DOOM Chronicles: Chapter One

This is the second beta release of the first chapter of our mod. Though we have decided to only include one level from our SP campaign for...


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This is the second beta release of the first chapter of our mod. Though we have decided to only include one level from our SP campaign for this demo, it should give you a good idea of our mod's gameplay. The level included was chosen because it shows off many of our new features, but does not give away too many of our "secrets", nor the bigger surprises that await with the final release of Chapter One ;)

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*				   Doom Chronicles:  Chapter One		                           *
*					      Beta Demo				                           *
*						   *
Created By:  Doom Chronicles Developement Team (reply with bugs to 
cody_b64 AT or use our forums)
Date:  05/09/05


		Thank you for downloading the second beta release of the first chapter of 
our mod.  Though we have decided to only include one level from our SP 
campaign for this demo, it should give you a good idea of our mod's 
gameplay.  The level included was chosen because it shows off many of our 
new features, but does not give away too many of our 'secrets', nor the 
bigger surprises that await with the final release of Chapter One ;)
		Once you have completed the demo level, you will be taken to the G-Gun 
Testing Facility, a map we use for testing physics.  You can also access 
this map through the console with the command: map testmaps/ggun
		Additionally, this second release contains a working alpha of our mod in 
Multiplayer mode.  It has one Doom Chronicles exclusive map, DC Teraform, 
and it can be played with all of vanilla Doom 3's maps, as well as most 
custom Doom 3 multiplayer maps.  Maps that were not created for Doom 
Chronicles will still be able to take advantage of DC weapons, ammos, and 
Alt-Firemodes.  A sample server mapcycle file is included.  If you would 
just like to look at the DC Mulpitplayer features and map just type into the 
console after load:  spawnserver   and you will see DC Teraform, with access 
to all DC-MP features.  Alternatively, it can be found in 
		The Doom Chronicles Development Team would also like to invite 
mappers from the Doom 3 community to build their own maps using our mod.  We will be 
accepting submissions of community made DC maps, which will be evaluated, and if deemed
appropriate, may be included as part of DC's MP map-pack, upon final release of the mod.  
We have also opened up a new section of our forums for discussions of MP related topics, 
from help with DC on MP servers, to information needed to help in making DC maps.  More
information on this will be made available in that forum shortly.



		1. Open the zip.
		2. Drop the entire contents of the .zip into your Doom 3 directory 
(default c:\Program Files\Doom 3\).  Do not place in Base folder.
		3. Start Doom 3 and click on the Mods button.  Select 
DoomChroniclesDemo_v2 from the list. Or, you can double click on 
		4. Once the mod has been launched, click New Game, and select a 
difficulty, or you can choose to look for, or create, a multiplayer server.
		5. Have Fun!!


Demo Features:
		Here is a list of the features included with this Demo....

*One of the SP levels from our new SP campaign, plus a test map for the 
Gravity Gun :D

*One of the MP levels from our MP game

*Completely re-worked damage system to give you a more intense experience.

*You might see one of our new monsters ;)

*A few of our new weapons....
Default 'Q'.  Press 'Q' to launch a flare to light the way...
-Gravity Gun:
Toggle to use (Default G)
Fire (Default Mouse1) grabs/catches objects, dead enemies, or projectiles.
Alt Fire (Default Mouse2) Launches the items that you are carrying.
Tapping Alt Fire while not holding something can push moveables and corpses.
Tapping Alt Fire while not holding something, and aiming at a living monster 
will 'zap' them, causing very weak damage.
Tapping Reload will drop any object that is currently being held.
-Napalm Grenade:
Still in testing stages...  Will have to cheat to get it ;)
-Other weapons left out until we have a new model and skin for them...

*Alternate Fire (Default Mouse2)
-Most weapons that have alternate Fire require special ammo to use 
them...None of this ammo can be found in our Demo level...  However, some 
weapons have Alt Fire's that do not require any ammo....  With a little 
experimentation, you will find these :)

*Fire Modes (Default 'E')
-Some weapons have multiple modes of fire in addition to their Alternate 
Fire.  You can toggle between a weapons Fire Modes by pressing 'E'.  Some 
weapons have up to three seperate Fire Modes!!! -

*Refer to the emails entitled 'Weapons Manual' that are received in-game for 
detailed explanations of Alt-Fires and Fire-Modes on guns picked up.

*Your current Fire Mode for a weapon, and the Alternate Fire for that weapon, is shown on the HUD next to the weapon's ammo display.

*Melee (Default Ctrl)
-Almost every weapon has a Melee attack.  These attacks are only recommended 
as a last resort...  *Note, these animations are not the greatest :(  However, by our next release, they 
should all be redone and up to par :D

*Grab (Default 'Z')
-You can now pick up very light objects by pressing 'Z' to toggle to 'Grab Mode', then pointing to the object and pressing Fire (Default MOUSE1).

*Hand Grenade no longer in weapon list....
-It now toggles like the flashlight, and can be toggled by Default Caps 

*The Squad!
-There are now friendlies that will help you.  Do NOT shoot them!! ;)
-You can command the Squad to fight either Aggressively, or Defensively by pressing the Battle Stance key (Default UP ARROW)
-You can command the Squad to either hold their ground, or to follow you by pressing the Formation key (Default DOWN ARROW)
-Your Squad cannot harm you, but you will still feel the impact of their bullets.

*Advanced Impact Particles
-We have modified the engine so that every surface type can have a 
completely unique impact particle!  This means that metal will shoot off 
sparks, dirt shoots off dust, etc!  Unfortunately, our demo level takes 
place mostly in a 'metal' inviroment, so you'll have to wait for a later 
release to see this new feature pushed to its full potential...  *Note:  The 
impact particles used are still in there testing stages, and many will be 
upgraded by the next release... *Also note, due to Doom 3's net code, impact 
particles may not be seen at all times in MP mode.

-We have gone great lengths to bring the Doom 3 atmosphere to life like 
never before.  We have given as many objects physics as possible, which 
changes the gameplay in ways not possible before!  *Note:  Many of the 
moveables are still being tweaked to be made to be more realistic...  Some 
of the moveables may behave 'odd' in this demo..

-We have added many new sounds, and upgraded many old ones...

*Many, many more upgrades and tweaks....  Hopefully you'll notice them all, 
and enjoy them :)


*Game Play Tips:

		1.  Save Often!  This is much more chanlenging than vanilla Doom 3...
		2.  Use Alternate Fire, and Fire Modes strategically to survive...
		3.  If ammo is low, or if something jumps in your face, use your gun's 
melee attack ;)
		4.  Use sprint strategically to evade enemies..
		5.  Look before you shoot, it may not be a monster.  Don't Shoot your 
		6.  Just like in real battle, you must watch your squad's line-of-fire.  
Don't Stand in your squad's way in intense battles...  Crouching helps ;)
		7.  Aim for your enemies heads, head-shots are lethal.
		8.  Use flares strategically to light up your path. **Warning though** 
flares are lights, and being this is a realtime lighting system, multiple 
flares on top of each other will start to drop your FPS.
		9.  Search every area thoroughly to discover secrets, they can help harder 
places to be MUCH easier.
		10.  Moveable objects often get thrown around in battle.  Try to use these 
to your advantage.  Large moveables can make for quick cover...
		11.  Advance slowly if possible to take advantage of the benefits your 
team has to offer
		12.  Kill everything quickly!  Don't get overrun..
		13.  It is good to gib zombies....  Helps with fps :)
		14.  Read all the emails, and examine the pdas you pick up.
		15.  Have fun! :D


		This Mod adds many new effects, and has a lot more going at once than 
vanilla Doom 3.  If you notice a drop in your FPS, it may be wise to lower 
your settings a bit.  By default, we have turned off Decals, and ejecting 
brass.  If you get decent fps, then you can turn these back on.  As long as 
you were able to play D3 with decent-Ok fps, then you should not have 
anything to worry about.  I was able to play just fine with a geforce 5200, 
2.3ghz, and 512 MB of ram ;)


Known Bugs and Fixes since last release:

-There is an odd bug that occurs when you load a saved game.  You may or may 
not notice it...It effects your ammo....  **Not any more!  This bug has been fixed.
-Sometimes, Moveables act strangely....  **Still work to be done on D3's Physics
-You may or may not see this one...But sometimes, zombies don't gib 
right....They'll just 'dissapear'...  **Happens in Vanilla game too...  Something to do with gibbing more than one zombie at the same time.
-This really isn't a bug....  The Gravity Gun needs a MUCH better skin... 
We had to leave it as is, though...that, or delay the release of the Demo :(   **A new one is in the works...Hopefully will be finished soon.
-In the ggun room, dont call a monster while holding an object.
-Squad may crash if they fight to get through a door - if you see this about 
to happen, kill 1 of them.  **This issue, we believe, has been fixed.  If you experience it, however, please tell us.
-Due to D3's Net Code, there are some issues with mp.  Sometimes, if the PING gets high, particles will stop showing.  Also, in general, mp can sometimes have lag.  We have found though, that our included map (DC_Terraform) runs extremely smooth.  With few exceptions, we have experienced no lag here.

		If you find any more bugs, please report them....Post anything you find on 
our forums at: or if you prefer, you may email them 
to us at: Cody_b64 AT **PLease, if you are reporting a bug and are 
able to, take a screenshot of the bug to send; this would be greatly 


-Doom Chronicles Developement Team:

Cody64: Team Leader, Programmer, Animator, Varius Jobs
Nivelxe: Programmer, A.I. Coder, Skinner, Web Designer
Krankymonkee: Lead Mapper, Music Composer
Smash: Mapper
WereRabbit: Animator
Incubus: Skinner
DeaDBeaT: Concept Artist
Necronomicon: Concept Artist
Jdawgg: Voice Actor
MintyDog: Voice Actor, Mapper, Demo Recorder
Saber1: Modeler, Sound Engineer, Voice Actor
Dareitus: Voice Actor
IronHand:  Voice Actor
Arapaho:  Mapper
Falcore:  Web Designer
Glomerate:  Voice Actor
Raven Squad:  Music Composer
SS3 Goku:  Skinner
Plague:  Voice Actor

Some of the music used in this Demo was created by:
Raven Squad
Ashley Carr

*Special Thanks To:

DescX:  For Helping us sort out Alternate Ammo Types.
PbMax:  For Allowing us to use, and modify, his Gravity Gun Code.
cusTom3:  For his more than greatly appreciated help with multiplayer game code.
Everyone who has helped us out at
The Doom Community:  Still the coolest community around :D
And to YOU, for downloading our Mod!  Thank You! :D

*DC Teraform contains the skybox Gravesky by Sock, created for Quake 3, and 
converted to Doom 3 by krankymonkee.

Info from his readme follows:
Date:             13th of January 2001.
author:           Sock
email address:    sock AT


*Comments from a few of the Team Members:


Wow, we finally got this out :O!  We've added some new cool features, and the mp should keep you busy till we get the final version of the first chapter out (which, by the way, all of our effort will now be towards).  I hope you enjoy this as much as I have enjoyed working on it.  Also, would like to thank all the members of the team.  You guys have all worked very hard, and it shows.  Couldn't ask for a cooler group of guys to work with :).


I hope everyone enjoys this second beta release, and the MP alpha, be sure there is more to come in both MP and SP.


Finally we come to our second release, working multiplayer, many bugfixes, a lot of improved stuff and much more to come. I hope you enjoy it as we enjoy making it.

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Bamfu Games

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Registered 12th August 2004

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