Infernal Death Orgy

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

Download

Uploading...
Do not refresh or leave this page!

File Description

Infernal Death Orgy is a Doom3 mod for single player. 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 quick saving, 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).

Read More

Readme
INFERNAL DEATH ORGY by Benzo

Infernal Death Orgy is a Doom3 mod for singleplayer. My target audience is people who have completed Doom3 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 provide an adequate challenge for people who have already beaten Doom 3 on Veteran difficulty. Only pick the hard difficulty level (MASOCHISTIC) if you can cope with much frustration in your mission to prove yourself a badass mo fo. If you triumph over the nightmare difficulty level (SUICIDAL) without cheating or quicksaving, then you are, well, duh, oh nevermind nobody will survive SUICIDAL anyway.

Infernal Death Orgy makes Doom3 better, dammit! Many of the changes I made were inspired or ripped from mods I downloaded at doom3.filefront.com. There are also many changes that I made completely by myself. Other modders may copy and modify stuff from my mod ALL the time and not even think twice about it. If you further improve Doom3 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 Monorail on MASOCHISTIC 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 www.futuremark.com to get this program)


INSTALLING

Extract infernal_death_orgy_v11.zip and drop the infernal_death_orgy_v11 folder inside your Doom 3 folder. Run Doom 3, click MODS at the main menu and click infernal_death_orgy_v11. This mod works with the 1.3 patch. It worked fine for me with previous versions also.



MONSTER UPGRADES

1. Demons (but not zombies) fight faster than before! I raised the framerate of most kombat oriented animations 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 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 or braindead zombies.

3. Reduced the volume of footstep sounds for Zsec, Imp, Maggot, and Wraith.

4. The damage for all monster attacks are increased A LOT. Gun weilding zombies now deal as much damage as you do. Most other monster attacks inflict 4 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).

5. The dv_time for all monster attacks has been changed to 5x the amount of damage inflicted. Dv_time controls how long your vision is blurred when you take damage. Kick_time from larger monster attacks have been increased. Kick_time controls how long your aim is thrown off when you are hit. When you get clawed by a Hellknight you will notice the difference!

6. 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.



GAMEPLAY CHANGES

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 is more plausible.
	Pistol max ammo		=	60 (5 clips)
	Shotgun max ammo		=	40 (5 boxes)
	Machinegun max ammo	=	300 (5 clips)
	Chaingun max ammo		=	800 (8 boxes)
	Handrenade max ammo	=	20 (5 boxes)
	Plasmagun max ammo	=	125 (5 clips)
	Rocketlauncher max ammo	=	20 (5 clips)
	BFG max ammo 		=	20 (5 clips)

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.



IMPORTANT WEAPON CHANGES

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. Can't gib. I learned how to make weapons semi-auto with JAPM mod by d4r34lm0n60.

3. SHOTGUN has its spread reduced from 22 to 15. Its damage (per pellet) is reduced from 14 to 8. It is semi-automatic like the pistol. Reloads only one shell at a time, but I increased the speed of reloading by removing specific frames in the reload_start and reload_end animations. Can't gib.

4. MACHINEGUN fires two bullets simultaneously that do 6 damage each instead of a single bullet that does 9 damage. Can't gib.

5. CHAINGUN fires faster than before, but its damage is reduced from 20 to 12. The recoil is tremendously jarring. It can hold up to 800 bullets, and each reload transfers 100 bullets from reserve to 'clip'.

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. Only direct hit gibs.

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

8. ROCKETLAUNCHER is semi-automatic. Only gibs on a direct hit.

9. 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 uses 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.

10. CHAINSAW has no changes.

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

12. SOULCUBE has no changes.



VISUAL AESTHETIC CHANGES

1. Improved weapons indicator on the lower right of your hud. It will actually be useful now. Anybody who doesn't appreciate this feature is a moron.

2. Many revised particles. Many explosions, muzzlesmokes, and bloodsprays look different. The BFG explosion looks sooooooooooo sweet that I want to crap my pants!

3. Uses the RealWounds pack from Battleready v1.5 mod. The wounds for BFG and rocketlauncher are from the HeavyWounds pack that also comes with Battleready v1.5. I modified the chainsaw wound a little bit.

4. 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!

5. Uses skin from SDChainsawBlood by SilentDeath. Covers your chainsaw with delicious blood. Mmmmm... blood...

6. New models and skins for ammo_pistol_large and ammo_shells_large from Faikes Alt-Extended Mod 2.4.

7. I modified Doomguy's appearance to make him look even more badass!

8. Some surfaces have a reflective sheen, compliments to material files from Ultimate v1 beta. Very noticeable on tiled floors and on the surfaces of your weapons.

9. Implemented bog_decal_mod. This increases the duration of bullethole decals, scorchmark decals, and bloodstain decals to 10 hours. Enjoy redecorating the Mars base with the blood of your enemies! Unfortunately hurts your FPS a little bit. I included an optional file that makes decals dissappear in 60 seconds instead. Use this if you are willing to sacrifice realism for higher FPS. To use this file, do this:
	A. Go into the doom3/idov1.1/OPTIONAL folder.
	B. Copy aa-short_duration.mtr into doom 3/IDOv1.1/materials folder.
	C. Delete the file doom3/idov1.1/def/debris.def if you want to increase performance further by making bullet casings dissappear.



AUDIBLE AESTHETIC CHANGES

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.

3. Several sound transplants. Many of these sound transplants are put to use in level 1 (Mars City). These sounds are intended to be pee your pants funny, so you might want to get yourself some diapers or rubber underwear. If you want to get rid of these silly sounds, all you have to do is delete IDO_pak666_sillystuff.pk4.

4. Uses bullet impact sounds, punch impact sounds, and braindead zombie sounds from the Trent Reznor soundpack.

5. Uses zombie 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.



RECOMMENDED DOWNLOADS COMPATIBLE WITH IDOv1.1

1. XIO'S SKINPACK (xiosp5.1.zip)

Xio's Skinpack is my favorite skinpack for Doom 3 and I recommend downloading it. However the most recent version of Xio's Skinpack comes packaged with stuff from other mods that contradict the work I have done in IDO. Therefore, this extra stuff needs to be deleted. Here is how to do it all:

1. Download xiosp5.1.zip.
2. Extract it then rename 'Xio's Skinpack 5.1.pk4' to 'AA_Xio's Skinpack 5.1.pk4'.
3. Open Xio's Skinpack 5.1.pk4 with Winzip or Winrar or whatever zipping program you use.
4. Delete the following folders in the archive: dds/textures folder, def folder, fx folder, materials folder, particles folder, sounds folder, textures folder.
6. Delete the following files because they are faulty:
	dds/models/monsters/archvile/archvile2_dis.dds
	dds/models/monsters/hellknight/hellknight_dis.dds
	dds/models/monsters/imp/imp_dis.dds
7. Exit and drop 'AA_Xio's Skinpack 5.1.pk4' into the IDOv1.1 folder.

2. FLUFFYINSANITY'S SOUNDS (fluffydoom3sounds_v2.zip) For those of you who like loud guns.

3. PARALLAX MAPPING MOD V1.0 (parallaxmappingmod.zip) This adds more depth to many textures but drops FPS a bit. At least give it a try just to admire how it changes Doom 3's appearance.



DIFFERENCES BETWEEN IDOv1 and IDOv1.1

I'm using my memory to list the differences, so I might miss some stuff. I did quite a bit of fiddling and tweaking since releasing the first version of my mod.

1. Made the rocketlauncher semi-automatic and gave it a dryfire sound.
2. Reduced the volume of footstep sounds for Zsec, Imp, Maggot, and Wraith.
3. Pinky won't stop to roar at you. I removed the accerated attack animations for Pinky in order to give you a split second to shoot him between bites.
4. Made Wraith translucent.
5. Increased the health of Vagary and Sabaoth.
6. In IDOv1 most monster attacks did triple damage, your armor absorbed 65% of damage, and your maximum armor was 300. In IDOv11 most monster attacks do quadrouple damage, your armor absorbs 75% of the damage, and your maximum armor is 500.
7. Damage from lava, toxic waste, and other non-monster damage from which your armor protects you has been quadroupled. Damage that ignores your armor such as from suffocating or falling has not been increased.
8. The kick_time for monster attacks are NO LONGER equal to 10x the amount of damage the attack inflicted.
9. Further reduced maximum ammo carrying capacity.
10. Added more custom particles.
11. Added more silly sounds.
12. Improved Doomguy's head skin and edited his arm skin. 
13. Stole materials files and glprogs files from Ultimate v1 beta. 
14. Rocketlauncher and BFG have their own wound decals now.
15. Stole ballburn_fx decal from Mindkiller and applied it to rocketlauncher and handgrenades.
16. Imp fireballs, Hellknight fireballs, and Revenant rockets now leave scorch decals on walls.
15. Put notes in edited files to help other mod makers understand the changes I made.


THIS MOD STOLE BITS FROM AND/OR WAS INFLUENCED BY

Awesome Sauce by Exim Works
BattleReady v1.5 by Trojanman190
Doom Chronicles demo by Doom Chronicles Developement Team
Double v4 by Mausus Atlas
Faiakes Extended by Faiakes
JAPM_fixed by d4r34lm0n60
Mindkiller by Labyrinth Productions, Juuso 'Mr. Big Mister' Rautaharju
Tweakedoom v4 by HaVoK3
UAC Redux by The UAC Weapons R&D team
Ultimate v1 beta by Bloodrayne

_____________________________________

EMAIL
my email = benzostanbury AT comcast DOT net
_____________________________________


MY FAVORITE DOOM LINKS

doom3.filefront.com
www.planetdoom.com
www.iddevnet.com/doom3
www.doom3world.com
www.doomworld.com/classicdoom/info/music.php

_____________________________________


HAPPY SOUND LINKS

www.allwavs.com
www.wavthis.com
www.wavsounds.com
www.ohshit.net

Read More

Comments on this File

There are no comments yet. Be the first!

Benzo


50 XP


Registered 22nd April 2005

9 Files Uploaded

Share This File
Embed File