the nightmare. WarlorD69 has supplied the mappack that will have you laying awake at night wondering how you can get through all four levels when they are laden with monsters, all done in the [i]hellish[/i] style. The design of this pack is very well done and the quality is there, however, if your machine is at the lower end of the scale, you may want to sacrifice quality for playability. The number of monsters found in INSOMNIA is high, so the possibility for some serious fragging is equally high! If you think you have what it takes to walk away with bragging rights, then all you need to do is start your download now! refer to the readme for the developer's notes.
made a couple of Quake 2 and Serious Sam maps, but they weren't that all great. I've spent quite a while trying to perfect this map, and since I can't model or animate I was pretty much restricted to making indoor areas. I hope you'll enjoy this map. -------------------------------------- Changes since [file="33269"]version 1.0:[/file] -------------------------------------- 02-06-2005 - Added more ammo and health, fixed typo in splash gui. The slowdown during the hell elevator still needs to be fixed. Just avoid fighting the lost souls while riding the elevator for now.
bullseye has fixed that with adding many portals to the map. This greatful map is now totally playable and enjoyable with this version!
"entrances"... Watch out!
It aims to provide the feel of the original single player maps in multiplayer. Maps that were already included in Mappack1.0 have been updated. The maps contained in this mappack, along with a brief description of each, include: [b]InHell[/b], Episode with 19 maps, by Doomi In the new episode you'll have to find your way without flashlight. You'll also miss the PDA and its helpful messages. You're all on your own. But you have unlimited stamina while finding your way through the forecourt of hell where you're trapped in! [b]Final Key[/b], Single Map, by Zombie For centuries the red planet had alluded the feet of mankind and drummed up strange fables of alien civilizations. In the early part of the 21st century several research missions were sent to explore the possibilities of alien life on Mars but something else was found instead... [b]Teh Base[/b], Single Map, by wARmAcH1n3 You are a security guard on one of multiple mars stations. You are just enjoying a holiday, when you get an emergency signal from one of your neighbour stations, which works on a secret project. Your mates are already on their way out there and you start to move your ass to this station to do your job. [b]Sigma Core[/b], Single Map by Quaker-X The Sigma Core extends the story of the game and offers up unique gameplay and visuals. There are plenty of enemies, and a long journey to keep you on your toes at all times. [b]Lost Facility[/b], 2 Maps, by Robert "BJA" Hodri This map is not ROE compatible and there are no plans for a conversion. The map is split into three parts: [list][*] "bja_lostfacility_intro" [*]"bja_lostfacility_part1" [*]"bja_lostfacility_part2"[/list] You can load each part seperately by just typing the mapnames in the console. [b]Evacuation Protocol[/b], Single Map by Guy Burkhart (bucket/bkt) You return to flickering lights, bad attitudes & a busted heating system. Home sweet home, except something didn't quite feel right. It was colder than usual, & there was a strange feel to the air... [b]Place of Malice[/b], RoE Single Map by Zombie Massive invasion of Mars facilities resulting in a 99.7% death rate among researchers and personnel. It is the worst space disaster in UAC history. [b]Once upon a time[/b], Single Map, by Thomas Creutzenberg A different time, a different world ... There you are. In the middle of nowhere. Your jeep just broke down next to the old complex which was invaded by enemy forces a long time before the eighth war. You need a new vehicle to escape ... and they know you're here ... [b]Tutorial 1-4[/b], Tutorialmaps for OpenCoop mapping OpenCoop is a co-operative based mod for the popular id Software Game 'Doom 3'. It aims to provide the feel of the original single player maps in multiplayer. The complete information for each map is contained within the download, along with credits. Refer to the readme for more information.
mini maps. The third is called Escape from Hell and has 5 mini maps. The fourth is one large map and is the Return to Hell map. There had been issues with missing textures and missing waves files and survival map in the Journey episode not working after the archvile is killed. Now all the maps are in series and if the files are placed in the right folders, hopefully everything will work. Please let me know is there are any missing sounds (the symptom is the annoying whining pitch in the background) or missing textures (symptom is black walls, floor and such) or missing models or monsters (symptom is a small black box sitting there in the map). Or if you get stuck in any level (esp. hell museum or survival). PLEASE rate the map and if it is crap say so, if you like some parts say so, CONSTRUCTIVE criticism is HUGELY appreciated. -------------- Changes: -------------- - More enemies (hence the Hardcore label) - A bit less ammo, still more then enough to get the job done - Optimized and retextured and redone the sounds and connected all the maps. - It should work for everyone now - Total playtime is 3-4 hours depending on how one plays NOTE: A patch is available for this file. Download it [file="53646"]here[/file].
R&R after four weeks overtime. It\'s a long way from Marscity, let alone Earth, but it\'s a start. You return to flickering lights, bad attitudes & a busted heating system. Home sweet home, except something didn\'t quite feel right. It was colder than usual, & there was a strange feel to the air. You shrugged this off with a nice warm shower before hitting the sack, it was just the lingering feeling of those god forsaken tunnels. Finally asleep, your dreams weren\'t about the usual scantily clad women on the beaches of Earth. All you could see was death, everyone around you was dead. The screams of your fallen comrades filled your head. These dreams seemed so real. That unnatural feeling so strong, something was different. Suddenly, you awake. It wasn\'t a dream.
(you cannot see the floor also there\'s many pit) 3rd Stage = Run B#TCH Run by monsters 4th Stage = The Machines Zone (Hard) 5th Stage = Unknow zone (You\'ll find out)
latter, then you will be happy to know that bullseye has worked his magic once again, and has returned to D3Files to share it with you! This version of mars_city_upgrade will open up some doors for you, the D3 gamer; it will allow you to take a breather in your bedroom, and, in mars_city2, you will see the epilogue of R. Roland, the last mars_city civilian alive... What you get with this download is: [u]mc.map[/u] [*]This is the reworked first level of Doom 3 (Mars_city) where you will see a VIP area with your bedroom, and the ACO offices and administration access (copied from the original third level) . [u]mc2.map[/u] [*]This is the reworked third level of Doom 3 (Mars_city2) where you will still see the previous VIP area, and also the "departure lounge" (copied from the original first level) with a junction between its footbridge and the "reception" room. [b]Some hints for other changes include:[/b] Why could we not visit the ACO offices, and administration access in that level? Is there not any way to come back to the departure lounge? Refer to the readme for additional information.
2 experience within the DOOM 3 engine. It is also a work in progress still. It has been tested on several Nvidia graphics cards including GeForce 6800 Ultra, GeForce FX 5200 and GeForce 4600 TI. You get ultimate performance in this level using the recommended card for DOOM 3 which is the GeForce 6800 series of cards. Using the other two cards the level played ok, but the FPS was very low in certain areas. There have not been any test\'s with ATI cards, or any other cards. If you run into any issues, please let me know.
well. The game ends when you see the small room with the \"Exit\"...
quiet, but that will quickly change. The setting is a Genetic research facility that you have been sent to investigate after communications cease. Whatever, it's a familiar storyline, you've heard it all before... This map incorporates many intricately crafted sequences as well as heavy usage of scripting. [/quote] Sounds fun, no? Downlaod below!
intentions of it being both beautiful and terrible...a tough combination to pull off, if you ask me! however, I think that he has done a fine job of it! Kings Cemetery brings you a little closer to Hell, and keeps you there for the duration...your only chance for survival is to use your head, rely on your smarts, and keep your wits about you...having the ability to hit what you aim at won't hurt either :) Be sure to check all of the dead bodies that you come across for anything of value, such as ammo; You will also be able to obtain new weapons and the much sought after med-kits, making the Marines valuable, even in death. Every room has the potential to yield something of importance. Pay special attention to the Pentagrams and any other elements of the environment...they can be very important to your survival! As with any developer, WarlorD69 is interested in what you have to say and what you think of this map, and with any luck...maybe we'll see a part 2 at some point... Refer to the readme for the developers notes.
suit this environment well (courtesy of findsounds.com). The Gatehouse takes place two decades after the events in Doom II. In rural Europe, there have been reports of horrifying stuff going on in some "cursed" castle (something about monsters, chanting, and growling). In light of the recent events involving Hell, Humanity took the initiative and made the first move. A strike team of hardcore marines have been sent in to neutralize whatever it is that is going on in there. At any moment now, you can start regretting choosing this line of work, the only good thing is that you're assigned to cover the entrance... For the past few hours, you have sat out in the brisk canyon just shy of the drawbridge, listening to the radio chatter of gunfire and growls. Guard duty sucks. Suddenly, you hear pistols firing off in the Gatehouse nearby.... Refer to the readme for additional information. [b][i]NOTE TO ALL MEDIEVAL MAPPERS:[/b] I am giving full permission to everyone to use my media (textures, models, etc.) for their own new maps, as long as they credit my name in their own readme's. Should any of you need my custom assets, there are additional instructions in my readme file labeled "evilartist001.txt". You need to read ALL of those instructions.[/i]
there for the sake of making the facility look larger. Now you can explore this area, which also extends the gameplay to somewhen between 45' ~ 1hr depending on your gaming skills. Also, if you are curious as to what my current venture is in modding, look for a secret within the level ... :)
valuable materials such as fuel and plasma. You are a lone marine who survived the attack and now looking for a way to escape the UAC complex. After your battle though the T-Lab complex you made your way into the Refueling Station only to find out that once again you are not alone. ------------ Warning ------------ This map isn\'t for everyone. The theme of this map is non-stop killing and those who never played the oringinal Doom games may not feel right at home here. I\'ve done everything I can to balance everything to make the gameplay enjoyable. Many beta testers have played this map and most of them never had any problems with the gameplay. Again there are some really huge fights in the end of this map and some may find it too difficult, even though there are plenty of items to keep the gameplay fair. I really suggest starting on the lowest difficulty setting when first playing this map.
people at the 2004 Computer Gaming Conference and other beta testers. So, here it is.
game Doom 3. Type in the console(ctrl + alt + ~) \"map Diplom\". Description: My diploma(\"Development of the input group\"), built in D3Radiant.
Doom RoE, that is sure to WOW you like no other...this version comes with some fixes and many additions including two new levels! Tested is not for the faint of heart, it is intended for seasoned, Doom3 veterans, and anyone else that can find their way to the download link; Rareg has designed this map to give even the die-hard Doom3 gamer a run for their money...however, if you\'re looking for a challenge, and want to be \'tested\', (no pun intended) then you are more then welcome to step up and prove that you are a man! (Or a lady...whatever the case may be ) Some of the changes in this version include: Added a new sections Improve the desing Fixed many details Added two new level Added new music four months of hard work went into all 711 megas of Tested (v7.0), and it shows, the wait time for the download to complete is well worth it! This Doom3: Resurrection of Evil Single Player crowning achievement will have you glued to your monitor from start to finish...can you think of a better way to spend your time with Doom? You can find many styles of levels, linears or sometimes you are going to need items to get out of them, some of them are remakes levels from doom, doom 2,doom 64, so forth. You are also sure to enjoy the new textures, models and music that have gone into this version, and the fact that the estimated play time for this release has been bumped up...you\'re now looking at approximately 20 hours to completion!
Nightmare Email- Sasha_Shaman@mail.ru Compile Machine- PC Pentium 2.6 Ghz HT Compile Time- 6 min. Build Time- 4 weeks Tools Used- DOOM3Editor Thanks to: Many thanks Shaman for the help on creation triggers and monsters... Sio_s KirK All My Friends and id Software for Doom3
demons. Benjamin Pulido.
that would dare to oppose you! Bassein_2 is all about making sure you do onto them before they do it to you, and if you're in the mood to kick some serious tail, then this map is the perfect setting! Get ready for a fragging good time. Enjoy.
note attached to this file for the (v1.2 | Lite) user: The Lite version is much more smaller because all of the E3_ALPHA resources used by the old demo SP beta maps have been removed; To use this package, you will need some mods that brings the features and resources to meet the requirements that this old demo beta SP maps asks for... in other words, you will need these resources to be in the same folder as this download and the best and easy way to be able to play these old but very special maps would be to load it using some of the latest E3 ALPHA based mods, made also by Dafama2k7. E3-ALPHA 2k2 SP Demo (v1.2 | Lite) are originally three custom Single Player maps fully designed by the genius minds at [i]Id Software[/i]; The changes made by Dafama2K7 are few, but make an big impact. He has removed some things like Cinematics and some custom animations and more.. [b]Some of the changes include:[/b] Added full shadows to the E3 maps Included custom work in the package Removed the Cinematics Small fixes to the scripts If you want to enjoy this file as it should be, full sized, and with all of the bells and whistles contained in the maps then you will want to make your way over to [file="96196"]E3-ALPHA 2k2 SP Demo (v1.2)[/file]. Enjoy. Refer to the readme for more information.
Demo (v1.2) are originally three custom Single Player maps fully designed by the genius minds at [i]Id Software[/i]; The changes made by Dafama2K7 are few, but make an big impact. He has removed some things like Cinematics and some custom animations and more.. [b]Some of the changes include:[/b] Added full shadows to the E3 maps Included custom work in the package Removed the Cinematics Small fixes to the scripts If you want a smaller download, with less bells and whistles contained in the maps (ie: smaller maps) then you will want to make your way over to [file="96197"]E3-ALPHA 2k2 SP Demo (v1.2 | Lite)[/file]. Enjoy. Refer to the readme for more information.
already, then you should consider getting a refund on those thoughts, you don't want to miss out on the first [i]finished[/i] map by Viktor A Lundberg; This map is the result of work which has spanned a couple months, and it shows...there is nothing 'slapped together' here, this is a great map for some great fun and action! The Omega Labs were one of the first military installations on Mars that was built by the UAC. Recent meteoric activity has caused a number of strange and unexplainable incidents. You have no idea how long you've been out but something has gone terribly, terribly wrong. Now that you are conscience again, you have only one major priority...find a way off the station without becoming dead. Can you do it? Do you think you have what it takes to see this mission to to the end? Refer to the readme for more information.
in the action, and may even get a scare or two out of you! The gameplay of this map is above average with the potential of hooking you into playing it over and over; You'll appreciate the design of Junon, as it is a good indication of the amount of time and hard work that was put into it's development. You'll also enjoy a pretty good framerate with this map as well, which goes to the great playability. Enjoy the action, enjoy the atmosphere...enjoy Junon! Sorry for the readme, I was unable to translate.
heads-up! From the imagination of Tombery comes an extremely well made Single-Player map that that has to be played to be believed...and of coarse, enjoyed. The story of this map is somewhat unique, you are traveling to an unknown destination when you happen across a rather large drifting space faring vessel; You investigate the apparent ghost ship to determine the reason behind the missing crew members, and find what Hellgate is all about... If you think you have what it takes to see this mystery to it's concludion, then lock-n-load Marine...and don't forget to pack some extra underwear, you'll need them! Refer to the readme for more information.
rings a bell...where have I seen that map name before?\"[/i], it\'s not a coincidence... bullseye thinks very highly of the game [b]Counter Strike Source[/b], so much so, that he has taken what he calls [i]\'the most played and the best multiplayer map in the world\'[/i] and has (quickly) made a Doom3 map based on it. With the addition of de_dust2 to your collection, you get the best of both worlds ...you have the Doom3 experience, and a great new map that is unique to the Doom universe! Totally enjoyable! Refer to the readme for more information.
by and dropped off his sweet new singleplayer map for your fragging enjoyment! Once you find yourself in Omega Research Facility, you will be put to the test as you dispatch the vermin that have become a mainstay of the Doom Franchise! How did you get tov be in this location to begin with? Right before the disastrous invasion of the UAC\'s Mars outpost, priority cargo was shipped directly from Delta Level 2 to the former medical research and testing center, the Omega Research Facility on Earth. It contained a live specimen that the research teams had brought back from their expedition into the realm that was beyond the teleporter. UAC HQ has recieved a distress call from the facility in the early hours of the evening. There is a code red, the experiment is loose... Refer to the readme for more details including installation instructions.
download it to! You won't be disappointed....) This is the fourth map for Doom II remade for the Doom III player. Kev_Boy sat back, and thought...[i]"If I'd had this technology back then, what might the map have been like?" I'm glad to say I'm probably not to far off :)[/i] I would have to say that he is right... The Focus is a well done remake of the classic map that made [u]Doom[/u] finatics out of a lot of gamers, and keeps the fun-factor alive in yesterday's map rebuilt with todays tools. [b]Some features of this download include:[/b] All Areas Have Been Added A Purpose: a CPU Room, an Extraction Well, Crew Quarters, A Delivery Corridor, etc... Modern Version Which Plays More Like Doom 3. Classic Version Which Plays More Like Doom 2. [b]The classic version includes 'nostalgic-novelties' such as:[/b] Monster infighting. Corresponding difficulty levels. (Including Respawning enemies in Hard difficulty ala Nightmare!) No fall damage. No stamina (You won't get tired by running) The same weapons and monsters in the same locations in the map. Old-skool Keycards. The music track. (In Doomguy's PDA - Making it optional) Only one objective... Find The Exit! This download also returns you to the way difficulty levels were listed... [*][b]The classic version's difficulty levels:[/b] Easy = "Hey, Not To Rough." Medium = "Ultra-Violence." Hard = "Nightmare!" Nightmare = 'Ultra Nightmare!!!' (Doom II's Nightmare! Plus Doom 3's Nightmare! = Ultra Nightmare!!!) WARNING: Hard & Nightmare! modes require a seriously powerful computer. Refer to the readme for more information.
times back? Well you probably can't get but don't worry, there will always be something which will bring those memories back and give you more of that original quake. heXum and his team have made a brilliant doom3 map called Shamblers Castle. It really respects the old quake feel and they really have successfully managed to bring quake to doom3 engine. All new content is really professional quality. Environment is a bit of medieval and gothic, and also it is really detailed . New models are really top notch quality also featuring fluent and smooth new animations. Music is fast paced heavy metal ( :rock: ) which you unfortunately can't turn off. There is nothing wrong about heavy metal, but I would like to hear some ambient which would perfectly fit to quake atmosphere. New weapons include all of the old quake tools of slaughter! However, you can't obtain lighting gun anywhere at map but it is still included in this mod. It took me approximately 30minutes to finish this map, the ending is kind of dull or unfinished would be better word to describe it. But in wholeness this is probably one of the most best single player maps for doom3. So what you are still waiting for? Grab your old quake battle axe and spill some Shambler's blood dear fellow. - Lord Zurra -
time) Another cool feature i included is the ability to have unlimited ammo which will be included in our upcoming doom 3 Doom: Inferno. One change you will notice is that the weapons have a lot more kick as i have edited them. Enjoy!
rest. Utilizing my acquired mapping skills (which by the way still need a lot of improvement, and I mean A LOT), I achieved what I think is the most accurate recreation of the Facility from the classic N64 FPS title, \"GoldenEye 007\". I know it\'s not very perfect, but it\'s better than the recretions I\'ve seen on D3Files. And this was my first attempt at a detailed map. Anyway, I hope to improve my mapping skills, and I hope you enjoy this little MP map ;)
locked door and let yourself in. The vice president of the UAC had just welcomed his family to the UAC base on Mars for a visit when the demonic invasion hit. You find his bloody body along with his PDA in the hallway to the visitor aircraft docking station. You learn that his wife and daughter might still be alive, but they are somewhere in the executive living quarters hiding from the monsters. You decide to take the time and search for them and hopefully send them back to Earth safely. This is where the map begins. ----------- Credits: ----------- - Classic Quake monster "The Shambler" makes an ferocious entrance into Doom III thanks to [b]Obi-Wan[/b] - Misc. props contributed by [b]Chris Buck[/b] - Music and VO written and recorded by [b]Sonic Clang[/b] - GUI Script written by [b]SnoopJeDi[/b]
"E2M8" yet it doesn't really look like it, nor does it play like it. Actually, the real aim was to dispel the general consensus that the Cyderdemon is a wimp as it was in vanilla DOOM 3. -------------------------------- Cyderdemon Changes: -------------------------------- - Firstly, the new Cyb has much more health (I mean MUCH more, a realistic amount for what the demon is supposed to be). See the technical bit at the bottom for more information. - Secondly, it no longer shoots its rubbish little cyb_rockets, instead it now mirrors its original cousin in so much that it shoots the same rockets the player does. If you've played multiplayer, you'll know just how much one hit of these hurts, and it's a lot. In other words, if you get close to the cyb, you're history. - Thirdly, you don't have infinite stamina this time. This presents a tactical problem because when you're out of stamina, the cyb is quicker than you, so be careful and only run when you need to. I hope the above changes make the map a real challenge, but not in a silly way. Anyway, even though the map is finished, it ain't polished so should you have any suggestions about improving its look, let me know! Basically, besides the architecture just about everything can be changed reasonably easily, so any suggestions are more than welcome.
finer points of mapping. I would appreciate any feedback; the one bit of feedback i received involved portals and helped enormously. the next release will be the final version of these maps hopefully; after that, my next project will hopefully be planned out a little. i realize that these have no plot or plan to them they were mainly an exercise in learning the tools...
from D3H8TOURNEY by freilos, an excellent map) The theme for this map is a deep underground facility which is on the brink of being demolished by a volcanic eruption. The ground beneath the facility has broken open, creating a thick grey fog. I am a learner with doom3 maps so I tried to keep this map simple by avoided making detail like support beams and stuff.[/quote] Note: version 1.0 was unfinished and especially unoptimized (serious FPS issues); this is no longer the case with this one. For a review of this map, see [url="http://doom3.filefront.com/file/;31991"]Deep Underground v1.0[/url]
a few. To install, just unzip the file to youre DOOM³/base directory, go to the console and type map e1m1 and away you go! Known issues... - A walk through wall... I am not sure how to sort this at all, I am working furiously on it and will sort it ASAP - No music. Now corrected! - Not really an issue but... I haven't textures some faces yet and will get round to that shortly, but it's just some things like window frames and under doors etc... Hope you enjoy the beta! OLIAX.
map. You need the \"obihb_shambler.pk4\" file to play this map. Without this file the map will not work properly. To run this map bring down the console and type \"map obihb/obihb01/obihb01.map\".
the base and killing as many monsters as you can. The Ancient boss awaits you![/quote]
main originality of this level arranged in a series of trials: there is one arena in which you have to defeat several waves of enemies of increasing difficulty. These waves stand for missions that you are responsible to trigger on once you have gotten over one of them. In between the missions, you can drift along the corridors of the building to redo your weaponry, treat your wounds and you can also see how you perform: yep, there is a kill board! Actually, this level has several surprises in store but I will let them for your discoveries. And yet, this level isn't perfect. Here is the lowdown on what I noticed: - Bad FPS - Graphics glitches here and there - The missions' script can get stuck - The player is moving more slowly than usual (I think?) - You must complete the missions one after the other (no selection) Even so, this is one of the most original SP map I have ever played and I really advice you to give it a try. Besides, I have a hunch that a mod team will get in touch with Jooo shortly :) OK, I'm just doing voodoo here LOL -Bluehair
map based off of the mapper\'s home. It has two stories, and several Havoc objects. Every room has a panel whwew you can turn on or off the lights. Some of the computers play the ID logo opening, and there is a small second level. That was a un-bias review of the map. Now I\'ll look at the Pros and Cons. We\'ll look at the cons first, because I like to leave on a positive note. **This map has the worst FPS I have ever seen. I have a medium tear graphics card, and I can run the game well at medium quality. I set it on the lowest possible settings, and I got, on average, 0.75-0.5 FPS. That\'s right, less than 1 Frame Per Second. Low end systems or anyone that cannot play the game well on high are not reccomended to play this. I believe that this is due to the fact that every room has 5-20 havoc objects that move every time an alien teleports in. The level would have been much more fun if it wasn\'t like looking at a bunch of shapshots from a photo album. *There wasn\'t enough ammo. Pros: *If it worked on my computer, I would imagine that this would be one of the most fun maps to play. The level did create a good atmosphere for a futureistic home, minus the ever abundant zombies. *Being able to turn off everything, including music, was fun and the extra bonus level was funny. Good for anyone with overclocked, uber high quality, uber powerful systems. [/quote] THe FPS issue is now gone and this map is enjoyable, and worth a download. Check it out.
events: surprising! I haven't completely beaten it though... 'got dead before reaching the finishing line :/ I have been annoyed by the dropped fence at the beginning of the level: it blocks the player and in practice I like holding enemies at distance. At last, in future maps, it would be a good thing to evolve this formula: one room -> many enemies. It becomes too predictable eventually. *Good map* yet. You will want to play it in its entirety. -Bluehair
strengths. However, older gamers will feel nostalgic if they ever played Doom II. In some parts of the map I was getting a very low framerate, and when I wasoutside I managed to find a hole in the map where I could barely squeeze through and walk around. I also couldn't get out of the outside area, I had to kill myself to get back inside. The map is very simple but I am sure older gamers will appreciate the rustic charm of a classic game. I'm not sure how mainstream gamers will like though since there is very little room. Oh, and there is a nice suprise somewhere in the map ;). Reviewed by Liet
trains are automatic. I hope you will enjoy travelling and discovering the map :) Gergely Szombathelyi email@example.com
info: -------------- - Game type: Walkthrough - Single Player: N/A - Player load: it does not matter - Weapons: ShotGun, MachineGun, RocketLauncher. - Stuff: Medkits, Armor, Backpack. -------------- jONNY=[ReWire]=
info: -------------- - Game type: Walkthrough - Single Player: N/A - Player load: it does not matter - Weapons: ShotGun, MachineGun, Grenades, RocketLauncher. - Stuff: Medkits. -------------- jONNY=[ReWire]=
ShotGun, MachineGun, Grenades, PlasmaGun, ChainGun, RocketLauncher. - Stuff: Shards, Armour, MegaHealth, Medkits. - Secret places: 3 --------------
includes a couple custom textures and 1 ratcage.ogg sound file of a recording I made using a 7 string Ibanez guitar. The map is based on a real rat cage I made which is actually more ornate in real life as it has gold chain doors & Swarovski crystals through out the cage. I\'ve made two other cages before but this one is my favorite labyrinth design. My inspiration for making the cages in the first place was from playing doom.
True Survival v1.0 and below originally created by The Rogue Wolf (firstname.lastname@example.org) *** ===================================== NEW UPDATES by Dafama: v1.3...: - Fixed bugs. - Lowered power little for Commandos both Tentacle and ChainGun ones. - Fixed Pinky problem i made myself by mistake. - Pinkys now can really pass through small doors ! :D - Made to be able to fire while in reload, if there is at least 1 rocket charged. - Removed some stupid low ammo sound for the Machinegun weapon. - Added shiny look to all weapons, look even on dark rooms can be seen ! - Added support for D3XP (ROE), just rename the zzz_d-ts_d3xp.pk4.zip to zzz_d-ts_d3xp.pk4, but better is to copy the True Survival mod folder but with another name for example adding d3xp to that new name folder copy and then execute it from it. - Changed Machinegun weapon firing sounds.
real time for demonstration purposes, and also some examples of what one can do with a lot of hard work with the particle editor. The most noticeable changes are to the weapons of the bfg, chaingun, and plasmagun. All their particle systems have been completely redone using existing Doom 3 particle textures and also extensive use of new custom made textures. There are also some other particle effects you will notice. Some other details are added decals, glossy weapons, textures for the tutorial room, and some edited/added model textures. Link to my tutorial: http://www.doom3world.org/phpbb2/viewtopic.php?f=4&t=24303
already existing rooms. Tons of secrets, the password is 235 for the room with the keycode. If any of the textures are missing please report it to me on http://dopaminemachine.com/forums. Read the readme for more detailed description
manuscript. It says that there is an artifact which can cure zombies. This is our last hope, humanity\'s last desperate attempt to recover from disastrous pandemia. Your mission: find this artifact in the ancient temple and activate it. Be aware: long range scans of that place show nasty deathtraps and hideous mutants. Going there is practically a suicide, but we don\'t have any other choice, so prepare yourself well.
features. DM: Yes TDM: Yes LMS: Yes Tourney: Yes New Textures: Yes ( the sky... lol ) New Sounds: No New Models: No
I can beat it without cheats so you probably can. It's hard though so you won't beat it on the first try. ;) Of course, you can kill the cyberdemon no matter what you do so if the only monster left is the cyberdemon then you win!
Decoration) and there is one Single Player Start , so this map can be made into/converted a MP/SP map very easily.I Know alot of gamers are into or maybe were into Resident Evil , so I Hope You Enjoy.Any comments/feedback will be appreciated.
converted to .ZIP the mancubus.pk4 and copied again into .zip file and updated the version to 1.2 for easy understanding, sorry. v1.1 - First update release by Dafama2k7. The NEW Update is actually made by Dafama, yes, I only wanted to fix a minor bug that prevented many people to be able to load this great map. Basically the bug was that the .map file was not 100% compiled a mapname.proc file was not on the .pk4, the original author tell it the users to compile the map, i am sure he wanted to make the .zip file to be as smaller as possible. Now that .proc file is included and also i have added full shadows to all lights. Get this D3 SP map right now and play it, its worth it a lot !!! v1.0 - First original release by Smart333.
them all. If you have any problems with it, write a comment or a mail to me email@example.com. Thanks for other people for models, textures, skins and sounds. Have fun! By Djgrapes
"health-drainer-floor". ---By Sergiroth
getting more and more... Fight them back to hell, where they belong. In this dark map, a forest at night, owls screeching in the treetops, the ground is hardly lit and the tree trunks disapear in the night sky. Every player is followed by a small sphere, lighting the way with a spotlight and helps finding your opponents. Try not to loose it, they don't need a light to find you :D
textures, custom models
to extract. Music of level 8 of doom2. Many Cacodemons.
small sphere, lighting the way with a spotlight. The light can be shot, but it will return... For the EMZ mod seems to be a bit brighter in general, the main light will be set to a darker color, when the map loads. ================ Changes in v1.1: ================ As in the Original map for fmj, i changed the lights color and the spheres material for a warmer look of it. Added a glow for the sphere. I Altered the script a little.
that can be used for cover. In addition to screenshots, [URL=http://www.xfire.com/video/104a0d/]here's[/URL] a video of the map: In this map i altered the concept of how to play CTF a little bit. There are no team bases. The flaggs are placed in the middle of the map close to one another on the lower level. As the one flag is taken, the other one is put on top of the hill... Originally the flags were not supposed to be moved. I intended the flags to be under the hill and the goal to score to be on the hill. The way the bots are controled (brush based) made me change my concept.
actually capture the flag. It´s a very dark and atmospheric map, a forest at night, owls screeching in the treetops. The ground is hardly lit and the tree trunks disapear in the night sky. In "tof_petrified forest" every player carries a small light, so the nearer surroundings can be seen properly and the player is seen from far away. "tof_dark petrified forest" After testing the map on our server i added a version of the map without the individual lights, which makes the map even more fun to play - i suggest to play this version of the map, the light makes it too easy to find other players in the map. Team play is recommended in this map or it will be very hard to actually capture the flag.
comes with some fixes and many additions including a new level! Tested is not for the faint of heart, it is intended for seasoned, Doom3 veterans, and anyone else that can find their way to the download link; Rareg has designed this map to give even the die-hard Doom3 gamer a run for their money...however, if you're looking for a challenge, and want to be 'tested', (no pun intended) then you are more then welcome to step up and prove that you are a man! (Or a lady...whatever the case may be ) Some of the changes in this version include: Added a new sections Improve the balance Fixed many details in the textures Added two new level Added new sounds four months of hard work went into all 514 megs of Tested (v4.0), and it shows, the wait time for the download to complete is well worth it! This Doom3: Resurrection of Evil Single Player crowning achievement will have you glued to your monitor from start to finish...can you think of a better way to spend your time with Doom? You are also sure to enjoy the new textures, models and music that have gone into this version, and the fact that the estimated play time for this release has been bumped up...you're now looking at approximately 17 hours to completion!
will provide hours of enjoyment for even the most battle-hardened Mars marine! This is a huge map, with many secret rooms, prepare to spend hours just exploring. This map is especially good for using rocket jumping and strafing to gain that tactical advantage.
atmospheric map, a forest at night, owls screeching in the treetops. The ground is hardly lit and the tree trunks disapear in the night sky. Every player is followed by a small sphere, lighting the way with a spotlight. The light can be shot, but it will return... The teams will start in opposite corners of the forest.
Rooms is a small but highly detailed Single Player level for Doom III which consists of three zones, each providing a challenge for your very survival. There is no escaping the finer points that will stimulate the olfactory senses as you move about in this level, and equally, there is no escaping the dangers...spending to much time enjoying the 'prettiness' of Service Rooms may prove to be your downfall. [b]The three zones consist of:[/b] Sector A -with entry point and some rooms Sector B -with transport tunnle Sector C -with living and security rooms The downside of this download is that Psimorph has stated that the official Russian version of [b]Doom III[/b] is needed as this file contains some textures with Russian letters...he has also stated that it may work in other official language releases...so if it works for you, drop a line saying so. Refer to the readme for more information.
If you're a big fan of the 1999 smash it [url="http://www.imdb.com/title/tt0120616/"]The Mummy[/url], then this map will be something you are going to want to give a whirl. Taking place in, yup, you guessed it, Egypt, The muMmy For Doom 3 will have you battling powerful mummy's for your very survival! Although this is his first attempt at creating a map, Adolif has stated that he will be improving on this release as his knowledge base expands. [b]Some of the features of this map include:[/b] Mummy AI, replaces imps. An Egyptian map that is not indoors. The mummies are......very healthy, takes a long time to kill just one of them, not to mention 4. Start off with all weapons Have tons of ammo. I'll be interested in seeing what future releases look like, as this is an Okay map to play around in, and the challenge is there, but I can't get past the un-Doom-like colours...Good job though! Refer to the readme for more information.
for some Deathmatch-Action will be quenched with the addition of this map, developed by club sandwich to your collection. Not to worry, you won't be reduced to throwing rocks at your opponents, there are weapons located behind most of the doors...the trick is to stop running for your life long enough to collect them. This download is great if you're in the mood for some mindless violence...it's time to lock-n-load and get ready! Enjoy.
straight to the point, fight the demons that are defending the fortress! Once you load up Legend of Doom | DEMO LEVEL, you will take on the persona of Sgt. Dyne, and you are in charge of a squad of three; General Patton IV has commanded that you and your company investigate a strange obelisk found at a dig site near the southern pole of Mars. Once your toothpaste, extra ammo and clean socks are packed, you are to report to the shuttle bay for immediate departure.Your company is sent there via space shuttle. The members of your squad are: Private Radford Private Connoly Private Bradly Like his other mappack [file="88347"]The Skeletal Passage | Full (v1.1)[/file], this will be released one map at a time, this way, you don;t have to wait for the whole thing to be complete...you can enjoy it as it comes available; Once the last map is released, the developer will release a complete pack with all of the map...which will number at about 7 or 8. Refer to the readme for more information.
[i]challenge-level[/i] is not 'over the top' or anything, but, on the other hand, you won't be bored and you will have to use a fair amount of skill to keep from becoming dead... The background of Theta Labs (v1.0) is a simple one, an emergency call was received in the military centre, located at the UAC's Theta Research Labs; The scientists calling raised caution flags at the centre, which caused the military brass to decide to send in one of their own to find out exactly what is going on. You are sent in because of this, your mission is a simple one, you need to go in there and examine the facility and find out what happened, should you need to, your secondary mission is to liquidate everything that poses a danger. Refer to the readme for more information.
Ice Weasel brings you this 55 meg bundle of gaming fun, even if he has a somewhat dismal view on the future of Doom III; He is under the impression that D3 MP is no longer enjoyed by many, (and he is wrong, right? [i]right??[/i] Anyways..) however, he still uses it [i]as a test bed for all sorts of nefarious engine-based tomfoolery.[/i] Because of this, he (as well as D3Files) is happy to present the Origin Facility: Revisited - the big, dirty, unwashed brother of the [b]Origin Facility[/b]. It's dreary, it's derelict, and it's deserted.... This is a very intense map, visually speaking, and was originally intended to look good more than anything else. there are a lot of particle effects and details with brushwork and lighting. as such, older computers might not be wholly up to scratch with running it. Refer to the readme for additional information.
removed some things like Cinematics and some custom animations and more: [b]Some of these changes include:[/b] Added full shadows to the E3 maps Included custom work in the package Removed the Cinematics Small fixes to the scripts There are also some recommendations made by this developer so that your gaming adventure is optimum, such as running these maps with the latest release of his Alpha Mod and more... You'll notice that this file, at 8 megs pales in comparison to it's big brother: [file="92272"]E3-2k2 maps (v1.0)[/file] which weighs in at 167 megs, this is due to the developer removing all of the E3_ALPHA resources used by the old demo SP beta maps; Because of this, you will need a mod that contains the features and resources in order to meet the requirements of this download. [b]You will either need the:[/b] [file="87542"]E3 Look (v1.1)[/file] [b][i]OR[/i][/b] [file="83445"]D3E3 Alpha Feel | Part 1 (v1.0 - Base | RoE)[/file] [file="83446"]D3E3 Alpha Feel | Part 2 (v1.0 - Base | RoE)[/file] [file="84824"]D3E3 Alpha Feel (v1.1 - Base | RoE)[/file] [file="86007"]D3E3 Alpha Feel (v1.2 - Base | RoE)[/file] [file="86145"]D3E3 Alpha Feel (v1.3 - Base | RoE)[/file] Refer to the readme for more information.
possible experience possible! E3-2k2 maps (v1.0) are maps originally three custom Single Player maps fully designed by the genius minds at Id Software; The changes made by Dafama2K7 are few, but make an big impact. He has removed some things like Cinematics and some custom animations and more: [b]Some of these changes include:[/b] Added full shadows to the E3 maps Included custom work in the package Removed the Cinematics Small fixes to the scripts There are also some recommendations made by this developer so that your gaming adventure is optimum, such as running these maps with the latest release of his Alpha Mod and more... Refer to the readme for more information.
previous release (v2)...just updated! The developer has stated that he had used the wrong elements. Download and enjoy! [quote] ITALIANO Salve, questa è la parte in italiano. Allora questo file è la successione del vecchio The Killing Field. L'ho creata apposta per divertire gli altri compagni che giocano a Doom 3. Grazie a un mio amico afullo, ho imparato molte cose di doom 3 creando le mappe. Lo ringrazio molto di avermi aiutato e spero che con lui molti si trovino bene. Spero che, come ha fatto prima, metta questo file in filefront. Ciao a tutti spero che prendiate il mio file. Saluti a tutti e a te afullo :) Rough Translation: Then these rows are the succession of the old The Killing Field. L' I have created on purpose in order to amuse the other companions who play to Doom 3. Thanks to a my friend afullo, I have learned many things of doom 3 creating the maps. I very ringrazio to have to me helped and hope that with he many are found well. I hope that, as it has made before, it puts these rows in filefront. Hello to all I hope that you take my rows. Salutes to all and you afullo:)[/quote] Refer to the readme for more information.
contains 5 floors. Look for strange things. P.S. there is a sniping post for really crafty people.
Plasmagun weapons. Enhanced ZCommando Plasmagun and BFG fire rate and FX. Updated materials, particles and FX. Removed weird metallic thing in the weapons, beucase this mod doesn't look good with them. Note...: Believe me, it's updated and fixed much more than it seems, specially try the NEW ZCommandos with a Plasmagun, BFG or FlameThrower weapon. :D
between open fights and getaway - chasing battles. There are at least three ways out of most rooms. The heart of the map - at least in the test games - is the container area. If you need to frag someone, go there. The pk4 contains two versions of the map, a bigger one for 6+ players and a smaller one for less players.
site (Italian) and I have understood everything
you're a fan of the classic Doom III levels, then this download will definitely suit your tastes! We have an older MultiPlayer map released for your enjoyment...actually, Lock Down would be considered [i]older[/i] by the developer only, as he created it a long time ago, however, until today, he had not released it to the public. This map comes from a time in Doom's past when the thought of the day was [i]the darker the better[/i], so this map may not be to every bodies liking, but for a few of you hardcore DOOMers, this will be like a trip down memory lane. Refer to the readme for more information.
started out as a design test, we can be thankful that the developer had decided to release it so that the [b]Doom III[/b] community can enjoy it! Maginot Line Bunker is a resurrection of the World War 2 era Maginot Line bunkers created by the French in defense of the Axis forces; With the exception of the Great Wall of China, the Maginot Line was the greatest system of permanent fortification ever built, and probably the last. In spite of this, it has remained relatively unknown as far as its technical construction and history are concerned. What is known about it is its unenviable reputation for being the greatest White Elephant of all times. [img]http://fortress.wl.dvgu.ru/img/barak-m.jpg[/img] [img]http://fortress.wl.dvgu.ru/img/storm-m.jpg[/img] This is a fun SP map for all to enjoy! Refer to the readme for more information.
[i]Recycling 2[/i], so now you can relive and enjoy once again this map with a few additions/changes made. How cool is that? From the developer's mouth: [i]"This is a scene from the original Doom 3 official SP Map "Recycling 2" plus a lot of bots trying to kill use, it is very re-playable, enjoy killing all kind of demons in this arena :D"[/i] The developer has stated that there are no known bugs in Recycling2 Arena1, which is good news for those of us that like to play a map and not come up against any hiccups...it's always best when things work the way they are supposed to! The most important objective of this map is to [b]survive[/b], if you think you can accomplish this objective, then start your download now! Refer to the readme for additional information.
developer, he does have great taste in [b]Doom III[/b] maps! This Single Player map is great for any gamer out there that has an appetite for working alone and doing battle against some AI baddies! [i]Story (kind of)...: Omicron I is an aging facility on the outskirts of the UAC Mars complex. Used primarily for advanced weapons research, its remote location makes it ideal for heavy ordinance and experimental weapons testing. It is accessible from Mars City by a freight loader track that ferries supplies back and forth.[/i] Refer to the readme for installation instructions.
of this map. What the developer has done is he played with the hell texture set. HellFun is a good choice for downloading for a bit of good ol' [b]Doom III[/b] action, and is fun to play, and the modifications to some of the baddies throw a bit of 'newness' into the game. [b]Some of the changes made for this map include:[/b] Projectiles are a little faster and more powerful from the imps and cacodemons Some monsters will drop weapons and items The cyberdemon at the end that can be killed by normal weapons It has also been stated by the developer that he has attempted to keep the map balanced for a more enjoyable playing experience, and the only known issue that he has found is[i]"Blue light doesn't break after picking up mega"[/i] For those of you that like some good campaign-fun, phizix also made mention that he is working on another map, and possibly more, that will tie into this one...Sounds good, eh? Refer to the readme for additional information.
[b]Doom III[/b] in the only way that a superbly made Single Player campaign can. As with the previous Full version release, he has also edited Parts 1 and 2, which means, this is a whole new experience! Another bonus with this download is that, aside from receiving the re-worked versions of the first two released maps and the base map (where you will start from), you also get the third part, which finishes off The Skeletal Passage adventure. This whole adventure starts off with your trip to Mars, where you come across a teleporter that appears to be unknown to the rest of the populous; Now, even though [i]curiosity killed the cat[/i], we can assume that you either never heard of this saying before, or you are not a cat person... With the ending of the first part, you start off the second by venturing through another portal...the only thought that occupies your mind at this time is: [i]when you will escape this place?[/i] Taking a moment to gather yourself, and prepare for the worse, you notice that there is a gate in front of you...and a second thought then emerges...[i]\"I wonder what lies beyond?\"[/i] Sadly, the only way to know for sure is to wait for your download to finish, and fire up The Skeletal Passage | Full (v1.1)! Changes in this version include:[/b] Fixed error: You can now access all maps in order with no problems Refer to the readme for more information.
foremost...[u]protect your skin[/u]! If you can't keep yourself alive, it will be extremely hard to finish this map... Fight the Swarm 6 (sp_Art) is waaay long overdue, but, as the saying goes...[i]better later then never[/i], even if you have played this already, it is worth going through again (and again), quality maps never loose their luster! In this release, the premise remains the same, remain alive while everything around you is killed...but, in this map, you have an ally...there will be a sentry bot to aid you in the [i]remain alive[/i] part! However, he is only activated at a certain part of the map. Once you fire up this map, you will need to choose a weapon before you start the good fight, as you will be Fighting the Swarm for X Number of waves before the level will end. Unlike previous versions you are limited to one weapon in this version, with one additional weapon available as you move on. [b]Some features of this download include:[/b] Compatible with Base and RoE Sentry Bots available The tag line for this map is summed up well by BanalityDUFF, [i]"Shoot. Shoot some more. Don't die."[/i] Have fun! Refer to the readme for more information.
make it [i]Doom III: Resurrection of Evil[/i] compatible, and the result of this re-work is what you are about to download: Fight the Swarm 1 | Remake (sp_Fight1 - D3 / RoE)! We have, for your [b]Doom III[/b] gaming enjoyment, the first (remade map) of seven in the Fight the Swarm series by BanalityDUFF! It is waaay long overdue, but, as the saying goes...[i]better later then never[/i], even if you have played this already, it is worth going through again (and again), quality maps never loose their luster! This is a remake of the original [i]Fight the Swarm[/i] map (sp_Corridor), Its rather small because it is modeled after the first map that BanalityDUFF has ever released for Doom III, and he was still getting his doom-legs. The object here is a simple one, if you choose to, you can stand around and lay waste to the hordes of Zombies. [b]Changes in the 'Remake' version:[/b] Now compatible with RoE Access to the Double Barrel Shotgun when playing the XP version Small fixes and modifications made The tag line for this map is summed up well by BanalityDUFF, [i]"Shoot. Shoot some more. Don't die."[/i] Have fun! Refer to the readme for more information.
never[/i], even if you have played this already, it is worth going through again (and again), quality maps never loose their luster! This is the original [i]Fight the Swarm[/i] map, this is the one that started off the series. Its rather small because it was the first map that BanalityDUFF has ever released for Doom III, and he was still getting his doom-legs. The object here is a simple one, if you choose to, you can stand around and lay waste to the hordes of Zombies. The tag line for this map is summed up well by BanalityDUFF, [i]\"Shoot. Shoot some more. Don\'t die.\"[/i] Have fun! Refer to the readme for more information.
download is that, aside from receiving the re-worked versions of the first two released maps and the base map (where you will start from), you also get the third part, which finishes off The Skeletal Passage adventure. This whole adventure starts off with your trip to Mars, where you come across a teleporter that appears to be unknown to the rest of the populous; Now, even though [i]curiosity killed the cat[/i], we can assume that you either never heard of this saying before, or you are not a cat person... With the ending of the first part, you start off the second by venturing through another portal...the only thought that occupies your mind at this time is: [i]when you will escape this place?[/i] Taking a moment to gather yourself, and prepare for the worse, you notice that there is a gate in front of you...and a second thought then emerges...[i]"I wonder what lies beyond?"[/i] Sadly, the only way to know for sure is to wait for your download to finish, and fire up The Skeletal Passage | Full!
this download, and has released it with an example file, for ease of learning; It's best to have [url="http://www.adobe.com/products/acrobat/readstep2.html"]Adobe Reader[/url] in order to open this download, as it is in .pdf format. Refer to the readme for installation instructions.
trip to Mars, where you come across a teleporter that appears to be unknown to the rest of the populous; Now, even though [i]curiosity killed the cat[/i], we can assume that you either never heard of this saying before, or you are not a cat person... With the ending of the first part, you start off the second by venturing through another portal...the only thought that occupies your mind at this time is: [i]when you will escape this place?[/i] Taking a moment to gather yourself, and prepare for the worse, you notice that there is a gate in front of you...and a second thought then emerges...[i]"I wonder what lies beyond?"[/i] Sadly, the only way to know for sure is to wait for your download to finish, and fire up The Skeletal Passage - Part 2! benny_jay has stated that this release is small, however, he has also stated that the third part will be bigger. If you feel you have what it takes to make it through this passage, then you have only one thing to do, start your download. Remember, the exit strategy remains the same: You must now journey to the end of this place to return to Mars...hopefully. Getting to the end will not be as easy as you think, there are a lot of baddies that stand between you and the exit sign...including a monster or two. Refer to the readme for more information.
finishes...the developer has stated this this [i]is[/i] the absolute last chapter in this series...there will be no more, unless he decides to make one; So for now, treat Fight the Swarm 7 as the final chapter. ;) After much turmoil to thwart [i]The Swarm[/i], the Marine (you) it seems has been duped. The Marine had followed the doctor's PDA down to the last dotted 'T', and this battle was supposed to be over;[i]The Swarm[/i] had been defeated at every turning point, their invasion halted. After the battle at the 'Art House', the Marine was teleported into the [i]Labyrinth of many Rooms[/i], this labyrinth appeared shockingly like the original location the Marine had engaged the Swarm. Something seems different here though, the air is thicker and blood seeps from the very walls. The corridors are filled with the screams of the dieing as the Marine takes his first quiet steps forward...Welcome to the Mae, will you find your way out? [b]Some spoilers have also been provided:[/b] Each colored area has one secret area. These areas hide new weapons and ammo. (They can be found by the indent in the wall...or if you rub up against it, the wall will open. If you find a white light on the ground and have a lot of ammo, jump on it. Doing this will cause the shift change and cut off any monsters currently in the previous colored areas. The tag line for this map is summed up well by BanalityDUFF, [i]"Same idea. Shoot. Shoot some more. Don't die."[/i] If you think getting out of Fight the Swarm 7will be easy, then think again...good luck, you may not want it, but, you'll need it. Refer to the readme for more information.
story...to add to the sweetness of this release, the developer has added that this download of The Skeletal Passage is the first of three! The story starts off with your trip to Mars, where you come across a teleporter that appears to be unknown to the rest of the populous; Now, even though [i]curiosity killed the cat[/i], we can assume that you either never heard of this saying before, or you are not a cat person...whatever the reason, you stepped into the teleporter and you ended up in this strange place. You must now journey to the end of this place to return to Mars...hopefully. Getting to the end will not be as easy as you think, there are a lot of baddies that stand between you and the exit sign...including a monster or two. Refer to the readme for more information.
awhile! this Single Player map will have you moving around aimlessly, doing a 'shoot 'em up' style of gameplay. [i]Death Awaits you all! ...with nasty big pointy teeth![/i] This is a fun map to kick back to, while letting the brain cells rest for a bit, so if you want a break from it all, click the download link and enjoy some mindless gun play. Feedback and [u]constructive[/u] criticism is welcomed by phizix, and I look forward to seeing...and playing more of his creations as they are made. Refer to the readme for more information.
Zoo for your gaming pleasure. If you are looking for something different in your Doom universe, then look no further... [i]'You have been invited to come visit UAC's own demon zoo! Just be safe and remember that cake is awesome...'[/i] and if you think you have what it takes to enjoy the show and see what UAC has to offer to entertain you...and walk out in one piece, then prepare for some serious Doom III fun! If this is something you are interested in, then the only thing you need to do is pay the price of admission...which just happens to be a successful click of the download link...simple, eh? See you inside... Refer to the readme for more information.
[file="http://doom3.filefront.com/developer/aphexjh;24531"]aphexjh[/file] has released a map of this same name already just this past December, however, that version was the Multi-Player version...this one is the Single-Player version! Coeptus will provide you with some intense SP action that we all long for, so wash your face and put on a clean pair of socks...you're about to earn your pay Marine! For the Multi-Player version, [file="85215"]click here[/file] Refer to the readme for more information.
This download follows the story line set out in [file=\"79395\"]Hell Over Here[/file] and [file=\"79840\"]Hell Over Here (Part 2)[/file], the story is a typical one, all is well, until one fine day, Outpost 172 ceases communications; Because you\'re the top dog, or maybe it\'s because you\'re on somebodies naughty list, you\'re the one that is sent to investigate... After being sent to Outpost 172 to investigate why communications have been caught off, you find that, aside from still being alive, your job is not over...now you find yourself in Hell, and your mission parameters have changed slightly...this is no longer an Intel gathering excursion, this has now become a fight for survival...a fight for your survival! Part 3 begins once you load up the map,as the hero, you find yourself back on outpost 172, in the Delta section; Betruger is still insane, as usual, and, true to form, he wants to take over the world...but that\'s not your concern right now, you just need to get out of there! That is, if you can... Refer to the readme for more information.
increase the [i]challenge factor[/i]! veteranD3 is exactly what you want if you found that the stock Doom III adventure no longer holds your attention, so, drop your socks and grab your weapon Marine! It\'s time to lock & load and dispatch those baddies with extreme prejudice! [b]Some of the changes in this mod include:[/b] Most of the enemies are doing more damage Now you can kill the Cyberdemon with any weapon Now you can collect armor up to 200% Security armor now give only 25% armor Armor shards give only 2% armor Cells,clips etc. now giving less ammo Only grenade,rocket launcher, bfg and chainsaw can gib zombies Added new shell casing sounds(hopefully i will replace in the future with a better one) Added new menu music Some weapon sounds and/or skins are changed And more! Refer to the readme for more information.
more to come! The development team of [url=\"http://recalltohell.d3files.com/\"]Reca|| to He||[/url] have supplied, for your Doom III gaming enjoyment, Doomed by zizz 2 (chapter 1: Tower) which is one of their side projects! With DBZ2 Tower Zizz plans a Doom³ Singleplayer-Map of a somewhat different kind. An eerie mixture of organics and metal rise into the sky like a giant tower. You have to explore it and clear it of fearsome beasts as befits first-person shooter. The map is complete, the enemies are already lurking and the items are set – so you may soon start your journey. If you think you have what it takes to escape the Tower and be victorious, then grab your firearm, your lucky charm and put the \'Do Not Disturb\' sign on the door knob, things are about to get hellish! Refer to the readme for more information.
diversion. If this is the case, then you need to look no further, aphexjh has sent in his newly created multiplayer map for your Doom 3 gaming enjoyment! This map will accommodate [u]all[/u] of the multiplayer game modes, so, as long as you're a fan of the MP action, you'll enjoy this! Coeptus is set within ta complex with several directions to choose from, and in the Doom 3 tradition, there are some dark ares...combine that with objects scattered around, and you have a pretty good place to stage an ambush... or an exceptable place with which to reload. All weapons are available, so let the frag-fest begin! Refer to the readme for more information.
looking to play something a little different, and have some of the best Doom fun you\'ve had in awhile, then continue on... Serengrove is a great single player map with an engaging story that will keep you on your toes as you attempt to make it to the final stage...[i]\"The night has grown dark and cold by the time you arrive at the fortress city of Serengrove. Wind and dark shadows are all that occupy the empty streets in absence of the usual bustling activity. The fortress walls stand unguarded, merchant\'s wares lie abandoned at the Western Gates, and the foul stench of decay lingers in the cool midnight breeze.\"[/i] If you think you have what it takes to make it to the end, and do the victory dance, then don\'t hesitate, start your download now! [b]This download includes:[/b] Lots of custom models Custom textures Custom animations Custom sounds Nasty surprises Refer to the readme for more information.
Beta)[/file]. Once you extract this archive, you will notice have (among other items) two pk4 files; One is [b]666.pk4[/b] and the other is [b]6662.pk4[/b], 666 is the actual file needed, and 6662 is the patch for it. (More information on installation is contained in the archives readme) UAC Franchise 666 is this developers first attempt at making any kind of a map, let alone a complete expansion pack. The challenge is present, as well as the scare factor; This is surprisingly a high quality map, that will exercise your brain as well as your trigger finger! The story behind this map is not a unique one, as you are a highly decorated combat tested marine, who just happens to have a problem with authority. Your last mission went badly because of the dumb-ass, green-horn, college-boy desk-jockey Lieutenant that was in charge of your last mission. Your whole squad was KIA during the mission, and you barely made it out alive... If you think you have what it takes to see this mission through, then step up and start your download now, if not, you may be able to find something a little less difficult...perhaps Pokemon? Refer to the readme for more information; Note that the readme below is not complete, as there are two full readme contained in the archive, refer to those for the entire notes.
it is made pretty good, maby not with dazzeling detail or titilating textures, but with the amount of ducking and weaving you'll be doing, stopping to check out the area won't be an option. This three level map will offer you some challenges as you begin your fight for survival on the lowest floor, a definate advantage can be had from the upper levels, however, make sure you have your fill of ammo, as there is none laying around up there. The only way to access the upper levels is by rocket jumping. Just because there are lots of ammo and health packs laying about the lower level, doesn't make it the best place to run around...beware of the laser in the center of the map. Laser is a fun map for you and four or five of your friends to meet in and take out some frustrations, but don't get any ideas about pwning your opposition by fragging them after they spawn, as there are 16 spawn points...will you walk away with bragging rights? Refer to the readme for more information.
in: sirjj has created a small multiplayer map that is intended for Deathmatch use, although it is suitable for all game-modes. The battles can be fierce in this map as, due to it\'s size, you will always be bumping into other players, as long as the numbers are greater then one. This is one map where your skills at ducking and weaving need to be polished, and you\'ll have to turn them corners fast if you want to be walking away with bragging rights when it\'s over with. Refer to the readme for additional information.
spend more time spawning then I do playing! It would be nice to see some great MP maps made that somehow deal with the issue of being killed from a distance.\"[/i] If you\'ve thought this, or something close to it, then fear not, Sci_Fi_Gunman has developed just such a map! Low Visibility tackels this issue by...well...reducing the visibility within the map. (See the screenshot for an example) Objects, and more importantly, players are not quite as identifiable as they are in the stock version, so now, for you \'up-close-and-personal type gamers will be able to reach out and touch someone with a bit less worry about being killed from a distance. Refer to the readme for more information.
fired up Doom3, found yourself in the 'Mars City' level, and thought: "Ya know...with a little something extra around here, this map could be fun and original again!"? If this is the case, then you are definately in the right place! This is the next version of the 'Mars City' level as bullseye would like to see it. With mars_city_upgrade v2, you will receive two maps...[i]mc.map[/i] and [i]mc2.map[/i]. mc.map This is the reworked first level of Doom 3 ( Mars_city ) with a few more rooms, an elevator, a corridor, and your Bedroom! Your PDA opens the door. mc2.map This is the third level of Doom 3 ( Mars_city2 ). With the mc.map, there are new areas and a junction between the "Reception" room and the footbridge of the "first living room" copied from the original level "mars_city1". Refer to the readme for more information.
picks up where the previous map leaves off... After being sent to Outpost 172 to investigate why communications have been caught off, you find that, aside from still being alive, your job is not over...now you find yourself [i]in[/i] Hell, and your mission parameters have changed slightly...this is no longer an Intel gathering excursion, this has now become a fight for survival...a fight for [u]your[/u] survival! Will you make it out without becoming dead? Refer to the readme for more information.
story is a typical one, all is well, until one fine day, Outpost 172 ceases communications; Because you're the top dog, or maybe it's because you're on somebodies naughty list, you're the one that is sent to investigate. If you are the optimistic kind of person, you'll pack some party favors and look forward to some good times...if you're smart, you'll go prepared and take a little something that will liven the place up in case you happen to run into some baddies.
If this is the case, then you are definately in the right place! This is a recreation of the 'Mars City' level as bullseye would like to see it. With this download, you will notice an elevator, a corridor and...are you ready for this...a bedroom! (Makes for a nice touch...) So...What are you waiting for? Get downloading and start enjoying! Refer to the readme for the Developers notes. [b]Please note: The readme previously stated wrong installation instructions, this has been corrected: [i]As all map files, put it in: "C:Program FilesDoom 3basemaps", launch doom 3, then the console and type: "map mc". [/i][/b]
doom3. As Herr_W said: Get into the labyrinth, grab yourself some bananas and observe the cartooney beauty of a swinging moon! But beware of fine young cannibal Mr. Mgib-Gib! He's gonna throw skulls at you till your own drops to the floor! [/quote] That is kind of all there is to say about this map. Well erm.. there is also music which you can judge yourself. :rolleyes:
With [b]D3 In the Dark v2.0[/b], a lot of changes have been made, the most notable, being the fact that it is not so dark. As with previous versions of this mappack, you will get: [i]D3 inthedark[/i] Changes your Single player gaming experience in the DooM³ Retail game. [i]D3XP inthedark[/i] Changes your Single player gaming experience in the RoE expansion. [i]D3 InTheDark LMS[/i] Changes your Single player gaming experience with the LMS action For those of you just tuning in, and are wondering what the [u]D3 In The Dark[/u] mod will do for you, and your gaming experience...it simply changes the game so that the lighting is even less then what it is with the retail version. [b][i]D3 In the Dark v2.0[/i][/b] is not as dark as previous versions, however, it remains on the [i]spooky[/i] side of the scale. Dafama2K7 has removed all sources of light that are not textured lights, all of the [i]actual[/i] lights remain. The light scale is raised about 2.5%. Things that go bump in the dark, will take on a whole new meaning, as the only source of illumination that will be found in this download will be the flashlight that you carry, or the one mounted on your pistol and shotgun, a few desklamps, and some swinging, half lit ceiling lights. You\'ll be amazed at how different DooM³ feels when you install this download! Refer to the readme for more information.
supplied to you for yours. This map can be played as multiplayer, with some of your friends...or you can play by yourself, and enjoy the single player experience. This map is essentially three levels of mayhem in the shape of a good size box, with a pit at the bottom where you will find a BFG. If you\'re lucky, you will find the secret room and with it, a challenge. With three or less players, the confrontations will be stimulating and intense. When there are more then three players, the developer has stated that it [i]will be a bloodbath[/i]...sounds like the makings for a fun fragfest-ival to me!! Definately worth the download! Get your copy now!
to note that these are full, stand alone versions in this pack, this means that older versions of these mods are not needed. [b]Here's what you get:[/b] [i]D3 inthedark v1.9[/i] Changes your Single player gaming experience in the DooM³ Retail game. [i]D3XP inthedark v1.9[/i] Changes your Single player gaming experience in the RoE expansion. [i]D3 InTheDark v1.1 LMS only[/i] Has not been fully tested by the developer. For those of you just tuning in, and are wondering what the [b]D3 In The Dark[/b] mod will do for you, and your gaming experience...it simply changes the game so that the lighting is even less then what it is with the retail version. Things that go bump in the dark, will take on a whole new meaning, as the only source of illumination that will be found in this download will be the flashlight that you carry, or the one mounted on your pistol and shotgun, a few desklamps, and some swinging, half lit ceiling lights. You'll be amazed at how different DooM³ feels when you instal this download! A word of caution, if you have a fear of the dark, or a dislike for dark games, this mod may not be for you...if the dark don't bother you, and you like a challenge, then start your download now! Refer to the readme for more information.
are definately in the right place! [b]UAC Corporate[/b] will keep you glued to your monitor as you transverse the levels...so be sure to have a comfortable chair! After receiving your orders, you will be charged with overseeing the construction of the new UAC Corporate Headquarters, which is in a secret location on Mars; You will need to locate the Foreman, which you will do by searching all sixteen floors of the complex. The ominous part of your orders are: [i]\"I have not been able to reach anyone at the facility since last Tuesday.\"[/i] You just know there is going to be some baddies in the shadows! What are you waiting for? Download now and start enjoying! Refer to the readme for more information.
chaotic. This map is simple and small, and a great way to forget about the real world, while pitting skill against skill while you shoot it out to see which of you will walk away with bragging rights.
from scratch, and is essentually a multiplayer/team Death, Tourney, deathmatch map inside a box. It\'s time to take a deep breath, make sure your wepons are fully loaded, and work on being the one that walks away with bragging rights! The developer is looking to get some feedback on this level, including any changes you would like to see.
shotgun and grabber; But don\'t fret...you\'ll be able to collect more weapons as you move around the former prison. Your task, during the time that you spend on the [i]\'Rock\'[/i], is to kill any and all Demons that are now calling this place home...with extreme predudice! If you find things are getting to hot for you, you can exit at any time, hwever, your score is based on the length of time you stay and the number of demons you face plus a bonus for making it to morning and a skill level multiplier. [b]Gameplay tips:[/b] Most Doom 3 monsters fire straight at you - learn to dodge by side-stepping or ducking. Use the best weapon for the situation: Shotgun is good short range, bad long range; Rockets are good medium range vs walkers, bad vs fliers. Avoid reloading in the middle of a fight - instead, change to another gun. When there is a lull, reload all your weapons. Be ruthless and efficient - kill demons promptly and you will never have too many to handle. Use the BFG! That\'s what its there for! See the readme for more information.
stop the invasion! [b]Neon Labs[/b] holds the main teleporter, and the best chances of a happy ending, is to use this teleporter and head into [i]hell[/i] to stop this invasion before it has a chance to be put into motion! This is a fun map, however, the screenshots provided are a little blurry. Enjoy.
first maps. Enjoy ;)
glow. Your weapons have been spread across the floor, and you notice the odd stairs infront of you. The walls are disturbing, there\'s moaning in the distance. You realize your no longer on mars. Adrenaline rushes through you, you collect your things, and then move out. I\'m baaack, and I\'ve created a new map! The third installment of the maze series, this one places you into the corridors of hell. Those of you who played The Maze, and The Catwalks will notice a big change in design and visuals. Lava, Trap-doors, death defying pits of blackness, and an insane amount of monsters. But don\'t worry, there\'s always enough armour, health, and weapons to keep you locked and loaded the entire way through. Darkness, bad lighting, spinechilling sounds, horrifying demons from hell... Happy Halloween!
couple of weeks. - More Interaction - 90% of objects that have moveable versions, now all this are moveable in any past, present and future maps. -
to use your flashlight. The lighting is very bad (either dark colours, or not a lot) to give you a scary feel, along with some zombies, demons, and creepy sounds that play through-out the level. It has A LOT of enemies to fight, most of the demons teleport in, and most of the zombies hide around corners. Plenty of weaponry and health/armour to help you along the way. The map is quite cramped most of the time so you\'ll have a very hard time taking down some of the bigger fights that occur. Also, this is a maze, so there are a few wrong turns, but they often yield something beneficial (whether it\'s armour, health, ammo, or weapons). Leave no corner unsearched, because I probably hid something there. All-in-all, I tried to give a classic doom feel (except for the extreme darkness), sort of like the map \'Hunter\' from final doom or doom 2, I can\'t remember. Have fun!
see that your in a new place. With a cry of frustration, you pick up the surrounding weapons, take a deep breath, and tell them to bring it on The Catwalks is a sequal to The Maze. 1/4 of this maze put\'s you on a 1x1 grid, with nothing but blackness underneath you. Once you get to the magic door however, things take a slightly less acrobatic turn, and you can then proceed to do the remaining 3/4 of the map killing things. Although slightly more architectual, it still isn\'t very. But if your too busy killing things, it won\'t matter much. I have improved it a lot, including the little radio thing on the bottom to show up when people talk to you, and way more spine chilling sounds. And of course, even worse lighting conditions.
Everything goes black. You wake up to see that your in a new place. With a cry of frustration, you pick up the surrounding weapons, take a deep breath, and tell them to bring it on The Catwalks is a sequal to The Maze. 1/4 of this maze put's you on a 1x1 grid, with nothing but blackness underneath you. Once you get to the magic door however, things take a slightly less acrobatic turn, and you can then proceed to do the remaining 3/4 of the map killing things. Although slightly more architectual, it still isn't very. But if your too busy killing things, it won't matter much. I have improved it a lot, including the little radio thing on the bottom to show up when people talk to you, and way more spine chilling sounds. And of course, even worse lighting conditions. *WARNING* Contains strobe lights and may not be suitable for people with a high seizure risk!
a job well done. Want to use this map in a mod or edit it? Send an email to fn DOT lethalvirus AT gmail DOT com Thanks for downloading! -=LV=- This is just a scary maze. I wasn't very concerned about the architecture or the amazing visuals. The point of this was to scare the hell out of you and to provide you with a challenge. I wanted you to use your flashlight. The lighting is very bad (either dark colours, or not a lot) to give you a scary feel, along with some zombies, demons, and creepy sounds that play through-out the level. It has A LOT of enemies to fight, most of the demons teleport in, and most of the zombies hide around corners. Plenty of weaponry and health/armour to help you along the way. The map is quite cramped most of the time so you'll have a very hard time taking down some of the bigger fights that occur. Also, this is a maze, so there are a few wrong turns, but they often yield something beneficial (whether it's armour, health, ammo, or weapons). Leave no corner unsearched, because I probably hid something there. All-in-all, I tried to give a classic doom feel (except for the extreme darkness), sort of like the map 'Hunter' from final doom or doom 2, I can't remember. Have fun!
Hidden team for such a cracking mod on their behalf, a big thank you from me, if you will. That said, I hope you enjoy the map!
for Tourney or Team Deathmatch. I tried to make the setting take place in an abandoned lab and it worked out somewhat nicely
powerfull in the doom³-engine. This map hasn´t any story, step in and kill everything who´s walking through your way :). Cause the Doom³ MP has only place for max. 4 Players - this map isn´t big. Planed places with weapons and items are making a hard deathmatch.
required. ------------------ Story outline: ------------------ September 29, 2970. You happily arrive in Prykohn after a long trip for a very lucrative bussiness. You work for SpaceTime Technologies, an earth-based corporation exploiting exotic matter for wormhole travelling. Shortly after your arrival the Targs decide to attack the Planet and slaughter most of the population. You are taken among them, kidnapped and put to rot in a filthy cell. But, for some reason, someone wants you to escape, leaving you clues to succeed in your quest. When you finally enter the rocket cabin, you find out the sad truth: you\'ve been used to transport a deadly artifact that may change the face of the Universe: the Creatio Anulo...
completed at 70%. To see screenshots from the other levels, please visit this page: http://david.scholze-wsb.de/screens2.htm You won't be disappointed.
put together in a long time. At first when I built this scenario for Aliens vs Predator it was quite interesting, now however with a full set of tools and a better rendering platform for this mod, I am pleased to present you with my newest incarnation of my Event Horizon game level scenario for Doom 3.
parts can be pretty difficult! Just wait till the ending! MAUAHHAHA Anyway, The story goes as thus! A team of scientists went to study a recently uncovered Crypt! However after 2 days of them not being heard from, the authorities go in! Yet they mysteriously disapear! Everyone is too afraid to go in and look to see what happened, But not you! a lone marine sent on a mission to uncover the truth of the disappearances! As you enter the crypt the metal gate slams behind you and wont open! You must now fight your way to freedom! Many undead and demons will try to stop you, but if you play your cards right you may just survive! GG\'s guys! and have fun! PS: The idea and some of the aspects of the level were inspired by the RTCW crypt1 level (DUH) So, to these ideas I give full credit to ID Software, and i thank them for making in my opinion 2 of the ebst games ever, Doom3, and RTCW. Thanks ID
tried it my self. I'm submitting it because I don't think anyone else has tried to share the toilet scene yet and i thought some people might enjoy it. Oh by the way it's my first mod so it probably has a few bugs. The hardest thing to make was the lightswing.
remake. Version 1.1 fixes the missing particles; see screenshot #2
issues since it will help me deal with future issues. Thanks. Main issue is that after a while in the game it gets real jerky and I dont mean low frame rates every couple seconds, your frames may take a dive from 60 to 1 for a split second for no apparent reason. Running into the break room alleviates this temporarily so does noclip but sometimes its not. PS: Feel free to roam, you may go through 2-3 rooms completly unfinished to find the next one done. All the dead ends did have an initial purpose but as you can see its far from finished and the name was to be exhale in reference to an outdoor scene I never got to (not a subtle smoker or toker joke).
3. I got my inspiration from the movie Rose Red and the Disney attraction "The Haunted Mansion". I love the feeling of those two and the Doom engine fits perfectly for this type of environments. -------------- Changes: -------------- - Fixed the problem where you could't pick up the weapons after you break the glass with the flashlight. - Reduced the ammount of bullets for the pistol at the beginning. - Added more details in certain area's.
no big story to tell. The Marine arrives at Delta Labs Level 6 and is going to face the ultimate evil ;) Please read the PDA\'s carefully. They contain vital information on how to complete the Map successfully. Be aware! It\'s tough! Altough there are no difficulty settings at all, this is definately for people who know their skills. Thanks to Raheel for the heads up ;)
showing it in action may be downloaded here: http://x402.putfile.com/videos/35704100656.avi (20MB)
in charge of the mission. Your whole squad was KIA during the mission, and you barely made it out alive. Your punishment for punching out the lieutenant, after you returned to base, was a choice between the stockade, or volunteering for a Mars mission that nobody ever came back from. The UAC was conducting secret research on Mars and the small franchise 666 facility was the end of the line for tired old dogs of war like you. You decided, \"screw these bastards, I\'ll take as many of them out as I can. I\'d rather go out fighting, get busy living or get busy dying and it\'s a good day to die!\". --------- Notes: --------- This is my first attempt at mapping for a game. I\'m learning as I go so bear with me. I would like to hear your ideas and opinions about my maps. All maps were created with the vanilla Doom 3 editor. I have 1 more map in development for the rest of this pack, it is the final \"hell\" level. Hopefully the next release will be the final version of this map.
to use your flashlight. The lighting is very bad (either dark colours, or not a lot) to give you a scary feel, along with some zombies, demons, and creepy sounds that play through-out the level. It has A LOT of enemies to fight, most of the demons teleport in, and most of the zombies hide around corners. Plenty of weaponry and health/armour to help you along the way. The map is quite cramped most of the time so you'll have a very hard time taking down some of the bigger fights that occur. Also, this is a maze, so there are a few wrong turns, but they often yield something beneficial (whether it's armour, health, ammo, or weapons). Leave no corner unsearched, because I probably hid something there. All-in-all, I tried to give a classic doom feel (except for the extreme darkness), sort of like the map 'Hunter' from final doom or doom 2, I can't remember. Have fun!
requires a type of exotic matter to keep the throat of the hole open. Exotic matter is very difficult to produce, so the supplies are limited. You were sent on a business trip to Prykohn, a small earth-like planet in the constellation of Orion, 650 light-years away from Earth, to buy supplies of exotic matter for SpaceTime Technologies. The Prykohnians are a business-oriented, money-loving society, forcing you to pay for everything. Everything went well until, suddenly, civilians started to disappear. Millions of them. No one knew what was happening. You were taken among them. Most of the planet was destroyed, and its resources exhausted. You wake up in a filthy cell, soon to be terminated. Your memory has been erased, your money and belongings stolen. owever, someone has managed to leave clues to help you escape and discover the terrible truth..." ----------------------------- Ver. 1.1 Change Log: ----------------------------- - Fixed Targ doors problem - A much more clear way to proceed, with more hints - Fixed a few sparklies - More monsters - No more Lost souls attack - You now can exit out of Dreamscape at will - Lots of minor improvements -------------- Remarks: -------------- This mod doesn't focus just on shooting, it's more of an adventure FPS. It is really possible to finish it, in fact quite easily, frankly. Look around, read everything. You can avoid the lost souls attack (find how). Really, it's just a matter of observing and patience. -------- Hints: -------- - Turn lights on if you want to "access" the paintings. (e.g. in the living room sometimes fails, try a few times). - If you turn the antenna back online, then you enter the "Auxiliary Room". Notice the little keyboard in the White Space; the pianola in the "auxiliary office" will give the musical-password for the White Space keyboard.
doom3 without doing any major changes... So, there is now an all new Security Checkpoint; I also removed most of classic secrets and made several new ones. The map looks like a small Mars base invaded by hellish forces. You are dropped there to clean it.
liked it or not. I need your opinion! So I learn what to do better!
you get up and prepare for another boring day, hoping that something interesting will happen. -------------- Changes: -------------- - Faulty GUI fixed. - A few rooms were added; still no real gameplay tho'.
across Mars from Mars City. So you get up and prepare for another boring day, hoping that something interesting will happen. -------------- Remarks: -------------- I'm still in the process of constructing most of the parts, but there is some areas that are done and I wanted some constructive criticism on how my level is turning out. There are many many things incomplete that won't make sense exactly, there isn't any flow to speak of yet. I just want people to poke around my map and give me comments. The story is as written above and Hell attacks the mining station about the same time as it does the main Mars base. There is no "explosion" of Hell like in the original Doom 3 because the mine is too far away from the main Mars base. Instead, there are demons on the outside of the base trying to get in and this theme is followed through the level. Naturally you need to stop them. There are two 3 digit keypad codes in the map. They are both 123, I haven't put in the pda's or clues to let the player know what the codes are yet. There are a few locked doors and they do have guis that unlock them so find them! For the bridge (you will see) you need to use noclip to float over the gap to the other side, although there isn't much over on that side, its still a work in progress you know!
laughs and gameplay out of it! Most of the enemies are zombies (albeit with varying objects stuck in them), some are zombie soldiers and a select few are actual demons of a sort. Even so, there are opportunities to die, so quick save every now and then unless you want to start the level from the beginning each time you slip up! for those of you who mearly get injured, health packs are provided. This map is certified 100% imp free! (their screeches annoy me)
the idea was then made into a comic book and a series of flash animation. Currently, I am trying to recreate it using the Doom 3 engine for nostaligia (and the delight of friends).
the activities there, to deal them a serious blow. As it is Hell you have infinite stamina (which you will appreciate !!) You have a series of 4 objectives to meet and then return in one piece. You have only plasma gun issued to you (plus 2 hidden weapons somewhere in the map) To win comfortably those hidden weapons would be handy otherwise plasma might run out towards the end. (I had too much ammo in my previous maps) This took me about 4-5 weeks to build and 2 minutes to compile. I tried to rectify the previous short-comings (ie red color excess, texture repetition, too many enemies and boxy map design), but it may be still nowhere near the top mapping gurus and similar to my previous maps (let me know). The gameplay is a bit more balanced then before. ----------------------- Changes in v1.1: ----------------------- I have fixed the sounds, ambient music, new textures (Hell ones for imps and hellknights) in this Updated version.
pretty small map, and it's quite basic. But still I hope you will enjoy it...
(Stephen King) and the Disney attraction "The Haunted Mansion". I love the feeling of those two and the Doom engine fits perfectly for this type of environments.
pack the invisible pinky as I could not find the files for it, yet it was available to me in the editor and appears for me.
with a new one called "Escape from Hell". -------------- Maps List: -------------- freakyroom, zombieattack, zsecsurprise, demonsandzombies, knightmare, hellsdefensebase, twinguardians, hellroom, rttob (Entrance to Hell), hellgate, sargesplan, hellpillars, survival, pul, cyberdeath (Journey through Hell) and 1, 2, 3, 4, 5 (Escape from Hell maps). NOTE: A patch has been released for this file. Get it [file="47272"]over there.[/file]
SG, MG, HG, PG, CG, RL. - Stuff: 10xShards, Armour, MH. NOTE: Megahealth is set to a 60 second respawn, not the default of 3 minutes.
for team games. See the readme for more information and check the credits, a lot of people made this a lot better than it would be otherwise. -------------- Remarks: -------------- This level is very demanding on the hardware and a DX9-level card (ATI Radeon 9500/nVidia GeForce 5200 or above) is required to see the proper water and all the other special effects. DX9-level cards have been available since August 2002 so come on, join the party. On the other side of the spectrum, and if you have computer power to burn, you can type \"r_bloom 1\" or \"r_bloom 2\" at the console to enable light blooms.
being hurt. So you always run faster than the vanilla d3 (you don't need to sprint anymore). I made these maps to become familiar with the D3 engine and I had a great time working on them. :D Have fun !!
level best to kill you. The difficulty is steep and at the veteran level, but it is winnable with good planning. There are 5 maps in this mission: hellgate, sargesplan, hellpillars, survival, pul and cyberdeath. These can be played individually as well. -------- Bugs: -------- Sometimes the cyberdemon gets stuck into the guardian (as guardian does not dissappear after dying) and then the cyberdemon doesn't die or when it dies the next level does not launch. (This cyberdemon is classic and is killed with weapons other then the soul cube). The cyberdemons in the last level are non-boss and are easier.
those are truly excellent for such a detailed map btw. Supported game modes: Deathmatch, Team DM, Tourney and Last Man Standing.
The central part features a lineup of barrels which you can explode. In short, a good map in perspective for strategic players enjoying confined playgrounds. [quote]I work on the Map since a few month, and this is my first Map ! I play the Map every Day for testing with a friend and work on it for optimizing. I Release the Beta because I want Feedback … where are problems, bad Entity-placement and so on ! à If You have anything …. Say It ![/quote]
Special Agent sent out to investigate the UAC building. [quote]Well, the map actually consists of three parts. I only posted the first two to get some feedback. But I don't know when part 3 will be finished since it's only in a very early stage.[/quote]
facility, but the marines cleaned it up and kitted it out to be a training facility for any new recruits that arrived on the base.
facility, but the marines cleaned it up and kitted it out to be a training facility for any new recruits that arrived on the base.
Team DM, Tourney and Last Man Standing.
hells rooms map has wider corridors and thicker walls (so monsters don't get stuck). The maps' names are: freaky_room, zombie_attack, zsec_surprise, demons_and_zombies, nightmare, hells_defense_base, twin_guardians, hells_rooms and return_to_tower_of_bable, in case someone wants to play the maps individually instead of a campaign. Have fun, if there are any bugs please [url="mailto:firstname.lastname@example.org"]let me know[/url] ;)
cyberdemon. The challange is steep but it can be done with planning. These are simple boxy rooms, no fancy patch meshes or scripts used. I have lots to learn. I have used the Shambler monster made by Henk Bernhardt (Obi-Wan) and full credits to him for this amazing monster. I have also used the classic cyberdemon mode by Brian Wiener and full credits to him for getting old classic boss back. There are total of 9 rooms/maps. I have used vis portals in the large map but is still has low frame rates. some maps I had to use the caulk box to stop the leaks as I couldn't fix the leak. Some use of childish textures (lava and hells bloody textures) for sky and ceiling / floor. I am really looking forward to feedback as I want to get better at this and make maps in the likes of [file="37305"]t-lab,[/file] [file="31823"]sigma core[/file] etc.
rooms... but the third room is a secret. FIGHT FOR YOUR LIFE!!!!
You need a new vehicle to escape... and they know you're here... -------------- Remarks: -------------- There are quite a few marines running around the level with a riot shield to protect themselves against gunfire. Use your wits to deal with them, hitting their shields won't hurt them! The level also supports different difficulty settings which affect ammo, health and armour lying around. There is always enough, just look around a little bit. And don't forget to sprint when it's necessary! If you look around carefully you may find secrets in both in Singleplayer and Multiplayer. This level is not ROE compatible, but I'm planning to do a RoE conversion there, especially because of multiplayer. The multiplayer version came first. It was always planned as a multiplayer level. The singleplayer mission was meant to be a bonus, a training mission so you could get used to the layout. It turned out quite well.
No Gameplay Time: 10 mins. (at least)
that that stuff, but I prefer to make mine fun.
die. Fight Fight FIGHT!!!
heavy weapons so you\'ll have to use your skills. Each player starts next to a shotgun and armor.
and it’s scarier to, so enjoy. If you have problems [url=\"mailto:email@example.com\"]e-mail me.[/url] Please don’t spam me. (Blatant self promotion) if you haven’t yet checked out [file=\"39746\"]the beta labs campaign[/file] you might want to do so (not required, but highly recommended) Hard to say when the next one will come out, not soon though. ---------------- Installation: ---------------- Just put the pk4 in doom3/base Load up the game and type \"map beta_labs_pilot\" in the console.
battle that everyone who played old-school Doom should remember. :)
Attached in the readme is links to tutorials Use however you want.
in 1.2. To load the map type in console \"map insanedoom3\" that\'s it oh and for installation dump the pk4 in the base folder.
the console and enter \"map fh\". Mapped by: Johannes \'StYl3\' Kemper
added new stuff to it so they will be new. I plan to make a series of maps to follow up the campaign (it will be like a T.V. series).
maps with out my permission blah, blah, blah you’ve heard it before!
randomly, so be sure to explore it thoroughly to find powerups and stuff. You have unlimited flares (press F to use them). You can return back to the surface at any time to heal yourself at the health machine and the first time you go back there will be ammo lying on some of the boxes. It was left there by the magical helpful gremlins who live in the temple and keep all the candles lit. There is no second level, so it will say map not found when you reach the end. Read the pda once you find it. It tells you where to go. No quicksaving until you get to the final room. Unless you are a lameass who is scared of the dark! You really might want to quicksave when you get to the final room. Go back for health and ammo.
Swarm is back to the Swarm been pissed at you and you only, so smoke them all!!
your eyes just before darkness takes you and you fall unconscious. This is where you take over in the middle of the destruction of Prison Obsidian, your only chance is escape, can you make it through the hordes of flesh eating demons.
the comments. P.S. when I’m done (If you want to wait that long) I will release the whole campaign in one big file.
in doom3/base and extract but im not sure) so load it up and enjoy the first of a series of maps by me.
know real name) and then left statue. Thats it!
Here is what I changed/fixed: [i]1. Fixed a very small bug with the plasma ammo placement on top of the castle. 2. The 2 towers on each side of the entrance way have been edited after I noticed that as you got more and more to the top the platforms got smaller, and also the width of the wall at the tops was sized down so you cant get stuck. 3. Added a new loading screen.[/i] This is my second map for doom 3 called Medievil. I've always liked Medievil stuff and wanted to create something different for doom 3 instead of a techie style map. There are 2 versions of the map included a normal version recommended for high end pc's and most mid-range systems, and a version for the low end pc users. The only difference between them is the low end version has no shadows. The water in the map wont look really good if your using an older video card. The reason for making the 2 versions was that the normal version has some pretty bad performance issues on low end pc's. Supported Multiplayer Gametypes: ALL Max Players: 6-8 Just to let everyone know in the map selection menu in multiplayer steveodm2 is the normal version and the steveodm2_lo is the low end version.
fav maps ever made; on top of that, there are extra arenas focusing on other areas of gameplay. ---- ARENA 1 - Basic bounce arena [i]Designed for air rocket shots, and when theres a grenade launcher one will be included[/i]. ARENA 2 - Advanced bounce arena [i]Same as before but now u have to pay attention to where u land[/i]. These arenas are basically there so u can master air shots with weapons that aren\'t instant hit.
The item layout is obviously different too, plus barrels-o-fun!! 1 minute Megahealth.[/i] |- [b]Never Outgunned[/b] (1v1/FFA) [i]A new layout, with a hint of Q2DM3 and Q1 DM4. Lights on the top level are damageable, but will switch back on. Megahealth 1 minute.[/i] |- [b]Retroactive[/b] (1v1/2v2/FFA) [i]A retro-quake1-ish layout, inspired to some extent by DM6. 2 versions of the map exist in the pk4, one for 1v1, one for 2v2.[/i]
all with ammo. The only powerup included is megahealth. Body armour and medkit are also included. The map is suitable for deathmatch, tournament etc. Please feel free to contact me at info AT darkhelmet DOT co DOT uk. I am looking to map with a purpose, so if anyone needs a hand with maps for a mod, drop me a line.
lighting. It is also longer with blood trails, dead bodies, monsters, and an actual end. The level is still short though, so please don\'t complain about that. This is the last time I will update and submit this map (you may rejoice). Please leave constructive comments so that I can start making more professional looking maps.
included a normal version recommend for high end pc's and most mid-range systems, and a version for the low end pc users. The only difference between them is the low end version has no shadows. The water in the map wont look really good if your using an older video card. The reason for making the 2 versions was that the normal version has some pretty bad performance issues on low end pc's.
be cleared of enemys before you can progress farther into the level to complete your objective.
invade the facility and a task force is escorted in to clean up the mess.
results were astonishing. Yes there are some slight issues: - How to optimize this ? - There is a slight white line at the horizon but this is due to the fact that I wasn\'t to precise when making this. This was just a test. In a production environment I\'ld stick the layers so close to each other that these artefacts will not show up. Now they are kind of apart. - If you walk totally up to the edge of the dome you can see that it\'s not a generated skytexture but actually just moving layers of flat textures. But because the dome is so big, that shouldn\'t happen at all. And poses no problem. This can be tweaked *lots* more. I want to make an extra layer at the horizon which will make it so the clouds seem to stretch into the horizon You should see this in action, it looks lovely as the layers of clouds drift past eachother. More info and the discussion about this: http://www.doom3world.org/phpbb2/viewtopic.php?t=8964 ---- NB: This is not a playable map; it just demonstrates a technique to implement a skydome in a map instead of a skybox.
more than 70.000 tris per frame, it runs quite ok on my rig (at least when using performance settings ;) Former serving as communication outpost for uac facilities on mars, its now nothing more than an abandon building somewhere in the middle of nowhere. Don´t get doomed ;).
to the nature of the editor if i included a texture from your map or model etc... without knowing please notify me so i can modify the credits...
com ----------------------------------------------------------- ZIPFILE CONTENTS : Psodm4.pk4, Psodm4.txt ----------------------------------------------------------- INSTALLATION //Copy the Psodm4.pk4 File into your Doom3/base Directory. ----------------------------------------------------------- * CREDITS * Textures by Sock Date: 26th November 2001. author: Sock email: sock AT planetquake DOT com URL: http://www.planetquake.com/simland Version: 1.5 Special Thx goes at gut-bockig, bufu and Calomatic from the clan #rapz-europe.net (se.quakenet.org) http://www.pd3m.de http://www.Doom3maps.de http://www.Doom3.de Have Fun
was designed to recreate the intense action that you got with earlier ID games (such as quake 3 arena). This map was also designed to run with the included mod. 2-4 people recommended
been really worried about releasing this map to early but I finally felt confident that it was finished and ready to be released. I want to thank my brother JmAn for helping me find bugs without him it would of been harder to spot them. I recommend this map for one on one but it will also work fine for 4 to 6 players. This map supports all multiplayer gametypes. I couldnt think of a name for it so I just left it steveodm1.
editor kept crashing when i used visportals so i finally downloaded Radiant yesterday and fixed them and added a few new fixes last night.. Installation: copy all the files to 'basemaps' At console type 'map learning'.
first doom3 map, stability is not guaranteed.
[i]d3ctabernacle_white[/i]). The black version includes teleporters, the white one has platforms.
DM1[/file] and it\'s layout and design has been influenced from lessons learned from the original. Unlike the original, the layout and design of this map was built from the ground up to make strong use of [b]DOOM 3[/b] rendering optimization techniques (using vis portals more effectively), allowing for a higher level of lighting and geometric detail without any significant sacrifice on frame rates. It boasts a well lit and open free-flowing feel about it and is fairly simple to learn due to its symetrical layout.
an exit so after you defeat the non boss cyberdemon, you are done.
final key for the teleporters on mars.... but something has happened down there, something is lurking in the shadows. Play a unique SP experience being able to choose which path you take, making each time you play a refreshing experience. All the caves were modeled in 3dsmax using the vertex blend technique.
Z-Sec WILL attack you if you shoot him though. Again the ammunition is automated so you just have to worry about droppin' the nastys. The map ends when the Swarm stops or the Z-Sec dies (or you die!). Good luck!
Armor. I hope you enjoy it![/quote]
and TDM supported Music taken from the Quake2 soundtrack, the level just didnt seem right without it. :) Ill probably add the escalator in a later build if anyone bothers to play it. Please somenone do a decent grapple mod, hehehe Deathmatch would be great with it.
contain the megahealth and invisibility.[/i] which is so clear that I had to read it 5 times to understand it! lol...Don\'t review maps at 0320 when you\'re tired, simple sentences become complex statements that you spend 15 minutes trying to understand until it clicks it\'s a really simple statement! So this map of two floors of 9 rooms and two floors of 1 room (told you it was simple!...blonde me)...although after playing it I was totally confused! The way it is designed really makes you think of sci-fi films set in some weird alien space station; everything is beautifully crisp with strange light patterns - I was in awe of that to be honest when I saw the map; as far as details in the map go, there are none but the simplicity of this map is its greatest feature. You get rooms that are identical in style connected to each other with corridors; each room has a ladder and the separation is done by doors. You can probably see in the screenshots these rooms are big enough in size that if you have 9 of these rooms spread over 2 floors...you\'re going to need a fair few people to be able to frag frequently! Lighting wise while I can see the darkness is part of the map; I think maybe it\'s just a bit too dark; you\'re going to rely a lot on listening to which doors are opening around you to work out where people are coming from so if you have surround sound you\'re in luck! [i]Reviewed by: WadeV1589[/i]
shots. My only complaint would go towards the FPS which remain steadily choppy on my system and maybe those saturated textures inside a few buildings (with a bright white light). But this is minor regarding the overall good quality of this map ;) [quote]The reason i made a Realworld Map is just i wanted to show that you can do Realistic Maps/Shooters with the Doom 3 Engine, and its not limited to indoor Games. However to made a map like this (alone) its a real pain in the ass. And to think to made a Shooter like Medal of Honor, Call of Duty ect. must be a Horror ;). However i hope you like my little "updated" Version.[/quote]
light stream al over the room . ;) [quote] Launch Pads began as a test to bring the quake 3 feel of pads into doom 3, and turned out to be a small close quarters MP map. It features 2 floors, main floor, and a 1st floor, with 4 stair sets going up to each, but of course, why use the stairs to go up when u can launch urself up :)Theres a pit in the middle, with a rocket launcher above it, i'd gank the rl before someone shoots out the glass floor above the spike pit :D [/quote] A good map for a fast frag fest . :D [i]-loky[/i]
20 people , a large amount of textures was used and thats the main reason the loading takes a few more seconds . There's also music playing in the backround and it was probably taken from the Doom 3 singelplayer camping and it fits in perfectly with the map. While playing the map i encountered a large amount of lag when moving from one room to another (the main reason for that is my Radeon 9200SE wich isent worth a dolar) , so i woulden't recommend this map to users with slower machines and not so great gfx-cards , unless they want to have a ping up to 400 . :eek: [b]The map itself[/b] : The map includes alot of dark coners to hide and wait for the right moment , its high enough so if jumping from on ladder to another you take 25 damage . There are at least 5 diffrent wall textures used in the map but not all rooms in the map have a proper light source and looks strange going from one room thats totally bright to an underground sewer . Its great for both Deathmatch fanatics aswell as for those who like slower gameplay and like to camp . None the less the map is great and fun to play especialy with alot of people :D if you have a good enough gfx-card and enought system RAM to run its smothley . :rolleyes: [i] The map was reviewed by Loky [/i]
custom textures. Thank You for releasing it for Christmas Eve =) -Bluehair
textures are a huge no no. Also those missing textures made it really hard to see lighting quality as a lot of the map uses them and there are more, that appear in the console as you move around. This map also has what I think I can now say the token music changing consoles, no idea where this came from but it seems to be in most of the D3 maps recently! Also, as usual, heavy metal type music which is going to really appeal to some and make others cringe - I have to say I'm of the latter. Texturing is nicely done throughout however this could be to do with the fact most of the things/walls etc are square, it has a UAC feel to it but it needs some more odd shapes, especially on the walls, more decals too would be a great idea, random pipes seem to be a big thing with the UAC. Some rooms are done superb, boxes, consoles, pipes behind wire mesh, it really feels UAC...then some places are just square and lacking in much at all. It's going to be good for a large DM game when it's done, plenty of space to run around with a large selection of nicely placed weapons; the multi-level design makes it much more than a regular hit and run DM game because you hear people from different levels, not just different corners. What I couldn't test was vis/tri count/FPS correctly and so on because there is no info_player_start in this map; for the next release please add one in so the map can be loaded with devmap directly from the console! [i]Reviewed by: WadeV1589[/i]
run around, by small I mean you'll struggle to fit two people side by side which can be a problem in DM, especially TDM. Everywhere is pretty dark making it a good map for DM in Doom 3 because it makes it harder to just shoot when you can't see, you have to plan an attack to be successful. The lighting is well thought out and suites the map very well, this fits well with the textures that in many areas are dank and filthy, fitting for a waste facility. I will say in some places though there should be more light, places where the textures are clean would suggest workmen would be found there and they wouldn't work in absolute darkness, it just feels out of place. There's plenty of ambient sounds going on, no silent steam or flames, noise wherever you go - I always find this is great for immersion into a game, makes it feel more 'real' if that's the right word. One thing I couldn't get used to is the music...there's a button in the map to turn it on and off and damn that is some odd music! [i]Reviewed by: WadeV1589[/i]
overlook the outside where the sky is flashing constantly (mostly - amazingly I found a place where the sky didn\'t flash), the \'bright\' side of this means all room have light, the two ideas go hand in hand, windows=light. The rooms vary in style from some nicely done cafe areas to a room that almost looks like an amphitheatre. The use of hell decals I feel is somewhat overdone and there is bloody absolutely everywhere - that bit I don\'t mind, much. Lighting is sufficient to make it easy to see where you\'re going without detracting from the Doom feel. Texture wise it\'s all nicely done and I only saw a few brush/texture faults, nothing you\'ll notice during a DM however. Definately a large map worth playing on, it will very happily suite a larger DM game, plenty of powerups - without being overkill. [i]Reviewed by: WadeV1589[/i]
the flash light may help you find some goodies in a couple parts. Lots of monsters, lots of weapons. New resources: Music, Brighter Lights, GUI's.[/quote]
Nightmare Email - Sasha_Shaman AT mail DOT ru Compile Machine - Pentium 2.6 Ghz HT Compile Time - 6 min. Build Time - 4 weeks Tools Used - DOOM3Editor Thanks - Many thanks Shaman for the help on creation triggers and monsters... Sio_s KirK All My Friends and id Software for Doom3 Installation - Copy this pak.4 file to your_doom3\\base\\ Start Doom 3 and bring down the console. Name - map Sh3 - and Go. Good Luck![/quote]
to be, so you still have to remember the location but you know if there should be a weapon there or not. The map is a series of rooms and corridors that are all quite congested but give you excellent places to hide in meaning you can plan small ambushes as the author hopes you will, the darkness in some places make it ideal for surprise attacks; most notably the rocket launcher where you have to circumvent several objects running down an open area where you can easily be shot at from behind; the reward however is a dark corner where you can 'snipe' (I use the term loosely) people with rockets. The ambundance of fuel barrels also means you can plan to blow people up as they run past without them ever knowing the direction you were in.` Texturing is generally nicely done but does seem repetitious, it makes sense it would be in an environment such as this but you would expect at least some damage due to the fact there is blood on the floors. Very few ambient sounds are in this map however; some people never notice but those of you who like to be immersed into a map while you play will notice the lack of sounds, especially the silent steam pipe! [i]Reviewed by: WadeV1589[/i]
storyline. I learned a lot in the process and I'm ready to start my second map! - Eric Stenborg [/quote] A great singelplayer map alot of detail ! -Loky
to dark a lot, unfortunately it suffers FPS hits in at least the central room and the best I can tell is this happens because the map has been boxed in - speculation but after noclipping out of the map I couldn't see the place I spawned in initially which leads me to think there is a large black box around the map - this is not a way to map; it must be avoided! There isn't much to this map to be honest, it's a simple DM map with a fair few powerups and Doom-ish style lighting and it will fit the 4 player limit easily; but no more. [i]Reviewed by: WadeV1589[/i]
released to anyone so any comments on improvements etc are very welcome.[/quote] This is probably the strangest map I have ever seen yet! To put it straight, it simply consists of a boxing ring. Period. There isn't any items to pick up, it is pretty small and the best you can do is getting into the ring and use your fists to defeat your opponents. Frankly, I don't really understand it and in particular how it could be interesting from a gameplay perspective. Sure, it is nice to see maps settled in unusual settings like it but in this case it just doesn't work. But given that DM_Ring1 is Lab Rat's very first attempt @ map making, forgiveness is de rigueur. You will do better next time =) -Bluehair
quality of the retail Doom 3 SP maps. It has it all, atmosphere from lighting and noise, bursts of music, unexpected monsters and most of all...it's [b]big[/b]. When I first started it I didn't expect much to be quite honest, I thought "oh it's going to be one of those maps that should have remained on the designers PC as their tests, not public releases" so when I saw a monster dive through a door, music start with the lights powering up and monsters where I thought I had killed them...I was 'pleasantly' surprised! The lighting in this map is done exactly how Doom 3 expects it, not much of it, and when there is light, it's faulty: when a light is faulty, there is sound to accompany it - an oft overlooked part of map making. In fact you'd be hard pressed to find something that doesn't have an appropriate sound attached or the right type of lighting to suite it! Overall detail is there - and most importantly, it's constant, you're always in a place that has detail, no-where is boring and lacking in detail; it feels like the UAC, it sounds like the UAC and I'm sure if we had smell-o-vision it would smell like the UAC too! I'm sure this map has its faults...but to be honest I missed them, or refused to see them due to my awe of the map; I honestly felt like I was playing Doom 3 all over again as I got to glimpse UAC systems running and hell being born - simply stunning. [i]Reviewed by: WadeV1589[/i] [b]N.B: The bat files mentioned aren't included, this was a slip-up by yours truly...however the bat files were incorrect anyhow and didn't launch the map! To load the map use map game/samuel/kaiser_1d3 [/b]
This map is in very tight and will provide you with hours of fun gameplay. Enjoy.[/quote] Pros: - Idea of \'vertical\' gameplay: original! Cons: - Lighting is way too low. You will need the flashlight which draws a problem given the layout of the map - Not easy to navigate in: small map + lots of small geometries (stairs and footbridges mainly) + many items to pick up = lots of cluttering -Bluehair
perspective. Pros: - Well constructed geometry with absolutely nothing to clutter your way. Several lifts handily take you through the different floors of the map - Audio setting; while not outstanding, it at least has the merit of being present Cons: - It feels a bit tasteless in the end; this is probably due to its emptiness design: lots of rooms and walking path that all seem to resemble one another -Bluehair
2" The first room is very simple with a guy talking in the corner who wants you to "get the plasma inducer"...so I'm guessing you ignore him. So then you set off to kill the monsters! Doing this involves running through various darkly lit rooms and corridors that feel UAC style - as we all know that for some reason the UAC love their dark corridors! Unfortunately this has errors...namely monsters stuck in the floor, something that really should be checked for, I don't see how you can miss monsters who aren't moving and the console saying "WARNING: monster_demon_imp: body stuck"! All in all, it's a monster killing SP map without very much detail. If you enjoy running around basic rooms to kill lots and lots and LOTS of monsters, you'll like this, if you want an SP mission, this is not for you. [i]Reviewed by: WadeV1589[/i]
Indeed, unlike the hefty DOOM 3 level design, the one of this map is left to a minimum. But I think Godlike put it well eventually. Pros: - Simple and efficient design: this changes from D3 bulky levels! - Good items placement - Great FPS Cons: - No audio of any kind - Lighting is a bit low -Bluehair
platform-like gameplay - good audio ambience Cons: - medium FPS - too many items scattered here and there? - lifts are more annoying than useful: you have to call/activate them every time - some parts of the map are confusing -Bluehair
for fun without the fragging side of Doom 3 MP. I like the architecture, it\'s nothing overly fancy but it does fit in completely with the Doom 3 style but I can\'t help but feel I\'ve seen it elsewhere. The only thing that makes this map \'below-par\' is the huge advertisement for a website, it\'s not too instrusive and it is well above the playing area but it is there and it is big. The lighting is good however an ambient light to remove the pure black shadows would be a good idea in the future, the downside to this (as a lot of mappers are finding out) is that means you have 2 lights for the sun which is already starting to have an effect on performance which means you have to be extra careful with any extra lights. [i] - Review by WadeV1589 - [/i]
guess. Spheridoom is a simple map set in a creepy arena divided by a red hot stream of flowing lava. You cross it by climbing a ladder that seems to be coming from Creepshow! Above it, there is the why to the name of the map which I will let you discover by yourself. Quite imaginative even though the whole map eventually feels flat. The Hangar is the one I prefer. It is even smaller than Spheridoom but exhibits a much more sophisticated design. Simply put, it looks like a scrapheap! It is so colorful and overcrowded by all kinds of garbage that you could ask yourself \'what the hell is that?\'. It has a few hiding places in darkened areas; one of them is interesting on a strategic standpoint as it holds explosive barrels. Overall this is a good map, even though its gameplay isn\'t fast-paced due to the mess it overly exposes. -Bluehair
original Doom map. Go get it for more SP action on you hard drive!
made, with the right amount of detail for a DM map. Well worth the download if you play Doom3 MP!
open area around it where you can appreciate unusual daylight. This is a very large map and I'm not sure eight people are sufficient for it! However, its limpid design makes it easy to catch its layout. I have found items placement very good and particularly for the weapons: thus, you will mostly find yourself picking up long range weaponry such as rocket launchers, hand grenades and plasma guns. Great FPS as well. Many small structures are deployed across its area behind where you can hide and/or that you can cross. I would have liked that all of the crossable ones be more easy to jump over. Some of them do have clipping brushes to ease that though. At last, what is that mysterious easter egg? No luck so far... Maybe an other gorgeous creature :D .. -Bluehair
offers lots of diversity and the good about it is that it goes together well. The acoustics side is also well executed and this map eventually radiates a good ambience. Besides, despite its extent, you won't feel lost in it. This map has really good design. I could end this review right here and simply put a 9 or 10 - yet, it has one serious drawback. I think I'd never experienced that terrible FPSs on my Radeon 9800 so far. That was a funky slide show when I was testing it! There are technical explanations to that and the most obvious is the massive use of fog. Even though it looks really nice, this makes this map hardly playable. -Bluehair
intended as a FFA map, but do with it as you will. Ultimately, this is a deathmatch map, but it should play well for tourney as well.
Trapanddeath2d Stage 6 Enterance Temple of Hell Final Stage 7: Death Match Via Cyberdemon in Stadium
judge of that, as I never played CS much! But well its biggest stregth is also the maps biggest weekness, seeing that Dust has collected alot of dust over the years, also this map lacks a bit of detail that we all have grown use to, since the good old days of Half Life! But anyhow, I played a little match on the map, and well even as DM map it is pretty fun! maybe a bit big for 4 people, but not really! So if you are looking for the next MP map to get your hands on, get this fun map by Manhunter! -FliX
or 4 players.
Protect the guys, for our salvation. Protect the guys, for all of humanity.... Good Luck..
Thanks go to everyone that helped me test it so far Enforcer,Plissken,Hammer,Lavaboy,Novacain,Lavagirl and special thanks to Enforcer for the ideas. :) There no real story to the map,find the pdas get through the map and kill the bad guys.
of detail. all in all a cool map, well worth the download -FliX
downward in the pit watching out for demons and traps. Map is a first work ever by author. This map is ßeta quality.[/quote] And now the changes since version 1.03 beta: [quote]- Added new ending room, old one was kind of plain - Added some DX9 eye candy, for those of us with DX9 Video cards! }> - Added PDA and Mission - Added other graphical tweaks[/quote]
brought mankind to extinction. Almost 5 years ago you where there when the project\'s they where working on went horribly wrong. Luckily you where there to set things straight. We have recently been informed that the UAC may have been working on or may have completed a time displacement field converter. This work has been deemed illegal for over 35 years for obvious reasons. Human tests on the trans-solar teleportation unit where scheduled to begin in 3 to 6 weeks. The UAC has put off the test 4 times now for safety concerns which given there past, is considered suspicious. We have felt for some time now, that the trans-solar unit may tie into the time travel technology in some way but until yesterday we could not verify our suspicions. At 10:35 am an encrypted message was intercepted by SAT38 on channel 3465. It gave detailed results and effects of subatomic particles after being displaced 10 days. After an exhaustive internal trial here at the United Nations we have come to the conclusion this work must be stopped immediately at all cost before permanent damage is done. You are hereby ordered to kill all technicians and scientists involved with the outpost conducting this research. Depending on there grasp of the TDFC theories, they may know you are on the way. Due to your outstanding reputation, you are the only one considered for this mission.
beginning mapper. Simple to use !Next thingy i first worked with are the Terrain Option (Simple Patch Mesh) what was also realy easy to use and looks realy good.
Player New Textures : No(Coming Soon This Only Beta Map For Now!!!) New Guis : Yes New Sounds : NO(Coming Soon This Only Beta Map For Now!!!) New Music : No(Coming Soon This Only Beta Map For Now!!!) Gameplay Time : 4 mins. (at least)
level in upcoming MOD/Expansion called 'DooM 3; Hell Awaits'. This map is ßeta quality[/quote] Here are the changes since the last version: [quote]v1.0.3 ßeta (9/30/04) - Fixed Z's on Mancubus platform. - Compiled map for and with Doom 1.1 (It caused the map to bitch about 'warnings', but no impact on look, feel, and play of the map, so no bug) - Moved BSP compile warnings off bug list, they dont affect the game play. v1.0.2 ßeta (WASNT RELEASED, BUT CHANGES ARE THERE) - All hidden and secret areas are in place. - Fixed a number of "Z fighting" problems. - All light's colors have been changed to red, this makes things darker, but I've added a few more lights to make the areas I want brighter. - Original Doom's E1M7 soundtrack added as Doom 3's theme music - Original Doom's E1M8 remixed soundtrack added - Rewrote readme. :D [/quote]
remains of a wreck and its layout is arranged in the style of an arena. I find it well designed for the purposes of a multi player map, even if I was - initially - a bit surprised to see that the first floor lead to a dead end... until I noticed those small lifts scattered at two or three places in the map; they nearly share the same color as the walls so they ain't much visible. I mainly see two problems with it: - bad FPS count; you might think that I often gripe about them, but this one generates worst fps than the ones I get with the original D3 levels; this is probably due to the use of volumetric fog. - bad items placement. I think Toireht should have better taken advantage of his interesting design. Obviously, the ground floor is a strategic area and yet most of them are located on the first level. Good map however, especially when you know it has been wrapped up in just 3 days! -Bluehair
issues; its architecture is also very square but hopefully quite varied. Besides, lighting is well executed. Audio ambience. Yes, it has one and of a very peculiar kind; crazy, incomprehensible would be good qualifiers for it. But this will probably be ze thing that will sustain your interest in this map too because you will want to know what does it mean. Unfortunately, I can\'t help further here as I was unable to reach its epilog :/ There is undoubtedly creativity in this map but yet it doesn\'t seem to have any direction. -Bluehair
a level in upcoming MOD/Expansion called 'DooM 3; Hell Awaits'. This map is ßeta quality and in no way will resemble the end product.[/quote]
castle! Heavy use of normal mapping yet, so you may need to revise your graphics settings a little bit. Its geometry is pretty researched even if some design choices are questionable: for instance, in the "lava room", it is not all that easy to avoid the lava especially during fast-paced action. And there are those strange teleporters: they look like graphics glitches and they don't noise when you use them. But don't get me wrong: this is good map. Tip: I was told that to jump between the two balustrades (the 4th screenshot below), you need to do 2 strafe-jumps. -Bluehair
Added more lights, sound effects and a extra room. Also changed item placements, added Rocket Launcher & BFG, change the name and added a preview photo.[/quote]
some Zombie ass, you can do that right here. The map is a little \"arena\" like setting with dense fog and little light. You spawn next to a gattlingun and loads of ammo. And after a few seconds loads, of zombies come sneeking towards you. Technicaly the map is nothing special, the lighing at the spawnpoint is lovelessly placed, and there isnt realy much detail in the map. But it deliveres what it promisses, alot of zombies to take down one after the other with the gattlinggun or the mashinegun. All in all I have to say its worh the download for those 5 minutes of fun in between. If you dont load this map with too high expectations, you wont be disapointed. No I have to go back to kick more Zombie ass. -FliX
level in upcoming MOD/Expansion called 'DooM 3: Hell Awaits'. This map is Alpha quality and in no way will resembles the end product, I just couldn't wait! :)"
reinforced when you see that you can only pick up hand grenades in there as if your goal consisted in throwing them over the dividing wall to crush the players from the other side! This idea is interesting on a gameplay perpective but DOOM 3\'s grenades don\'t behave enough well for this to work properly. Yep, that would make a funny idea for a mod e.g. \"DOOM 3: Tennis Party\" lol This map stands for c0ld_phuz10n\'s first attempt and because of that I won\'t rate it. There are indeed some problems with it. At first blush, you will find it way too small, then if you take a closer look at the textures, you will see some oddities as well. Nonetheless, I would like to see a second version of this map in the future! -Bluehair
good as well as the fps #. Level design is very straightforward (too perhaps?) as this map is perfectly symmetric. No audio ambience. I mainly see two problems with it: - too many weapons available; this could have been safely avoided given its small extent - no health/armor power-ups! Not a bad map in the end, yet its originality could have been further worked out. -Bluehair
time travel technology. This technology has been deemed illegal under strict laws governing the UAC for obvious reasons. But under the guise of trans-solar telaporation technology there work continues. Find and kill the scientist involved with this endeavor on Mars. (part 1) This map is for fellow map editors ONLY ! This will have only the file in .map format and will need to be loaded and compiled in the map editor to run. All textures and sounds are from the normal Doom3 game so anyone with the know-how should be able to run it no problem. I am a new mapper and in dire need of some good feedback on how to fix a few problems the map has. If you are a new mapper, you may get some use out of this by looking at how a few things can be accomplished.
vision care plans are provided for employees and dependents.
battles and 4 man deathmatches.
only made of corridors at one exception. Graphics-wise, it looks great and lighting is good and varied. No audio ambience on the other hand. Otherwise, given the small extent of the map, I don't find items placement very consistent. Actually, they are just too many of them and in particular there are too many kinds of weapon available! All in all, this is a good map for 1v1 matches, but it has yet to be fine-tuned to be really good. PS: if you were to update it, please make that model in the pentagram room not solid; this is just a graphical ornament and bumping into it too often really gets annoying eventually! -Bluehair
lighting has also been enhanced. The clipping brushes near the 2 elevators are still annoying yet! Besides, there is that warning logged into the console after it is loaded: \"no_info_player_deathmatch entities marked initial in map\" ... Has it been tested online? Ultimately, this doesn\'t change my opinion about it: I find it very successful. -Bluehair
as I was testing it. There is not much room where you can hide in there. Pros: - lighting, fps, graphics (nice details :)) Cons: - player inherits of all the game\'s weapon at the beginning of the game - geometry design: how do you access the 4 dark areas located at the corners of the map? -Bluehair
game: a small, symmetric sci fi arena with 2 elevators at its ends that enable the player to access an upper level. Its straightforward geometry is furnished with very thin details which is somewhat unusual for a multi player map. The bad news is about FPS and you will probably have to adjust your video settings to something different than High Quality unless you have a powerful system of course. If D3 had come with this map in between its default loading of maps, you wouldn't have ever guessed it has been made by a fan! -Bluehair
3-based multiplayer maps, as well as the uber-coolness of DOOMEdit, which also comes packaged with the full game. In other words, this map was just waiting to happen and I couldn\'t wait to make it so. Although I\'ve tried to imitate the same kind of frame speed performance of the default official DM maps, I have gone for a slightly different look and feel. This is partly due to the fact that I felt that the official maps all feel very similar to the single player levels, so I was inspired to make something that had a bit more of a Quake 2/3ish sort of mood to it. To this end most areas of the map have been illuminated a little brighter than the average default multiplayer maps and for the most part there is a little more room to move around. VIAVGA DM1 features several main combat zones connected via tighter corridors, ducts and hallways, containing a mixture of open areas for free-range (rocket jumping) action and various confined areas for close quarter combat. It is littered with strategically placed weapons armor and ammo at certain crucial waypoints and allows for multiple ways to move to and from most areas. Throughout brief playtest sessions on a LAN, we discovered that VIAVGA DM1 suits slower paced duel games pretty well (particularly when both players have a reasonable understanding of the layout) but can also accommodate 4 players neatly. 2 Vs 2 Team Deathmatch games also work pretty well, due to the various routes and ambush points throughout. All multiplayer weapons are featured within the level, although it can be pretty risky attempting to take the BFG (of which there is very little ammo available). Positioned in a lower tunnel rigged with an upward sliding deathtrap squisher (activated by one of two nearby switches), the BFG is not something you\'ll want to go for if anyone is aware of your location. Although the action tends to be drawn back to the main combat area frequently another prime position of the level is the VIA room, which can be accessed in a couple of ways. Here lies a rocket launcher, a couple of small med kits as well as a mega health power up that dots the \'i\' of the VIA logo. It is possible to rocket jump to the mega health, though it can be easier reached via a venting duct from above. Nearby to the VIA room lies a faithful shotgun as well as rocket and shell ammunition. There is only one other power up available, which is that of invisibility. This lies in the lift chamber underneath the control room (where a healthy cache of ammo is stored). I decided against including a Bezerker power up as testing proved it to be a little too brutal. Aside from the afore mentioned deathtrap squisher, VIAVGA DM1 also contains a few other deathtraps worthy of note. The most obvious being a red-hot pit of lava, which will instantly fry anyone who happens to fall into it. Less obvious and certainly more devious are several strategically positioned exploding barrels and gas tanks that can be used by creative players to take out their opponents. Some of these barrels can be moved and pushed off ledges to more lethal positions. Barrels will detonate immediately if their structural integrity is breached although gas tanks take 1 second to explode when damaged. There are also several fluorescent light fixtures that can be shot out to darken certain areas (very lethal when used in conjunction with exploding tanks and barrels. These are fairly obvious to locate as almost all other light sources are protcted by wire grills. Unlike the other VIA sponsored DM levels I have created (for Quake 3 Arena and Jedi Knight 2: Jedi Outpost), VIAVGA DM1 has been designed with a primary focus on gameplay as opposed to extreme high detail and eye candy overkill. But because of Doom 3\'s bump mapped textures and amazing light and shadow effects it seems that a high degree of geometric detail isn\'t as required to achieve a highly detailed scene. Whilst building the level and testing its frame speed performance as the process progressed I continually aimed to keep frames rolling at similar speeds to those of the official id maps. This is quite a contrast to most of my previous works, where I quite deliberately broke many level design optimization rules in order to bring otherwise powerful systems to their knees for benchmarking purposes. We are considering creating a more detailed benchmarking Doom 3 map at a later date, though we will likely wait for improved demo recording functionality before proceeding. Ultimately, however, I am somewhat surprised at how much detail I\'ve been able to incorporate and still keep frame speeds on par with the benchmark set by id. Despite Doom 3 technology being so fresh and new, it was surprisingly easy to create VIAVGA DM1 as quickly as I did. This is because the level-editing program is in most ways very similar to those used for the previously mentioned titles, which I\'m very familiar with. Indeed, it is actually just a newer version of the same program with long awaited features that facilitate easy editing for Doom 3 technology. As a result of this, it was the new features that I spent the most time experimenting with and I learnt quite a bit in the process (especially regarding optimizing performance), which I\'ll be sharing in a beginners Doom 3 level-editing tutorial.
this is one of my first maps I hope you\'ll forgive me.
deathmatch Last man standing Tourney
just a map I through together in about 2 1/2 weeks time, this also being my first map ever made. Changes made: Added more lights, sound effects and a extra room. Also changed item placements, and added a preview photo. Every weapon is in the map except the (Rocket Launcher & BFG). [/quote]
of a prison due to the towers with spot lights. The map is very dark and it could of used some more light in some areas. I was amazed by the map designers ability to put terrain into the map. I haven't seen that before in a map and i've been itching to try to figure it out on my own. The weapon and item placement was very well corriographed making this an over-all well put together design. One thing that bugged me however was the fact that i could jump onto a pipe and look beyond the map. An atmospheric killer but only noticable if you jump on that certain pipe. The textures are well placed with an even mix of them. Over-all I like this map and i'm happy it's in my collection. -- Slathe I rate it the following: Item/Weapon Placement: 9 Texture Use: 8 Design: 8.5 Lighting: 7.5 Creativity: 8 Over-all: 8.2
which is an ideal place for snipers :) Graphics-wise, this is correct even if overall this map looks pretty dull. Unfortunately, it has some technical flaws that will probably make you gripe: FPS ain't good and lighting is so low that you will often feel the need to draw your flashlight, especially when you get inside the buildings!! Yet, with more polish this map could indeed be succesful. -Bluehair
I have a cool idea and a little present for you :) But till this next version will be released I hope you will enjoy playing my Map.
the skeleton who's taking a pee break :) You'll then end up running down a dark corridor to more monsters to be finally teleported to another (well lit) area to kill even more monsters including a hell knight! It's really short and relatively simple with tips to help you through. I'd go with it's more a test map to see how to script in SP. It's fun for a quick run through though and has the feel of Doom 3 for the most part. One thing for the mapper though...is your entire map surrounded by a caulk box or something? Were you having leaks so just surrounded it all? Whatever you did for a map like this you'll get away with it...just from now on find problems and fix them, surrounding your map with a box is not a good idea! [i]Reviewed by: WadeV1589[/i]
only a few flaws. It's not a huge map so it's going to fit in with 4 players, size wise I'd say it's close to the size of the default DM maps if not a little more cramped in certain areas. There's a couple of weapons here and there and the atmosphere is pretty dank, dark and...well Doom 3 style. [i]Reviewed by: WadeV1589[/i]
all gonna die!
block of city. So have fun.
today. With several teleporters and many scattered weapons, you must fight to be named surpreme ruler of all!
health ...) and when there are many people in such a map ... well you see the picture ;) It looks exactly like in Quake 3; actually, only some audio ambience is missing to it and that charismatic announcer voice. Too bad that Doom 3 doesn't support bots ... -Bluehair
efficient audio and whose geometry fits to a challenging gameplay thanks to a layout opened to multiple strategies. The *only* drawback - that can be easily overlooked btw - lives in its performance: many visual effects (flying dust, fog and normal mapping) inevitably leads to quite bad fps especially since this map takes place in an open area and we don't know for sure if the D3 engine is optimized for rendering such environments (indoor and outdoor environments require specific rendering algorithms). Last but not least, there is a funny secret in this map. No I won't tell you but I'm SURE if I did so, you would rush to download it :) Great map Shamino; I am not surprised though, your first attempt was already convincing ;) -Bluehair
gameplay i.e. no useless detail in it and a special attention was brough to lighting and audio. I still find it a bit too dark though. There is not much to say against it: this is a well-done map that leaves a good impression. PS: if you can tell me how to get back to the space station once you are on the ground surface, let me know! -Bluehair
a little short, but is interesting!
with more than four in game. Average framerates run between 40-60 fps on high game settings(with the build machine). I have found better framerates running the map on medium game settings without a noticeable loss in visual quality (Video card set to Performance helps also). Machine specs with less than those of the Design machine may achieve better framerates on medium to low settings but try what you like! ENJOY!
and screw all the monsters up :) and get out there danger zone or u\'ll die!
varied and properly textured, item placement is also decent. Actually, its most obvious weakness lives in its performance: it generates very bad fps, even in small rooms. Low lighting is too prevailing as well. -Bluehair
because the lighting is almost non-existant there. While this map may be fun to play (straightforward layout, decent item placement), there are problems with it that will damage your gameplay: - bad FPS - it is way too dark overall, even more than native Doom 3 maps - one way conduits are too narrow, and many times you will find yourself stuck within - all corridors leads to nowhere - at the beginning of the map, you are given nearly all of the game's weapons -Bluehair
the retail release. The screenshots below may remind you something anyway. You won't find any weapon within, and despite the readme claims that you can use your fists to fight the two monsters, I have been unable to use them. You will enjoy this map only if you are curious; otherwise, you will find it totally useless. -Bluehair
downfalls of this map were the spawning points. Your power in the map depended where you spawned.Also, the doors provided a problem if you trying to run from someone, considering the fact that they open very slow. Even with the problems, this is a great map worth every minute of your download time.
scripting and monsterplacement is prety good, and you will get your time of enjoyment out of the map. -FliX
should mark the first original complete map released for DOOM 3 Single Player.
them first)! Compact, close-quarters gameplay. If you can win this one with a goose egg in the loss column…damn you’re good! Real fast online gameplay, even those with PCs that have the minimum Doom 3 requirements. This one will keep you and your friends coming back for more and more! Enjoy!
leans toward the minimum Doom 3 requirements and this map has no stutter or slowdown! Download now, so you too can experience Solar Hell!
for Doom 3 to see how well the engine can handle a fairly detailed and large outdoor area\". -Bluehair
little too easy to fall off the edge, but other than that, it is a fun and unique map.
that hold lots of powerups; both mazes are dark and would be good for sneaking up for frags. One of the other ways off the main room has a small opening for you to squeeze through, in here you'll find a 200 health powerup followed by a transporter which takes you straight back to the centre of the main room. Finally there is the lava path where you'll get another power up if you brave it and before you know it end up...you guessed it, in the middle room. Structurally, besides the mazes it's very square. While it's good for a quick frag round you most likely will get bored of it quickly as it is small and quite repetative. Lighting is OK. It seems the bright light with no shadows is here again which I would seriously avoid in the future but you can just about see your way around and it has more of a Doom feel to it. [i]Reviewed by: WadeV1589[/i]
will be higher if you turn FSAA off... but not much, as the speed hit from what I can tell is due to lighting. The map itself is one large area with 4 rooms, one in each corner that each hold one weapon plus a lot of ammo. Then there is a central room that holds armor shards and one of the 200 health powerups. I have to say this is very odd placement - bright side is you'll definately get frags in as there is only one source of health, down side is the frank simplicity of it all. Light wise...at a guess it's one large central light flashing away with shadows turned off. This means that all the floors are fully lit and so are any wells...except those not facing the centre - they're totally black. Potentially a fun quick frag fest map - if you can cope with the low FPS and bright lighting. [i]Reviewed by: WadeV1589[/i]
computers play the ID logo opening, and there is a small second level. That was a un-bias review of the map. Now I'll look at the Pros and Cons. We'll look at the cons first, because I like to leave on a positive note. **This map has the worst FPS I have ever seen. I have a medium tear graphics card, and I can run the game well at medium quality. I set it on the lowest possible settings, and I got, on average, 0.75-0.5 FPS. That's right, less than 1 Frame Per Second. Low end systems or anyone that cannot play the game well on high are not reccomended to play this. I believe that this is due to the fact that every room has 5-20 havoc objects that move every time an alien teleports in. The level would have been much more fun if it wasn't like looking at a bunch of shapshots from a photo album. *There wasn't enough ammo. Pros: *If it worked on my computer, I would imagine that this would be one of the most fun maps to play. The level did create a good atmosphere for a futureistic home, minus the ever abundant zombies. *Being able to turn off everything, including music, was fun and the extra bonus level was funny. Good for anyone with overclocked, uber high quality, uber powerful systems.
pillar and then jump from one to the other, if you fall you're seriously hurt yourself. The small stairs leading up the central pillar is a bit of a pain due to their small size, it's easy if you're moving too fast to run off them and have to start over. However I think this may have been intentional to make it hard to get up there in the first place. I can see a problem being the first person to get up there could very easily camp the stairs making it near impossible for ther other players to get up there. The FPS are fine in this map and the lighting is gloomy, a few more variations in the textures would have been nice because a pure red map quickly feels 'icky'. [i]Reviewed by: WadeV1589[/i]
some fun. It's a small room with no gravity, as you've probably figured it out by the name. You start on a high platform with a strange friend on your side, who has a nice shotgun for you at his feet. :D After the zombie on the ground kicks some barrels, there will be no gravity, so you can jump and roam on the air freely (well.... not so freely because of those bugging zombies ;)). As the author says in the readme, you'll have a little surprise when you kill the last respawn of one of the enemies. If you want to have some fun, definately go for this. - Reviewed by N3CR0
either; however, the .map file is included in the archive. -Bluehair
modifications that should not effect gameplay. My younger brother and I spent hours upon hours fragging it up on the original Quake\'s E1M7 map. The very small space made for some great matches and I thought it might lend itself well to the 4 player limit in Doom 3 (at least out of the box). I hope you enjoy this recreation as much as we did the original!
is small and intense. Remember kids… If ya gots MADD STYLES YO ride THE RAIL! Word to ya mutha G!
text below for further info. -Bluehair
inside jokes with a hidden bathroom. It also includes custom textures.
had to offer. When it finally loaded, a tip came up, debriefing you on your mission, which I liked. Throughout the level, you had to use what was given to you or you would die or run out of ammo, making you use most of the weapons, where as in other maps, the weapons are often extra and uneeded. I enjoyed this map, and found that it ran with minimal lag on my system, which is a lot to say for a developer map. The only beef is that, well, I don\'t think I have one. It was a well rounded map, and even had Super Turbo Turkey Puncher! I highly reccomend a download.
map and enjoy If you have any questions/Comments? Email me at firstname.lastname@example.org
and my version is the lighting and weapon placement.
room is sparcely populated with explosive canisters, which can be blown up to kill an unsuspecting civilian or enemy without wasting too much ammo. There is very little lag on this map which is always good, and there are only two rocket launchers in the center of the map, which is bad for people that love to use excessive force to destroy the opponent. Good for people that hate the flashlight, and for people that don\'t like to be blown to pieces.
there way to freedom (I say this in terms of roleplay, this is not a mod of any kind that lets you choose Prisoner/Guard teams, just a DM Map). With overturned tables, weapons galore, and everything in general chaos, this promises to be a fun filled frag fest :)
with boxes in each corner of the map -fixed wall bug (we could just see a black wall) -deleted the hellknight -fixed all the ammo and weapons to be just on the floor(not higher)
die! A fun map to play when you've conquered Doom 3 singleplayer!
powerups, items, and introduces the chainsaw naturally, to MP mode, without further unnecessary modifications. There\'s an turkey puncher 3 online arcade room, several hidden weapons, great spots to hide in, introduces alot more spawn points, trecherous hallways, that will inevitably lead you to someone else. You\'ll need to make use of all the controls, including crouching, jumping, running, and strafing. The Hellish Complex, full of flickering lights, and no ambiance sounds to add to the interruption of total and utter deathmatch beauty. That\'s right, you can hear someone walking, firing a pistol, reloading, etc . . .
email is: email@example.com. Simply place the pak101.pk4 file in you doom3/base dir. Then start Doom 3, and create a new server and choose the \"Metal World\" map on the side. Wait until some people join and start fraggin\'. Have fun!
some of the rooms really brought back memories. This is where my positive remarks end. On the negitive, the lighting was really uneven. There were no places with 0 lighting, and often, I found myself overwhelmed with the lighting. The framerate was very low, even with my mid-tear graphics card. There was no music, and tthere were no opening doors. There were a few holes and transparent walls. THere is no way to \"end\" the map, as the exit is not usable. The choice of textures were not the best, but this is a beta, and the author says that he will improve on it. By the way, this is single player. to access, hold ctrl+alt+~ and type \"map e1m1\" into the console, without the quotes. ~Lt_Commander