Frequently Asked Questions:

Overview

Q: What is this whole Dark Mod thing about, then?

A: The Dark Mod is a total conversion mod for Doom 3, which aims to create a moody, stealth experience reminiscent of the 'Thief' games from Looking Glass Studios.

So is it a game, or an editor?

It's both, but the editor will come first. Our goal is to provide all of the textures, models, AI, and programming necessary to allow Fan Mission authors to create their own stories. Once those tools are released, we will be using them to create our own campaign for release at a later date. We hope others will take the tools and come up with their own missions!

Q: Since there is going to be an editor for T3, will you give up this mod?

A: There are a few reasons why we plan on pushing ahead with The Dark Mod even if/when the T3 editor is released. Doom3 is an engine designed for longevity, for starters. It will also allow us to do things the T3 engine may not. For example, Linux support, in-game cutscenes, improved AI, rope arrows, and swimmable water.

Q: What about copyright issues?

A: We will be making no references to any Thief trademarks or parts of Eidos’ intellectual property. This is not Thief, but Thief-like. However, the tools will be flexible enough to allow Fan Mission authors to create stories in their favourite 'Thief' universe.

Q: You’re not the makers of Thievery UT or Nightblade, are you?

A: No, that’s BlackCat games (www.thieveryut.com). Nor are we aiming to steal their multiplayer audience. The Dark Mod will be focused on single player fan missions and campaigns.

Q: So, when will you be ready?

A: Now that we have the SDK, we can start cracking on the AI and other features, although model and texture work is already well under way. Then, alpha versions may start appearing in the new year, with the work in a playable (if not finalised form), in maybe a years time. But the bottom line is: when it’s done. As for fan missions, we hope to release the most stable beta versions so that authors can get cracking as soon as possible, and then provide support for every new release. That way, when the final(ish) version comes along, there may already be a few FMs in development or even finished. I expect us to produce one or two demo missions.

Q: I have some super cool modding talent – I can make models, textures and code neural networks whilst stirring tea with one hand. How can I join the team?

A: Go to our Forums and look in the Help Wanted section.

Gameplay

Q: Is there a 3rd person view?

A: We have no plans to support 3rd person. A true 'Thief' experience is a first person experience.

Q: Is wall-hugging included?

A: As of this writing, it's being considered.

Q: Will you have a central hub for missions, like the city in TDS?

A: We have talked about something like this, but it will not be included in the initial tool-set. It is a possibility for a campaign release at a later date, however.

Q: What equipment from TDS will be included/not included?

A: All the classic tools will be included, like the blackjack, sword, bow and flashbomb. Most of the other T1/2 tools will be included as well, though perhaps with some modifications. And yes, that does include rope arrows!

Q: Swimmable water?

A: Yes.

Other

Q. What factions are you planning to include?

A. First of all, the goal of The Dark Mod is to give FM authors as much freedom and flexibility as possible, so in most cases it will be up to THEM which factions they want to use. At the moment though, we plan to include models and voice-sets for the Builders (a metal-working religious organization), and the Pagans (a nature-loving, gypsy like group). Plans are also in the works for a Thieves' Guild, and an organization of secretive mages. Check out the Gallery page in the website for pictures of these various groups.