCs used death animations in place of ragdolls.)
- ZC_tent_DEATH2.md5anim
- ZC_tent_SIGHT1.md5anim
- ZC_tent_PUNCH.md5anim
- ZC_tent_KICK.md5anim
- ZC_tent_ATTACK1.md5anim (Used for a melee attack that was scrapped for the final release.)
- ZC_tent_ATTACK1.md5anim
- ZC_tent_LEAPATTACK1.md5anim (Commando has no programmed leap attack in the prototype.)
- zc_walk_to_run.md5anim
- zc_run_to_walk.md5anim
Chaingunner
- ZC_cgun_IDLE1.md5anim
- ZC_cgun_SIGHT1.md5anim
- ZC_cgun_IDLE1.md5anim
- ZC_cgun_WALK.md5anim
- ZC_cgun_ALERTWALK.md5anim
- ZC_cgun_PAIN1.md5anim
- ZC_cgun_PAIN_head.md5anim
- ZC_cgun_PAIN_luparm.md5anim
- ZC_cgun_PAIN_ruparm.md5anim
- ZC_cgun_PAIN_legs.md5anim
- ZC_cgun_PAIN_chest.md5anim
- ZC_cgun_DEATH1.md5anim (NPCs used death animations in place of ragdolls.)
- ZC_cgun_DEATH1_twitch.md5anim
- ZC_cgun_FIRE1.md5anim
- ZC_cgun_FIRE3.md5anim
- ZC_cgun_FIRE2.md5anim
- ZC_cgun_MELEE1.md5anim (Chaingunner has no melee attacks in the finished game.)
- ZC_cgun_MELEE2.md5anim
Hell Knight#
Note : The Hell knight wasn't entirely completed yet during this stage in development, no additional animations where mentioned nor found.)
- idle1.md5mesh
- walk1.md5anim
- roar2.md5anim
- pain1.md5anim
- death1.md5anim (NPCs used death animations in place of ragdolls.)
- attack1.md5anim (Used for preforming the melee attack for the final cutscene.)
- walkbydoor.md5anim (Used during a cutscene.)
Unfinished monsters#
This is a list of the animations for all ennemies internally referred inside the code of the E3 Build. Unfortunately theses animation files aren't physically present within the prototype itself and thus remain unavailable to the public.
Note: The Trite, Tick, Wraith, Vagary, Sabaoth, Guardian, Sawer, Boney, Bernie, Generic zombies and Cherubs aren't mentioned anywhere in the files. Potentially meaning their additions came later during development.
Zsec Pistol#
- melee_attack1.mb (Meant to be used for an unimplemented melee attack. Sound effects initially meant to be paired with the animation still remain in the finished game and are all attached to the string monster_zombie_security_melee)
- melee_attack2.mb
- reload1.md5anim (Zsecs don't reload in the final release.)
- death1.md5anim (NPCs used death animations in place of ragdolls.)
- death1_getup_attempt (Meant to be used when Zombie_Ressurection state is successfull.)
Zsec Shotgun#
- sg_idle.md5anim (Has no proper idle animations in the final build, using a "Stand" animation instead.)
- walk2.md5anim
- death1.md5anim (NPCs used death animations in place of ragdolls.)
- death1_getup.md5anim (Meant to be used when Zombie_Ressurection state is successful.)
- reload1.md5anim (Zsecs don't reload in the final release.)
- pain_head1.md5anim
- pain_chest1.md5anim
- pain_luparm1.md5anim
- pain_ruparm1.md5anim
- pain_chest1.md5anim
- pain_legs1.md5anim
- melee_attack1.md5anim (Meant to be used for an unimplemented melee attack. Sound effects initially meant to be paired with the animation still remain in the finished game with a string monster_zombie_security_melee)
- melee_attack2.md5anim
- sg_drawgun.md5anim
- sg_fire1.md5anim
- sg_fire2.md5anim
- pain1.md5anim"
- pain2.md5anim"
- pain3.md5anim"
Zsec Machinegun#
- idle.md5mesh (Has no proper idle animations in the final build, using a "Stand" animation instead.)
- walk1.md5anim
- pain1.md5anim
- pain2.md5anim
- pain3.md5anim
- death1.md5anim (NPCs used death animations in place of ragdolls.)
- drawgun.md5anim
- lowergun.md5anim
- fire1.md5anim
Zombie sergeant#
Note: Completely absent from the final release, this entity is being internally referred to asmonster_zombie_sergeantin the E3 prototype. Its intended purpose is unknown but very likely to a zombified Sargeant Kelly as such model was presented to the public during the game's initial reveal in 2001.) No animations available
Spectre#
'Note: Completely absent from the final release, this entity is being internally referred to as monster_demon_spectre in the E3 prototype.' No animations available
Spirit#
Note: Completely absent from the final release, this entity is being internally referred to asmonster_demon_spiritin the E3 prototype. Its intended purpose is unknown. No animations available.'
Crawler#
Note: Completely absent from the final release, this entity is being internally referred to asmonster_demon_crawlerin the E3 prototype. Its intended purpose is unknown. No animations available.
Cacodemon#
No animations available
Lost soul#
- idle1.md5anim (The Lost soul has no idle animations in the retail build of the game.)
- run1.md5anim
- death1.md5anim (NPCs used death animations in place of ragdolls.)
Revenant#
- run2.md5anim (Revenant doesn't run in the finished game.)
- attack4.md5anim (Meant for melee attacks)
- attack5.md5anim (Meant for melee attacks)
- leap_attack1.md5anim (Possibly meant to be used for an unimplemented leap attack akin to the imp in the retail build.)
- pain1.md5anim
- pain_legs.md5anim
- death1.md5anim (NPCs used death animations in place of ragdolls.)
Maggot#
Note: The prototype contains unfinished code for three versions of the Maggot: The finalized design and it's two earlier scrapped iterations mentioned inThe Making of Doom 3 book.
- idle1.md5mesh
- walk.md5anim
- run.md5anim
- melee_attack1.md5anim
- melee_attack2.md5anim
- death1.md5anim (NPCs used death animations in place of ragdolls.)
- sight.md5anim
- pain1.md5anim
- pain2.md5anim
- pain3.md5anim
- evade_left.md5anim
- evade_right.md5anim
- crouch.md5anim
- crouch_walk.md5anim
Mancubus#
- cycles/death1.ma
Baron of Hell#
Note 'Completely absent from the final release, this entity is being internally referred to as monster_demon_baron in the E3 prototype. No animations available.'
Bruiser#
Note: This possibly indicates that the Bruiser could have initially been planned to be featured into the main campaign rather than in the Resurrection of Evil expansion.
- idle.md5anim
- walk.md5anim
- fasterwalk.md5anim
- roar.md5anim
- melee1.md5anim
- melee2.md5anim
- range_attack1.md5anim
- pain1.md5anim
- pain2.md5anim
- pain3.md5anim
- death1.md5anim (NPCs used death animations in place of ragdolls.)
- death2.md5anim
Demon horde#
Note: Completely absent from the final release, this entity is being internally referred to asmonster_demon_hordein the E3 prototype. Its intended purpose is unknown. No animations
Boss female scientist 1#
Note: Completely absent from the final release, this entity is being internally referred to asmonster_boss_femalescientist1in the E3 prototype. Its intended purpose is unknown. No animations
Boss female scientist 2#
Note: Completely absent from the final release, this entity is being internally referred to asmonster_boss_femalescientist2in the E3 prototype. Its intended purpose is unknown. No animations
Boss cultist leader#
Note: Completely absent from the final release, this entity is being internally referred to asmonster_boss_cultleaderin the E3 prototype. Its intended purpose is unknown. No animations
Archvile#
No animations
Cyber Demon#
No animations
Boss Spiders#
Note: Completely absent from the final release, this entity is being internally referred to asmonster_boss_spiderin the E3 prototype. It's speculated that this could be the unused Spider Mastermind as concept art for this enemy was showcased during the prototype's initial reveal.
- walk1.md5anim
- unfold.md5anim
- walk1.md5anim
- walk1_pain.md5anim
- stand_death.md5anim (NPCs used death animations in place of ragdolls.)