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DOOM 3 - Enh@nced Doom Mod v3.0

This will be The final update to this mod and i will hope...

DOOM 3 - Enh@nced Doom Mod v3.0

This will be The final update to this mod and i will hope you all enjoy it the most, as i have truly enjoyed creating it.

I have taken all user feedback and piled it into this version as well as fix some issues introduced in 3.1 with the zombies.

The main changes incude the seid zombie, fixes (no more surviving a rocket hit). and a total 180 on the shotgun to get it to what i feel the shotgun should be, as well as some performance enhancments after user feedback on the plasmarifle framerate drag.

What it Changes:

Decreased Shotgun damage to (10), Increased refire speed 25%, cut down spread 30% to 15 degrees "was 22!!"

--However i also raised the pellet-count per shell from (7) to (20). So it acts more like a shotgun now.

--Shotgun now can also cause enemies to fly back (10-to-15 feet) from high damage -ie- "close range" hit

Increased Chaingun belt size to (99) "sorry 60 rounds isn't a belt id :\" & raised dmg to (22) per round

Increased Machine gun clip to (60) rounds "more inline with a P90 submachine gun" (Ammo is the same! so watch it)

--Also raised damage from (9) to (11) to make it more effective,and added some machinegun twitch knockback.

Increased Pistol clip size to (15) and Raised damage to (15) per shot "still weak,but adleast decent now vs trites"

Increased the firing rate of pistol and machine gun to more respectable levels (2x second pistol - +50% machinegun)

Increased Chainsaw damage from (50) to (70), Now if you have the b@lls to get that close, it will have your back

Increased Rocket launchers direct damage to (200) Was a tad bit to weak before in my opinion"

Increased Gernade splash range to (250) from (175) as it is a fragmentation gernade and should have a larger blast

--In addition the gernade no longer acts like a super-fun-ball when thrown and acts in a more realistic manner.

Increased BFG direct fire damage to (200) and splash damage to (200), "I dont suggest you use close Range anymore!"

--Also revised splash range on the BFG to (350) from the default (150!)

Increased Plasmagun damage slightly to (20) per round, "was a tad to weak before especially with my mods"

Zombie class monsters & Npc's Ungibible except when using "Chainsaw,BFG,PlasRifle,Rocketlauncher,Soulcube"

--In addition only direct fire from Rocketlauncher will gib, Rocket splash damage wont gib zombie & npc's

All Zombie class- now take "4x to 10x" normal damage when shot in head "as it should have been" (aim for the head)

--Also raised all zombie class monsters Health by 50% to 150% to simulate lack of effectivness of body shots.

Demons Also Now feature a delayed 20 second demon burn-away for your viewing pleasure

dramaticaly enhanced the muzzle flash range on all weapons & added brighter dynamic light to PlasRifle Round

--In addition all muzzle flashes are now tied to the weapon used, and graduate in intensity as claiber does also

BFG now Lights room as it travels with large glow area & lights whole room with explosion

PlasRifle has a wonderful soft blue glow from the plasma vents on the weapon "lights up bout 2 feet around you"

Revenats Rockets & Mancubus's Plasma Blasts now have a proper dynamic light effect applied to them

Blood and Shell casings now stay for -very- long periods of time (no more quickly vanishing blood or shells)

--In addition Bullet fed weapon impact marks do not dissapear anymore, save for rocket/plasma & bfg marks

Extra blood spray & enhanced Gore/Gibbing effects, Player also will now bleed when injured.

*Note - Also modded Z-Sec shotgunners per pellet damage from 3 to 5, may not sound like much, but on marine/vet he can kill you 2 close range or 4 mid range shots, so beware of him in nightmare as 1 shot kills normaly. /*

*Note2 - Also changed the imps leap attack damage by 2 from "8" to "10", didnt feel right for it do only do the same damage as the claw attacks, + it makes you jump more :) *

CyberDemon battle also changed slightly without totaly altering it, Changes include his Rocket Direct fire damage is raised by 80% & and splash range raised by 600%!!!, In addition also raised his FOV (Field Of View) cone to 180 degrees to simulate true peripheral vision and also raised the knockback to any direct rocket hits landed by 2.5x,

"So be sure to watch thos edges if he manages to hit ya directly".

Also raised his HP's to 6000 from 4000 "can you go the distance in nightmare ;)"

--So the battle is overall a bit more difficult now, Be warned however that the cyberdemon is now a literial nightmare now when playing on nightmare difficulty and can be quite hard in that situation.

:Also have added some of Trent Reznor's amazing sounds from the Enemy Z-Sec's & Commando weapons that ID oddly left in ;) All the weapon sounds he created are present from enemy soldiers/commandos including the: "Pistol/Shotgun/Machinegun/Minigun" also included is his Amazing! -HellKnight- vocals and all -Zombie- sounds from a prior soundpack.

Known Issues:

:Fully works with version 1.0 (CD-Copy) & 1.1 of DooM-3 cannot a-test to it's functionality with any later versions:

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!! - This minimod is ment as a "StandAlone" mod it could have unforseen compatability issues with other mods if you have them installed at the same time as you use this mod - !!

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:Also just like all other mods currently for doom3, this mod will fubar any personal "Mid-Level" and "Autosave" you currently have, only the initial level save will load properly, any other will default load to the beginning of the level your currently on.

Contact info:

Aim : DeSlayer79

Msn : [email protected]

Y! : dairymandelequa

Email : [email protected]

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