CougarMod

This mod incorporates the ideas and concepts behind several other mods, with tweaks, adjustments, fine-tuning, and additions I made....

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This mod incorporates the ideas and concepts behind several other mods, with tweaks, adjustments, fine-tuning, and additions I made.

It is primarily a weapons balancing and improvement mod, but also includes features from Glen Murphy's Duct Tape Mod, namely the tactical light for the shotgun and machinegun. He created an excellent mod, and full credit goes to him for the idea.

I also liked the idea behind G. Fairchild's Plasma Gun mod...namely, his belief that an energy weapon like the plasma gun should make a different, almost thunderlike sound and the blast should travel at incredible speed. I think he's right, but I didn't like his implementation or his sound effects so I made my own. I didn't actually include his mod, but I wanted to give him a nod for thinking along the same lines as I.

There were several things about the various weapons in Doom 3 that I did not like, and this mod addresses them all. I've extensively playtested and tweaked the settings until I'm happy with them, and I felt this mod was ready for release. It gave what I felt was a vastly improved game experience on all the game's difficulty levels.

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CougarMod v1.25
By J. Gorrell, aka Cougar
puma@ikillclowns.com
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This mod incorporates the ideas and concepts behind several other mods, with tweaks, adjustments, fine-tuning, and additions 
I made.


It is primarily a weapons balancing and improvement mod, but also includes features from Glen Murphy's Duct Tape Mod, namely 
the tactical light for the shotgun and machinegun. He created an excellent mod, and full credit goes to him for the idea.


I also liked the idea behind G. Fairchild's Plasma Gun mod...namely, his belief that an energy weapon like the plasma gun 
should make a different, almost thunderlike sound and the blast should travel at incredible speed. I think he's right, but I 
didn't like his implementation or his sound effects so I made my own. I didn't actually include his mod, but I wanted to give 
him a nod for thinking along the same lines as I.


There were several things about the various weapons in Doom 3 that I did not like, and this mod addresses them all. I've 
extensively playtested and tweaked the settings until I'm happy with them, and I felt this mod was ready for release. It gave 
what I felt was a vastly improved game experience on all the game's difficulty levels.


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The changes I made are:
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> Fists: I reduced the damage from 20 to 15. Sorry, but I just can't see your fists inflicting as much damage as a chaingun 
bullet, or more than a shot from the old plasma rifle. Look, you're taking on zombies and extradimensional creatures here. 
Unless you're berserk, a punch from a human being is just going to piss an Imp off.


> Flashlight: Your handy-dandy flashlight, barely the size of a modern Mag Lite of today, magically used to inflict nearly as 
much damage as the chainsaw, and more than the pistol, shotgun, machinegun, and chaingun bullets! Sorry, wrong. That just 
didn't work for me. I reduced the damage from 40 down to 25, which is more than your fists, but less than other weapons. 
Again, if you whack an Imp with a flashlight, it's just going to make it mad. So don't.


> Pistol: I changed this quite a bit. Instead of the weak-ass little peashooter it used to be it's now actually a viable 
weapon, firing high-powered magnum loads. I increased the damage from 14 all the way to 40, gave it a new, more impressive 
and appropriate report, and lowered the clip capacity to 8 rounds. Two shots from your pistol into the chest of a zombie will 
now kill it, as will one head shot. Three rounds pumped into an Imp will put it down.


> Shotgun: Another weapon that I tweaked quite a bit. In addition to now having a tactical light (Thanks Glen), I reduced the shotgun's spread from an absurd 22 degrees to a MUCH more reasonable 5 degrees. 22 degrees is just crazy! Anyone who's ever fired a shotgun knows this. Even a spreader choke, or illegally cutting the barrel down won't give you a spread like that. It's now a viable weapon at short to medium ranges. I've had a number of excellent firefights with gun-toting zombies where they and I were both ducking behind cover, popping out to shoot at one another, and I was always able to take them down with about three shots. At the ranges involved, across a room or down a hallway, that's just about perfect. I also adjusted the damage and pellet count down slightly, and fixed that magical 2-for-1 reloading deal that your marine got when he fed shells into it. At close ranges, the shotgun will take down any common monster, zombie, or Imp with one solid hit.


> Machinegun: The damage on this used to be just pitiful. I increased it from 9 to 13, resulting in a weapon that does about 
as much damage with a 3-round burst as your magnum does with a single shot. A burst of ten rounds or so will put down most 
monsters, and the weapon now fires more advanced caseless ammunition. It also sports a nice tactical light just like the 
shotgun. (Thanks again, Glen)


> Chaingun: This I just about totally changed. The entire concept of having clips for a chaingun is...well, stupid. Chainguns 
don't work that way! A chaingun is a belt-fed weapon, with ammunition for it passing through a flexible feed tube out of a 
backpack worn by the operator. The entire point of a chaingun is massive sustained fire and the ability to put hundreds and 
hundreds of rounds downrange in very short order. So, the maximum ammo capacity for the chaingun is now the same as the clip 
size...900 rounds. You pick up ammo, in boxes of 100 rounds, and link that new ammo belt with the ammo you already have in 
your backpack until it's full. When you fire, you can rip off your entire inventory of ammunition...all 900 rounds...without 
reloading. I also tripled the rate of fire, placing it at a much more realistic 3775 rounds per minute, or just over 60 
rounds a second. (Just as a note, chainguns today fire as fast as 8000 rounds per minute) This means that you'll burn through 
your entire 900 rounds in less than fifteen seconds, and the average short, controlled burst will be somewhere around 40 
rounds.
Notes: I had to compromise somewhat with this weapon, lowering the damage to an unrealistic 9 in order to balance the 
weapon's new rate of fire. This thing is absolutely devastating, and will tear through just about ANY monster, including 
bosses, in a couple seconds. The original damage of 20 was just way too high. I was also forced to make it a caseless weapon, 
which is somewhat unrealistic considering the nature of the belted ammunition, but I had no choice. When fired, it spawned so 
many cartridge casings that it totally bogged down the game engine, reducing framerates to a crawl even on high-end machines. Also, when you pick up more ammo for it, press your reload key and your marine will link the belts together and place them in his backpack.


> Grenades: These have also been tweaked quite a bit. First of all, they are now the most damaging explosive device your 
marine can carry, inflicting more damage than a rocket. I mean, just look at the things! They're twice the size of the 
missiles you can fire out of your rocket launcher! And unlike a rocket, which has to have an engine taking up room inside, 
nearly all that space is filled with explosive. So I increased the damage by 80 points and upped both the splash damage and 
radius. I also removed the annoying trail of smoke it left when thrown...since when do grenades smoke like that, 
anyway?...and decreased the 'bounciness' quite a bit. It now hits, bounces a little, and rolls to a stop, which I like a lot 
better. You can also now throw them further, their fuse has been increased to 4 seconds, they don't somehow magically know to go off if they strike an enemy, and they are destructible. That is, they can be set off by weapons fire or other explosions. (Note: With a four-second fuse, you can toss three of them into the same spot. All three will detonate together.)
Note: I also noticed that the damage for when you let a grenade detonate in your hand was increased by a factor of 20. That gave me pause. Double or triple damage, okay, that I can see. But how in the hell would holding it in your hand make it do 20 times more damage than when it's sitting at your feet? Since it made absolutely no sense, I changed it. It's now scaled so that if you have full armor, and let a grenade go off in your hand, it will knock you all the way down to 5 health. If your armor is less than full, it'll kill you.


> Plasma Gun: This has been MAJORLY changed. As I mention above, both Fairchild and I believe that an energy weapon like the 
plasma gun should fire extremely powerful very fast-moving blasts of energy. Fast-moving as in the speed of light...it is 
energy, after all. And we both feel that there would be a thunder-like report as the air in the path of the blast is ionized 
and superheated. However, where he feels that the weapon should still fire like a machinegun, I felt that the weapon should 
function more like a powerful blaster, putting down enemies with one high-damage shot. To that end, I increased the weapon's 
damage dramatically, by a factor of five, and slowed the firing rate by a nearly equal amount. It's now more like the 
shotgun, where a single blast, especially a head shot, will put down most anything. It has a totally new report, best 
described as "hissing thunder", and a reduced clip capacity to reflect the more powerful blasts. This weapon absolutely 
excells at medium to long ranges, and is the closest thing your marine has to a sniper rifle. It will take down an Imp with a 
single head shot, and nearly any monster with two or three hits.


> Rocket Launcher: I didn't change this much. Aside from tweaking the damage down just slightly to balance it with the other weapons, I pretty much left it alone.


> BFG 9000: This weapon gave me the most grief, and annoyed me pretty much the most of the bunch. My biggest complaint was the damn overcharge explosion. That just made absolutely NO sense to me. Who in the hell would design, develop, and manufacture a highly advanced and evolved energy weapon with the capability to charge up for more damaging shots...but that exploded nearly the instant it reached full charge, killing it's operator?!? It's the dumbest thing I've ever heard of, so I fixed it.
On the premise that a weapon that advanced would have some reasonable safety features, the BFG 9000 will now hold its full charge for a much longer time...over 3 extra seconds. This gives you time to move and aim once the weapon reaches maximum power. And if you continue to hold the charge, the weapon will overheat and be forced to vent off the energy. There's a loud hiss, a bright green glow as the energy is released, and the energy you'd been holding is lost. You'll have to reload before you can fire again, but you won't take any damage from the experience.


> Chainsaw: I had an issue with how much smoke the chainsaw produced. Come on...this is how many years in the future? And it smokes THAT bad? I don't think so. That far in the future, and considering that technology like the Hydrocon is around, the damn thing probably runs off hydrogen anyway. So I made it clean-burning and removed the smoke. Other than that, I left it alone because it works pretty well as-is.


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Other changes:
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> All the weapons now use modern smokeless powder. I don't know what Id was thinking when they made all the weapons smoke like a damn forest fire...what, they reverted back to black powder in the future? Or are we supposed to believe that years from now, manufacturing and quality control processes are so bad that they're forced to use gunpowder laden with contaminants? Anyone who's ever fired a modern firearm, be it a handgun or a long gun, knows that they don't smoke like that. So I removed the clouds of smoke that spewed from the barrels of all the weapons after firing.


> Nearly all of the weapons are now picked up with about half their clip empty. If a zombie that was just firing at you drops 
his pistol when you kill him, it's NOT going to magically have a full clip when you pick it up.


> Ammunition carrying capacity has been greatly reduced. Not only does this help balance the newer, more powerful weapons, it just makes more sense. Let's take a look at everything your marine used to carry. Nevermind the weapons for now, let's just look at ammunition.

Pistol: 50 clips
Shotgun Shells: 40 magazines worth
Machinegun: 10 clips
Chaingun: 10 ammo belts
Plasma Gun: 10 energy cells
BFG 9000: 8 energy cells
Hand Grenades: 50
Rockets: 96

Where the hell is he going to carry all that?!? And why would ANYONE carry a whopping FIFTY clips of handgun ammunition? And look at all those rockets and grenades...the poor bastard would be covered, head to toe, in high explosives! That's a hell of a way to go into combat.

The numbers I settled on after playtesting are still pretty outrageous if you really stop and think about them, but they aren't quite as mind-bending as Id's default values.

Pistol: 6 clips
Shotgun Shells: 6 magazines worth
Machinegun: 6 clips
Chaingun: 1 big ammo belt
Plasma Gun: 5 energy cells
BFG 9000: 5 energy cells
Hand Grenades: 20
Rockets: 25

So that's 5 reloads for most of his primary weapons and four reloads for his energy weapons, as well as a lot fewer explosives. Makes a little more sense, doesn't it? And don't worry...though it's quite a reduction, the improved weapon power and accuracy more than make up for it. I played all the way through the game, repeatedly, and never had a problem with running out of ammunition.


> Maximum armor increased to 150.


> Maximum stamina increased by 30%. This guy's a marine, right? He's tough.


> Your fists, flashlight, pistol, and machinegun can no longer gib an enemy. The shotgun, chaingun, plasma gun, rockets, grenades, BFG, and chainsaw still can.


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Installation:
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Unpack the file and copy pak005.pk4 to your Doom 3 /base directory. Then just run the game as usual.

Note that some saved games will be effected by this mod, starting at the beginning of the level instead of exactly where you saved. There also may be some issues with ammo carrying capacity not resetting properly if you install this mod and then load previously saved games. To resolve these issues, just start a new game from the beginning with the mod installed.
(I recommend this anyway, so you can learn how all the new weapons behave.)

To remove this mod, just delete the pak005.pk4 file from your Doom 3 /base directory. 

If you already have a pak005.pk4 file in your /base directory, just rename it to pak006.pk4 (Or higher, if need be).


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Revision history:
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Version 1.0:

> Initial release, making all the changes described above.


Version 1.25:

> Fixed a small bug with hand grenades not detonating the way I wanted them to.

> Reduced the number of shotgun pellets from 12 to 9. The shotgun was just too powerful.

> Increased the damage on certain zombie's weapons to reflect the more powerful ammunition.

> Significantly optimized and streamlined the files, shrinking the .pk4 file by nearly 700 KB.


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Use this mod at your own risk. Although I have extensively playtested and adjusted it, I cannot and will not guarantee that it will not cause your computer to spontaneously erupt into flames, your plants and/or pets to wither and die, your power to go off, sunspots and solar eruptions, plagues, oceans of blood, demonic possessions, or monkeys to fly out of your butt. The author is not responsible for any damages, direct or consequential, that may result from its use.
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Comments? Feel free to email them to puma@ikillclowns.com

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Cougar


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Registered 5th October 2004

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