Doom 3 Evolution is a Single-Player Game-Play Conversion Mod. It is meant to be played with original Doom 3 storyline/levels. The main features of this mod are it's original Class, Skill and Genetic Modifier, as well as Weapon upgrade, systems. In a couple of words - this mod gives Doom 3 the depth it deserves, by introducing various new tools and skills, and a great variety of possible characters. In a couple of words - this mod will give Doom 3 the depth it deserves, by introducing various new tools and skills, and a great variety of possible characters.

Report RSS D3Evo Specifics

Doom 3 Evolution is a Single-Player Game-Play Conversion Mod. It is meant to be played with original Doom 3 storyline/levels. The main features of this mod are it's original Class, Skill and Genetic Modifier, as well as Weapon upgrade, systems. In a couple of words- this mod gives Doom 3 the depth it deserves, by introducing various new tools and skills, and a great variety of possible characters. In a couple of words- this mod will give Doom 3 the depth it deserves.

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The content of the "D3Evo Specifics.txt" File, covering most D3ER2 features :

|________________________Classes|

-- Heavy Weapons Support :
Members of Heavy Weapons Support are a truly formidable all-range warrior. Good against all enemies, unarmored, armored, flying or alien. You have had training in Explosive weapons ( Chaingun and Rocket Launcher ). You have also trained with the BFG 9000, instead of the standard issue Plasmagun. Your formidable phisique, result of the necessity to carry heavier-than-usual weapons and ammo, has given you the resistance and strength required to also be imbued with two Genetic Modifiers, instead of the standard one elsewhere in the Marines. The main characteristics of a Heavy Weapons Support marine are Dexterity ( you can reload guns faster and can fire them with better accuracy ), Endurance ( you have greater than usual stamina and resistance to damage ) and Strength ( you can carry more ammo and have a much greater hand to hand attack ).

/// The HWS are great tanks. Slower by deffault, but capable of improving more thanks to the two available Gene Mods.
/// In their core they are fighters. They have access to better armor and all-range weapons against all targets making
/// them the best class for novice players.
/// The most basic Playthrough would be :
/// GeneMod 1 : Stoneskin ( +15% armor protection and bleed immunity )
/// GeneMod 2 : Traveler ( +24 stamina and increases stamina regeneration )
/// Implant : Alloy Reconstruction ( +20 armor points per use )
/// Psychic Power : Extended Regeneration ( heals life/stamina/air for a short time )

-- Special Operations :
Special Operators are great close-range warriors. Exceptionally good against unarmored and alien targets. You have had extensive training in Standard weapons ( Shotgun and Machinegun ). Yo have also got some time with the standard issue Plasmagun. Your perfect mental training allows you to study and execute two psychic powers as opposed to the standard one elsewhere in the Marines. The main characteristics of Special Operators are Agility ( you can run faster and jump higher ), Dexterity ( you can reload guns faster and can fire them with better accuracy ) and Psychic Mastery ( you can use more psychic powers with better efficiency and more times ).

/// The SO are best at close range. Fast, agile and dexterous, they must rely on their psychic powers ( or the Plasmagun )
/// to take out armored targets. They are the demonologist mage. They must rely on magick and weapons alike, taking
/// great care of what weapon to use against what enemy. Has low armor and relatively good firepower.
/// The most basic Playthrough would be :
/// GeneMod : Sadist ( doubles psychic damage )
/// Implant : Kinetic Buffer ( weapons don't drain stamina when fired for a short time )
/// Psychic Power 1 :Meta-Physical Projectile ( single powerfull projectile )
/// Psychic Power 2 : Soma Transference ( leaches life from and damages zombies )

-- Military Engineering :
Military Engineers are versatile all-range warriors. Naturally good against armored targets, and easy to specialise against other threats. You have had training in using Energy weapons. You can also use your technical skills to decrease the Jam chance of the Pistol in full-auto to 0%. Having an increased Bio-Energy output as a result of installed standard Military Engineering issued capacitor, you are capable of supporting two Cybernetic Implants. The main characteristics of Military Engineers are Agility ( you can run faster and jump higher ), Endurance ( you have greater than usual stamina and resistance to damage ) and Cybernetics ( you can use more cybernetic implants with better efficiency and more times ).

/// The ME can be excelent at all ranges and against all enemies. Fast AND durant by deffault, they rely on genemods, implants and
/// psychic power to buff themselves into taking on all targets except the undead. They are the paladin type character.
/// Much care is needed to prepare/keep the character into top condition. Good armor and flexible firepower.
/// The most basic Playthrough would be :
/// GeneMod : Resistance ( no damage from implant bio-energy regeneration and venom immunity )
/// Implant 1 : Energy Hyperflow ( increased Plasmagun and Chaingun damage for a short time )
/// Implant 2 : Reflective Field ( increases armor for a short time )
/// Psychic Power : Extended Regeneration ( heals life/stamina/air for a short time )

|________________________Genetic Modifiers|

-- Sharpshooter : Increases Accuracy, Reload Speed and Damage of the Machinegun ,Shotgun ,Chaingun and Plasmagun.
-- Stoneskin : Increases Armor Protection by 15% and grants Bleed immunity.
-- Athlete : Increases Running Speed by 60 and Jumping Height by 24.
-- Traveler : Increases Stamina by 24 and Stamina Regeneration by 33%.
-- Sadist : Doubles Psychic Powers Damage.
-- Hand to Hand Master : Increases HtH Damage and grants the Sonic Blast charge ability.
-- Mule : Increases Ammo and Junk carry capacity.
-- Resistance : No Damage taken from Implant Use and grants Venom immunity.
-- Gunslinger : Increases Accuracy, Reload Speed, Damage and Critical Chance of the Pistol.

|________________________Psychic Powers|

-- Psychokinetic Pulse : Damages and Pushes enemies away.
-- Kinetic Redirection : Pulls Items, hurts Lost Souls and Ticks.
-- Meta-Physical Projectile : Shoots a single powerfull projectile.
-- Soma Transference : Damages and Leaches Health from Zombies.
-- Extended Cerebro Stimulated Regeneration : Regenerates Health, Stamina and Air for a short time.
-- Localized Pyrokinesis : Air around the caster explodes, damaging enemies in a small radius.
-- Psychogenic Stimulation : Increases HtH Damage and Stamina Regeneration.
-- Psychogenic Stimulation : Duplicates a random ammount of Shotgun Ammo.
-- Bio-Energy Transference : Damages and Leaches Bio-Energy from Zombies.

|________________________Cybernetic Implants|

-- Reflective Field : Boosts Armor Protection for a short time.
-- Nano-Stimulated Regeneration : Regenerates Health once per use.
-- Adrenal Overproduction : Regenerates Stamina once per use.
-- Alloy Reconstruction : Repairs Armor once per use.
-- Cerebral Reprogramming : Zombies do not see you for a short time.
-- Energy Hyperflow Induction : Increases Plasmagun and Chainsaw Damage for a short time.
-- Molecular Construction : Replicates a random ammount of Pistol Ammo.
-- Kinetic Buffer : Weapons do not drain stamina for a short time.
-- Projected Plasmakinesis : Throws an explosive Plasma projectile.

|________________________Tool Belt Tools|

The Tool Belt is a level-up feature. You have to use it to gain experience and unlock all the blueprints. As you can see there are 12 levels ( you start from Level 1 - APB ). You can completely ignore it or you can embrace it and level up to the weapons as fast as you can. It's all up to you.

-- Armor-Piercing Bullets : +6 Pistol Damage to Armored Enemies, 15 max.
-- High-Speed Buckshot : +3 Shotgun Damage, 16 max.
-- Medical Gel : Instantly Regenerates Medical Gel.
-- Bio-Energy Calibrator : -4 Energy Use by Implants, 4 max.
-- Psychic Amplifier : +15sec to Buffs and +10 Psychic Powers Damage, 9 max.
-- Build Plasmagun : Builds a Plasmagun ( no Bio-Energy ).
-- Build Rocket Launcher : Builds a Rocket Launcher ( +2 Rockets ).
-- Micro-Crystal Gel : +20 Chainsaw Damage, 36 max.
-- Build Sentry : Sentry has 45(+15 from CYB)sec Battery life, 1 at a time.
-- Ice-Breaker : Reveal 1 Ice Node for 15(+15 from Cyb)sec when Hacking.
-- Super Conductor : No Plasmagun and BFG Heat Buildup, 4 max.
-- Power Cell : +20 Bio-Energy.
-- Build BFG : Builds a BFG ( no Bio-Energy ).

|________________________Medical Gel|

Medical Gel is a common ability. All classes posess it. When used it heals 4 life and stamina of the user. The time needed to regenerate fully from 0 is 120 seconds ( 2 minutes ), or you can instantl;y regenerate it with the "Medical Gel" tool.

|________________________Reflex Booster|

Reflex Booster is a common ability. All classes posess it. When used it slows down time and increses running and reloading speed. The time needed to regenerate fully from 0 is 60 seconds (1 minute), or by killing enemies, each of which will regenerate the equivalent of 10 seconds.

|________________________Negative Buffs|

'Bleed', 'Burn' and 'Venom' are negative buffs. They can be received by specific enemies successfull attacks. When received they will last a certain ammount of time and damage you differently in a specific interval of time for each one. If your health is at 100 they will not harm you (you will still see the timer and timed prompts on your HUD). Med kits will not heal negative buffs. They can only be cured by healing skills ('Medical Gel', 'Extended Cerebro Stimulated Regeneration' and 'Nano-Stimulated Regeneration').

|________________________Weapons|

-- Fists : Fists are your default melee attack. They do "Hand to Hand" damage type. You can improve your damage and unlock a special ability, "Sonic Blast", by choosing a certain Class or Genetic Modifier. From your Fists you can activate the Tool Belt. The Tool Belt is a method of using in-game resources for building usefull tools. To build them you use "Junk". You collect "Junk" by picking up various boxes, items and weapons that you already have.

-- Chainsaw : The Chainsaw is a level-up, melee, "Blade" damage type weapon. You can increase your damage by using "Stampede", leveling up and the "EHI" Cybernetic Implant. You level up by using the Chainsaw to kill enemies. You start at Level 1 and can go up to Level 9.

-- Pistol : The Pistol is a level-up, ranged, "Solid Projectile" damage type weapon. You can increase your Pistol stats by leveling up, the "Gunslinger" Genetic Modifier, your damage to "Armored" enemies with the "Armor-Piercing Bullets" tool and your accuracy and reload speed by chosing the HWS Class or the SO Class. You level up by using the Pistol to kill enemies. You start at Level 1 and can go up to Level 9. The Pistol has three fire modes. "Single" fires one round at a time and has a relatively slow firerate, it is unlocked from the begining and is the most accurate. "Burst" fires three rounds in rapid progression, at the same firerate of "Single" between bursts, it is unlocked at Level 3 and is almost as accurate as "Single"."Full-Auto" fires as long as you keep the "Fire" key pressed at the fastest firerate, it is unlocked at Level 6 and is the least accurate. There is a chance to "Jam" in the "Full-Auto" fire mode, unless you are the Military Engineer Class, otherwise every level decreases the "Jam" chance by 1%, to the minimum of 1% chance to "Jam" at Level 9.

-- Shotgun : The Shotgun is a ranged, "Solid Projectile" damage type weapon. You can increase your Shotgun stats by the "Sharpshooter" Genetic Modifier, your damage with the "High-Speed Buckshot" tool and your accuracy and reload speed by chosing the HWS Class or the SO Class.

-- Machinegun : The Machinegun is a ranged, "Solid Projectile" damage type weapon. You need to be of the SO Class to equip the Machinegun. You can increase your Machinegun stats by the "Sharpshooter" Genetic Modifier. The Machinegun has three fire modes. "Single" fires one round at a time and has a relatively slow firerate, it is the most accurate. "Burst" fires three rounds in rapid progression, at the same firerate of "Single" between bursts, it is almost as accurate as "Single". "Full-Auto" fires as long as you keep the "Fire" key pressed at the fastest firerate, it is the least accurate. There is a chance to "Jam" in the "Full-Auto" fire mode.

-- Plasmagun : The Plasmagun is a ranged, "Energy Projectile" damage type weapon. You can increase your Plasmagun stats by the "Sharpshooter" Genetic Modifier, your damage with the "EHI" Cybernetic Implant and your accuracy and reload speed by chosing the HWS Class or the SO Class. When you fire the Plasmagun you will lose 1 "Containment", when you heat up sufficiently you will be prompted to change the "Plasma Conduit". This is achieved by reloading the weapon. You can avoid heat buildup with the "Super Conductor" tool. Reloading the weapon at any time will use 10 "Bio-Energy". This weapon uses "Bio-Energy". Although the weapon is in constant "Full-Auto" fire mode, there is no chance to "Jam".

-- BFG : The BFG is a ranged, "Energy Projectile" damage type weapon. You need to be of the SO or HWS Class to equip the BFG. You can increase your BFG damage with the ME Class. When you fire the BFG you will lose 3 "Containment", when you heat up sufficiently you will be prompted to change the "Plasma Conduit". This is achieved by reloading the weapon. You can avoid heat buildup with the "Super Conductor" tool. Reloading the weapon at any time will use 10 "Bio-Energy". This weapon uses "Bio-Energy".

-- Chaingun : The Chaingun is a ranged, "Explosive Projectile" damage type weapon. You can increase your Chaingun stats by the "Sharpshooter" Genetic Modifier and your accuracy and reload speed by chosing the HWS Class or the SO Class. Although the weapon is in constant "Full-Auto" fire mode, there is no chance to "Jam".

-- Rocket Launcher : The Rocket Launcher is a ranged, "Explosive Projectile" damage type weapon. You need to be of the HWS Class to equip the Rocket Launcher. The Rocket Launcher has two fire modes. "Single" fires one round at a time and has a relatively slow firerate, it is the most accurate. "Burst" fires three rounds in rapid progression, at the same firerate of "Single" between bursts, it is less accurate than "Single".

-- Psychic Powers : The Psychic Powers weapon is a special feature of D3E. You choose one or two powers to use throughout the game in the custom maps. Those powers use Psychic Energy. You can only use your powers when the Psychic Powers weapon is selected, although buffs will remain active for a short time no matter what weapon you have equiped.

-- Cybernetic Implants : The Cybernetic Implants weapon is a special feature of D3E. You choose one or two implants to use throughout the game in the custom maps. Those implants use Bio-Energy. You can only use your implants when the Cybernetic Implants weapon is selected, although buffs will remain active for a short time no matter what weapon you have equiped.

-- Soul Cube : Same as original.

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