1. Doom 3 - Trailer (Self, 2005)

    02:37

    from Lukas Jack Jaro / Added

    27 Plays / / 0 Comments

    One of my oldest, if not the oldest, videos I ever edited. I made this using Windows Movie Maker way back in 2005 when I was just 15. It's a trailer for Doom 3's expansion pack "Resurrection of Evil" using various footage I captured from the game using FRAPS. Music (C) 2005 idSoft/NerveSoft/Chris Vrenna ________________________________ Twitter: twitter.com/__SubZero__ Facebook: facebook.com/lukas.jaro Instagram: instagram.com/TuneTamasha YouTube: youtube.com/TuneTamasha

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    • DOOM 20th Anniversary Event Video

      55:18

      from john romero / Added

      5,738 Plays / / 6 Comments

      At the DOOM 20th Anniversary Celebration at UCSC's DARK LAB, much deathmatching and conversation happened with this video playing in the background on a giant screen. This video provided the backdrop for the event, featuring a lot of Brutal DOOM gameplay along with videos of DOOM running on various devices, scans of game art, and lots of photos of id Software in 1993.

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      • UDK Classic Doom - Alpha (WIP)

        01:48

        from Radical Brains / Added

        22 Plays / / 0 Comments

        Hey everyone, a new video for you all of our current progress. The level is now mapped! Just need to add in the AI and finish the HUD along with some little tweaks and polishing to a few kismet related issues. I hope you enjoy!!

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        • Animation DemoReel

          01:12

          from Joon Kim / Added

          93 Plays / / 0 Comments

          This is a small selection of my work I did for Rage and Rage:The Scorchers. Some of them from Rage and DLC, and a couple of animations are personal works using Rage and TeamFortress2 characters .

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          • id Software's RAGE - Cinematics

            02:30

            from Zack Lovatt / Added

            385 Plays / / 0 Comments

            Compositing on various shots, and interface motion design for id Software‘s RAGE video game cinematics. Produced with Arc Productions. Imagery copyright id Software.

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            • Doom 3: BFG Edition Review

              18:13

              from Roel van der Eerden / Added

              20 Plays / / 0 Comments

              Doom 3: BFG Edition is een verzameling van de Doom-games van id Software tot nu toe. Deze review behandeld dit pakket, waarbij de meest aandacht uitgaat naar Doom 3 zelf. De gameplay is afkomstig van de PC-versie. Reviewers: Mark Lommers & Roel van der Eerden Regie, Editing en Gameplay: Roel van der Eerden

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              • Bicycle in Enemy Territory: Quake Wars

                02:10

                from Luddens Desir / Added

                165 Plays / / 0 Comments

                This is a vehicle I scripted for ET:QW. It was a lot more difficult to create than it seems, since there was no real reference for a two-wheeled vehicle in the game. object vehicle_bicycle : vehicle_base { void preinit(); void init(); vector input; // stores player input void OnCollision( object traceObject, float velocity, vector mins, vector maxs ); float frameTime; // used to incriment values per frame float vGetSteerScale(); entity driver; // stores who the driver is for user input information void OnPlayerEntered( entity p, float position ); void OnPlayerExited( entity p, float position ); void OnWeaponSelected( entity p, float index ); float tiltThread; float jumpThread; void tilt(); void vSetDeployableOwner( entity p ); void vRemoveObject(); float steeringAngle; void jump(vector ang); float turnSpeed; float maxTurnSpeed; float jumpHeight; float maxJumpHeight; float turnRampUpTime; float turnRampDownTime; float turnRampAccel; float turnRampDecel; float jumpRampUpTime; float jumpRampDownTime; float jumpRampAccel; float jumpRampDecel; vector forward; vector up; vector jumpUp; entity bounds; } void vehicle_bicycle::preinit() { tiltThread = -1; steeringAngle = getFloatKeyWithDefault( "steering_angle", 45 ); //ramps for gradual variable modification maxTurnSpeed = 10; turnSpeed = 0; maxJumpHeight = 450; jumpHeight = 0; turnRampUpTime = 1; turnRampDownTime = .001f; turnRampAccel = maxTurnSpeed / turnRampUpTime; turnRampDecel = maxTurnSpeed / turnRampDownTime; jumpRampUpTime = 3; jumpRampDownTime = 1; jumpRampAccel = maxJumpHeight / jumpRampUpTime; jumpRampDecel = maxJumpHeight / jumpRampDownTime; } void vehicle_bicycle::init() { // was testing attaching things to the bicycle. This works, but there's no real application yet // bounds = sys.spawn("collision_controls"); // float bindJoint = getJointHandle("bars_rotation"); // vector bindPos = getJointPos(bindJoint); // bounds.setOrigin(bindPos); // bounds.bind(self); } void vehicle_bicycle::jump(vector ang) { //you can turn in air by leaning and using mouse imput. Air turning is faster vector tempVel = getLinearVelocity(); //used add the jump direction to the current movement direction, rather than stopping and jumping vector jump; while (true) { jumpUp = sys.angToUp( ang ); jumpHeight = jumpHeight + jumpRampAccel * frameTime; //increase the height every frame if ( jumpHeight > maxJumpHeight ) { //caps jumpheight so you can't hold it down forever jumpHeight = maxJumpHeight; } jump_z = jumpHeight; if (up_z > .4) { jump = ((jumpUp * jump_z) * up_z); } else { jump = ((jumpUp * jump_z) * (up_z * 1.25)); } if (hasGroundContacts()) { if (input_z == 0){ setLinearVelocity(jump + tempVel); } } if (input_z != 1) { break; } sys.waitFrame(); } } void vehicle_bicycle::tilt() { entity driver = getDriver(); // needs to be here for oldAngles to read it //vectors for doing stuff /IN 3D/ vector oldAngles = driver.getUserCmdAngles(); vector newAngles; vector angleDiff; vector temp; vector mouseRollAngles; vector angles; vector keyTurnVel; vector m_turnRoll; vector leftAndRight; float leanTurnMult; float upMultiplier; while ( true ) { driver = getDriver(); // needs to be here also or else you would be able to tilt bike without being on it newAngles = oldAngles; if ( driver == $null_entity ) { input = '0 0 0'; break; } else { input = driver.getMove(); newAngles = driver.getUserCmdAngles(); } frameTime = sys.getFrameTime(); //used as a frame of reference for time vector currentLinVel = getLinearVelocity(); //stores current linearvelocity for the frame for future tomfoolery angles = getAngles(); //inputs angles from entity forward = sys.angToForward( angles ); //transforms the angles vector to forward up = sys.angToUp( angles ); //needed for doing things involving pointing up upMultiplier = ((1 - sys.fabs(up_z)) * up_z); // makes bicycle turn better the closer it is to 45 degrees. Below this, it will suck, above this it will suck. leftAndRight = sys.rotateVec(up, forward, 90); // Used to divide the vehicle's positioning into quadrants by rotating first direction around seciond axis. Used to separate left from right. if (hasGroundContacts()){ //if it is touching the ground leanTurnMult = 30 * upMultiplier; // multiplies the up direction by upMultiplier, which sharpens turns depending on the angle if(up_z

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                • Velocity Madness

                  03:36

                  from aB1s / Added

                  51 Plays / / 0 Comments

                  This video was made in 2009.

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                  • Three ways to fly

                    04:45

                    from aB1s / Added

                    59 Plays / / 0 Comments

                    This video was made in december 2004.

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                    • Pathe Rage page takeover

                      01:57

                      from FRTRSS / Added

                      137 Plays / / 0 Comments

                      For Bethesda Softworks we made a Rage page takeover experience on the Pathe website.

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