Doom3 Remix

This is the first test release a joint project between Shadow Dancer, Thirst for Pain, Ice Weasel and Jonny the Fox, aimed at making Doom...

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This is the first test release a joint project between Shadow Dancer, Thirst for Pain, Ice Weasel and Jonny the Fox, aimed at making Doom3 a more frightening and intense experience. The creatures you face will be more vicious, resilliant, and fearsome than before, and some possess new abilities to catch you off-guard and keep you on your toes.

Doom3 Remix is designed around experienced and veteran players. New players should start on Recruit difficulty and give the Beginner's Monster Guide a read-through as some of the monsters are now very tough challenges. Enemies have little or no slowdown to their reaction time, meaning they'll dodge when shot at, and attack relentlessly and without warning when they have a chance. All returning monsters do damage on par with their classic Doom counterparts (ie: Imps do 24 damage with their slashes instead of their previous 8) and all new monsters have had their damage upped to similar levels.

Some weapon changes include:

  • Shotgun: The shotgun reloads one shell at a time now, and must be cocked before leaving the reload state Choose your reload time carefully.
  • Rockets and Grenades: To compensate for the effects of full locational damage, rockets and grenades now do around 260 damage for direct and splash damage, the ctach is they also do this full damage to you if they blow-up anywhere nearby. Use them with caution.
  • Plasma gun: The fire-rate has been increased somewhat, but there's a catch: the plasma projectiles now have a small radius damage.

Damage zones have been implemented for all NPCs, enemies, and even you, so do your best to avoid taking headshots, but do your best t dish them out. Limb shots will do less than full damage, and some enemies have locations (like the Pinky's hindquarters) which take no damage at all, so you'll have to be precisce about your aim if you want to drop your targets quickly.

  • The developer also suggests the following mod to increase the 'Doom III funness!'
    • Brilliant Bloom (1.0) by Maha_x
    • Brilliant Highlights (0.60b) by Maha_x
    • Ultra-Extreme Quality mod by one of the eight devils
  • The developer also expressed a fondness for:
    • D3 Fullshadows part 1 of 2 & Doom 3 Fullshadows Part 2 of 2 by Dafama2K7
    "Most of these mods can and probably will lower your framerate to a certain degree, so use at your discretion."

Refer to the readme for a whole plethora of information.

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Download 'doom3_remix.zip' (209.36MB)

Readme
                                                                     
                                             
Doom3 Remix

April 20,07 Release update:

Nothing much has changed since last time.  The Vagary has been tweaked to be less insane, a few skins have been tweaked, and there may or may not be another altered map in there  ;p (more coming soon, I may start releasing the maps themselves separately to cut down on download size.)
I've gotta' tweak a few more things on the RoE version, but that should be out very soon, also, for some Really insane fights.  Get ready to break out the Bloodstone and the rockets.
I'd add in an ammo indicator, bu I know nothing of scripting for Doom3.  Something I'll have to look into.

As always, comments are most welcome.


--------------------------------------------------------
This is the first test release a joint project among myself (Shadow Dancer), Thirst for Pain, Ice Weasel and Jonny the Fox, aimed at making Doom3 a more frightening and intense experience.  
The creatures you face will be more vicious, resilliant, and fearsome than before, and some possess new abilities to catch you off-guard and keep you on your toes.
The difficulty is designed around the MArine skill level, anything higher and you play at your own risk.  The mod is designed around experienced and veteran players.  New players should start on Recruit difficulty and give the Beginner's Monster Guide a read-through as some of the monsters are now very tough challenges.
Enemies have little or no slowdown to their reaction time, meaning they'll dodge when shot at, and attack relentlessly and without warning when they have a chance.  All returning monsters do damage on par with their classic Doom counterparts (ie: Imps do 24 damage with their slashes instead of their previous 8) and all new monsters have had their damage upped to similar levels.   
Damage zones have been implemented for all NPCs, enemies, and even you, so do your best to avoid taking headshots, but do your best t dish them out.  Limb shots will do less than full damage, and some enemies have locations (like the Pinky's hindquarters) which take no damage at all, so you'll have to be precisce about your aim if you want to drop your targets quickly.

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Instructions:
Download winrar if you don't have it, or rename this file a .zip and open it.  
Create a new folder in your Dom3 directory (not base) called anything you want, but preferably "Doom3 Remix."
Drag and drop the contents of this rar into the folder.
Boot Doom3 and enter the mod menu.
Select Doom3 Remix (or whatever you named it) from the list and load it.

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Some weapons have been tweaked to change-up the balance of power a bit:

-Shotgun: The shotgun reloads one shell at a time now, and must be cocked before leaving the reload state (Thanks to Bogz Dollox from Dollox Doom for this and the blood/bullet-hole stay), meaning you can end the reload cycle at any point, but you'll take a moment to cock it first, which can be just enough time for the enemy to gain the upper hand.  Choose your reload time carefully.

-Rockets and Grenades: To compensate for the effects of full locational damage, rockets and grenades now do around 260 damage for direct and splash damage, the ctach is they also do this full damage to you if they blow-up anywhere nearby.  Also, they can now be shot out of the air, which means splash form enemy fireballs, or a spray of incoming chaingun fire could potentially detonate a rocket or grenade straight out of your barrel, killing you instantly.  These are powerful weapons, use them with caution.

-Plasma gun: The fire-rate has been increased somewhat, but there's a catch: (there's always a catch) the plasma projectiles now have a small radius damage (many thanks to Rogue Wolf from True Survival for this) that will chew away your health at very close range.  This sets the Plasma gun further apart from the Machinegun and Chaingun, forcing it to be a mid-to-long-range weapon only.

Melee damage for the fists and flashlight have been reduced a fair amount, save them for conserving ammo against lesser enemies.  The Chainsaw will arrive soon enough...

Maximum ammo for all weapons has been reduced, and available ammunition in some levels has been cut-down.  The reduction of available ammo will become more widespread in later releases.
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Included: 
-New skins for all characters and monsters, aimed at making them more greusome and frightening.

-A new, stripped-down HUD display aimed at adding another level of tension to the gameplay from Thirst for Pain.

-New sounds from various sources, including Jonny the Fox, Inferno Death Orgy, JC Denton's Ultra-real stereo sounds mod, and my own mixes.

-A few tweaked levels with new enemy encounters, with more on the way, including the possibility of entirely new levels and secondary paths in the future.

-New title and in-game menu music from Doom Depot.

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Recommended Additional files:

-The latest versions of Brilliant Highlights and Brilliant Bloom, by maha x.

-Ultra-Extreme Quality mod by one of the eight devils, which adds-in self-shadowing for all actors.

These files will change the way Doom3 appears, and may not necessarily be to everyone's liking, which is why I leave them optional, but some of the skins have been developed with these mods in mind, and may not look ideal otherwise (the pinky's tattered muzzle, for instance, turns very blue under regular rendering: by default the speculars are colored to interact with the diffuse map and create the intended coloration, but the tweaks made by maha x to the specular necesitated that the speculars be made gray-scale, and while this spoils some effects (the Vagary's eyes and the Cherub's tail, for instance, but the mod brings enough new lighting effects in that I can overlook that.)  One note, however.  Brilliant Highlights makes Doom3 significantly brighter than it is otherwise, due to the way it handles light, so you may find it to your liking to use the console command r_lightscale and set the value to somewhere around 1.3-1.5 (ie:  r_lightscale 1.4  ) to get the darkness level back to normal.

I've also become fond of the Doom3 fullshadows mod by David Fabrega Maestre, which makes all lights in all Doom3 leels cast shadows, which results in some dramatic lighting situations (check out the EnPro main reactor)

Most of these mods can and probably will lower your framerate to a certain degree, so use at your discretion.

-------


Credits:
Thirst for Pain
Ice Weasel
Jonny the Fox

Mausus Atlas (Cacodemon LS spawn code)
Bogz Dollox Doom (reaction time, decal-stay, weapon tweaks)
Doom True Survival (locational damage, weapon tweaks)
JC Denton's Ultra Real Stereo Sounds mod
JC Denton's SDK-based Enhancements (barrel explosions among other things)
PB Maxx (Imp Barrel toss)
Inferno Death Orgy (assorted sounds)
Captain Obvious (Shadowraith mod)
Kaiser (severed zombie torso deco)
Trent Reznor (assorted sounds)
Kasey (skin inspirations)
Xio (skin inspirations)

If I've forgotten anyone, I apologize.  Come by and smack me by email and I'll get you in.  This mod had been in personal development for nearly a year before a team began to grow around it and it expanded into what it is now, so there may be more that I borrowed/stole/adapted from early-on that I don't recall.

------
contact:  nightling88 AT hotmali DOT com

Post feedback: http://www.forumplanet.com/planetdoom/topic.asp?fid=8332&tid=1802796&p=1

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Shadow Dancer 88


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Registered 15th March 2006

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