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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Blog RSS Feed Report abuse Latest News: I finally feel that major progress is being made

About Escape from Enemy Mountain with 1 comment by hellstorm27 on Sep 28th, 2014

What happened during late 2013 and early to mid 2014

I soon realised that my previous version of the modification, with some use of props from the Dark Mod, wasn't going to be workable, for quite a few reasons, one of which being that the Dark Mod's props do not work with the "Ultra Quality" setting.  So, late last year and early this year, I had another re-think about where I wanted to go with this modification, having had so many "resets" and failed planned releases.

Inspired by the idea of the Automatic Map Builder for Doom 3 (discussed over at the Grimm mod) I spent the early to middle part of this year creating props, prefabs and definitions lists to try and increase the level of automation of the map-making process.  I have to admit that for most of the time, I have been slowed down by the often-laborious process of laying out the brushwork and creating props manually, etc.  I also downloaded numerous textures from CGTextures.com for use in the mod, since I am more interested in the hellish themes than the techbase themes and the hell texture set in Doom 3 is comparatively limited.  Some of them give off a more Hexen-esque feel than a Doom-esque one, admittedly, but I don't see that as a problem as I am a big fan of the atmosphere and level design in Hexen (just a shame about the hub system and switch-hunting).  My progress was also slowed by the demise of the Doom3World.org forum, which made it harder to find advice on setting up props etc., but by August I finally had all of the props in place.

The props include a much-expanded range of moveable objects and snack/drinks machines with GUIs that give you health, based off the healthstation GUI.  I always thought it was odd that you couldn't get drinks from the vending machines considering that it had been a common feature of first-person shooters since at least Half-Life.  In addition I scatter some GUI-based "signs" around the map that contain "Easter eggs" such as references to the infamous Start-to-Crate map ranking system- I won't reveal anything more about these as they may be spoilers.

I have also changed the HUD slightly, where the health area turns from white to yellow, orange and red as your health drops, and level stats are displayed in the middle of the HUD- kills, items, secrets, area location, and info about the extent of your area clearance and health status (which takes armour as well as health into account).

The monsters and weapons and sounds

I also had some indecision about what to do with the monsters and the weapons.  In the end, I haven't changed the weapons from how they were previously, with the stock Doom 3 weapons plus some additional alternate fire modes (e.g. proximity grenades in addition to the standard grenades).  The monsters still use some randomisation based on Ivan_the_B's random monsters scripts, where I have created custom lists of particular types of monster and item to randomise between.  I have also set it up so that each monster has a different "team" number, so monster infighting is possible even between monsters of the same type.  Which is useful for players, since the monster counts per unit area are often higher than in vanilla Doom 3.  Randomisation continues to add some replayability and variety to the gameplay.

On the sounds/music front I am going for some ambient music (from a combination of stock Doom 3 and the Dark Mod) and remixes of Ultimate Doom/Hexen tracks for action sequences, which I got permission to use some years back.

The maps

I am going for smaller, but more numerous, and more action-packed maps, increasing the extent of the "old-school" feel, and other than the start map (Cells) the maps are essentially my interpretations of the Ultimate Doom maps (but not recreations as per Classic Doom 3 or Doom Reborn, and there are some nods to Hexen in there as well). My progress is going a lot faster than before- since June I have completed two maps (the cells map and E1M1) and am close to completing E1M2.  

As previously, the start map places you in some prison cells that you must escape from:
Cells, E1M1, E1M2

In E1M1 I have designed it so that it really does look like it takes place inside a hangar:
Cells, E1M1, E1M2

Another teaser from E1M1, highlighting the action and monster infighting:
Cells, E1M1, E1M2

And a couple of images from E1M2:
Cells, E1M1, E1M2

Cells, E1M1, E1M2

The aim is to come out with a four-map release once I have completed E1M3, which will, in line with E1M1 and E1M2, be my own interpretation of the Toxin Refinery.  

My current assessment of the scope of the mod is "open-ended".  I certainly hope to complete Episode 1 at some point in the near future, but will have to see if I feel like taking on Episodes 2, 3 and/or 4.  It depends on how easy it is to churn out high-quality maps quickly and on how much "real life" gets in the way, but the time invested earlier this year in creating props and automating some of the more laborious aspects of level design appears to be helping significantly.

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d3Xarines99x ; , *
Doom III

d3Xarines99x ; , *

Sep 30, 2014 d3Xarines Demo 1 comment

This is the end of this modification dedicated unto Xarines a code for Marines in terms of my faction within w41k-reasoning related unto IdSoftware directly...

Horror at Home v1.0
Doom III

Horror at Home v1.0

Sep 27, 2014 Horror at Home Full Version 0 comments

The original release of the Horror at Home mod. It was created in 2010.

Doom 3 World BNA Tutorial Pack
Doom III

Doom 3 World BNA Tutorial Pack

Sep 24, 2014 Doom III Tutorials 1 comment

This is PDF versions of the Doom 3 Engine Mapping Basics tutorials by BNA from Doom 3 World. Included are: D3W Tutorial Getting started with your first...

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This Patch will enable the HUD in 3rd person view and keep the camera from clipping through the walls. This was meant to be included but was overlooked...

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Sep 19, 2014 Blade Yautja Full Version 16 comments

Doom 3 mod of the blade yautja project latest release build 1.1

Doom Reborn Pre-Beta Version 1.0
Doom III

Doom Reborn Pre-Beta Version 1.0

Sep 10, 2014 Doom Reborn Full Version 5 comments

Doom Reborn Mod Pre-Beta v1.0 www.DoomRebornGame.com www.Moddb.com/mods/DoomReborn

Post comment Comments  (10 - 20 of 291)
Goat‪ Apr 28 2013, 7:20am says:

Doom 3 obivously had the best graphics of any game of it's time, I don't understand the people who think Far Cry has greater graphics than it.

+10 votes     reply to comment
hakaru-x Jun 25 2013, 12:06pm replied:

does that really matter after all this years?

+1 vote     reply to comment
Goat‪ Dec 20 2013, 8:54am replied:

People still say it does even today, that's why I brought it up.

+3 votes     reply to comment
56er Apr 18 2013, 3:03pm says:

Hm, why are there no more mods here? I can still find them via search, but heck, what is this? Is this related to that ******** BFG edition?

+2 votes     reply to comment
Opinionator Dec 22 2012, 4:41pm says:

Doom 3 best xbox game ever, heard the BFG PC version can not be modded? Glad got the old PC versions then lol.

+5 votes     reply to comment
TheUnbeholden Feb 9 2013, 9:11pm replied:

Yeah remakes are screwing over older games, haven't developers ever heard of embracing a games limitations?
Not to mention John Carmack said he regretted that made Rage for the consoles, but then goes around and says there is no intentions for PC to be their lead platform. Hes saying the consoles is where theres money to be made but he agrees it can totally screw a game up, technically and depth wise. Like controls for instance hence why you won't be seeing strategy games on a console any time soon ect, yet hes totally happy to continue the trend with Doom 4.
Google If Doom Was Made Today, if you want to see how far the series could fall.

+1 vote     reply to comment
onlyhereforsharks Jun 5 2013, 3:22pm replied:

please don't be a pc elitist
im sure it would have sold well on console (as long as it was pumped up to this generations equivalent of course)

-3 votes     reply to comment
TheUnbeholden Feb 9 2013, 10:01pm replied:

I'm not just talking about FPS, RPGs are getting shafted. Google, Elder Scrolls The Dumbing Down.

+5 votes     reply to comment
Goat‪ Apr 28 2013, 7:18am replied:

Skyrim is a perfect example of a shafed rpg game as it was done so to support and attract the noobs of the series.

+2 votes     reply to comment
onlyhereforsharks Jun 5 2013, 3:18pm replied:

but i dont think its as bad as some say because infact i think that the elder scrolls could have done with a bit of shaving

-1 votes     reply to comment
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Doom III
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Released Jul 31, 2004
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Highest Rated (6 agree) 10/10

Scary, creepy, fun, addictive, awesome graphics and cheap... Just perfect

Feb 14 2011, 12:45pm by bluluxabica

First Person Shooter
Single & Multiplayer
Doom III, Released Jul 31, 2004
Doom II, Released Oct 2, 1994
Doom, Released Dec 9, 1993
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