Current Version; 0.2 .. Togglable flashlights on weapons using an innovative method involving pressing reload. Pistol has a burst effect, also togglable, using a reload & reload+fire method. The future is as follows; Offworld will add a new campeign, that will be both singleplayer and multiplayer, as well as change/make improvements to the origional campeign. Planning to add more teamplay elements, improve the AI, implement multiple fire modes and capabilites, and use innovative methods to interact with AI, the environment, and of activating and changing weapons and physical and non-physical gameplay elements. A few new weapons will be introduced as well. Trites, cacodemons, and other monsters' AI will be DRASTICLY, DRAMATICLY, EXTREMELY, improved. The "Offworld" multiplayer portion will be a team-based cooperative and competative objective based system, with high map-based functionality, including but not limited to, turrets, monsters, capturable objectives, timed objectives, AI team members, AI reinforcements, heavily destructable environments, heavily scripted scenes (with as much dynamic destruction, interactivity, and AI 'understanding' capability as possible). It will be possible to cooperativly play the 'singleplayer' Offworld campeign with as many as 6 players.
The UAC is becoming more and more corrupt as it operates outside of moral obligations. Internal conflicts break out over mining, colonization, waystations, and various artifacts - mostly about funding. Funding is most oftenly served on a first-come first-serve basis, and is normally insufficient untill progress has been proven to have been made. The UAC has recieved tremendous pressure from Earth-bound governmental authorities to clean up it's act, and is hastily putting together cheap and hopefully reliable teams to perform search-and-rescue operations on Europa - and at the same time diversifying the same teams into mining, transportation and distribution. Successes with these teams in transporting important goods through relatively hostile environments, such as the asteriod belt, or a hostile competitor's back yard, combind with their relatively cheap pay, and less-than-military beurocracy, but military-equivelant armaments, has brought them to be the mainstay of corrupt or anxious high-ranking UAC executives. Most are ex-UAC Marines, who performed well, but were slackers or had disciplinary problems. Others have histories with various illegal paramilitary organizations, and still others have elitist ranking and approval in the UAC Marines, but wanted more individual pay, travel and adventure. The UAC Mercenary Corps, as it is called 'under the table', promises all a very bright and active future, with very good advancement opportunities.
The UAC: Offworld campeign will center on a small group of very diverse mercenaries, who will first engage in spacial combat against simple asteroids ('inline training') escorting their ship through dangerous parts of the asteroid belt. After sustaining light damage from atleast the initial asteroid impact, with a layover planned at Mars (during the origional Doom 3 campeign, but farther away, at a smaller outpost), where they engage light numbers of cacodemons on the surface after landing, and are paid off by a suprised Dr. Betruger to exterminate them, and not to report about it to corperate headquarters. Here you chose either to reject his offer and leave immediately, or accept his offer (into a sub-campeign) to stay and engage more cacodeamons - during which your team is scared sh*tless by very large numbers of demons and zombies, and after a very drawn-out standoff - possibly losing teammates, but acquiring advanced weaponry and even more pay - then get the hell out. Cinematics ensue displaying various fights and arguments over either reporting what you've seen, and claiming a bounty - as well as possibly having the corperation know about what is going on, and be 'delt with' by being ordered back to Mars. It ends up the concensus is that you will continue with your origional journey, without reporting anything unusual at your martian layover. Having evacuated so quickly, your repairs are not completely finished, although you brought aboard the tools to do it yourselves. Another spacial mission ensues, where you follow orders and escort your engineering specialist (or if you're the engineering specialist, order a fellow teammate for escort) to finish the repairs, stopping along the way to repair damage caused by successive asteroid impacts you may have had during the initial asteriod scene. You engage a nest of trites which had developed inside the ship's hull, but unfortunately due to a few stray friendly support rounds, have a relativly short ammount of time to complete the repairs (or the ship will expload), under siege by large numbers of trites, utilizing airlocks and environmental obsticals as much as possible. You are successful in repairing, but now have an issue of getting back out - as well as dealing with the trite infestation. Here you chose to rid the ship of the trites with just you and your single teammate, or simply attempt to contain them and deal with them later with reinforcements. Either way you are unsuccessful in killing all of them, and you have the possibility of losing a crew member. Assuming you got all of them (with no trace of where they could have hidden), you and your crew return to their quarters, frightened and expecting everything to jump out at you. Here you (and other crew members) decide that you'll split up sleep schedules, and take turns guarding the ship, or that you'll all sleep with guns under your pillows - so to speak. Either way, you will engage in 3 sleep/awake cycles. These cycles consist of a minimum of 2 hours, and a maximum of 4 hours, depending on player decisions, and the trite infestation. An out-of-context briefer will inform the player of this. You will have the possibility of engaging trites, engaging a vagary (trite mother), defending crew members, or finding crew members secrets or find them having bad dreams, having crew members defend you, or accidentally shoot crew members, etc, as well as hearing various ship environmental noises, and 'voices', on a dynamic (and demonic) fashion. There atleast 1 trite encounter, 1 trite attacking a team member, a cinematic bad dream followed by interaction in which you are engaged by your crew members who are zombified - if you die, you wake up, and cannot sleep for the remainder of that cycle. Crewmembers will have various expiriences of their own that influence their sleep patterns, and everyone will negotiate their sleep demands in a very realistic manner. The ammount of sleep you and your crew get will be relative to your visual effects, and physical performance during your awake cycles, and when you arrive on Europa. You will find that a rival corperation's vessel has already landed, and is preparing to scavenge the remains, and take captive whatever survivors. The survivers are non-partial to either corperation, and simply want to be rescued, however, both corperations are funded explicitly based upon their success in this mission. Even if you are massivly sleep deprived, you will be wide awake with no visual side-effects after 4 minutes into the mission, should you chose to use a stimulant pack (or if you are too sleep deprived - determined by AI, a teammate will apply one to you without your acknowledgement). The side effect of the stim pack is that you will have a harder time not making noise, and keeping a steady aim, which will be relativly critical, because you are engaging far better trained and armed mercenaries than yourselves. You will be able to dynamicly split up your squads, lead or follow and designate a leader for your squad. Based upon your previous interaction with squad members, they may demand that you lead, or demand that you not lead, or not be paired with them. You must retrieve minimum all the artifacts and 12 out of 14 surviving crew members, 8 of whom will be critical. You will also be able to capture expensive materials, supplies, and equipment. Following this mission, you will be able to spend your funds at a nearby UAC supply station, as well as barter any goods and some weapons you have retrieved (you will have a preset unchangable requirement of fuel and 600 bullets, 24 grenades, stimulants, and food, which will consume about 3/4ths of your very minimum initial funds). The military forces on the base will assist you in completely eliminating your trite infestation, by chemically flushing the ship while evacuated and emptied of supplys and personal items, and second, manually attacking the survivors (you and your crew will help in this, provided any survive, with at minimum yourself manually checking reguardless). You will spend 30 minutes minimum browsing the base while your ship is refueled and further repaired. Here you will have the possibility of recruiting more members (splitting your funds, provided you can convince your crew to take them on), assisting in getting a fuel leak and fire under control. It is possible to stay here for 3 days (2 hours) before being ordered (and 'escorted') off the station. Failing to pack everything will get you in trouble with your crew, as well as having the possibility of severely hendering yourself in missions to come. There will be 6 hard, expansive, dynamic, scripted and very branchable, missions that will follow, untill finally you are ordered to Mars to assist the UAC marines clean up the demonic invasion. Inbetween these, you will have the option to return to one of two UAC stations. To get to the second UAC station, you will have to trespass on an opposing rival corperation's territory, and will engage them in combat coming to and from the station. Getting to the second station however, will get you more funds, but you will not be able to return there again - as it is only part of a mission you can pick up in the first UAC station, as a supply and equipment run. There will be other branches for extra funds, which risk your crew members and equipment. The final mission will have you return to Europa with the surviving (minimum 12) crew members, and assist them in establishing a base. You will be engaged by a very large trite infestation, from some who escaped your ship on your first landing. The Europa survivors are then paid off (you are able to negotiate the ammount) not to report what happens - so that you don't have to face corperate suits who could question the circumstances of your 'departure' from Mars. On your last return to the UAC station, you recieve an order directly from the earthbound portion of the UAC. You are ordered to capture and hold the facility you landed at previously - you will be saving a few cut off squads, (who you will not be able to control, and will be scripted) and advance across the surface to the UAC base. You will have 2 days and 2 nights (1 hour) to secure the facility, and then make your way to the UAC base (you will have an option, provided you explore, to take an underground route the trites used to get there). If the dawn of the 3rd day occurs, you will fail the mission, as a large nuclear device is detonated over the area, because the suits fear all is lost. If this occurs, you will have to start over - but you will be able to witness the world around you become engulfed in a wall of flame. It will be possible to survive but pointless, if you do, you will encounter a few eastereggs, and have to manually restart the mission (a UI object will notify you of this - 'Mission failed, hit escape and restart.'). Once you get inside the UAC base, you will notice various parts of the world from the origional Doom 3 campeign. You and your crew will pretty much go all out against the remaining forces of hell, including a resurrected cyber-demon. Once the base has been secured and overrun by the marines, you are thanked, given a huge payoff, and a cinematic covers your trip back to earth, where you all are rewarded. You will then be able to have an RPG-esque life as a UAC Mercenary commander, and along with (or if you wish, seperate from) your team members, and engage in dynamic multiplayer *online* missions, competing with other mercenaries to get the job done. You and your teammates will not be able to 'die' in these missions, as recovered teleportation technology from the UAC Mars base (that you retrieved) can successfully retrieve dead or even gibbed objects, reconstruct them, and teleport them back in (uh.. they respawn). You *will* be able to bring AI teammates into multiplayer. If you do not complete the campeign you are restricted to the multiplayer portions of your campeign, and 'virtual' training maps. You can enter a cheat-code to allow you to engage in the dynamic multiplayer online portion, but the relationships you developed in the singleplayer campeign will not carry over.
Current mod is on Filefront Doom 3's Single Player Mods section. Look for Offworld (0.2).
14th July 2004
Use the edit button.
Edit button timed out. Would if I could. Can an admin merge the posts above?
22nd April 2002
campaign.. doh! not campeign.. spell checker didn't pick it up, so I kept on going.. maybe I accdientally added it.. cam·paign ([color=red] P [/color]) Pronunciation Key (km-pn) n.
- A series of military operations undertaken to achieve a large-scale objective during a war: Grant's Vicksburg campaign secured the entire Mississippi for the Union.
- An operation or series of operations energetically pursued to accomplish a purpose: an advertising campaign for a new product; a candidate's political campaign.
Mod will be delayed further releases untill after DoomGate is complete..