Faiakes NoAlt-Extended

Basically a weapon and gameplay mod with a few graphics alterations.

Notable Features: ...


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File Description

Basically a weapon and gameplay mod with a few graphics alterations.

Notable Features:

- Big Light On All Weapons => Falken/Faiakes Mod - Extended PDA => Faiakes Mod - Personalised Weapon Names & Hud => Faiakes Mod - New Weapon Skins => various mods - New Monster Skins => various mods - Semi-Auto Pistol => JAPM Mod - Semi-Auto Shotgun => Faiakes Mod - Mine/Flare Grenade => MyCelo/Faiakes Mod - Plasma Gun Radar => mWoody Mod - Plasma Shotgun => PlasmaShotgun Mod - Plasma RailGun => AwesomeSauce Mod - BFG Safety Valve => Cougar Mod - Extra Friendly NPCs => TinMan Squad Mod - Enhanced Monsters => various mods - Human Monsters Gib when die => PBmax code - Quick Feet monsters => Ice Trey/Faiakes Mod

Changes from v2.5:

- Removed the RoE Double Barrel Shotgun mod (Legal reasons). - Invisible Pinky mod removed (pinky didn't do any damage). - Monsters' Ai improved (UAC Redux mod). - Monsters are more aggressive (Infernal Death Orgy mod). - Monsters' projectiles travel faster. - Monsters do more damage. - Oxygen tanks replenish your oxygen completely (Infernal Death Orgy mod). - Permanent decals, bloodstains etc., for real this time!(Infernal Death Orgy mod). - Gravity Gun back on (and modified). - All unarmed zombies move and strike 100% faster (not so funny now, are they?). - Imps move 50% faster but fire and evade 100% faster (be afraid, be very afraid!). - Human monsters gib instantly upon death (better fps), script code by PbMax.

Read More

Download 'faiakes_no_alt_extended_v26.rar' (34.15MB)

Faiakes Extended Doom 3 Mod v2.6

faiakes AT hotmail.co.uk

///////////////// Contents /////////////////////

1. File => pak444.pk4 => the primary mod file.

2. File => AutoExec.cfg => the secondary mod file, a system modification 
file, runs along DoomConfig.cfg

3. File => Readme - Faiakes Extended 2.1 => this readme file.

4. Folder => Extra help => has tweak guides, play guides and cheats.

/////////////////////////////// Installation 

1. Place the pak444.pk4 file into your Doom3\base folder.

2. Place the Autoexec.cfg file in your Doom3\base folder.

You --MUST-- read it first! Otherwise you may experience loss of 
performance. If there is a setting you don't like just delete that whole 
line (opens with NotePad), no problem!

3. Place the 'guis' folder (the whole folder) in your Doom3\base folder.

4. Place the Extras folder and this readme wherever you like.

Note 1: If you add such files (or just alter them sometimes) you lose your 
quicksave and have to start from the begining of the level, so make any 
changes only when you start a level.

Note 2: If you have other mods that you would like to take precedence over 
this one, make sure their pak number is higher. For example, if you have 
something that mods a particular gun that you would like to use along with 
the mods in this package, rename that pak file to 'pak445.pk4' or higher.

Note 3: You --MUST-- read the instructions either in this ReadMe (the 
AutoExec section) or inside the AutoExec.cfg itself, and apply the changes 
that suit your system. They are very simple do not worry!

To UnInstall: simply delete all files of mine.



- Menus =>Added a Faiakes-Mod text to the main menu, so that the player 
may be aware that he/she is running my mod, name of weapon now stays on 
screen, so you can enjoy whatever personalized names you might have given to 
your weapons (Faiakes Mod).  I have also changed some of the pop-up dialogs.

- Flashlight =>All weapons (exept fists, grenade, soulcube) have light, 
their model no longer lags behind. Light is roughly 30% larger than v1.0 of 
Falken's Light Mod.

- Sound =>Flyffyinsanity sounds for fists, pistol, Chaingun and 
explosions. ShotGun and MachineGun sounds by Denton's Stereophonic Sound 
Pack. Rocketlauncher and Soulcube variations from Boom beta Mod.

- Run Speed =>25% up

- Walk Speed =>~55 % up, now equals original run speed (got tired of 
missing the run key at the crucial moment).

- Crouch Speed =>100% up (i.e. double)

- Stamina =>50% down (i.e. half). That is because in this mod walk speed = 
standard run speed, and mod run speed is 25% greater, to have the standard 
amount of stamina would be an overkill.

- Ammo =>The ammo carried by a player has changed to: All double figure 
ammos can reach up to 99 (except chaingun max = 100) and triple ones to 999 
(that's not including a full clip). My thought was that it is only fair to 
keep whatever you can find and save. Plus this ridiculous ammount of ammo is 
not physically carried by the player but stored in a Microspace Storage 
Converter (MSC pack), which is what his backpack is. ( Just like Rom, the 
humanoid turned Cyborg in order to fight the race Ghosts which threatened 
our Galaxy, in a marvel comic book saga . In it Rom's Neutralizer, along 
with other equipment, was recalled from microspace or something similar, 
whenever he needed it. He didn't just hang it onto his belt! Is anyone aware 
of this comic? If you do, send me an e-mail if you know where I can buy it 

- Decals =>All bullets hitting non-body surfaces give off sparks, along 
with bloodstains are permanent. All bulletts hitting bodies now leave a 
clean and visible bullethole.

- TinMan Squad =>For all info on how to use that feature read the TinMan 
Squad Readme File in the Extras folder.

- Monsters =>All monsters except Bosses have been tweaked. The monsters 
which have a missile attack inflict x2 damage both with their missile and 
with their melee attack. Monsters without a missile attack inflict x3 
damage. The projectiles of monsters travel 30% faster. Monster AI has been 
enhanced via the UAC Redux 1.0 mod. Monsters also move slightly faster.

- InstaGib =>Just like the burnaway effect of demon monsters, human 
monsters/zombies immediatly gid when they die. This helps maintain higher 

- Zombies =>All unarmed zombies move and attack twice as fast.

- Imps =>Imps walk 50% faster but fire and evade 100% faster (be afraid, 
be very afraid).


Note: I have implented these in an Autoexec.cfg so that they are easier to 
distinguish and add/remove.

FramesPerSecond on Screen =>Enabled

Nightmare Mod =>Enabled

Console =>Enable simply by pressing  ~  .

Graphics' Settings =>I have modified AutoExec to increase performance 
specially for 256MB cards and 1 GB of RAM. If you  do not have such hardware 
here is how you should change the following settings in your DoomConfig (or 
AutoExec) :

1. First open the AutoExec.cfg file with NotePad or WordPad.
2. Change the following settings to suit your hardware.
3. Save the file and leave it in your Dooom3\base folder. You're done!

Essential DoomConfig changes for xxxMB Graphics Card:

seta image_downSizeLimit 'xxxx' => set to 256 for 64MB card, 512 for 128MB 
card, set to 1024 for 256MB card (mod setting is 1024)
seta image_downSizeBumpLimit 'xxxx'=> set to 256 for 64MB card, 512 for 
128MB card, set to 1024 for 256MB card (mod setting is 1024)
seta image_downSizeSpecularLimit 'xxxx'=> set to 256 for 64MB card, 512 for 
128MB card, set to 1024 for 256MB card (mod setting is 1024)
seta image_downSize '1'=> enable
seta image_downSizeBump '1'=> enable
seta image_downSizeSpecular '1'=> enable

seta image_useCache '1'=> enable caching
seta image_cacheMinK '10240'=> so the game won't crash
seta image_cacheMegs 'xxx' => set between 25-50% of system memory and 
twice the RAM of the graphics card, e.g. 512 for a system
with 1GB of RAM and a 256MB graphics card.

seta image_anisotropy 'x'=> set Anisotropic Filtering from 0 to 8 (mod's 
setting is 0). When in High Quality Mode Doom3 sets this automatically to 8, 
which is too much.
seta r_multiSamples 'x'=> set Anti-Aliasing from 0 to 16 (mod's setting 
is 0). Less (or none ) means more fps, at the cost of eye-candy naturally.

Customising TimMan Squad example

Each line should be as follows:

set ally_tinman spawn ally_security_machinegun health 300 npc_name 'Jarad 
'TinMan' Hansen' def_head 'head_young'

where 'tinman' can change to whatever name you want
where the weapon can vary
where health can vary
where the head can vary

and the character will spawn when you type  vstr ally_tinman (or whatever 
name you have provided) at the console.


- Fists=> Damage distance up by 150% (3 times) and damage up by 200% (3 
times up to 60, it takes 2 punches to kill a regular zombie in nightmare  
mode, you should estimate that you can hit at least ~0.5m further away from 
the normal hit point of a punch). New name, 'Mad Fists Of Pain', which 
appears when you switch to the weapon. New sound. New Skin by AwesomeSauce 

- PDA=> The welcoming messages in your PDA have been changed, read them and 
you'll see what I mean. Additionally, I have included new messages. One 
contains all the console commands and the other all the codes for the 
storage-units, although you can't minimize Doom 3 and read them directly 
from a txt file, now you can read them on the go. Similarly, I have included 
the Weapon guide specific to this mod in another message.

- Flashlight=> Changed the cone of the flashlight, it is wider and brighter. 
This will make it useful for searching and help de-nerf its general use 
since the addition of weapon-mounted lights. Plus, damage distance up 150% 
(3 times, you should estimate that it can hit at least ~ 1.5 m further away  
from the normal hit point of the flashlight but aim with the crosshair to 
their chest to get a sure hit) and damage up by 200% (3 times up to 120, it 
takes a single hit to kill a regular zombie in nightmare mode). New name, 
'Pest Squasher', which appears when you switch to the weapon. The  light 
angle has been moddified so that it shines more towards the center of the 
player's view. New Skin by AwesomeSauce Mod.

- Pistol=> Fire => JAPM (Just Another Pistol Mod) - fixed version Author: 
d4r34lm0n60 (merlin_luedicke AT hotmail.com), Merlin Luedicke says: ' 
Modified  the pistol to act like a semi-automatic pistol should do: one shot 
per click. Counter-Strike got this, so why not Doom'.  Additional mods by 
Faiakes: Increased pistol clip size to 18 (50% up), firerate speed up from 
0.4 to 0.12 (now it really feels like a semi-automatic),  and damage up by 
58%, it is no longer just a toy for popping (unarmed!) zombies (that you can 
do that with fists or the flashlight), it can now become  viable alternative 
if you are left with no ammo for other more powerful wepons. Also I 
increased the mass of the bullets by 100% (from 2 to 4) so it has the feel 
of a more powerful weapon to it. Pistol skin replaced (Fragger's Mod). Now 
it's chrome and black. Removed the muzzle smoke from weapon's fire (after 
all this is 150+ years into the future, they must have invented smokeless 
gun powder by now!) That should also boost fps by a small margin. Sound 
swapped with Flyffyinsanity's sound mod for pistol. New name, 'Urban 
Negotiator', which appears when you switch to the weapon. Does not launch 
bullets from gun barrel (greater accuracy).

- ShotGun =>  (Semi-Auto Shotgun Mod by Faiakes based on the JAPM code) with 
a firerate of 0.30 seconds per round (+ a reduced animation)  instead of 
original 1.333 (+ the full animation). Damage up by ~15% and now reloads all 
at once. Spread down by 7 (~30% less). Removed the muzzle smoke from 
weapon's fire (after all this is 150+ years into the future, they must have 
invented smokeless gun powder by now!) This should also boost fps by a small 
margin. Sound swapped with Denton's Stereophonic Sound Pack Mod 2 for 
ShotGun. Added shot sparks effect from Boom Mod (beta). New name, 'Semi-Auto 
Shotgun', which appears when you switch to the weapon. Does not launch 
shells from gun barrel (greater accuracy). New Skin by AwesomeSauce Mod.

- Machinegun => Fire => Spread reduced from 1 to 0 for maximum accuracy at 
long range, new weapon skin by Barni. Damage increased by 5 and firerate up 
by 20%, I call it the 'Conflict Neutralizer'. Removed the muzzle smoke from 
weapon's fire (after all this is150+ years into the future, they must have 
invented smokeless gun powder by now! This should also boost fps by a small 
margin). Sound swapped with Denton's Stereophonic Sound Pack Mod for 
Machinegun. New name, 'Conflict Neutralizer', which appears when you switch 
to the weapon. Added shot spark effect. Does not launch bullets from gun 
barrel (greater accuracy).

- Chaingun => Fire => Clip size up to 100 (~65% up), barrel accelerates 
faster by 12.5%, deaccelarates slower by 80%, spread set to 2 (60% more 
accurate compared to default of 5), firerate increased by 50% (3.5 instead 
of 7), low ammo warning at 12, bullet speed increased to that of machine gun 
(for some reason the speed of the chaingun's bullets was less than half of 
other weapons such as pistol or machine gun). Removed the muzzle smoke from 
weapon's fire (it was actually blocking the player's view and after all this 
is 150+ years into the future, they must have invented smokeless gun powder 
by now!This should also boost fps by a small margin.) Sound swapped with 
Flyffyinsanity's sound mod for chaingun. Added shot spark effect. Does  not 
launch bullets from gun barrel (greater accuracy). Clip Gui has a 3 digit 
readout, so if you think 99 is too small a clip size for the chaingun now 
you can increase it up to 999 and have a perfectly fine readout. New name, 
'Led Haze'.

- Plasma Gun => Alt-Fire => Velocity of plasma shots up by 150% (tripled), 
spread set to 0 (most accurate), fire rate increased by 25%, damage 
increased by ~6% (from 16 to 17). Added MWoody's plasma radar! Removed all 
traces of smoke on impact and upon firing (what kind of energy weapon leaves 
a smoke trail!). That should also boost fps by a small margin. New name, 
'Plasma Rifle'. New flashlight light colour, light blue. New weapon skin by 

- Grenade => This is how the new Mine-Grenade acts (an altered version of 
Mycelo's mod):

* Low-ammo alarm is played when last grenade is dispatched.
* Removed lag to throw a grenade immediately after selecting it 
(interruptible draw animation).
* Grenade has a electric explosion effect, sound changed accordingly.
* If you click and hold, it will be thrown and explode on contact with 
* The longer you hold, greater will be its travel speed.
* If you hold it for more than 3 seconds, it explodes killing the player.
* If you click without holding, it rolls on the floor and will act as a 
remote mine.
* Remotely activated Mine-Grenades are so only when they stops moving, in 
which timethey keep beeping and emit a small green light.
* Mine-Grenades spring and explode when the player passes near it.
* Mines-Grenades/flares self-destruct after 999 seconds.
* If you press the reload button when Handgrenade is selected, the oldest 
active proximity mine will be remotely detonated.
* Mines-Grenades detonate each other when near enough, creating devastating 
chain reactions.
* If you dispatch more than 5 proximity mines, the oldest active mine will 

And additional modifications of mine: Blast radius increased from 175 to 200 
(+12.5%), knockback of blast increased by 25%. Grenade light  modified, it 
now acts like a green flare before it is detonated, throwtime reduced 
further. New name, 'Green Undertaker'.

- Rocket Launcher => Spread set to 0 (most accurate), refire speed increased 
by 25%. Added NoFear Mod rocket-explosion effect. New Skin by AwesomeSauce 
Mod and a slight variation in the sound provided by the Boombeat mod.

- Plasma RailGun => Similar to a sniper gun. Damage of 150 clip size of 2 
though, but no blast radius so you can use from close distance. Picks up 
ammo of 4 instead of 50. Firerate of 1.0 .New flashlight light colour, light 

- Plasma Shotgun => Name says it all, 13 projectiles with a clip of 104, 
enough for 8 blasts. Damage of 17 (one more than shotgun) and spread of 14 
(one less than the shotgun) but with the same firerate.

- Gravity Gun => The gg does now kill enemies when you point it directly at 
them, it is merely slower though. As soon as you kill them you'll know 
because they'll gib. I have increased the range within objects are captured, 
reduced the distance of the hovering object by , increased the speed by 
which captured objects come to you by , increased the launch speed and 
reduced the ammo consumed on launching an object to 0 just for the heck of 
it. To get the weapon you need to do: give weapon_gravitygun . For full 
details read the Gravity Gun - Readme file in the extras folder.

- Chainsaw => Added a faint red 'glow' around you when you have the chainsaw 
equipped. It adds a bit of lighting to make the chainsaw more usable.  
Damage distance up by 100%. and damage up by 200%. Well... this is an 
obvious overkill. However, the idea is that it will be used from those who 
wish to take on beasts bigger than a zombie armed with only the chainsaw. 
New Skin by AwesomeSauce Mod.

- BFG-9000 => The overcharge load can be maintained for another 3 seconds 
and then it doesn't explode right in your face but the amassed energy is 
safely dissipated like steam and you lose the ammo used for the shot.The 
blast radius and its damage have been increaseed by 25% (it is still less 
than the grenade!). However, the passing-by multi-target damage has been 
increased from 5 to 60, thus killing weak enemies on the way to the target. 
If the room is very large and the projectile can remain on the air for a few 
seconds, it will kill anything in that room. BFG projectile has new smoke 
animation, a reduced velocity by ~30% and a wider, more visible frequency 
beam, a reduced light radious for a cooler effect and an increased blast 
light radious. New name, 'HobGoblin Cannon' and new shot sound from 
Bopsounds beta 1.2 mod.

- Soulcube => Reduced the ammount of kills required for charge to 4 and 
increased the cube's velocity by 300% as it was too slow and would leave you 
vulnerable for far too long. Added Mycelo's blue afterglow effect when 
firing at a target. Different sound when killing an enemy.

///////////////////////////////////////////////End of Modifications 

Weapon Tips:

- Fists => Good for taking down unarmed zombies with 2 punches.

- Flashlight => Specifically designed by me for squashing those unarmed 
zombie pests with a single hit, even in the dark. I don't think they are 
worth putting any bullets in them.

- Pistol=> Pistol is now fast and powerfull enough to take down an Imp. 
However, do so if there is only one, at a distance and you have enough space 
to move. Additionaly, you can take down any foe if it is far enough. 
Excellent for trites, single shot contest!

- ShotGun => Although I have named it Semi-Auto Shotgun, I was actually 
thinking of 'Death Around The Corner' because that is exactly how you should 
use it. If anything is shooting missiles at you, back up behind a corner, 
wait for it to pass in front you and shoot it to the chest (as the spread 
will actually  hit the head too, it is the most effective shot). If you are 
brave enough (and very low on other more powerfull ammo) you can even take 
down an Archville with 3, up close and personal, shots to the head. Very 
effective against Cacodemons too (2 direct hits will do) if you have space 
to move and there are no more than 2 of them. I also noticed that it is 
great for pinkys, only 2 close shots required.

- Machinegun => Again, I originally wanted to name it 'The Imp Hunter' 
because that is what this baby is best suited for. It is fast and lethal. In 
fact so lethal you can easily take down the freakish Commando Zombies if 
there is just enough distance between you. I was able to use the machinegun 
in order to destroy the Commando Zombies in almost all cases they crossed my 
path, in Nightmare Mode!

- Chaingun => The perfect gift to bring to a crowded party. If you are 
facing 3 foes and above then you ought to use the chaingun as it is more 
powerful, has a larger clip and a larger spread. Particular enemy to use 
against: Cacodemons at a distance. Their shots can be deflected by the 
chaingun's fire and it is fast enough to take it of the air quickly enough.

- Plasma Gun => It's projectiles are significantly faster and its firerate 
and power just a hint higher. However, the plasma gun has large projectiles 
which, when combined with the previous changes, make it the perfect Revenant 
killer. No need to waste anything else on a Revenant anymore, it is as if 
this weapon was designed for them. Just aim for the shoulders so that you 
take out the rockets first and it (the Revenant) will be taken care of in 
just a few seconds.

- Plasma ShotGun => Same as Semi-Auto Shotgun but more suitable for short to 
midrange attacks.

- Grenade => Now a Mine-Grenade, it is great for setting up traps. If you 
know where they are coming from plant 1,2,3, or more, wait for them to  pass 
through and detonate, blasting them. Plus it is a flare, so use accordingly.

- Rocket Launcher => Not much here, it is fast enough now, however, to take 
down those fat Demons easier.

- Plasma RailGun => Good for one or two at most, strong foes, that you have 
to face up close, where the blast radious of another weapon would cost you 

- Gravity Gun => It is difficult to handle but if you have run out of ammo 
or you pick up sth huge to knock out many enemies at once, this is the gun 
to use.

- Chainsaw => The only overkill weapon of the game. With a damage of 150 it 
is instant death for almost anything in the game and I have given it  a 
large melee distance. Try to play the game using only that.

- BFG-9000 => Not much to say here. I rarely use this one. I recommend you 
save it for Archvilles and larger.

- Soulcube => Not much to say here either. This I used as often as possible 
to save ammo. By 'as often' I mean saving it for difficult moments or foes 
(or even when you know how many foes there are so that it will have 
recharged by the end of the fight).

/////////////////////////// Changing This Mod //////////////////////////

If you don't agree with my modifications here is some basic info on how to 
further tweak the mod to your preferences:

Speed, stamina, health, ammo carrying, etc.,=> can be changed from the 
player.def file.
Weapons' damage, clip size, spread etc.,=> can be changed from the weapon's 
.def file.
Weapon's fire rate, reload rate etc., => can be changed from the weapon's 
.script file.
Names of weapons, title screens etc., => can be changed at the 
english.lang file in the strings folder.
Sounds of weapons, explosions etc.,=> can be changed from the Sound folder 
by deleting/replacing appropriately.
Skins of weapons, monsters, objects etc.,=> can be changed from the dds and 
models folders.

/////////////////////////////// Credits //////////////////////////////////

Special thanks go to Glen Murphy, creator of the Duct Tape Mod that started 
it all.  <<  Your gladiators salute you   >>
Check out Duct Tape and his other works at http://www.glenmurphy.com

- Falken for improving Glen Murphy's light mod and laying the grounds for 
this mod. He is my mod's grandfather.
- r34lm0n60 (merlin_luedicke AT hotmail.com) for his semi-auto pistol, 
excellent script work!
- Fragger for his skin: Chrome Pistol. Good work, very slick, make more!
- Fluffyinsanity's Sounds for Doom 3 Version 1.0 - Fluffyinsanity99 AT 
aol.com, id needs your help.
- MWoody (d3 AT mwoody.com  http://mwoody.com/d3/ ) for the 
ingenious/script-only plasma radar! His own Readme is included at his 
- Clone JCDenton (clone_jc_denton AT yahoo.com) for his innovative 
Stereophonic Sound Pack! Excellent idea, id should take a hint [or two :-) ] 
from you!
- Mycelo for his shot sparks effect I used on the pistol, machinegun and 
chaingun, the soulcube afterglow effect and the modded green mine/grenade. 
Nice! I have some more ideas for your code but I can't manage them on my 
own. If you have the time and the desire to help make up something nice, 
send me an e-mail.
- The maker of BoomBeta Mod for his shotgun sparks effect. Simple and 
effective (and light on resources too!). And the changes in the 
rocketlauncer and soulcube sequences.
- J. Gorrell, aka Cougar,  puma AT ikillclowns.com for his safety valve mod 
on the BFG, thanks for implementing what should have been one of the first 
- Psychonaut for his rocket explosion effect from his NO-F.E.A.R. mod. I 
wanted to use your shot spark effects but I couldn't combine them with my 
flashlight. If you can, send the an e-mail about it, I would appreciate it.
- rsjrv99 or Ross_J. Online he is DeadDevil, ProGraM, and Saphearo. Email: 
rossjarvis AT gmail.com for his comprehensive tweak guide.
- eXim Works, email: eximworks AT gmail.com, whose skins, from the Awesome 
Sauce mod v 1.0, are on the flashlight, hands, shotgun, Rocketlauncher and 
Chainsaw, some good ideas there, as for the rest of your skins, there were 
too extreme for my taste, I like more uniform solutions. Plasmarail gun, his 
code too, although I have modified it.
- Xiovex for his Xio's SKINPACK (high res) Version 2.0 providing the skins 
for: Cherub, Hellknight, Imp, Commando, Chainsaw guy, Wraith, Archvile. That 
is  one scary Hellknight and the Imp makes just the right impression. The 
black reflective skin is very impressive with red glowing eyes combination 
is very nice, you should use it on more monsters.
- Bloodrayne (http://pixels.ontheweb.nl) for his thoroughly implemented 
gravity gun. Two thumbs up!For some reason though I can't get to have a 
- Mausus Atlas for his monster skins on: imps. mancubus, cheerubs, 
hellknights,archvilles, cacodemons, pinkys, revenants, maggots and trites. A 
unified style of mainly black bodies with bloodred parts. An excellent idea 
as well as scarily implemented. I suppose id Software didn't go for it in 
order to show off its graphic models. However, theme wise the Mausus Atlas 
models look much better. The Bfg skin belongs to you too.
- Kasey (maikoman4 AT hotmail.com) for his npc skins on: betruger, cambell, 
common, the female npc, male npc, sarge2, scientist and swan. At last! 
Someone thought of it. Well done Kasey, make them more extreme next time. 
And with a seperate mod for his monster skins: lost soul and commando 
- SilentDeath< Wollgast for his bloody chainsaw chain. It was done before 
but you did it properly and nicely.
- Barni (barni2 AT freemail.hu) for his machinegun, chaingun and plasmagun 
skins. The first decent military style skins, well done.
- Murd'realism' Hansen aka The gamer formally known as Boots (tinman_squad 
AT hotmail.com, releases are initially hosted at 
http://www.gpdownloads.co.nz/) for His TinMan Squad code which I used here. 
Keep it coming Hansen. Is it me or that piece of coding could have been part 
of the iD pack. At least that would have been a trully original move on 
their part!
- BLITZKRIEGBOP for his BFG shot sound, from his bopsounds beta 1.2 mod. 
That was certainly original, I'm not so sure about the rest.
- Pitt (greatalexandros AT hotmail.com) for extracting all the bits and bobs 
of the DB shotgun to bring to the rest of us. Thorough work Pitt, nice.
- SiTWulf (sitwulf AT yahoo.es), for the BFG explosion animation, now that's 
how it should have been done! And for the splash screen.
- Benzo (benzostanbury AT comcast.net) with his Infernal Death Orgy mod (by 
the way, excellent name, crazy mod!), whose scripts i used as a guide to 
tweak the monsters, increase the oxygen supply from the tanks and to make 
decals permanent (actually i have been twisting my head around that for 
quite some time, thanks).
- Ice Tray, for coming up with the way of actually speeding up any creature 
in Doom 3. A moment of triumphant research I must say!

///////////////////// Last Words ///////////////////////

- Feel free to contact me about the mod or any ideas you might have on how 
to improve it.

- Also, feel free to use and release this mod  with yours (don't bother 
e-mailling me about it) but do e-mail me with your new mod because I would 
like to give it a try!

- Credit to myself and everybody else's code found in this one, would be 
greatly appreciated.


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