Xaijin has sent in a mod that is sure to increase the fun-factor of your DOOM III gaming experience! Basically, this is a mod which encompasses changes in graphics, sound, gameplay, AI, mood and immersion...everything a Doom fanatic needs to get his or her fix! Abandon All Hope DooM III is the result of this developer's personal take on DooM III and Hell. It aims to add to the experience and allow those who wish to play under other circumstances than the default game, another chance to get to know the universe of Doom a little better.
One of the biggest change that this mod makes is to address one of the biggest complaints of this game, and that is the darkness; Everything is way too dark, and changing this presented a unique issue...so, there's a give and take here, making it dark is what added to ambiance in the first place, and to completely remove it would be to limit one of the defining pillars of the game. The trick is of course, finding the balance between nail biting tension generated by hard shadows and murky depths and the other end of the spectrum which is quite frankly, "I can't see a bloody thing." To this end the shotgun has an affixed taclight, and point-targeting has been added to the missile launcher and pistol.
Some of the features of this mod include:
- Zombie - They will serve to cause chaos and panic amongst the weaker sheep, while obscuring the horrors that are to follow behind them.
- Commando - The culmination of form and function within the ranks of the Willing; These have had their speed and damage increased.
- Cherub - These delightful children possess an extremely wicked streak and delight in abusing those weaker than them, now with a slightly longer jump.
- Trite - A much hardier specimen, and more of a problem with a slight health increase.
- Cacodemon - Now have a higher health.
- Imp: The vanguard of the hellish army, and an excellent scout, even better now that they come with improved attacks, improved Object and Enemy awareness.
- Weapons & Gear:
- Multi-scale Containment and Spatial Compression Device - Used by troops in the field everywhere and particularly found in hostile environments, the "micronizer" is a marvel of modern technology and the perflect blend of utilitarian genius and supreme battlefield optimization.
- Standard Issue Light Augmentation Device - The Union Aerospace Corporation delivers the utmost in practicality and elegance in this flashlight, designed to operate for 12 years continuously.
- Standard Issue Personal Firearm - The trusted mainstay of any soldier and even the martial minded civilian, the "Peacemaker" Pistol is the finest hand weapon to ever be produced by the UAC.
- Standard Issue Close Quarters Superiority Weapon - Efficiency. No other word more accurately describes this multi role weapon, from its ease of use, to the supreme reliability of its double barreled offset firing action.
- MACH 126.96.36.199 Special Purpose Antimaterial Weapon - In a quest to provide armies with a well balanced set of weapons, UAC looked to the past when designing and manufacturing the newest line of "Mach 2" Chainguns.
- And more!
Refer to the readme for additional information.
CONTROL SCHEME NOTE: DO NOT ASSIGN ANY COMMANDS TO MOUSE2, YOUR RIGHT MOUSE BUTTON. When news of DooM ]I[ first spread around, I was overjoyed that we would FINALLY be able to return back to one of my favorite places of all time. When the time finally came I loved as much as most hardcore fans did, but there were things about the game that I wanted to make more to my personal liking and tastes. This mod and its twin are the culmination of that wish. Through playing and dissecting other mods, and speaking to many knowledgeable persons on many different subjects, I was able to gain an understanding of the way MOST of the things work in idTech 4 (not all though) Others have also been paving their own paths in the four years since the games was released, and their works is also a sight to behold. What follows then is collaboration of what I have learned and what others have shown and taught me whether directly or through examples. This is my personal take on DooM ]I[ and Hell. It aims to add ot the experience and allow those who wish to play under other circumstances than the default game, another chance to get to know the universe of DooM a little better. I'll make no claims that this is the be all end all of mods, it is simply the way I enjoy the game most. First off, the main complaint. Everything is way too f!!!ing dark. There's a give and take here, making it dark is what added to ambiance in the first place, and to completely remoce it would be to limit one of the defining pillars of the game. The trick is of course, finding the balance between nail biting tension generated vy hard shadows and murky dpeths and the other end of the spectrum which is quite frankly, "I can't see a *^&%%&$^%ing thing. To this end the shotgun has an affixed taclight, and point-targeting has been added to the missile launcher and pistol, per Clone JCD's original intention. It's actually rather easy to add lights to all the weapons once you know what you're doing, but again simply adding a light to EVERYTHING takes away from the nature of the game... If other lights are wanted, speak up, and perhaps ye shall be heard and thine request granted. Issue #2: Attack of the Monster Closet. Again a mixed bag of expectations. A surprise is often only a surprise once, after that it can become routine unless variation is introduced, and even annoying if repeated enough. To this end spawning has hopefully been tweaked enough so that it is less annoying and more scary to be attacked from behind, and the new balance will insure survival even if you have the wrong weapon out at the wrong time... (the obvious exceptions to this are the missile launcher and grenades... common sense dictates these are used when they SHOULD BE, not just carried around indiscriminately) The weapon balance now makes several weapons useful in more than one role, while making others specialty weapons for specific tasks, know your weapons and use them right. Issue#3: Immersion. Nothings take you out of the game faster than disappearing bodies and debris, same with magical decals that disappear. It always struck me as odd on say Ultra settings that all the graphical endeavors authors had strove to create were simply eaten by the dreaded Screen Monster seconds later after happening, when the goal on an ULTA enabled machine was to be a realistic as possible in terms of graphic fidelity... To this end decals, shells and debris and bodies should stay indefinitely, giving mute testimony to the blood and spit and ass that just occurred in the room or space you just left. For this reason a high end system with plenty of memory is recommended to get the full effect of the mod.Additionally, graphical elements not found in the vanilla game have been introduced, and not simply for the sake of OMG EYE CANDIES, but to enhance the world you're in and the dread power it holds. __________________________________________________________ WEAPONS AND GEAR: UAC STANDARD ISSUE MULTI-SCALE CONTAINMENT AND SPATIAL COMPRESSION DEVICE, MILITARY GRADE: Used by troops in the field everywhere and particularly found in hostile environments, the "micronizer" is a marvel of modern technology and the perflect blend of utilitarian genius and supreme battlefield optimization. By combining zeropoint state enhancers and proprietary UAC matter compression techniques spearheaded by the brilliant scientists at the UAC Mars Facility, we here at UAC have been able to field our brave and resourceful troops an with an insurmountable amount firepower to even the odds on the battlefield, no matter what assets the enemy happens to possess. By allowing a single soldier to carry a multitude of weapons and enough ammo to spare, any enemy force can count on itself swiftly outgunned and in need of a rethinking of its foolish opposition to the brave men and women of the UAC armed forces. "Just make sure you don't get a refurbished or reused unit, or you might end up with half your head or body in some crazy bullshit egghead dimension. There's nothing theoretical about having half your liver jammed in your shotgun ammo" UAC SPECIAL ISSUE ENVIRONMENT SUIT, MARS FACILITY Combining unparalleled protection and the maximum in lightness and flexibility, the inclement hazards ineherent to life in the Martian environment are quickly conquered by the UAC Series 13 Advanced Warrior Tactical Suit. With onboard capital ship level AI and automatic heads up tranmissions in real time of various personal data and surrounding environmental conditions, the soldiers of the UAC are always safe and always in touch with that latest in combat information as it happens. "The new suits look weird as hell, but they get the job done, and they're a damn sight better than those goofy ass ZSec suits, who the hell wears goggles in combat?" UAC STANDARD ISSUE LIGHT AUGMENTATION DEVICE, HAND HELD The Union Aerospace Corporation delivers the utmost in practicality and elegance in this flashlight, designed to operate for 12 years continuously without need to recharge. Sturdy and reliable. this device will be the mainstay for engineers and law enforcers for years to come. "It's heavier than it looks, and if you get in tight quarters, it'll work better than your fist, that's for sure." UAC STANDARD ISSUE PERSONAL FIREARM, PULSE MODEL, VP777 (EXTRA ORBITAL AMMUNITION COMPATIBLE) The trusted mainstay of any soldier and even the martial minded civilian, the "Peacemaker" Pistol is the finest hand weapon to ever be produced by the UAC, and we are proud to continue to make the model avaiable to all of our fine employees and customers for the 11th year running. Combining no-nonsense design with the latest in gel-core pulse fired ammunition, the Peacemaker is THE name in personal protection. "It'll shoot a nice hole in you, but won't breach your hull. Not much else to say, really. It's a gun, it shoots stuff." UAC STANDARD ISSUE CLOSE QUARTERS SUPERIORITY WEAPON, RAPID FIRE - PULSE MODEL (EXTRA ORBITAL AMMUNITION COMPATIBLE) CORPORATE SECURITY EDITION Efficiency. No other word more accurately describes this multi role weapon, from its ease of use, to the supreme reliability of its double barreled offset firing action and the ease in which it can put fire downrange in short order. Efficient to use, efficient to wield and clean, this rifle will ensure that any UAC Security Chief can rest easy, know his troops carry the leading edge in sensible firepower for a sensible age. "Takes a while to get used to the weird kick, and it doesn't shoot near as far as they tell you, and that slide cart mag is dumbest design I've ever seen, but it can shoot the hell out of something up close, and the gel rounds won't leave you in vacuum... a bit of a trade off I guess. Just don't take on any snipers with it. The dual barrel design is crap for accuracy unless you use two round bursts." UAC SPECIAL ISSUE SHAPED EXPLOSIVE DEVICE, NON TERRESTRIAL COMBAT MODEL Years of toil by the trusted scientists at UAC have produced this modern marvel of explosive design; a grenade that can safely be used on starships, without fear of hull breach and then deadly depressurization. Combing the very latest in shaped charge design and layered kinetic force redistributors, the UAC have perfected the ultimate in both explosive power and interplanetary safety. "Don't ask me how the hell it works. I just know you don't want to set it off in a closed room or a tight hall if you feel like living. It also doesn't do much explosive damage unless you make contact with the target... Oh and ah, don't pull one out near a Sentry. They'll run away and shoot em out of your hand.... or what's left of it." UAC SPECIAL ISSUE EXPLOSIVE MUNITION LAUNCHER, MULTIROLE Nothing says tactical superiority like the UAC Special Operation Multi-Role Warhead Launcher. Featuring a unique "ammo-clip" design, this versatile and powerful weapon will make you the envy of the squad in short order, with its self clearing action and patented UAC smart missile design, the Missile Launcher is capable of removing virtually any obstacle in a soldier's path. (Available only by special request to non-atmospheric theaters.) "I don't know what the HELL we have these for.... What the hell good is a missile launcher in a pressurized facility?! Whoever ordered these has a screw loose or a deathwish." UAC MACH 188.8.131.52 SPECIAL PURPOSE ANTIMATERIAL WEAPON, (MARTIAN BUDDY EDITION) In a quest to provide armies with a well balanced set of weapons, UAC looked to the past when designing and manufacturing the newest line of "Mach 2" Chainguns. The retro style and mechanical sturdiness of the Chaingun is a "must" for all hardened combat veterans. Early adapters have nicknamed it "Saw", with its armor piercing .30 caliber bullets, the Chaingun is capable of literally cutting opponents in two. Packed with all the punch you need in close combat fighting, the Chaingun delivers unparalleled reliability and functionality. Always on the forefront of technology, the UAC is making safer worlds through superior firepower. "All I can say don't fire a weapon designed to chew up a tank in a building with walls thinner than a .... tank. The only word that describes this ... "equipment" is redonkulous." ENPRO DIVISION SPECIAL PROJECT #3, EXPERIMENTAL PHASED PULSE MAGNETIC "MULTIPATH" PLASMA EJECTOR "Plasmacaster" Representing yet anoher great accomplishment of the UAC, the series Three "PlasmaGun" is an extremly versatile medium-range combat weapon. Harnessing the exhaustive resources of synthetic plasma, the "PlasmaGun" meets the critical requirement of low-cost, abundant ammunition for today's highly mobile military. Capable of sustained firepower due to the latest advances in plasma injector technology, this weapon's light weight and high yield make it desirable for most combat scenarios. Always on the forefront of technology, the UAC is making safer worlds through superior firepower. "I don't have the slightest clue what Miss Chasar is working on, but I do know she's getting lots of help from those lonely old super-nerds, if you know what I mean..." DELTA LAB UNIT 3 ARTIFACT #7, RECOVERED WEAPON SUBJECTED TO UNKNOWN ENERGIES Artifact dispensation, Site 3, expedition 4: "BaleFire Shotgun" It is not known what energies the weapon was subjected to, nor is it clear exactly where it was found as the wielder had to be... "terminated from duty" for erratic behavior involving the weapon in question. What is known is what can be observed, that the weapon is capable of delivering far more kinetic energy than it absorbs, in direct contradiction to Newton's Terrestrial Law, with apparently little physical effect on the wielder. It is quite capable of moving hundreds of pounds of mass a considerable distance and even completely reversing the inertia of both free form projectiles and solid bodies, living or otherwise, with little effort. The psychological effects of using this device seems to be highly... delitirious. It is my recommendation that this... "shotgun" be locked away until it can be better studied by more capable staff and better equipment. DELTA LAB 3 ARTIFACT#11, RECOVERED WEAPON SUBJECTED TO UNKNOWN INTERDIMENSIONAL BEING'S INFLUENCE Artifact dispensation, Site 3, expedition 13:"HellFire Shotgun" Dr. Betruger has expressed keen interest in this otherwise archaic weapon, particularly in light of the fact that no such weapon is registered or ever was registered on the base, or in transit from Earth. It emits an eerie "glow" in darkness that can only be described as... unsettling. Furthermore though it accepts standard shotgun rounds, what comes out of the barrel are NOT shotgun rounds, as they emit energy in an undetectable frequency range and impact markings left by these... "pellets" glow for weeks on end with no discernible energy source. The fact that it was recovered on what for all intents and purposes seemed to be an altar is both troubling and revealing, as it appears these... creatures... are capable of reverence or interest in something other than killing us every time we enter their space. Everyone who has held the weapon has had nightmares for weeks afterward in which some kind of terrible being attempts to communicate with them. I have asked Dr. Caseon to interview these subjects, but he has steadfastly refused, citing his departure in three days. _____________________________________________________ Personal Log, Faustus Betruger, Chief Scientist and COO, UAC Mars Facility What wonderful strength my children possess! Soon these witless peons and their corporate masters will be ground to dust in the coming storm. A New Order will soon arise from the ashes of humanity, and I alone will left to see its Grand Design come to fruition. Many minions have been placed at my beck and call, adn I intend to use them to make Earth a living Hell of my own design. Possessed: Zombie: A useful if dull creation. They wil serve to cause chaos and panic amongst the weaker sheep, while obscuring the horros that are to follow behind them. It is but child's play to convert the weak minded and stupidly selfish into mindless carrion. [No changes save for a SLIGHT increase in speed, why mess with a classic, Zsec weapon damage increased to equal player on Nightmare] Lost Soul: If you need any more proof in the wretchedness that pervades our "modern" society, then you are a fool. It is amusing to watch my colleagues debate about why these creatures look "so human", while the truth stares them in the face. Imbeciles. [No change] Commando: The culmination of form and function within the ranks of the Willing.When the skies of Earth burn, my children will dance under the fire. [Increased speed and damage] Minor Demons Cherub: What an ironic name. These delightful children possess an extremely wicked streak and delight in abusing those weaker than them... much like ALL children do. [Slightly longer jump] Tick: Only useful in great numbers, these creatures are simply what is left of those too weak to survive the transition to the Home dimension. Pitiful fates for pitiful creatures [No Change] Trite: A much hardier specimen, the Vagarys' children have proven themselves capable of sowing mass confusion and picking off foolish interlopers with heart-warming efficiency. [Slight health increase] Maggot: Though weak, these underlings serve as able scouts and harassers, though their single minded preoccupation with feeding makes them somewhat limited in usefulness. [No Change] Wraith: Excellent proof that our "science" is merely an extension of the Master's design. How droll it was to watch those fools who though they were safe behind their "dark energy" barrier die from behind, their safety cubicles turned into charnel pits. [No Change] Specter: The proverbial embodiment of aggression. These minions live only to attack and tear the flesh of their victims to shreds. With my modifications, these loyal "attack dogs" will be almost unstoppable. [Higher Damage] Cacodemon: If only those fools could see exactly where the improvement to the plasma weapon came from, I wonder if they would be so eager to make it a reality. Luckily for them it will happen anyway, whether they wish it or not. [Higher Health] Imp: The vanguard of my army, and an excellent scout. The Imp's flexibility will be aptly demonstrated soon.... very soon. Any weaknesses in fortitude can be overcome with numbers. [Improved attacks, improved Object and Enemy awareness] Major Demons Mancubus: The perfect fusion of old and new. This being carries the latest in firepower while harnessing the oldest of emotions. I'm sure those destroyed by its weapon will have little inkling to the delicious irony that pervades their "design". [No change] Vagary: Ah, the loving mother. Nothing soothes her more than to hear the sounds of her children feasting on the torn bodies of the weak. Literally able to move mountains to kill those she hates, that is to say, all who live. [No change.. yet] ArchVile: Much like the Vagary, this child is very cooperative, always eager to share his experiences with others, whether they survive or not is of little consequence. Reminds me of my own childhood. [No change] Guardian Demons Revenant: The perfect synthesis of Demon and Human into Something More. The best that technology can offer and the will to use it that can only be bound within the fires of Hell itself. [Extreme Health increase, Better Tracking, Lethal Melee attacks] The Guardian: Even I am mystified by this Ancient Being. It's power is only matched by its age. Any who dare intrude on its Lair are sure to die, and even the other denizens of hell avoid it... with good reason. [No change.. yet] Master HellKnight (HellNinja): The personification of Power Incarnate. Where even other Demons fear to go, these mighty Guardians surge forward with all the Power of Hell itself theirs to shape and command. I shall make the best of them into my personal Hunters. [Improved AI, Increased Mass, Extreme Health, Extreme Lethal Melee, Unique Attacks. This is a mobile Miniboss and a chock full barrel of AssWhoop.. Be afraid, be very afraid] The CyberDemon: There is surely no force on Earth that can hope to withstand the Greatest of the Master's Warriors. [No change.. yet] ______________________________________________________ Mod Design: You'll notice that the paks are individually arranged. This is not by accident. They are implement to complement each other, If there is an effect or function you don't like, it's a simple matter to remove the pak that offends thine eye and so pluck it out. In addition to gameplay changes, this mod make extensive use of the best graphics that can be had currently under idtech 4. As such it will require a very good system with plenty of memory to run at full graphics fidelity. It can be run at lesser settings without problem, but to say that the immersion and effect will take a hit is an understatement as this is an uncompromising mod made for a game that itself was planned as a graphical showcase. There is a supplied autoexec.cfg that is necessary to run at full graphics fidelity. Opening the .cfg file will clue you in on what is changed, and those savvy in the ins and outs of the engine can of course modify the settings to fit their particular system, especially those who run monitors with custom resolutions and refresh rates. Also to note this mod makes of ALTFIRE FUNCTIONS. As such, MOUSE2 (your right mouse) is "hardbound" to function as alt-fire for certain weapons. If you wish to change this to another button, modify the autoexec.cfg accordingly, then save it. (You might wanna avoid binding MOUSE2 to anything else in the menu also) Inspiration, Resources and Talent: Dafama2k7: The Man the Myth the Legend, He's like the Terminator, he'll never, ever stop until DooM is on every hard drive on Earth, TheRealSceneGraphManager: Definitely someone you'll want to watch for, his mods are both functional and stylish, the best of both worlds Clone JC Denton: His innovative dll and code makes all this possible, the very foundation of the house, so to speak. Doomi: Best SinglePlayer. Ever. http://www.doomerland.de.vu PBmax: If you want to learn how to script, this guy's examples are where to look. Awesome work. Revenant100: Another inspiration, and damn fine work. Santiago Rocha:email@example.com SoulFoot: Shoot Gun Good? Trojanman190: Best Half hour of Love ever Fabio PoliCarpo/Manuel M. Oliveira/Carlos E. Scheidegger/Gustavo S. Neto: They put the DAMN! in "3-D" Mausus Atlas: If you haven't played "Double" then you don't know what what DooM ]I[ can do. http://perso.wanadoo.fr/maususatlas Junkguy/NitroClan: Without these guys this community would have faded a long time ago, thanks for starting the ball rolling. The 6th Venom: Best Gui and Title mod I've ever seen. Revility: umm where to start... Ruiner was the perfect inspiration to start this little endeavor, and I'm SO STILL WAITING TO PLAY IT.... >< *cries*, anyone who dls this should check out both Double and the Ruiner Homesite to see what real talent looks like. http://www.ruiner.atomicarmadillo.com/news.html
There are no comments yet. Be the first!