This is a sub-page of Proto:Doom 3 (PC, Xbox)/E3 2002 Alpha.
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Only three weapons where showcased during the E3 presentation: the Pistol, Shotgun and Machinegun, who share the same muzzle flash and smoke effects. The other weapons seen in the final build of the game are present in the game's files albeit in an unfinished state, while it's possible to add them to the game via console commands, they use placeholder models and/or don't work.
Used Weapons#
Pistol#
The Pistol has a noticeably different texture and uses completely different sound effects. The animation set was completely changed during development, initially having four firing animations playing randomly to simulate recoil. It's the only weapon from the prototype to have a completed third person model.
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E3 Pistol shares projectile type with Machinegun |
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Ammo clip |
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Ammo reserve |
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Ammo received on pickup |
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Shotgun#
The Shotgun is both visually and audibly different from the retail release, using a different model, animations and sounds. It's random bullet spread is significantly tighter than in the final release. It's reload animations are a bit slower but has a faster rate of fire to compensate, the player can only load one shell at once as opposed to two like in the retail game, and it's ammo capacity is of only five shells rather than eight.
Reload cancelling wasn't implemented at this stage in developpement. as such Players had to wait for the reloading animations to finish before firing.
The prototype mentions the existence of a slug ammo type not seen in the finished game, internally named "ammo_slugs" in the file, albeit have no functionality. while never comfirmed they could have been planned to be used for the Shotgun.
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ammo clip |
E3 Shotgun loads one shell at once |
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Ammo reserve |
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Machinegun#
The Machinegun looks very similar to its retail counterpart, except it has different a different texture, different sounds and the ammo counter display is different. The animation set was nearly completely changed during development, initially having four firing animations playing randomly to simulate recoil. Only the fourth firing animation was kept for the final release. The Machinegun's HUD is also very different and uses a scrapped Font for the ammo counters.
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Damage |
E3 Machinegun shares projectile type with Pistol |
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Ammo clip |
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Ammo reserve |
E3 Machinegun shares ammo with pistol |
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Ammo received on pickup |
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E3 Machinegun shares ammo with pistol |
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Rate of fire |
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Random bullet spread |
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Chainsaw#
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Instead of the Chainsaw in the retail release, the Gauntlet from Quake III Arena is used as a placeholder. It does not do any damage at all despite having stats for the weapon present in it's code. According to The Making of Doom 3, the Chainsaw was among the last features implemented for the final release, explaining its very unfinished state in this build.
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Plasma Gun#
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The Plasma Gun has no audio, and uses its Quake III Arena model counterpart as a placeholder. The plasma balls used different graphics as well and moved a little faster. The rate of fire is slower than the retail build and it's ammo clip was initially smaller, but the damage delt per projectile was much higher.
According to The making of Doom 3 Book, the Plasma gun was initially going to be able to charge up shots, a fast firing rate delt low damage while spacing your shots would have delt more. Judging how the weapon has a slow firing rate and much stronger projectiles in this build than in the final release this may have been an early implementation of the concept.
The projectiles in this build have dynamic lighting, a feature that ended up being disabled for the final releae due to performance issues.
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Ammo clip |
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Ammo received on pickup |
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Random bullet spread |
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Rocket Launcher#
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The Rocket Launcher lacks sound effects and uses the Quake III Arena model as a placeholder. It initially held four rockets per clip as opposed to five like in the finished build.
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Blast radius |
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Ammo clip |
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Ammo reserve |
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Ammo received on pickup |
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Random bullet spread |
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BFG 9000#
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The BFG 9000 lacks sound effects, and uses the BFG 10K model from Quake III Arena. It used to share cells as ammo with the Plasma Rifle much like the original titles. The charge mechanic and self-damage weren't implemented yet. Firing the BFG crashes the game.
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Blast radius |
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Ammo received on pickup |
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E3 BFG shares ammo type with Plasmagun |
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Rate of fire |
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Random bullet spread |
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Hand Grenades#
Hand grenades can be spawned but they have no model nor implementation.
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Random bullet spread |
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Chaingun#
While it exists in the game's files, it has no model and spawning it crashes the game.
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Damage |
E3 Chaingun fires 4 bullets per shot |
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Ammo clip |
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Ammo reserve |
E3 Chaingun shares ammo with pistol and machinegun |
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Ammo received on pickup |
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Random bullet spread |
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Flashlight#
The flashlight doesn't exist as a usable weapon like the retail build of the game and was instead going to be shoulder mounted, much like in the BFG Edition. However, it needs additional tweaks to be able to work in this build. It lacks HUD implementation and has unlimited use.
Soul Cube#
While it exists in the game's files as both an early weapon and a projectile, it has no models, sounds nor animations of any kind. Spawning it crashes the game. It would have needed 10 souls to charge as opposed to only five in the final build.
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Ammo |
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Cut Weapons#
Flares#
- Interestingly, the game's files reference a weapon named "weapon_flare". This weapon is completely absent from the finished game and is using a placeholder model. Upon throwing them they produce a low green glow. They can be given to the player via console commands.
- In the Weapons.mtr file, multiple references for missing "zbatonflare" assets can be found and are always tied to the Z-Secs, who would presumably be seen physically carry them. Prehaps this may explain how they would have been obtained in the game.
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Ammo received on pickup |
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Rate of fire |
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Random bullet spread |
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Railgun#
Interestingly, the prototype's files have damage values for some sort of Railgun weapon alongside some code for nonexistant player_railgun sound effects.This weapon is completely absent from the retail release. Attempting to spawn this weapon sends the player to the developer console.
It's theorised the Slug ammo type may have been tied to the Railgun rather than the Shotgun. the primary clue for this is the name of the weapon's damage values being titled ''Railslug'.
Weapon stats |
Railslug 1 |
Railslug 2 |
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Damage |
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