DungeonDOOM

An extremly well done singeplayer mod ... DungeonDoom is a rogue-like Doom 3 modification, which sets up a pseudorandom maz...

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An extremly well done singeplayer mod ...

DungeonDoom is a rogue-like Doom 3 modification, which sets up a pseudorandom maze including enemies, medkits and armorshards. The maze also has stairs which lead to lower or higher levels. Each time you switch levels, pentagrams will block level changes until all enemies have been spawned. You do not need to kill each enemy to reach the next level.

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     	         DungeonDoom 1.0    1/29/05
 	   Leif Dehmelt -- leif@gravity-music.net
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To run:
 - Copy DungeonDoom directory to your Doom 3 directory
 - Run Doom 3
 - Click 'mods' in the main menu
 - Select DungeonDoom
 - Click on "new game"

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Information for playing the modification:

DungeonDoom is a rogue-like Doom 3 modification, which sets 
up a pseudorandom maze including enemies, medkits and 
armorshards. The maze also has stairs which lead to lower or 
higher levels. Each time you switch levels, pentagrams will 
block level changes until all enemies have been spawned. You 
do not need to kill each enemy to reach the next level.

The deeper you descent into the dungeon, the tougher the 
enemies get. Killed enemies drop gold, which can be used in 
shops to buy new weapons, ammo, armor and medkits. Shops are 
the only source for weapons and ammo and are available every 
10 levels, including the start level.

The current version is fully playable. Previous versions have
been tested extensively and the general game code appears to 
be reasonably stable at the current stage. The goal of the 
game is to reach the last stairs on level 100, which lead to 
the final chamber.

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Technical information:

This modification uses a modified version of Martin 'mwoody' 
Woodards (mzm@mwoody.com) random maze generator. The 
recursive code has been eliminated to prevent random crashes.
Every time the player changes the dungeon level, the maze is
rebuild using a pseudo random number generator seeded with 
the dungeon level as seed. Therefore, each level looks 
different, but previously visited levels have the same 
structure when you revisit them. Enemy spawning is set as 
random as the Doom random number generator gets.

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Credits:

-original maze generation code and original map:
 Martin 'mwoody' Woodards (mzm@mwoody.com)

-aas and visportals (TinMan).

-torch models (OBWANDO)

-flashlight mod (Falken's Light Mod v1.2):
 Faiakes, Nick Klekot and Glen Murphy

-dungeondoom theme (www.gravity-music.net)

-Doom3World.org and all contributers for many tips and bits 
 of code.

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Hellborg


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Registered 30th January 2005

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