!!! Warning: Not compatible with BFG Edition !!! -Fixed the game being too bright with more recent Nvidia drivers. -Fixed pixelated normal map textures that were also caused by recent Nvidia drivers. -Shotgun's spread is slightly decreased for better consistency in weapon effectiveness. -Readjusted muzzle flash for machinegun for both player and zombie soldier. -machinegun now holds 100 bullets per clip and 200 in reserve.
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Doom 3: Golden Edition
changes
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Weapons
Reduced ammo pool to:
300 machinegun bullets
299 chaingun bullets
275 plasma cells
100 pistol bullets
30 shotgun shells
25 grenades and rockets
20 BFG ammo
Changed ammo clip sizes:
Pistol reduced to 10
Shotgun increased to 10
Machinegun increased to 100
Chaingun increased to 99
Plasma increased to 75
Pistol ammo pickups are now:
5 (from enemy)
10 (small clip)
20 (large)
Shotgun ammo pickups:
5 (from enemy)
10 (small clip)
20 (large)
Machinegun ammo:
20 (from enemy)
20 (small clip)
40 (large)
Chaingun ammo:
33 (from enemy)
66 (clip)
Shotgun behaviour changes
spread reduced to 7°
reduced power of shotgun by half (to offset major increase in accuracy of spread)
Plasma behaviour changes
projectiles move about 2x faster
projectiles' push is reduced (but with their increased speed, still pushes foes slightly more)
Chaingun behaviour changes
projectiles move about 3x faster
projectiles' push is reduced to 1/3 (but with their increased speed, still pushes foes the same amount)
Grenade behaviour changes
Grenades are less erratically bouncy
BFG behaviour changes
Self inflicted splash damage is disabled
Fists behaviour changes
fists have a slightly better reach.
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Graphics
Player
Plasma projectiles now light up the room
Chaingun muzzle flash is more intense to be more realistic
Machinegun muzzle flash is more intense to be more realistic
Shotgun muzzle flash is more intense to be more realistic
Pistol muzzle flash is more intense to be more realistic
Rocket explosion has a more realistically sized flash
Grenade explosion has a more realistically sized flash
Imp
imp's fireball glows orange instead of bright yellow
fireball's glow can be seen much further from source
HellKnight
plasmaball's glow can be seen much further from source
Z-SEC Zombie
muzzle flashes light up the room much like the player's
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Armor
Max Armor is now 50
Breast plate is worth 25
Armor shard is worth 1
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Monsters (Bosses):
Cyberdemon
shoots all the time
projectile now has an arch
aims at the player's feet (to cause splash damage)
has slightly more health
Now fires a large fire ball instead of a rocket (because a rocket can't vertically rotate to match the arch)
Guardian
has 1.66x the health
releases double the projectiles
Sabaoth (Corrupted Serge)
has 1.66x the health (note: Impossible to beat on nightmare with only 25% health unless you have a fully
charged soul cube)
Vagary (Spider Queen)
has 1.66x the health
reduced speed of projectiles to 1/3 (so that it's actually possible to dodge them)
Monsters (Demons):
Hellknight
2x more likely to attack
Imp
fireball bounces off of terrain and detonates after 2.1 seconds
pounce does less damage (to make the game less cheap) but pushes the player a lot further
(making it still very dangerous in its own right)
Pinky Demon
Almost 2x the health
Never stops to roar while chasing player(only roars once when alerted to player's presence)
Wraith
teleports in and out faster
doesn't stand still to wait for teleporter animation to end
Cacodemon
Plasma ball has a 2x larger splash damage on detonation
Lost soul
2x slower attacking speed
almost 2x roaming speed (still is half the attack speed)
3x the health
3x more aggressive
can detect/attack player 2x further away (though, makes them more vulnerable from long distances)
Monsters (Zombies):
Bernie (Zombie on fire)
Over 2x the health
Morgue Corpse
3x the health (ironic :P)
Fat Zombie
2x the health
Chainsaw Zombie
Over 2x the health
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Player
Run speed increased by about 1.5x
Walk speed increased by about 1.5x
Crouch speed increased to about 2x
Stamina reduced to 1/4
jump height increased by 1.25x
Easier to grab onto ladders (especially when trying to climb down one)
Flashlight is a bit bigger, brighter and is more to the centre of the screen
Impact of all monster attacks no longer causes the camera to get knocked to a different direction
All monster attacks no longer causes the screen to momentarily have double vision
Machinegun no longer gibs monsters
Pistol no longer gibs monsters
Fists no longer gibs monsters
Flashlight no longer gibs monsters
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Menu and Hud
Game title changed
Crosshair replaced to be much smaller (so you can see distant foes as you are targeting them)
Nightmare mode no longer reduces player's health to 25% (it's still much harder than Veteran, this can be changed back in autoexec.cfg and DoomConfig.cfg)
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Sound effects (all the new SFX are modifications of vanilla Doom3 SFX):
weapons
fists punching (The only sound effect NOT from Doom3)
pistol fire (vanilla pistol mixed with sped up vanilla shotgun)
pistol reload (originated from "Fixed Edition" (I couldn't have done it better myself))
shotgun fire (heavily equalized and combining of vanilla shotgun, enemy shotgun, and BFG Edition shotgun)
machinegun fire (same as enemy machine gun (why was it even different to begin with?))
chaingun fire (added sentry fire with chaingun (because sentry's is cooler sounding))
Rocket fire (cut out the build-up so that the blast sound happens when the firing happens)
Player
PDA now sounds like it was pulled out of your pocket before you start using it (whereas before it was the opposite, where the pocket sound effect plays as the PDA is push into your face?)
a heartbeat sound effect replaces the sound you make when health is taken from you in nightmare mode (makes it less annoying)
taking damage no longer sounds like someone is slapping you with a fly swatter
Monsters
Imp (The fire ball (which now bounces) makes a flaming, bouncy sound effect)
Lost Soul (sound it makes when it attacks is louder so the player can better anticipate or notice it)
Revenant (its exploding missiles are much louder)
Zombie with pistol (firing the gun now uses the same sound effect as the player's. Before, it sounded like a shotgun)
Commandos (footsteps are louder)
Friendlies
Sentry bot uses the player's old vanilla machinegun sound effect instead (because it sounds cuter and the player is already using the sentry's old sound for the chaingun)
Effects
barrel explosions are much louder
exploding rockets are much louder
exploding grenades are much louder
bullet impacts on metal is quieter (it used to be way louder than even the shotgun!)
Cutscenes
The Enpro intro cutscene has all of bravo team's' machineguns replaced with the same sound as the player's
Teleport tube is now in stereo.
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Music (all tracks are a bit louder and converted to stereo)
Tracks found in "z_goldenedition.pk4"
alpha1_magintro_music1
coolantrod_music
cpu_intro_music
cyberdemon_intro_music
d3theme
five_second_buildup
guardian_death_music
guardian_intro_music
guilt
guisounds_menu
hellknight_intro_cutscene
intro
logo
lostsoul_intro
mc_underground_imp_intro
metallic_wail_01
metallic_wail_03
monorail_intro_music
morgue_stinger
music_bertrugerhead
music_credits
music_cyberdeath
music_intro_cutscene
music_startrescue
pinky_attack2
recycling1_revenant_intro
recycling2_mancubus_intro
tims_suspense
vagary_intro_cutscene
wounded_music
Tracks found in "z_goldenedition_music.pk4"
2note_breathloop
admin_haunted_office
allehlula
alphalabs1_endsuspense_loop1
alphalabs1_endsuspense_loop2
alphalabs1_endsuspense_loop3
amen_satan
backward_chaos
badtrip_01
badtrip_02
badtrip_03
badtrip_04
badtrip_05
big_str_riff
breathing_groan_loop
breathing_groan_loop2
chant_1
chant_updown
chaoscape1
chaoscape2
chaoscape10
choir_cluster_loop
choir_cluster_loop2_women
choir_cluster_loop3_horror
churchbell_loop
clank_drum_loop
clank_drumloop
computer_arp
creature_drone2
creature_melody_drone
death_chant
death_chant2
deep_arp
demon_temple
demon_temple2
devil_prayer2
devil_prayer3
dramaswell
echodark_pianodrop_3med
echodark_pianodrop_3slow
echodark_pianodrop1
fast_bass_arp
greg_chant_amens
groan_low
haunted_bells
hellsbells1
hellsbells2
hi_empty_arp
hi_horror_chatter
high_2note_loop
hipitch_eeeeee
hit_wpulse_loop
kiklike_pulse_bass
long_choir
long_vocal_drone
long_vocal_drone
loop_suspense_03
loop_suspense_04
loop_suspense_07
loop_tone_12
loop_tone_14
mj12_03
mj12_04
monk_01
monk_02
monk_04
monk_05
mono_anotherworld_04
monster_growl
mood_02
organ_from_hell
organ_pulse_loop
oscbells
p52_pure_tone_room
phase_shift_1
pheemail_03
pheemail_06
predatorish_drone
pulse_with_high_synth
rumbly_spacesine_01
rumbly_spacesine_01
scape1
scape1 <- this is not a duplicate, it's an entirely different track
scape2
scape4
scape5
scape7
seq_madness_02_90bpm
seventhday_07
somber_01
somber_01 <- this is not a duplicate, it's an entirely different track
somber_02
space_mtn_syn_drone
tense_1note_loop
tension_pulse
terror_chime
tortured_voices
vagary_fight
good
Is it compatible to expansions?
Only tested the latest version with RoE.
This seems right up my alley, will try soon. Love the ammo reduction since I always detested the insane amounts the game threw at the player in the vanilla game. Seriously, over 300 shotgun shells? WTF, id?
Could this be compatible with the Brass 'n' Blood and Nitrogore Mods?
Here are their links
- Moddb.com
- Moddb.com
Can we modify smaller magazines to the weapons? And lower ammo pick ups?