This is a mod for the Doom 3 Single Player only. This mod continues my single player modding projects than include Weapon Mod for Soldier of...


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This is a mod for the Doom 3 Single Player only. This mod continues my single player modding projects than include Weapon Mod for Soldier of Fortune 2 and Beyond the Call of Duty for Call of Duty. It doesn't invent the wheel again, it just makes it little better and 'realistic' as possible, but also keeps the game in a playable condition. In other words the game is fun to play and it will give you a challenge.

New Features:

- Flashlight on/off switch works through the reload button. Nothing special, but if ID saw fit to give it that function, why not take everything out of it? It also has a nifty new sound. - Pistol and machinegun have a little more spread. - Chaingun rate of fire down and when it runs out of ammo, the barrels keep spinning until you release the firing button. - Plasmarifle has a little slower ROF. - Grenade fuse down to 3 seconds. - Grenades can be toggled to maximize their effectiveness. - New explosion sound effects. - Modified the firing sounds of most weapons. - New sound effects for the chainsaw. - New firing sound effects for the plasmarifle and BFG-9000. - BFG's and plasmarifle's radars have a nice beeping effects sampled from Aliens. - Projectiles and explosions create more light. - Little this and that.

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Download 'mind_killer_v15.zip' (24.2MB)

Doom 3: Mind-Killer v. 1.5

Created by:
Labyrinth Productions
Juuso 'Mr. Big Mister' Rautaharju
http://[email protected]


Doom 3 v. 1.1 Patch

1. Instal the mod into your Doom 3 main directory (like c:\games\doom3).
2. Start the mod either via the desktop icon supplied with the mod 
   Or start the game and select Mind-Killer from the mod menu


Legal crap:
Labyrinth Productions takes no responsability for any mental, physical of financial damage caused by this mod. You have been warned.


Special Credits to:
-Trent Reznor for the sounds.
-MWoody for the Plasma Radar.


Previous Features:

-New skins for Chaingun and Machinegun.
-New GUIs for some weapons.
-Radar for BFG-9000, based on the Plasma Radar.
-New/modified decals.
-Pistol bullets have little spread.
-Changed players rank from 'Marine Security' to 'Corporal'
-New sounds.
-New effects.
-Redone some weapons.
-Changed some weapons offset on the screen.
-Only explosives gib.
-Weapons have no recoil.
-Weapons are more powerfull.
-Pistol fires semi-auto.
-Pistol, Machinegun and Chaingun use caseless rounds (no shells).
-Shotgun and Machinegun have a tactical light.
-Flashlight is more powerful.
-Machinegun shoots faster and its bullets spread wider.
-Chaingun shoots way faster (about 2500rpm, if I calculated correctly), spreads its bullet wider and since it uses a ammo belt it can have all of its 500 rounds in the magazine at the same time.
-Shotguns pellets spread much tighter, it holds only 5 shells, it shoots little faster and reloads one shell at a time.
-Plasma rifle holds only 25 rounds, its projectiles are faster, they don't spill blood and the ammo counter converted into a radar.
-Grenades bounce less, the fuce is 5 seconds and the grenade will explode if shot at.
-Rockets fly faster and in a long arc.
-Chainsaw, fists and flashlight have little bit more range.
-Chainsaw has double the rate-of-fire and does less damage to compensate. 
-Flashlight and fists no longer have blood flying impact effects on character and they knock thing around with less power.
-Fists flesh impact sound effect is the same as the default.
-Implemented the Trent Reznor sound pack into the mod. Used mostly monster sounds.
-Player can jump little higher.
-Revenant fires fast flying rockets instead of slow moving homing missiles.
-Zombies (the stupid ones) take more beating before dying, they won't get extra damage from head shots (no brains, no worries) and they might reanimate if not gibbed.
-Gibs, blood, wallmarks and things of that nature stay longer.
-You can't see the remaining rounds in the clip unless the weapons has an ammo counter on it.
-Enemies do more damage and some of them take more beating.
-Enemies armed with the same weapons as the player do as much damage and the hits won't kick the player around as much.
-Lost Souls and Revenants don't bleed.
-Some new/modified gore effects.
-New tracer effects for Plasma gun and BFG.
-Removed muzzle smoke from weapons.
-Max ammo modified:
*100 shells + 5 on the weapon
*120 bullets + 12 in the weapon
*20 rockets + 5 in the weapon
*200 cells + 25 in the weapon
*20 grenades
*16 BFG cells + 4 in the weapon
*300 machinegun rounds + 60 in the weapon
*500 round chaingun belt


Known issues:
-Flashlights won't be affected by the EMP in Alpha Labs 2 (although I don't think that they ever were).
-Weapon flashlights don't work correctly with mirrors (wow, big deal).
-Sometimes a gibbed zomies head might appear for a moment if you gib the zombie just as it's reanimating. Very rare, don't sweat it.
-Sometimes enemies are gibbed by doors, although they shouldn't be. Don't realy know why, and it's also so rare that I realy don't see any reason to take the time to see what's the problem. 
-Once up, the air gauge won't go away until the next lever. Don't know why.


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Registered 30th September 2002

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