This mod turns DooM^3 into Ultra-Violent Thinking Man's Shooter

Post news Report RSS Mod Features

Overthinked DooM^3 v3 features list.

Posted by on

Hi guys,

Complete list of features of the mod (+ changelog):

Marine:

- Highly reduced ammo carrying ability.

- (NEW) On-demand healing with SikkMod’s Health Pack System.

- (NEW) On-demand adrenaline usage with SikkMod’s Adrenaline Pack System. Adrenaline cuts down damage dealt to the body, but not to the armor.

- Healing takes time.

- Random bleeding below critical HP.

- Movement speed differs accordingly to the circumstances and currently carried weapon. Being unarmed grants the fastest movement.

- Automatic weapon holstering according to the circumstances (somewhat tweakable).

- Completely rebalanced armor (now it’s actually meaningful).

- Ability to lean around corners.


Enemies:

- All enemies have been rebalanced.

- Meaningful hitzones (headshots do matter).

- Significantly enhanced monsters’ behaviour.

- PD3 monster skins (toned down to be faithful to the original DooM^3’s design).


Weapons:

- CED2011AP / PD3 models.

- All weapons have been rebalanced and each serves it’s unique purpose.

- Alt-Fire on most of the weapons.

- PD3’s melee attacks on most of the weapons.

- Realistic reloading mechanics for all weapons.

- (NEW) Bullet-based weapons feature reusable clips (Which adds a lot of depth to the shooting. Imagine finding yourself in a middle of a hot gunfight with bunch of half-used clips...)

- No crosshair. Most weapons feature laser sights / iron sights.

- Weapon accuracy is depending on player’s movement, position and alt-fire mode.

- Flashlights on shotgun and machinegun react to power fluctuations in Alpha Labs 2 map.

Some of the weapons alt-fires, less obvious ones / not mentioned in PDAs:

Pistol: triple-round burst with the laser-sight on.

Shotgun: full-auto fire with laser sight and flashlight turned off.

SSG: dual-barrel shot.

Plasma Gun: railgun.

Grenades, The Cube, Fists and Chainsaw are toggle, which means you can select them back and forth with the last used weapon.

Visuals:

- Significantly enhanced gore (tweakable).

- Most decals have much longer lifespan (now you can fully appreciate the mayhem you’ve caused when traversing the maps back. No blood janitor, no bodies janitor, no shells janitor, bullet holes don’t disappear.).

- Best texture packs combined.

- SikkMod’s visual effects and rendering capabilities.


Sound:

- Best sound packs combined.

- Many different small changes to sounds for better immersion.

- Auditory and visual feedback for many of player’s actions overlooked in the vanilla game.


Maps:

- All maps have been modified.

- Much less goodies in plain sight.

- Looking for secrets actually makes sense.

- Tweaked many details for better game flow.


Other:

- All ammo pickups have exactly as much rounds as it's visible on the in-game models.

- Countless little tweaks and additions, some of which I can’t really remember.

- All patches to the previous releases will be included.


For modders:

- Highly versatile weapon reloading API which allows one to implement many variations of reloading mechanics side by side.

- Most of SikkMod’s features and DentonMod features in one place.

- Ability to create monsters shooting different types of projectiles (maybe porting Quake4 enemies?).

IMPORTANT NOTE:

Dear authors of addons to the mod: They’ll be incompatible with the new release because of API changes. As in, they’ll be deleted once the due date will be met. Please archive your work.

Post comment Comments
LoooloooL
LoooloooL - - 82 comments

WHOOOA! GREAT!

Reply Good karma Bad karma+3 votes
Svarog246
Svarog246 - - 73 comments

Awesome, I was planning on doing another playthrough sometime this year.

Some stuff I'd love to see in PD some day.

You should borrow PD's BFG and the plentiful firing modes it has, it'd be awesome to have a weapon with that many uses in OD.

Then throw in a random email into the PDA you find next to "BFG Showcase Video" where someone is yelling at someone else that they sent him a video for outdated/prototype model to explain why it doesn't mention the awesome.

I also think Revenant's rockets should be a one hit kill, I've been tweaking that into every mod I played with and I'm loving the dread I feel whenever I hear one of them is around.

I'd also strongly suggest borrowing the way Wraiths disappear and reappear from PD, not being able to see or hear them disappear and reappear makes them a far scarier foe.

And on a final note, I don't care how broken it can end up being (I'll just noclip around broken elevators), if you could readd Sikkmod's random encounters even if only toggleable from the console I'd love that, previous version of PD had that toggleable from the console and for all the potential glitchyness it had (That I encountered maybe 4 times) it made playing way more fun and unpredictable. Idk why everyone just removes that completely instead of keeping the option of having it to those who use the console and thus know how to get around potential buggery.

Reply Good karma Bad karma+2 votes
punk0x29a Author
punk0x29a - - 618 comments

Hi,
Thank you for the kind words :)

As for the features you're requesting... OD3 is a mod with small and well defined scope. I'm focusing very narrowly on providing tactical, well balanced gameplay and increasing immersion. Every additional feature means additional rebalancing, and sometimes it'd just take too much time to achieve ;)

Reply Good karma+3 votes
Executor-64-
Executor-64- - - 1,288 comments

Interesting
did you consider going into ultra realism like
limited weapon slots, reduced backwards/sidewards movement
or the health ammo ui being a helmet visor?

Reply Good karma Bad karma+1 vote
punk0x29a Author
punk0x29a - - 618 comments

Hi,

For now OD3 goes into freezer - not enough time to tinker around with the mod, unfortunately... But it's totally open for addons and sub-mods, if anyone is interested. :)

I've been working with the helmet visor, but the implementation was way too primitive to publish. Trick is: set HUD display only after obtaining first armor in MCUnderground. Coupled with additional item - helmet pickup, mainly custom armor - and SikkMod player head skin change it could actually work, given custom HUD artwork. But I'm not much of an artist, so I didn't took much time working on that particular feature.

As for the limited movement - it was actually implemented in CED2011 assets pack. I've removed that because - after all - it's a DooM game; runnin'n'gunnin while circle strafing is a must. As for the limited weapon slots - I haven't really considered it. Level design is such that the player needs to use all the weapons and improvise a lot, choose right weapon for right enemy and so on. I just tried to improve that mechanics. Especially given that the weapons are very different from each other. Limited weapon slots work great in FEAR, where the weapons yield roughly the same firepower.

Thanks for suggestions, anyway. Those are always very welcome :)

Cheers!

Reply Good karma+2 votes
Executor-64-
Executor-64- - - 1,288 comments

thank you for an awesome reply and for the mod :D

Reply Good karma Bad karma+1 vote
SoDOOManiac
SoDOOManiac - - 184 comments

Thanks for the great mod!
The only concern is that I had to load and save several times to learn the weapon firing mechanics experimentally, i.e. that firing with laser dot is less accurate than ironsighted and that the shotgun fires with three different firerates depending on laser dot/tactical flashlight (fully automatic without the attached lights on, fast pumping with the laser dot, slow pumping with the flashlight on).
I didn't go far in the game but maybe there are more such features that are really worth mentioning here, in the feature list article.
EDIT: The pistol firing in bursts with laser sight on is also not evident.

Reply Good karma Bad karma+1 vote
punk0x29a Author
punk0x29a - - 618 comments

Hi,
Some of those are mentioned in the PDAs, for example: email concerning weapon attachments interfering with built-in ammo-pumping electromagnets (firing rate when the flashlight is on) or an email mentioning dangers of using rocket launcher heat-seeking mode ;) As for the others, I guess it's not much of a deal ;) It's kind'a given that one needs to learn those things by trial and error.

Reply Good karma+1 vote
SoDOOManiac
SoDOOManiac - - 184 comments

Well, isn't the marine expected to be familiar with the functionality of the weapons, this info brought to the player on pickup?
Also, having to waste precious ammo on trial and error and then load game is kinda awkward.

Reply Good karma Bad karma+1 vote
punk0x29a Author
punk0x29a - - 618 comments

UAC is dealing with some high level **** ;) It's not like you're coming in contact with BFGs and plasma guns during the course of your everyday duty as a regular goon guarding some piece of a desert ;) But all right, I guess I won't hurt to mention some weapons functionalities... I'll get to it later today

Cheers!

Reply Good karma+1 vote
SoDOOManiac
SoDOOManiac - - 184 comments

On Overthinked difficulty al least, the Soul Cube doesn't kill a full-health Hell Knight! That is really unexpected and ruins the fundamental property of this weapon to 100% kill any non-boss enemy. One of the ways to solve this may be increasing both the damage of Soul Cube and the health of bosses encountered after acquiring the Cube, so that the same number of its uses against them remains the same.

Reply Good karma Bad karma+1 vote
SoDOOManiac
SoDOOManiac - - 184 comments

Uploaded a patch that fixes this Moddb.com

Reply Good karma Bad karma+2 votes
Mummelpuffin
Mummelpuffin - - 29 comments

I don't know if you'd bother replying at this point, but what's up with the damage and range of fists? Your fists are far more effective than the pistol and have enough range to be totally safe from zombies. Pretty silly.

Reply Good karma Bad karma+1 vote
punk0x29a Author
punk0x29a - - 618 comments

It's vanilla I guess, fists are mainly for fast running ;)

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: