Set in a hellish outpost known as Enemy Mountain which you must escape from, this modification features my interpretations (rather than recreations) of Ultimate Doom maps. Expect fast-paced, old-school gameplay, randomized monsters and items to add extra replayability, and alternate fire modes on the stock Doom 3 weapons, including proximity grenades that detect monsters as well as players. There will also be full-on monster infighting- even monsters of the same type can be lured into attacking each other. A modified HUD and level stats system will add to the retro classic Doom-style feel. The next release will consist of four maps, the start map and then E1M1, E1M2 and E1M3. The scope of the mod is open-ended, but I certainly hope to at least complete Episode 1.

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As I haven't provided much specific info on this mod to whet Doomers' appetites, or attracted that much interest to be honest, it's about time that I give more specific info as to what's in store for Doomers who feast upon this modification. Especially as the mod itself is approximately 90% complete.

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Levels

You start off locked in the Cells of a large, hellish prison, where the demons of Enemy Mountain keep their prey before they feast upon them. You will have to battle numerous demons and deactivate security barriers to get the hell out of there. Then you will have to navigate through the rocky, cavern-themed Dungeons.

Having escaped from the Dungeons you'll merely have to take the train from the Limbo Citadel, a level mostly themed in the style of Doom 1's E2M7 and E4M5, also expect some rocky caverns and even a Barrel Storage Facility. This merely leaves you stuck in the Lava Processing Centre- where you will have to navigate around lavapits, and some dark, forbidding caves, and a containment area storing...er...plenty of crates.

Then you will need to clear through the Fortress of Babel, a hellish fortress containing a fair amount of nukage disposal (they're quite wasteful at Enemy Mountain), and plenty of heavyweight encounters. To come out the other side you will have to navigate the fortress's main tower. This takes you to the Mt Erebus themed Entrance to the main Enemy Mountain headquarters. Securing entrance to the main headquarters will prove distinctly tricky! The prestigious castle layouts of the Outer HQ and Inner HQ house areas where the main rulers of Enemy Mountain live and conduct meetings. You'll have to rely upon all of your abilites to get through there and activate the spaceship terminals alive.
But even the Escape will have some nasty stings in its tail...

Throwbacks to original levels?
I mentioned in the summary that my mod will contain areas that are inspired by original Doom 1/2 maps. The emphasis is on "inspired by"- do not expect faithful recreations in the manner of Classic Doom 3, I have to admit that I'd struggle to stay motivated due to lack of creative scope. However, the approach of implementing faithful nods to the maps mixed in with areas constructed entirely out of my own imagination has proved entirely viable.

Through the mod, you will find nods to a large majority of the original Ultimate Doom maps, a few of the Doom 2 maps, and even the famous swamp map in Hexen (Darkmere).

Traps
As this is primarily an old-school style mod, you won't find many taxing puzzles. However, there will be plenty of obstacles in the landscape- crushing ceilings, spikes, lavapits, nukage pools, and hostile bits of architecture, just to quote some examples.

Custom Monsters
The custom monsters from Revility's monsterpack, and mortal versions of a couple of bosses created by Fragging Free mod author Ivan_The_B, will be included. But also expect a number of my own custom versions of stock monsters, with modified projectiles and, in some cases, modified attacks. Some of these are already implemented, but I will be working on the rest of them once my level design is complete. Expect a modded Vagary that acts rather more like the Spider Mastermind, plus plenty of surprises.

Replayability
One thing I wanted to see in Doom 3 that was lacking was an end-of-level stats system. Some other mods have already created their own versions, but I wanted to try something more faithful to the original Doom games than the ones I've seen so far. I've created my own end-of-level stats system from scratch, which is based on heavy use of scripting, and I've added an example of it in the screenshots section.

Like in Doom 1 and 2, you may well find yourselves playing through the levels a second time just so you can find all the secrets!

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