Escape from Enemy Mountain takes place in a hellish outpost. You have been captured and locked in the prison cells inside Enemy Mountain, and you must escape to the main governmental headquarters, from which you can take a spaceship back to civilisation. Expect fast-paced gameplay, semi-linear layout with plenty of non-essential areas to explore, and varied battles- there will also be enhanced versions of vanilla Doom 3 monsters alongside the originals. Also expect plenty of throwbacks to the original Doom games, and even Heretic and Hexen- there will be remixes of Doom/Heretic/Hexen tunes, Doom 1/2 style monster infighting and end-of-level stats, and all maps will contain areas that are heavily inspired by Doom maps, a different take on the Classic Doom 3 sort of idea. The final 1.0 release is expected to contain 9 single-player maps, and a two-map "demo" release will hopefully come out later this year.
1 comment by hellstorm27 on Oct 20th, 2009 digg this super bookmark
Level 1 is now finished, and I plan to release a 2-map "demo" once the second map is finished, hopefully before the year is out.
Doom 3 is meant to be scary, but for the most part, I don't find it very scary at all. Why? Mainly because the locations of the monsters and items are predictable, especially when monster closets are in widespread use. I find the scariest thing to be those rare occasions when monsters are roaming around the area and I'm not sure exactly where or what they are.
But if we were really stranded in a hellish environment, we wouldn't know where all the monsters and items were. Nor could we rely upon the knowledge that once we cleared an area of monsters, no other monsters would come along...
Thus, I have implemented some scripts to make the spawning of monsters and items prone to some randomness. There are limits on monster counts and monster-to-items ratios to keep the gameplay fair for the player, but no two playthroughs will be exactly the same, and you will never be absolutely sure about what is around the corner. I must admit the idea was suggested to me by a few gamers who had been playing Left 4 Dead a lot- but since something similar is entirely implementable in Doom 3, I thought it may also be very suitable for the kind of gameplay I am aiming for in this modification.
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Is this alive? Been waiting for a release...
Great mix.
tracking!!! can't wait!
not ROE.. it's also good... cause i don't have ROE package...:-)
anyway... zdoom monster pack means... bloodpack?..phychophobia??
By "Zdoom monster pack" I mean the monsters.wad pack you can get over on idgames. A Doom 3 version of the Stone Imp and Nightmare Cacodemon are fully implemented for example.
Btw after feedback from Doom3World I have decided that I will indeed release a "teaser" after the first 2 or 3 maps are "finalised" (it may be either depending on the time it takes and the size/length of the maps).
good! keep it up~
This is actually not a Doom III mod. It's a Doom III: Resurrection of Evil mod, because the double-barrel shottie is only seen in Resurrection of Evil.
Looks nice. Keep on it!
Thanks for the thumbs-up!
The mod is definitely for D3 and not RoE- it's built upon Denton's Enhanced Doom 3 mod, which includes a "super shotgun" (essentially a version of the DB shotgun). Some other mods (Ruiner for example) are also using JCDenton's features.
As a result the mod may not work under Linux, but it certainly doesn't require RoE.
I like it.
I'm sure it'll turn out well :D
hmm no new weapons...but then all is going for how the gameplay is, im waiting for this one! :P