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This is a sub-page of Proto:Doom 3 (PC, Xbox)/E3 2002 Alpha.

To do:

  • Get better weapon comparison pictures and/or gifs, like model renders instead of cropped screenshots.
  • Implement ammo, powerups and items

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.

Prototype

Retail

E3_2002_demo_pistol.mp4

Weapon stats

Demo

Retail

Damage

5

E3 Pistol shares projectile type with Machinegun

14

Ammo clip

12
12

Ammo reserve

400
360

Ammo received on pickup

12
12

Ammo types

ammo_bullets
ammo_bullets

Rate of fire

0.35
0.4

Random bullet spread

0
0

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.

Prototype

Retail

E3_2002_demo_shotgun.mp4

Weapon stats

Demo

Retail

Damage

4
14

ammo clip

5

E3 Shotgun loads one shell at once

8

Ammo reserve

100
320

Ammo types

ammo_shells
ammo_shells

Ammo received on pickup

4
10

Rate of fire

1
1.333

Random bullet spread

13
22

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.

Prototype

Retail

E3_2002_demo_machinegun.mp4

Weapon stats

Demo

Retail

Damage

5

E3 Machinegun shares projectile type with Pistol

9

Ammo clip

60
60

Ammo reserve

400

E3 Machinegun shares ammo with pistol

600

Ammo received on pickup

50
10

Ammo types

ammo_bullets

E3 Machinegun shares ammo with pistol

ammo_clip

Rate of fire

0.1
0.1

Random bullet spread

3
1

Chainsaw#

Prototype

Retail

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.

Weapon stats

Demo

Retail

Damage

5
20

Plasma Gun#

Prototype

Retail

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.

Weapon stats

Demo

Retail

Damage

30
16

Ammo clip

30
50

Ammo reserve

N/A
500

Ammo received on pickup

20
50

Rate of fire

0.2
0.125

Random bullet spread

N/A
0

Rocket Launcher#

Prototype

Retail

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.

Weapon stats

Demo

Retail

Damage

170(Direct) 150(Blast)
100(Direct) 40(Blast)

Blast radius

200
175

Ammo clip

4
5

Ammo reserve

N/A
96

Ammo received on pickup

5
5

Ammo types

ammo_rockets
ammo_rockets

Rate of fire

0
N/A

Random bullet spread

1/A
1

BFG 9000#

Prototype

Retail

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.

Weapon stats

Demo

Retail

Damage

N/A
200(Direct) 100(Blast)

Blast radius

N/A
N/A

Ammo clip

25(Plasma)
4(BFG)

Ammo reserve

N/A(Plasma)
32(BFG)

Ammo received on pickup

50(Plasma)
4(BFG)

Ammo types

ammo_plasma

E3 BFG shares ammo type with Plasmagun

ammo_bfg

Rate of fire

5
4

Random bullet spread

0
0

Hand Grenades#

Hand grenades can be spawned but they have no model nor implementation.

Weapon stats

Demo

Retail

Damage

N/A
150(Direct) 150(Splash) 20(In hands)

Random bullet spread

0
15

Chaingun#

While it exists in the game's files, it has no model and spawning it crashes the game.

Weapon stats

Demo

Retail

Damage

5

E3 Chaingun fires 4 bullets per shot

14

Ammo clip

60
60

Ammo reserve

400

E3 Chaingun shares ammo with pistol and machinegun

600

Ammo received on pickup

N/A
30

Ammo types

ammo_bullets
ammo_belt

Rate of fire

0.1
0.1

Random bullet spread

3
5

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.

Weapon stats

Demo

Retail

Damage

200
1000

Ammo

10
5

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.
E3_2002_demo_flares.mp4

Weapon stats

Demo

Damage

N/A

Projectile type

projectile_flare

Ammo reserve

N/A

Ammo received on pickup

5

Ammo types

ammo_flares

Rate of fire

N/A

Random bullet spread

15

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

Damage

95
200