Infernal Death Orgy

Infernal Death Orgy is a Doom3 mod for singleplayer. My target audience is people who have completed Doom 3 and want to replay the game at a...

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Infernal Death Orgy is a Doom3 mod for singleplayer. My target audience is people who have completed Doom 3 and want to replay the game at a higher level of difficulty. Infernal Death Orgy makes kombat faster, harder hitting, and much more intense! Your blood will spill profusely as you struggle to overcome the horrifying ordeal that lies ahead! The medium difficulty level, BRUTAL, will an adequate challenge for people who have already beaten Doom 3 on Veteran difficulty. If you can survive the MASHOCISTIC difficulty level without cheating or quicksaving, then you are one badass mo fo. If you triumph over the SUICIDAL difficulty level without cheating or quicksaving, then you are... THE ONE (thunder rumbles).

I believe that my mod makes Doom3 a better game. Many of the changes I made were inspired or ripped from the many mods I downloaded here at D3Files. There are also many changes that I made completely by myself. You folks may copy and modify stuff from my mod ALL the time without enen thinking twice about it. If you further improve my mod then you are a role model.

If my mod blows your computer to smithereens this is what you should do: Deal with it bitch, because it ain't my problem! At the time I released this mod, I have fought my way up to the Enpro Plant on Brutal with no technical problems. My computer is:

AMD Athlon64 2800+, 1GB RAM, ATI Radeon 9800 Pro video card (256MB RAM version) My 3dMark 2005 score: 2727 (go to Futuremark to get this program)

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Screenshots
Readme
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INSTALLING
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Extract ido.zip and put the IDO folder inside your Doom 3 folder. Run Doom 3, click MODS at the main menu and click Infernal Death Orgy (v1).


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MONSTER UPGRADES
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1. Demons fight faster and more ferociously than before! I raised the framerate of most kombat oriented demon animations these from 24 to 36, which makes them 50% faster in kombat. In general, the following animations are accelerated:
	A.) Walking, running, crawling (on ground only), and flying animations.
	B.) Melee attack animations.
	C.) Ranged attack animations
	D.) Evade (dodging) animations.
	E.) Teleporting animations.
I did NOT accelerate the following animations:
	A.) Non-kombat oriented animations (such as standing idly and feasting on corpses).
	B.) Animations that are used only on specific levels (such as two imps breaking down a door in Administration).
	C.) Lunging and leaping attacks because they are already a bitch to avoid.
	D.) Pain animations.
	E.) Animations that consist of only 1 frame.

2. Monster sight animations are removed completely. Monsters also will not roar when they sight you. This increases the potential of being victimized by surprise attacks. Sight animations are not removed for boss monsters.

3. The damage for all monster attacks are increased A LOT. Most monster attacks inflict 3 times as much pain as they do in plain Doom 3, and some do even more than that! Fortunately for you, armor provides A LOT more protection. For your own safety, I don't recommend running around naked while playing this game (running around naked in real life, however, is awesome).

4. The dv_time and kick_time for some monster attacks are increased. Dv_time controls how long your vision is blurred when you take damage. Kick_time controls how long your aim is thrown off when you take damage.
	dv_time = damage x5 OR default, whichever is higher. Maximum 1000.
	kick_time = damage x10 OR default, whichever is higher. Maximum 1000.

5. Uses monster script files from UAC Redux 1.0 mod. The authors of this mod emphasized that boosting the enemy AI was a major part of their project. The following bit is from the UAC Redux mod's readme:

	We made this redux mainly because we were just sick - no - disgusted of the stupid AI and how 
	'dumbed down' the PC Doom 3 is.


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GAMEPLAY CHANGES
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1. The quantity of ammo various ammo pickups yield now equals the amount of visible ammo on the ground. For example, with standard Doom3 picking up what appears to be a carton of 4 grenades actually gives you 5 grenades. Now what you see is what you get.

2. Your maximum ammo capacity for some weapons are modified.
	Pistol max ammo		=	240 + a clip loaded
	Shotgun max ammo	=	160 + 8 shells loaded
	Machinegun max ammo	=	600 + a clip loaded
	Chaingun max ammo	=	800
	Handrenade max ammo	=	40
	Plasmagun max ammo	=	500 + a clip loaded
	Rocketlauncher max ammo	=	80 + a clip loaded
	BFG max ammo 		=	40, + a clip loaded

3. A full clips worth of ammo is deducted from your inventory each time the pistol, machinegun, plasmagun, or BFG is reloaded. In other words, every time you eject a clip from a weapon you lose all the ammo that was still loaded into that clip.

4. For weapons without GUIs you can't see how many shots are left in your current clip. When using your pistol or shotgun it is a good itea to count your shots. With the rocketlauncher keep an eye on how many rockets are left in your clip.

5. Bob_pitch and bob_roll are increased, but you only have to deal with it while running. Bob_pitch and bob_roll make your view shake while you run around. At the defaults, bob_pitch and bob_roll are almost unnoticeable.

6. Your oxygen supply is doubled. Oxygen tanks refill your oxygen entirely.

7. Improved weapons indicator on the lower right of your hud. It will actually be useful now. 


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IMPORTANT WEAPON CHANGES
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1. FISTS: Can't gib.

2. PISTOL: Firing rate is doubled and it is semi-automatic. Semi-automatic means that the gun won't fire repeatedly if you hold down the trigger. Shortly after firing a bullet you will hear a click sound. That sound indicates that the next bullet is ready to be fired. Using the clicking sound to pace your shots will result in a faster firing rate than just clicking the mouse really fast.

3. SHOTGUN has its spread reduced from 22 to 15. Pellet count increased from 13 to 16. Its damage (per pellet) is reduced from 14 to 8. It is semi-automatic like the pistol. Reloads one shell at a time.

4. MACHINEGUN fires two bullets simultaneously that do 5 damage each instead of a single bullet that does 9 damage.

5. CHAINGUN fires faster than before, but its damage is reduced from 20 to 15. The massive recoil shakes your view. It can hold up to 800 bullets, and each reload adds 50 bullets.

6. GRENADES are less bouncy and have a larger blast radius. They detonate only at the end of their 3 second fuse. They will no longer detonate immediately upon contacting an enemy. I added a nifty strobe light.

7. PLASMAGUN has its clip size reduced from 50 to 25. Slight recoil and spread added. The slight actually seems to be an advantage when you are trying to shoot down enemy projectiles.

8. BFG won't hurt you if you overcharge it. Overcharging will still waste your ammo, but in a cloud of green smoke instead of a deadly explsoion. When you press the trigger you will hear a series of four beeps. The BFG used one shot of ammo for each beep you hear before releasing the trigger. The BFG does not damage you when you shoot an enemy at close range. I didn't understand why a BFG blast wouldn't hurt you if you stood near a wall and shot it, yet the blast would indeed hurt you if you shot a monster at close range.

9. CHAINSAW shakes your view. No other changes.

10. FLASHLIGHT has its damage reduced from 40 to 15. Can't gib.

11. SOULCUBE has no changes.


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VISUAL AESTHETIC CHANGES
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1. Some new particles effects for your weapons. The BFG explosion looks especially groovy!

2. Uses wound decals from Battleready v1.5 mod. The following is from the BattleReady Readme.

	Custom made bullet wound decals. 
	-5 different sets for user preference.
	-lighter, smaller, cleaner wounds. [Fairly realistic]
	-BattleReady's standard wound set. [Somewhat unrealistic]
	-Brighter, bigger, bloodier wounds! [Totally unrealistic] 
	-NEW! small, realistic wounds. [Most realistic, requested by community]

By default the realistic wound set will be used. To use another set, move all but the set you want to use outside of the Doom3/ido folder.

3. Uses flashlight image and script from Wrake's URTL mod. I didn't attach any lights to your guns. Don't like it? Then grow some pubes and deal with it, you spineless wuss!

4. The new models and skins for ammo_pistol_large and ammo_shells_large are from Faikes Alt-Extended Mod 2.4.

5. There are optional files that make it so bulletholes, burnmarks, bloodstains, and bulletcasings don't fade away (they last exactly 10 hours). This reduced your FPS a little bit but makes the game more realistic. To use these files, do this:

	A. Go into the doom3/ido/OPTIONAL folder.
	B. Copy debris.def into doom3/ido/def folder.
	C. Copy aa-long_duration.mtr into doom3/ido/materials folder.

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AUDIBLE AESTHETIC CHANGES
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1. You can hear the ultra-sexy sound of your bullets punching into the flesh of your enemies.

2. When you try to fire a weapon containing an empty clip, you will hear the appropriate 'dryfire' sound. The only weapons that don't use these sounds are the chaingun and rocketlauncher. The chaingun continues to spin when you run out of ammo.

3. Several sound transplants. Many of these sound transplants are put to use in level 1 (Mars City). These sounds are intended to be hee-haw pee your pants funny!

4. Uses some sounds from the Trent Reznor sound pack.

5. Main menu music is the second half of Oldskool Demon by Mazedude. To find this and lots of other swell video game music remixes go to www.ocremix.org.


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MIGHT GET THIS DONE LATER
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1. Add a dryfire sound for rocket launcher and make it semi-automatic like the pistol and shotgun.

2. Make it so braindead zombies can only be killed by gibbing them, and make zsecs ungibbable except by BFG, rocketlauncer, or grenades.

3. Prevent the automatic reloading of weapons between levels.

4. Add random monster spawning similar to that in the Double Doom 3 mod by Mausus Atlas.

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COMPLEX STUFF THAT WOULD BE AWESOME
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1. Picking items up unintentionally is a aggrivation I've had in almost every first person shooter I have played. For example, I would accidentally walk over a medkit with my health at 99%, and later be low on health and in desperate need of that medkit I previously squandered. In Doom 3 I often magically scoop up items that I didn't even see because they were obscured in the darkness. My idea to fix this is to change the way that the player picks up items. In order to pick up an item the player would move inside the item's bounding box while simultaneously looking directly at the item. Perhaps the solution is to make items work the same way as the various computer screens you can interact with - get close, look at them, and click on it when your weapon lowers.

2. When you are killed, the monsters would do various stuff to your corpse as your screen fades to black. For example, zombies and pinky demons would start gorging on your delicious carcass. Archvile would incinerate you into ashes. Mancubus would stomp you into a giblet pancake.

3. Make zsecs reload their weapons after firing the appropriate number of shots.

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THIS MOD STOLE STUFF FROM:
BattleReady v. 1.5 by Trojanman190
UAC Redux by The UAC Weapons R&D team
Tweakedoom_v4 by HaVoK3
SDChainsawBlood (skin) by SilentDeath
URTL Mod by Wrake
JAPM mod by d4r34lm0n60
Faikes Alt-Extended Mod 2.4 by Faikes
Awesome Sauce 1.0 by eXim Works
DECALS STAY mod by Boglito
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FOLKS WHO HELPED ME A LOT
Rich is Bored - doom3world.org forum (answered LOTS of my questions)
Primal_Freeze - doom3world.org forum (coding new gamex86.dll to lock armor protection at 65%)
Tequila Joe - doom3world.org forum (showing me how to enabling dryfire sounds for pistol, machinegun, plasmagun, and BFG)
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EMAIL
my email = benzostanbury AT comcast DOT net
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MY FAVORITE DOOM3 LINKS

www.d3files.com
www.planetdoom.com
www.iddevnet.com/doom3
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Benzo


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Registered 22nd April 2005

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