I made this mod to have another trip in DooM3 official levels with better weapons and effects, but without messing around the coherency of the game as most mods do. I tried to make the weapons look, sound and feel more powerful, however, the overall difficult level wasn't changed too much. There's no magic powers, super weapons or exaggerated dramatizations. Nothing seems out-of-place. All weapons keep their original behaviour along with newer features. All parameters were cautiously tested and adjusted to keep the general balance.
This is a single-player mod, intended to be played with the original levels. It doesn't work properly in multiplayer. It may not work properly combined with other mods and expansions (official or not). It requires DooM3 1.3 for Windows and may not work on other versions.
------------- Features: -------------
- New weapon sounds. - New weapon skins. - New visual effects. - Secondary trigger (AKA alt-fire). - Super Shotgun. - Plasma Railgun. - Target locking rockets. - Proximity mines. - Remotely-detonated mines. - Motion-detection radar. - Increased muzzle flash. - Chambering pistol with flashlight. - Fire modes for machinegun. - Light actually glued to machinegun. - Sniper with view zooming. - Accelerating chaingun. - Increased kickback. - True Recoil (TM). - Interruptible reloading. - Brighter flashlight. - Cabined codes in the PDA.
----------------- What's new: -----------------
- A flashlight model was attached to machinegun's barrel, emiting a narrow light beam (custom muzzle flash). - Increased flashlight's light beam radius and brightness. - Flashlight's light texture modified with "rainbow" effect. - Flashlight lights up player's surroudings, eliminating the tunnel effect. - Removed pistol's flashlight. - Chaingun alt-fire fires one round in a semi-auto fashion. - Player won't begin with the Boomstick anymore. - The boomstick was added to three stock single-player maps (Delta, Hell, Mars City Underground). - Text messages added to player's PDA with all cabinet and door codes. - Fists are back, selectable only by cycling weapons. - Tightened the spread of the shotgun, alt-fire fires like the old one. - Fixed muzzleflash lights that weren't being cleaned up from memory. - Many other changes and improvements that I won't remember.
THE WAY DEMONS ARE MEANT TO BE BEATEN =============================================== MYCELO'S WEAPON ENHANCEMENT MOD FOR DooM3 v1.08 =============================================== Before installing, please check this website for updates: http://www.geocities.com/mycelo/wem DETAILED FEATURES ================= FLASHLIGHT Slightly improved skin. Light texture with 'rainbow' effect. Increased beam radius. Increased brightness. Lights up player's surroudings. It can be turned off with the alt-fire button. PISTOL Nicer look. Improved muzzle flash. Properly wound decals. Interruptible reload animation. Does not gib zombies. It's semi-automatic and shoots almost as fast as you click. If you click and hold, it chambers up to 6 bullets, which are fired when you release it, ala Robocop. A full chamber can easily kill an Imp. The more bullets you chamber, greater will be the spread. The more bullets you chamber, slightly powerful will be each one. UAC SHOTGUN Shiny graphite tint. Improved shooting sound. Improved muzzle flash. Improved victim kickback. Recoil makes the player backpedal a bit. Ejected brass comes out rotating with smoke. Pellets spark in contact and leave scorch marks on the walls. Tracer effects with whizzing sound. Does not gib zombies. Properly wound decals. Bullets burn the victim's flesh, causing smoke. Loads only one shell at once when reloading. Tightened spread, less pellets per shell. Now it's a medium-range weapon, but maybe as not as deadly. Very effective with anything weaker than an Imp. Alt-fire fires like the vanilla shotgun (more spread). BOOMSTICK (AKA Super Shotgun) Plastic handle. Improved muzzle flash. Improved victim kickback. Shakes the view when shot. Recoil makes the player backpedal a bit. Ejected brass comes out rotating with smoke. Interruptible reload animation. Pellets spark in contact and leave scorch marks on the walls. Tracer effects with whizzing sound. Does not gib zombies. Properly wound decals. Bullets burn the victim's flesh, causing smoke. Only really effective as a short-range weapon, but extremely lethal. Alt-fire shoots only one shell at once. Can only be reloaded when empty. Can be found in three levels. MACHINEGUN Improved bump-mapping. Improved muzzle flash. Improved victim kickback. Improved firing sounds. Interruptible reload animation. Does not gib zombies. Properly wound decals. Alt-fire switches the fire-mode between Auto, Swift, Burst and Sniper. Auto is exactly like the vanilla weapon. Swift improves the fire-rate, but can jam the weapon. Burst releases 3 rounds with improved accuracy and slightly more damage. Sniper zooms the view and has slower fire-rate, perfect accuracy and greater damage. A flashlight was glued to the barrel with a narrow light beam. HANDGRENADE (or Proximity Mine) Nicer skin. Bounciness tweaked to make it heavier. Does not gib zombies. Handgrenade button is a toggle like the flashlight. 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 anything. 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 proximity or remote mine. Proximity mines are activated only when it stops moving, and will beep and emit a small green light. Proximity mines spring and explode when any character, including the player, pass near it. Proximity mines self-destruct after 30 seconds. Alt-fire remotely detonate the oldest active proximity mine. Proximity mines detonate each other when near enough, creating devastating chain reactions. If you dispatch more than 5 proximity mines, the oldest active mine will self-destruct. CHAINGUN Improved bump-mapping. Improved muzzle flash. Improved victim kickback. Improved firing sounds. Interruptible reload animation. Does not gib zombies. Properly wound decals. Bullets burn the victim's flesh, causing smoke. Shakes the view when shooting. Ejected brass comes out rotating with smoke. Tracer effects with whizzing sound. Pellets spark in contact and leave scorch marks on the walls. Accelerating spin speed by holding the trigger. Recoil and spread increases with spin speed. More rounds per belt (90), slightly less damage per round. Barrel keeps spinning when ammo depleted. Alt-fire fires one round in semi-auto fashion. PLASMAGUN Improved bump-mapping. Improved muzzle flash. Improved victim kickback. Barely noticeable futuristic idle sound. Glows blue in the dark. Interruptible reload animation. Both fire modes gib zombies. Properly wound decals. Bursts burn the victim's flesh, causing smoke. Bursts leave blue scorch marks on the walls. A radar on the LCD screen shows moving bodies. Alt-fire switches between Plasma Burst and Plasma Beam on-the-fly. Plasma Beam consumes 10 plasma units (5 shots per canister). Plasma Beam can go through bodies and instantly kill most enemies. Plasma Beam needs a little while before being fired again. ROCKET-LAUNCHER Improved bump-mapping. Improved muzzle flash. Improved victim kickback. Improved explosion effect and sound. Interruptible reload animation. Added muzzle smoke. Recoil makes the player backpedal a bit. Does not gib zombies. Properly wound decals. A direct-hit burns the victim's flesh, causing smoke. Rocket lights up its surroundings when flying. Explosion leave a big scorch mark on the walls. Holding the fire button enables the laser sight which locks on moving bodies. Releasing the fire button fires a slow-moving rocket that homes on the target. A homing rocket that has no target will behave erratically. Be warned. Alt-fire fires all the loaded rockets in an unstoppable succession. BIG FREAKING GUN (BFG) Improved bump-mapping. Barely noticeable futuristic idle sound. Improved muzzle flash. Improved victim kickback. Shakes the view when shot. Gibs zombies. Properly wound decals. A direct-hit burns the victim's flesh, causing smoke. Recoil makes the player backpedal a bit. Energy ball lights up its surroundings when flying. Energy ball travels slower with more charge. Energy ball leaves smoke trail. Explosion lighting, sound and scorch effects vary with the charge. CHAINSAW Volume of idle sound lowered. Gibs zombies. Glows slightly red when in use. SOULCUBE Changed skin colors. Glows blue when flying. OTHER WEAPON-WISE FEATURES ========================== Changed the controls config screen to bind the Boomstick and the weapons' alt-fire. If auto-reload is enabled (default), weapons will be reloaded when the last round is fired and when you try to shoot an empty clip. It also reloads if idle for a few seconds. FEATURES NOT RELATED TO WEAPONS =============================== Demons' burnaway effect still occurs, but each monster body will wait a random interval between 10 and 20 seconds to disappear. Keeping the corpses forever is a bad idea since they hinder the performance (specially when piled) and can get in the way of moveable things like doors and lifts, even forcing you to reload the current level. Improved light effects of the projectile of some demons (namely imp, cacodemon, mancubus, hellknight and revenant). Particle trail for cacodemon's fireball. Smoke trail for mancubus' and revenant's rockets. Increased muzzle flash of zombie marines' weapons. Increased blood. Decals, blood, gore, ejected brass and debris stay longer (30 seconds). Reworked zombie security AI. Shotgun guy runs more, shield guy crouches more, among several fine tunings. Zombies' UAC shotgun has the same properties of the player's one, watch out. Added smoke+sparks+scorch effect for bullet impact of commando's chaingun and zsec's shotgun. Now all enemy marines and commandos have bullet tracers, with appropriate whizzing sound. Enemies have more diversified ranks, leading to slightly more confronts between themselves. New weapon sounds were applied to zombies' weapons as well. First-person blood. Replaced some sounds for player death and pain. Other little changes that I forgot to mention. RELEASE HISTORY =============== 2004.08.23 - 1.00 First public release. 2004.08.24 - 1.01 Now it installs properly (Sorry, it was a classic first-release bug). Grenades don't detonate on impact anymore, just by fuse expiry. Grenade springiness tweaked again. Improved gore. Chainsaw idle sound less noisy. 2004.08.30 - 1.02 Futuristic idle sound for plasmagun and BFG (barely noticeable). Chaingun bullet sparks with dynamic light. BFG explosion color matches its projectile color and it's brighter. BFG projectile kickback increased 8x. No damage changes. Grenade switches back to last weapon when thrown, and now it's a toggle like the flashlight. Machinegun fire sound sample got from a real USI, better suitable for this weapon. More pronounced blood spills. Decals, blood, gore, brass and debris stay longer (30 seconds). First-person blood. Brighter explosions for grenades, rockets and BFG. Can turn off flashlight on singleplayer with reload button (don't ask why). Increased muzzle flash of undead marines. Smarter AI procedures for undead marines, no damage changes. Due to sound issues, plasmagun and BFG cannot have its reloading interrupted anymore. Plasmagun projectile light removed due to framerate issues, explosion light reduced. All muzzle flashes alleviated and tweaked for better effects. Demons' burnaway effect delay changed to randomize between 10 and 20 seconds. Smoke trail for Mancubus projectile, appropriate light color. Rocket light increased (now it's noticeable). New lighting for Soulcube as well. Undead marine shoot sounds now are the same as the player. New bullet holes for shotgun and plasmagun. Several little tweaks. 2004.09.09 - 1.03 Shotgun projectiles visible (kinda spark trails). Shotgun brass also stays longer. Chaingun and shotgun brass come out rotating and with smoke. Interruptible reload for plasmagun (figured out how to interrupt a sound). Reloads interruptible also by firing, provided clip isn't empty. Auto reload when idle for a few seconds. Grenades explode on contact with anything (no bounce) when thrown with a certain amount of kinetic power (AKA held for a few moments). With a weak throw (just click), it will bounce and explode only by fuse expiry. Low ammo noise when last grenade is thrown. Removed lag to throw a grenade immediately after selecting it (interruptible 'raise' animation) Optional grenade Halo-throw by changing the variable 'HANDGRENADE_AUTOTHROW' into 'weapon_handgrenade.script' file. Grenade glows green to help you to figure out its trajectory. Chainsaw glows red when attacking. Particle trail for cacodemon's fireball. BFG projectile/explosion light intensity varies according to charge. The more you charge the BFG, sloower is its projectile. Flesh wound for all weapons (inccluding BFG, plasma, grenades and rockets). Electric explosion effect for grenades, sound changed accordingly. Weapons' sound volume tweaked again; pistol isn't louder than explosions anymore. Several minor adjustments. 2004.09.17 - 1.04 Shiny skins for pistol (silver) and shotgun (graphite). Slightly improved bump mapping for all weapons, including fists. Added sparks effect for chaingun and shotgun bullet impact. Added wall scorch/heat effect for BFG, chaingun and shotgun bullet impact. Wall scorch effect radius of BFG varies accordingly to the charge. Added smoke+sparks+scorch effect for bullet commando's chaingun and zsec's shotgun. Now all enemy marines and commandos have bullet tracers, with appropriate whizzing sound. Removed dynamic lighting of chaingun's bullet. It causes slowdowns, is hardly noticeable, and now we have the sparks anyway. Enemies directly hit by BFG, plasmagun, rockets, grenades, shotgun and chaingun, have its flesh burning for a while, making smoke. Now enemies have more diversified ranks, leading to slightly more confronts between themselves. Blood and wounds somewhat polished. Reworked zsec's AI again, now it's noticeable: * Shotgun guy always runs towards the player to achieve a point-blank shoot, and now its spread is the same as the player's shotgun. * Machinegun guy crouches and runs more. * Shield guy stays crouched most of the time, and has more accuracy. * Pistol guy dodges and crouches more and has more accuracy. I admit that the pistol is pretty useless while we have ammo for any other weapon. So it isn't automatic anymore, which actually makes it more versatile should you click fast enough. Even more minor adjustments. 2004.10.11 - 1.05 Fists alternating randomly, with right hand more often. Chaingun remains rotating after ammo depleted (like first Predator movie). True recoil for Rocket Laucher, Shotgun and BFG. BFG recoil is proportional to the charge. Pistol acts according to these rules: * It shoots as fast as you click, but never faster than the shoot+recoil animation. * It can't act as an automatic weapon anymore. * If you click and hold, it chambers up to 6 bullets, which are fired when you release it. * The more bullets you chamber, greater will be the spread. * The more bullets you chamber, slightly powerful will be each one. Handgrenade acts according to these rules: * If you click and hold, it will be thrown and explode on contact with anything. * 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 proximity or remote mine. * Proximity mines are activated only when it stops moving, and will keep beeping. * Proximity mines spring and explode airborne when any character, including the player, pass near it. * Proximity mines self-destruct after 30 seconds. * If you press the reload button when Handgrenade is selected, the oldest active proximity mine will be remotely detonated. * Proximity mines detonate each other when near enough, creating devastating chain reactions. * If you dispatch more than 5 proximity mines, the oldest active mine will be detonated. * Handgrenade, when thrown, doesn't switch back to last used weapon anymore (complying the few feedbacks I've received). Included a radar on the plasmagun LCD screen, which shows any moving enemies and NPCs. There's also a discrete beep that indicates if there's something moving, like AvP motion detector. The code and graphics were derivated from MWoody's Plasma Radar mod. If you try to reload the machinegun when it's already reloaded, it changes the fire-mode. 'Burst' and 'Sniper' are more accurate and each shoot is more powerful, 50% and 450% respectively. 'Swift' mode has 3x the fire-rate but the more you hold the trigger, greater is the spread and the possibility to jam. Use short bursts. Added some weapon skins and bump-mapping from Xio Skin Pack v5.1 (by Xiovex) and Awesome Sauce Mod v1.0 (by eXim Works). Increased prox-mine throw distance. Chaingun spin speed accelerates while you hold the fire button, varying from 3 shoots/sec up to 12 shoots/sec. However, your average fire-rate won't be far from the original. It's clip size is indeed ridiculous, but I didn't increase it because I don't want super-weapons. Recoil and spread varies according to the fire-rate. Removed smoke from chaingun's ejected brass which was eating framerate. Fixed charge-dependant effects of BFG, recoil increased. Adapted and tested upon DooM3 v1.1 2005.09.25 - 1.06a Adapted and tested upon DooM3 v1.3. Possibly won't work with any other version. Fists replaced by a super shotgun. Now it's called 'Hunting Gun' and you'll always have it, including in Hell. Hunting gun has the same visual effects of the UAC shotgun. Hunting gun has interruptible reload animation. Control config screen shows 'Hunting Gun' instead of 'Fists'. Reduced spread angle for the UAC shotgun, less pellets for each shot and slight less damage. Now it's a medium-range weapon. Applied the same parameters to the zombies' shotgun. New shot sounds for machinegun and chaingun, much better now. Increased ammo belt (90 rounds), max ammo (990 rounds) and spin speed (+50%) of the chaingun. Less damage per round, meaning that a 90-rounds belt do the same damage as the previous 60-rounds belt. Flashlight attached to the pistol. Unlike other duct-tape mods, it also adds severe drawbacks to this feature. The flash is weak, tight and flickering. In addition, it's fed by a rechargeable battery which lasts only about a minute. The charger is on the marine's holster, so it recharges only when the pistol is not being held. The battery needs about twice the time to be full. There's no power-level indicator, but you'll know when it's running out. 2005.10.04 - 1.07 New gamex86.dll (Windows, 1.3), to provide a secondary trigger to weapons. Alt-fire key binding added to controls config screen. Hunting Gun renamed to Boomstick. Changed the switch order of the Boomstick, now it's the third weapon. Increased slightly the damage of the Chaingun and UAC Shotgun. Machinegun switches to fire-mode with the alt-fire button. Machinegun sniper fire-mode automatically zooms the player view. Proximity mines are remotely detonated with the alt-fire button. Plasmagun alt-fire switches between Burst and Beam. The plasma beam has a blue railgun effect and sound, can instant kill anything smaller than an Imp and go through bodies. It requires a little while before being fired again and consume 10 ammo units, meaning 5 shots per clip. Boomstick alt-fire fires only one shell at once, and can only be reloaded when empty. Added slow-moving target-locking rockets. Hold the trigger of the Rocketlauncher to enable a laser sight which will lock on targets. You hear a beep when you get a lock. Release the trigger to fire or keep holding to cancel. If by some reason the rocket get no target, it behaves erratically and sometimes can go after you. Rocketlauncher alt-fire unleashes all loaded rockets in an unstoppable succession. Lowered kickback of the machinegun bullets. New models for ammo items, backpack and body-armor. Fixed reloading sound of pistol and rocket-launcher that keep playing when reload was cancelled. Increased pistol flashlight's battery duration. REQUIREMENTS ============ DooM3 for Windows patched to v1.3. A machine capable of running this game smoothly at least at 800x600. A video-card compliant hardware-wise with DirectX 9 is advisable. All visual effects enabled. Ideally, don't play this mod combined with other mods and/or expansions. Keep it always in a separate folder. EAX Advanced HD is not recommended to be enabled. KNOWN ISSUES ============ Enemy corpses may act weird. This is not my fault, ragdoll physics of this game aren't the best out there. If you're having slowdowns, try out the known tweaks and/or disable projectile lights. In addition, contact me explaining your problem thoroughly, describing your system specs. Avoid merging with any other mods, but if you do, make sure both mods don't change the same .def or .script files. Skin, sound and model packs should work. Due to code changes, when using this mod or updating its version, all previous savegames will be restarted from the beginning of the current level. To avoid crashes, always load the autosave of the levels that you saved before installing or updating this mod. This is a single-player mod, some features may and will not fully work in multiplayer. May not work propery with any version of DooM3 but 1.3. Sounds may be messed up if EAX Advanced HD is enabled. Berserk power won't work properly since there's no fists anymore, but you'll get the invincibility anyway. I'm looking for a solution. Weapon descriptions can show up wrong in your PDA. I'm working on that. If the homing rocket lose its target, there's a small chance that it comes after you. This is not a bug, it's an intentional 'feature'. HOW TO INSTALL ============== Unpack everything inside the main folder of the game (where Doom3.exe lies). So you'll have a folder called 'mycelo' into it (e.g. C:\Program Files\Doom3\mycelo). Then start the game and choose it from the 'MODS' menu on the main screen. In addition, you can start the game with the '+set fs_game mycelo' parameter (by editing your shortcut). You can safely delete any of the pk4 files with undesired content. Reconfigure your key bindings (options/controls) after installing. Don't install over any previous version. Delete or rename your old mod folder and backup your current saved games. Only auto-saved games will work in newer versions, which are always in the beginning of the levels. WEBSITE ======= Check this out for updates, patches, mirrors, screenshots and more info: http://www.geocities.com/mycelo/wem CONTACTING ========== Write to my Gmail account named 'mycelo'. THANKS TO ========= Martin Woodard, AKA MWoody, for kindly letting me use and modify his awesome Plasma Radar mod. http://mwoody.com eXim Works (Awesome Sauce), who let me include some of his creative weapon skins. eximworks AT gmail.com Xiovex (Xio's Skin Pack), by permitting me to use his topnotch weapon skins and bump-mapping. xiorath AT gmail.com AlyBoTz (Re-authored Lights) botz101 AT verizon.net NoMercy (NoMercy's FlashLight) no_mercy5 AT rogers.com Kevin Brown (Kev's 22nd Century Flashlight) n2185x AT yahoo.com 'DISCLAIMER' ============ You can use or modify this mod as you please. I learned and even borrowed a lot of things from several other mods, thus I'm not claiming that everything here is my work, even though it took me quite a few hours to make everything work in harmony. Human knowledge belongs to the humankind. === PLEASE GIVE FEEDBACK === === USE IT AT YOUR OWN RISK ===
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