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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iodoom3
Doom III

iodoom3

Oct 21, 2014 iodoom3 binaries for win Full Version 0 comments

drop the *.exe into your Doom 3 main folder and .dll into Doom 3/base. to play just run ioDOOM3.exe

d3Chaos99x1[haunted]
Doom III

d3Chaos99x1[haunted]

Oct 11, 2014 C h a o s Demo 1 comment

Okay, here is the very last yet first demo test version of a scary trash can remix of original Doom episode1 that may pale in comparison unto IdSoftware...

RanDoom3 lite
Doom III

RanDoom3 lite

Oct 8, 2014 RanDoom3 lite Demo 0 comments

This is first 5 levels. This version of mod does NOT have scripts, all maps are pre-generated in several variants!

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...

BYP_3rdPerson_Patch
Doom III

BYP_3rdPerson_Patch

Sep 21, 2014 Blade Yautja Patch 1 comment

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...

Post comment Comments  (70 - 80 of 291)
Triikor
Triikor Jun 3 2010, 5:26pm says:

Doom 4 needs to be a combo of Doom/Doom2 and Doom 3. Keep the horror element but bring back the action of the original (as well as all the enemies! Arachnotrons were far better enemies than the trites and ticks of Doom3).

+4 votes     reply to comment
deathgivercola
deathgivercola Apr 9 2010, 10:10pm says:

i love this game, horror wise.

+2 votes     reply to comment
Ichiman94
Ichiman94 Apr 5 2010, 12:01pm says:

my badly computer is not enugh for crysis, but only this game can run with good graphics wtf (geforce 3 ti 200)

-1 votes     reply to comment
ghostings
ghostings Feb 27 2010, 2:48am says:

I have RoE... would the mod maps still work on it?

+1 vote     reply to comment
Dafama2k7
Dafama2k7 Mar 16 2010, 8:14am replied:

Of course, you only need to select D3 base mod and not the ROE mode, one does NOT replace the other because ROE eXPansion is in fact just a big official MOD for Doom 3.

What is absolutely required is play with user mods or maps is to have it patched to either latest v1.3.0 or v1.3.1

I will explain how to run Doom 3 with ROE as a base mod and a custom for ROE, there are many ways but the best is...:

Open the DOS Command Line window, go to the Doom 3 directory, not base, not d3xp official folders also and type this to run D3 in this way...:

start /HIGH Doom3.exe +set fs_game_Base d3xp +set fs_game nameofthemodtocombine +disconnect

Done. Very easy, right ?

+1 vote     reply to comment
ghostings
ghostings Mar 23 2010, 3:31am replied:

Easy as pie

+1 vote     reply to comment
ElderPredator
ElderPredator Feb 12 2010, 3:40pm says: Online

I like this game,freaky but i like!!

DOOM 4 come....

+1 vote     reply to comment
Morsey
Morsey Dec 31 2009, 2:11am says:

Dangit, ID! We wanted Action, not Graphics!

-2 votes     reply to comment
Midnightmare
Midnightmare Jan 6 2010, 4:43pm replied:

Speak for yourself, this is not intended to be a frentic action game, but a survival horror, and it achieves it very well.

+1 vote     reply to comment
exdeath
exdeath Feb 7 2010, 8:36pm replied:

If they wanted to create a survival horror, they could have done with a another universe, and not waste the doom universe with a storyline based game like this.

+3 votes     reply to comment
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Doom III
Platforms
Windows, Mac, Linux, XBOX
Developer
id Software
Publisher
Activision
Engine
id Tech 4
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Release Date
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

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Doom III, Released Jul 31, 2004
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