A massive demonic invasion has overwhelmed the Union Aerospace Corporations' (UAC) Mars Research Facility, leaving only chaos and horror in its wake. As one of only a few survivors, you struggle with shock and fear as you fight your way to Hell and back in an epic clash against pure evil.

Built on a revolutionary new 3D graphics engine, Doom III draws you into the most frightening and gripping 3D gaming experience ever created.

Dripping with atmosphere and changing the look of 3D games forever, Doom III features realistic physics, 6-channel surround-sound, and real-time dynamic lightingand shadows that create and environment of ever-changing fear and uncertainty. Compete in vicious multiplayer action where light, shadows, and a totally dynamic world can be used to your advantage or peril.

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The Team are very pleased to announce

the release of The Dark Mod 2.05!


TDM 2.05 Article


This update includes literally hundreds of new high-quality models & other assets, along with an update to the editor that will change the way TDM missions look going forward.

Please see the latest official trailer above for a quick teaser.




New Modular Models

Springheel has created over two hundred modular models that can be combined to create multiple types of environments. Tavern interiors, city streets, industrial warehouses and more. By placing modules together, high fidelity scenes can be created quicker and more easily than ever before.


2.05 article 2

New Official Mission

Many of the above new assets are showcased in a new "introductory mission"

that is included in this update.

This mission is the first of a three mission story which serves as our

official introduction to TDM's game-play and setting.



TDM 2.05 Article


Better Performance

You should notice an increase in performance speed in TDM 2.05,

thanks to rendering improvements made by duzenko and nbohr1more.


The main improvement to TDM 2.05's performance is Lightgem Rendering.

To accomplish the Lightgem functionality in The Dark Mod we originally had to dig around in the game SDK for places where we could communicate with the renderer. This was primarily done via the in-game camera systems and tricks with piping screenshot files to a RAM workspace.

(some background info) Modwiki.xnet.fi


The way the system works is:
1) If it is time to create a Lightgem image, initialize a new "View" (aka camera)
2) The player model, held objects, and other non-essential objects are hidden
3) The player model is replaced with a low-poly representation (octahedron)


(Octahedron with eyes representing cameras)
TDM 2.05 Article

4) The camera is positioned facing down at the octahedron (below)
TDM 2.05 Article

5) The scene is rendered and captured to memory


6) The camera is positioned facing upward looking at the bottom of the octahedron (below)
TDM 2.05 Article

7) The scene is rendered and the image is captured to memory


8) The images are combined and then analyzed for the brightest values
9) A final light level value is return to the game code to be adjusted further by other visibility factors


With the above screenshots, the process certainly looks wasteful but those are only hand-made representations I created by spawning the octahedron model in-game. The real Lightgem render would crop away everything but the boundaries of the octahedron leaving you with a square made of 4 shaded triangles.

Still, id Tech 4 (Doom 3 engine) is very nervous about throwing away scene data during a render. If there is anything that could cast a shadow or show-up in a mirror, transparency, or postprocess the engine will tend to do a substantial amount of setup before deciding to discard the data just before sending it to the video card for render (or will actually render the invisible stuff if all the culling heuristics fail).

( Edit: Hah! It's even worse than I thought. According to Serpentine (one of the old core coders) the lightgem camera is actually inside the octahedron (an optimization I was planning on doing). This means that the visibility culling heuristics are really falling down or else these latest changes wouldn't have been so effective. )

In TDM 2.03, SteveL was struggling with the particle system and (as part of his cleanup work) he ensured that particles no longer make-up the above workload. To everyone's surprise, this was a pretty significant performance boost to scenes with lots of particles.

In 2.04 SteveL added the ability to omit Lights from the Lightgem calculation so that mappers could place decorative "bounce lights" around their maps without having to struggle against the Lightgem (because the brightest part of those lights was typically floating in mid-air and invisible to the player 'till they stepped into it).


This work laid the groundwork for the 2.05 Lightgem changes.

In 2.05 the octahedron was given a new material type "islightgemsurf" to allow the following change:

Skip all surfaces that can't create shadows except "islightgemsurf"

This, along with skipping all lights that the player isn't "inside of" drastically cut the amount of work for the Lightgem render phase.

But we were not done yet!


A new coder "Duzenko" (and veteran of the Russian "Darkfate" Thief community) arrived to complain about the cost of the Lightgem render prior to the above changes.

Parallel to the above development, he looked into another expensive aspect of the Lightgem:

"Pixel reading".

Even though our Lightgem image capture was given a superhighway to native memory space in 1.08 the process of feeding the render to RAM was still pretty slow. Duzenko studied the problem and found that an ancient OpenGL 2.1 feature called Pixel Packed Buffers would do a better job than our very legacy OpenGL code. This lead to some drastic performance improvements in fillrate heavy scenes like the cave in "No Honor Among Thieves" mission 1.


A little tangent on tweaking...

Part of the genesis of the above Lightgem optimization was my own pet project to improve our documentation on performance tweaks and cvars:

In the forums, there had been at least a few confusing\inconclusive discussions about one tweak that seemed to offer the biggest performance boost but came with some pretty bad caveats "tdm_lg_interleave"...


tdm_lg_interleave

This console variable allows you to specify how often to capture Lightgem renders. By default, this is done in every frame. Users were finding that setting it to 2 or 3 would nearly double FPS is some scenes but it was also causing terrible stutter, especially where the average FPS was below 30. It occurred to me that automatically enabling or disabling the larger skip values depending on your FPS was the ideal solution, so I created a new cvar tdm_lg_interleave_min that allows you to say "if my FPS is below X then set tdm_lg_interleave to 1 to avoid stutter". The default value is 40 (FPS).


tdm_lg_split

This console variable was created shortly after tdm_lg_interleave at the dawn of TDM to address the same stutter concern above. It was posited that the biggest problem with tdm_lg_interleave was that the frame load was so uneven with the huge wallop of frame cost during the full Lightgem scenes. One of the developers suggested calculating only the top or bottom of the Lightgem capture per pass so that the render load would be much closer to the non-Lightgem passes. This worked great but was never enabled by default in The Dark Mod because it caused particle effects to flicker. With SteveL's exclusion of particles in 2.03 the flicker is gone so this feature has been enabled by default. Further, it can be paired with tdm_lg_interleave so that the interleave frames calculate half the scene every x number of frames.

With the above knowledge, feel free to try setting tdm_lg_interleave to higher values now. I have been playing with tdm_lg_interleave 3 but I've tested it as high as 8 without seeing any stutter or anomalies. For most missions, I can set tdm_lg_interleave_min to 1 along with tdm_lg_interleave 3 and gain FPS (even at sub 30FPS areas ) with no consequence for frame stutter but Penny Dreadful 3 required me to increase the min to 50 to avoid stutter at the start area. Your mileage may vary.


image_downSize

The old image_downSize cvar settings that allow you to shrink and degrade texture quality to reduce video RAM consumption (and bandwidth consumption), no longer cause menus and GUI's (maps, signs, etc) to become blurry.

If you have limited video memory, try reducing these settings now that they no longer affect play-ability.


New AI

Grayman has added a working fire elemental to our list of available. AI opponents that will no doubt appear in future missions.


Cubemap Lights


Shortly before the horrific death of the legendary Doom3world.org forums (due to a Spammer invasion), Sikkpin (the author of Sikkmod) went on a tangent and solved a longstanding riddle about Doom 3 lighting...



Doom 3's flexible material system allows you all sorts of image manipulation options to feed into what lights project on surfaces. You can have anything as simple as a flat circle to a stained-glass window pattern or even a movie projector film. During the wild experiments in the early Doom 3 mod scene, some folks found that lights could accept "Cubemaps" (six images representing all six degrees of projection) but the result was completely wrong. This was because the sampler was just taking data from the final 2D transform of the image and using it as the projection image. Sikkpin worked around this problem by creating new vertex projection matrices in the vertex shader and changed the sampler behavior in the pixel shader.

He also did a little trick to tell the shader how to behave if the light entity was set as Omni or Projected and finally he implemented an ambient component based on Half Life 2's ambient cubemap system.

All packed into one shader, phew!


The benefit of cubemap lights is that you can more realistically represent what comes out of complex light sources such as our desk lamps.

Crude example (Before):
2.05 article 3

Notice how the floor has the same projection image as the ceiling. This is due to the 1D + 2D image setup for normal Doom 3 lights.


Crude Example (After)
2.05 article 3

Now only the ceiling has the pattern so the behavior is more realistic. Further the image is contorted spherically the way a real light projects such an image.


(Folks who regularly use Unity "Cookie Lights" show be well aware of how cubemap based light sources work.) You can also project 6 different lights for the price of rendering one light (as long as you are willing to accept that these lights must all be oriented in a cube pattern around one light_center)


HL2 in The Dark Mod
2.05 article 3

Now mission authors can use the Skybox or other cubemap images to create ambient lighting and environment reflections similar to HL2's ambient cubemap system.


Even though these features were created before Doom 3 went Open Source, we could not integrate them because we would've had to replace all existing lights with Cubemap lights.

Thanks to Rebb's work to setup a dedicated Ambient light shader pass, I was able to add branches to the renderer so the above shaders can occupy the same scene as the standard Doom 3 lights.

Right now we only have a few cube materials so if you know of any resources to generate Cubemap \ Cookie light textures or know of open licensed asset collections, please let us know.

Thank you Sikkpin (wherever you are)!


EXPERIMENTAL: UNCAPPED FPS!

Setting com_fixedTic 1 will now allow The Dark Mod to render over 60FPS without causing everything to speed-up. Duzenko ported some of the BFG code around this functionality to reduce the CPU impact of frame sync (for lowend users) but this feature can be useful to folks experimenting with Virtual Reality HMD.

I will note that there are a few quirks.

1) FPS above 200 can paradoxically cause the game to run in slow-motion or cause other strange pacing issues

2) The breath potion exhausts more quickly the higher the FPS you have

To prevent FPS from going over 144 or 90 you can create an autoexec.cfg file and place seta r_displayRefresh "90" in it to force your screen refresh then either use r_swapinterval 1 (enable vsync in-game) or enable vsync via your driver. Setting r_displayRefresh can also smooth out frame behavior on digital displays (HDMI, DVI, DisplayPort) where refresh detection can be problematic for Doom 3 so it's a good idea to set this via an autoexec.cfg regardless.


Bug fixes

Other changes include a fix to stop sleepers from falling through the floor, new beggar entities, new combination safe entities, and fixes to stop the player or AI from getting trapped by moving elevators. A more detailed list of changes can be seen in the change log and on the Wiki


Special thanks go to Bob Necro for his large texture collection contributions, Airship Ballet for prefab containers and paintings, Epifire for Steampunk models, Spooks for his example cubicLight textures, Outsider One for his Turkish menu translation, and Hamlet & Nightstalker who worked to resolve Linux compile issues and distribution problems.



Darkradiant updated


Greebo has also just release the latest version of Dark Radiant 2.2.1

Of significance in this version, you can now scale models in the editor and save the scaled model as a new model. This adds substantial flexibility to the modular model based approach described by Springheel above.

model_scaler

Also, support for grouping selected items for manipulation has been added. You can group huge collections of models and rotate or translate the entire collection at once, saving substantial amounts of time during mission creation.


Additional info


You can update your copy of TDM by running tdm_update.exe and as always, older saved games will be incompatible with TDM 2.05, so be sure to complete any missions you're in the middle of before updating!


The Dark Mod on GREENLIGHT!

greenlight tdm

At the (unexpected) twilight of the GreenLight offering, The Dark Mod team has finally gone though all the legal, financial, and social issues to enter into the GreenLight process.

Hopefully we will make it onto Steam before this process is ended. Although votes aren't the only metric to qualify for GreenLight approval, I feel that I must mention (boast?) that we were in the Top 10 ranking just recently!

Please visit our GreenLight page and cast your vote.

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Comments  (0 - 10 of 390)
iwastenotime
iwastenotime

also I want to apologize as well for my spam and behaveur this argument was between me and recezy not anybody else. so i am glad that he is sorry and I am to and I am done with this argument I will not be commenting anymore to recezy. I am sorry again for my spam and comments. also a tip whatever you do do not go on his addons page a post a error or bug and expect help because he will treat you like sh*t and call you names like he did me he can not face a bug he's got a mental problem over these things so please anybody need help on a error I would ask vgames and if no help I would not play his addons.

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Recezy
Recezy

I want to apologise on behalf of everyone here for my behaviour. but this guy is definelty eiion CEO, Im just gonna keep my mouth shut now and let the moderators of the site handle this. also if you guys are wanting some add ins for other mods, do let me know and I'll do them. I'm working on a project right now for CEDS animations to be compatible with sikkmod so now CEDS asset pack will be able to be used with a lot of other mods that use custom content without having to worry about doing all the tedious work just to get it compatible. So stay tuned people, I've got a lot of small mods for other people and I am doing all I can to keep the popular mods alive.

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iwastenotime
iwastenotime

can somebody please ban this kid Recezy he is causing spam and problems calling me names and causing trouble on id software's doom 3 page that is a big disrespect I would be happy to see him banned he is causing to much trouble he already has been banned once for the same crap he is doing right now. link to his old banned account. http://www.moddb.com/members/recesive

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Recezy
Recezy

Only eiion CEO would know that, you guys do realise This guy is eiion CEO right? ^^^^^ and that account was banned for not crediting people's assets. Right after the mod was removed.

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iwastenotime
iwastenotime

quit telling lys to all these people it's getting really stupid. guys this guy really hates people you can see that because I have tried to make up with him a long time ago and he still is causing me trouble and calling me names I would stay away from this guy if anybody is smart to see through this guy. the profile pic is enough. I mean why dress up like Freddy Krueger and snap a pic on your facebook and your moddb profile. I mean this is crazy

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Recezy
Recezy

I'll have you know on my new mod that I'll be crediting people this time, because unlike you eiion CEO, I learned from my mistakes, I returned and made add ons and did not claim them to be "overhaul" or better than the original mod, because you can't just make a mod called "not using sikkmod" and then call it better than sikkmod, this is exactly what you did on "Pallax" mod and all it had was parallax mapping and then you said it was "4d graphics" creating false information based on fake coding which punk and vgames both tried to explain, I WAS you're friend till I realised how dishonest you are. You're a fake. Just please don't come back here with you're drama, all you do is criticise mods negatively because we've spoken the truth on you're mod. Yes I feel sorry for you but I started realising your 4d textures are false and you've taken credit for someone else's work who did pull off parallax mapping. But now since I've realised it, you've betrayed me by saying now MY mod has errors and bugs, yes you're right, it does have bugs and I am fixing them. But I would NOT release a mod that will cause crashes. If you want to be pointed into the right direction, you will stop commenting all togehtor and just be silent like most visitors around here, don't draw any attention to yourself. You've already said sorry and that's good so don't screw it up by causing trouble on other people's mods now. Thank you that is all for now sir.

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iwastenotime
iwastenotime

that's fine with me again treating people like crap good job recezy you really don't care about anybody but yourself I don't deserve this crap I am not even the crazy stupid eiion guy and you still think I am so please leave me alone and quit causing trouble. I hope you get banned because this is ridiculous. I don't even know why I am arguing with you anyway I mean look at your profile pic you look like a crazy guy. do you think anybody is going to take you serious with that profile pic, I mean that's demonic bullsh*t.

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VGames
VGames

Wow. I did no realize eiion_ceo had returned. I thought getting rid of him the first time would be enough. All I can say is, report people like him to ModDB immediately. This is a place for Doom 3 modders and their mods. There's no room for fake mods and credit stealing. Nothing wrong with using other's assets but always give credit where it's due, and be sure to ask for permission if the creator demands it. Let's keep this place clean and the credibility of ModDB at it's highest level always.

And Recezy, quit standing up for this lunatic. He used existing content and acted like it was his. He lied about groundbreaking tech that he created and has been banned from multiple forums for the very same reasons. Leave it alone.

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iwastenotime
iwastenotime

wait I know that I should not meddle in this but everybody has the right to post mods and work on them there own way. The community demands more out of mods in beta when there is no finished product done. But if this crazy eiion guy posted a mod you ought to not over expect the best if he did take assets he probably knew the GPL license that modders alike forget about this is free assets not a license mods for money if so it would not have the GPL license there all you have to do is post their name in the readme that's it. You all act like it is a paid mod endorsement this is GPL not paid services but yeah I feel that that nut eiion is probably crazy but I think he can probably do great things if the guy gets that fantasy crap out of his mind.

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VGames
VGames

First off I'm not saying anything about money being involved here. It's pure modding etiquette to give thanks to the creator of whatever you're using that they made in whatever way they want thanks. You're obviously not a modder so you wouldn't understand. Yeah he can do as he wants and he can take whatever and take full credit for it too without anything happening to him legally. But around here or anywhere else that doesn't fly. And if he's gonna do that he can go elsewhere. Especially when he makes stuff up about new coding languages. That's just stupid and makes the rest of us who take modding serious, and have made a home here at a site that also takes modding serious look stupid and irrelevant.

There's an unspoken code that must be followed and if he wants to spit on it we'll spit on him. It's as simple as that. If he wasn't in the wrong ModDB would have told me to shut up and move on. They did not. They removed him and his work from their site because it makes them look bad to have someone like him running around here making a mockery of all of this.

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iwastenotime
iwastenotime

alright I can relate to some of what you are saying maybe he just done that bullsh*t so called 7k and made up coding language because to troll everybody that criticize his work before they test a full product. seems like all the modders on here judge somebody before realizing what they know and see I think if all the community would try to only criticize, on a full product then it would be fine to get all that criticism but. I was on a page just recently and they did this to the same guy and judged it on a, image of some textures when the mod was at a stage of TBD so, I think it's the, community not the modder and I think the modder does that especially that crazy eiion guy because people are judging before a release. it's like a new doom game they release a beta of the multiplayer and they get judged before a true full release heck id software put that it was in beta it will have bugs and problems but the community was so stupid that they couldn't see that it was a beta test build. so yeah I understand what you are saying but. I still believe the community is the problem not the modders alike. it's amazing what one comment can casue. this site is not a professional modding site because of the type of community that
that posts here but moddb can't help that to be the way it's is.

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Recezy
Recezy

U guys noticed how we were talking about the code, nobody ever said anything about 7k textures... you sir, are eiion CEO in disguise. How did you know about the 7k textures that were in his fake coding?

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iwastenotime
iwastenotime

it's clearly in his old fake parallax mod that he did, I seen the files for it and he clearly had it in plain site on the mod page also so um why are you starting to cause trouble again recezy you better quit it's not right to spam on VGames page but it's another thing to spam on id software's moddb page I don't do that so please quit the spam that's very disrespectful to id software for that. if you have nothing good to say then don't say nothing at all you are only causing trouble.

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Recezy
Recezy

mate, you're eiion CEO, stop defending yourself and leave the community alone, it was peaceful until you came back.

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iwastenotime
iwastenotime

hey everybody all that recezy is mad about is I posted a bug that nobody even cares about but it seems that he can't even let something like that go instead of looking into it wich he did not have to but still he decides to blame me a user of the website and cause a, argument and make trouble so if anybody is making a meany out of himself to look good it's recezy. I am so sorry id software for the spam on your page it's a huge disrespect I am sorry. I hope that recezy can learn some respect instead of causing spam and trouble. its just a bug now just drop the hate or just don't say nothing at all. you are going to get into trouble. and don't come back to me a with a comment that you weren't even talking about a bug you always have to have the last saying in a, argument that's why you got banned before recessive you could not let the comments slide instead you keep causing more problems. please just stop and start over.

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Recezy
Recezy

He's lying, my 4.0 version has been out for 2 months, and I've had beta testers, nobody else gets the crashes except him, I've actually used a different DLL and gotten the same error. He's tampered with the DLL that affects the game events. I know this because he says the premium packs have an "event script error" when my premium packs don't even use an event script. The only scripts it uses are the perfecteds that have only been modified. No new parameters have added. Hes just being a troll again like how he kept saying perfected mod is glitchy as well. Everyone report him.

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Recezy
Recezy

Yah, love you vgames, you're god around here lol. I am pleased to announce you, phrozo and doomtrinity as characters in my premium packs. Literally lol! You guys are survivors that the player will encounter in the levels. But I recon people like eiion CEO will just shoot you in the head as soon as he sees you lol. I'll see if I can get some footage when I post up a demonstration video on the new features 4.1 brings. So be sure to check it out!

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VGames
VGames

Sounds cool. Thanks for the acknowledgment.

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Doom III
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