Do you ever get tired of Doom 3's slow-paced & easy gameplay? With this mod, you can play Doom 3 as booming Run-and-Gun Shooter. Enjoy Running!
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Do you ever get tired of Doom 3's slow-paced & easy gameplay? With this mod, you can play Doom 3 as our beloved simple old-school Run-and-Gun Shooter. Enjoy Running!
This mod is for Doom3 original edition(2004), not for BFG edition.
If you are looking the mod for BFG edition, you can find it from here:
Moddb.com
Sample Videos:
Youtube.com
Main features:
Most enemies will randomly resurrect and pursue you about a few minutes after they die.(You can disable it or adjust values by editing .def files)
"Random Encounter" feature. You will encounter enemies at various places where they did not originally exist.(You can disable it or adjust values by editing .def files)
Most enemies' reaction speed and attack damages are highly increased.(Some annoyers are not.)
Most enemies will be spawned instantly. This makes spawn kills almost impossible.
Player's new walking speed is faster than previous running speed, and new running speed is more than double the previous speed.
Weapon models in first person view are now centered and reduced in size.
Pointing location of flashlight is centered.
You can fire weapons without reloading.(You can disable this feature by editing .def files)
Swapping weapons to others will almost instantly be done.
Double barrel shotgun is added on Doom 3 original campaign. You can use this weapon in any of maps of original campaign except first map.
"Light around" feature is added.With this feature active, you can barely see things around you in darkness.On by detault.If you don't like this feature, you can turn it off by editing "player.def" file.
"Death FX" feature is added.With this feature active, you will see blood splash on enemies dying.On by detault.If you don't like this feature, you can turn it off by editing "monster_default.def" file.
Most enemies are not only tougher, but have enhanced AI. (especially Imps)
You can skip tedious parts of some of campaign maps.
Other Features and Detailed Explanation:
Machinegun, Chaingun, Rocketlauncher fire multiple projectiles spread out per shot. These specifications will force you to fight in close quarters.
Plasmagun had overlapping functions with Machinegun, so it was modified to more closely resemble a sniper rifle.
"fireRate","num_projectiles","noReloadIsRequired","infinityAmmo" parameters added on weapons. Now you can design your own weapons by editing "weapon_*.def" files, not script files.
SoulCube's damage is reduced to 100. Hence, you must (and can) kill the cyberdemon with your own guns.
Detonating a hand grenade in your hand will cause your health to fully recover. It also spreads strong splash damage, so doing suicide attack with a hand grenade in low health is now not a bad choice.
Double barrel shotgun consumes four shotgun shells per shot. This means that Double barrel shotgun is four times more powerful than ordinary shotgun.
Holding your fists in the air will regenerate your health. This regeneration speed depends on game difficulty. You can disable it or change regeneration speed by editing "weapon_fists.def" file.
"armorProtectionRate" parameter is added in "player.def". This parameter sets CVar "g_armorProtection" that defines percentage of damage armor receives. Default value is 0.5( original value is 0.4 or 0.2 ).
"Light up enemies" feature is added.As literally, you can light up enemies whose trying to kill you. This feature will infringes Doom 3's beautiful graphics so is off by default.
"Item drop" feature is added. If this feature is enabled, enemies may drop items when they die. I feel this feature is not fit for 'Old-school Shooter', so is off by default.
You can change damage scales of each difficulty by editing "player.def" file.
While Doom 3's random function always returns the same set of random numbers each time the game is run, the "Random Encounter" feature will produce a different result each time a new map is loaded.
"Auto Skip Cinematics" feature is added. Off by default. With this feature active, cinematics in game will play very quickly until its end. Set "autoSkipCinematics" parameter in "player.def" to "1" to activate the feature.
Sentries won't hurt you anymore.
Enemies receive more physical impact when they die.
How AIs have been improved:
Imps move to you while shooting projectiles.
Imps will throw 2 or 3 projectiles per shot.
Imps will use dodge often when be shot.
Imps will shoot projectiles while dodging.
Imps not always dodge when be shot, but sometimes leap towards you.
Imps sometimes dodge towards you when be shot.
Maggots will dodge twice. After dodging, they will attack you without faltering.
Wraiths will disappear and appear, approach you, and then explode themselves.
Revenants will fire multiple rockets in succession.
Mancubi keep moving to you while shooting projectiles.
Cacodemons will move faster than you and will bite you.
Hellknights will beat you more rapidly.
Zombie Tentacle Commandos no longer use their tentacles for attacks. Now you can no longer crouch in place; you must continue to run until they are dead.
Lost Souls will shoot you instead of biting.
Trites, Ticks, and Cherubs will die after tried to hit you once.(I find they're depressing... xP)
Skippable/Abbreviated parts of campaign maps:
You don't need to listen to sarge to move forward in Mars City.
You can skip Alpha labs 3's crane game by clicking any button on crane console.
Enpro's long way lift is now move faster.
You don't need to listen to Betruger's muttering to move forward in Recycling2.
In Monorail map, monorail's speed is tripled.
In Delta1, Data Linker is moved to front of systems control room.