THE DARK MOD was once a total conversion of Doom 3, and is now a STANDALONE GAME with the release of TDM 2.0! A dark and moody stealth game, inspired by the Thief series by Looking Glass Studios.
Anyone who is an active member of this community owes it to themselves to download and play The Dark Mod 1.0 for Doom 3. Here is one of the truest examples you'll find of the term - total conversion.
Posted by Koroshiya_Ichi on Jan 2nd, 2010 Page 2 of 2
As of yet there isn't a single fan mission which truly embodies everything The Dark Mod has to offer, which isn't surprising given how young the mod, it's tools and it's community are. However the following fan created maps showcase some of it's core features in a variety of ways, each being a remarkable achievement in their own right.
To make life easy we've uploaded a single zip file containing all the following fan missions, which can be downloaded from:
If due to some wretched curse you are only able to play one of the missions listed here, make sure it's this one, as the modest but deep variety of environments and gameplay is the strongest single showcase of the Dark Mods features.
You've tracked a group of thieves down to an old warehouse, where they are storing an antique scepter which has caught your fancy. The mission begins in an extremely dark building with just the right touch of detail and lighting to create a very erry mood. From here you'll traverse an open area complete with a small boat yard before entering the warehouse itself.
Once inside you'll have to deal with a relatively large number of enemies in any which way you can. Thanks to the variety of the architecture and object placement, exactly how you do this is completely up to you. It's a very short mission, and newcomers may find it somewhat unforgiving, but it's consistent balance of atmosphere and gameplay makes it one of the best of the bunch, and a great showcase of what the Dark Mod has to offer.
Jesps (Jesper Thingholm)
One of the more polished maps available, Crown of Penitence's environment is restricted to being indoor, but its use of artistic elements is generally of a high standard, with neat details and believable lighting conditions giving every area a unique sense of immersion.
Though not a great leap forward in terms of freeform design, Crown of Penitence is a little more encouraging of players who wish to explore it's environment, though this itself becomes problematic in a couple of instances where I became stuck on the geometry and had to use a cheat to release myself.
Nonetheless, this mission looks consistenly great, will reward you for taking the time to explore it's various areas, and will test both your wits and your nerves.
Angua and Greebo
While not the most visually breathtaking or unique in terms of gameplay, the Outpost (like ‘Too Late') stands out thanks to the consistency and standard of it's level design, made all the more impressive by the short time in which it was completed.
The entire mission takes place within a nicely crafted castle, where you must find and steal a valuable golden ingot. It's winding corridors, multiple armed guards and careful use of lighting make this a real test for anyone wishing to push themselves on its highest difficulty, though the gameplay rarely expands beyond hiding, waiting and striking.
It's clear that the designers understand the flow of gameplay, which makes the Outpost one of the most suspensive, challenging and rewarding fan missions available.
Intense confrontations lie waiting around every corner of this predominantly indoor based mission, which despite making extensive use of claustrophobic corridors (leaving players with few navigational options), does a fantastic job of showcasing The Dark Mods core features.
Your mission is to retrieve the Chalice of Kings, a very shiny object locked inside a mansion under heavy guard from numerous personnel. In terms of gameplay it doesn't support player freedom as much as it possibly could, but it provides enough that you'll feel compelled to try it a few times adopting different strategies. Enthusiasts who manage to complete the mission on it's highest difficulty setting without alerting any guards will find it a particularly rewarding experience.
Artistically it's inconsistent, with rooms that boast clever lighting and well thought use of props quickly followed by visually dull corridors which do little to stimulate the imagination or sense of immersion. However when it looks good, it looks really good, and is easily one of the most visually compelling fan mission available. Despite being fairly linear the gameplay is great, and areas such as the kitchen, armory and study/library more than compensate for it's other aesthetic shortcomings.
Someone has stolen your beloved Christmas present, so you're going to storm their home and take it back!
Once again the Mod is predmoninantly set indoors, although the opening sequence in a snow covered courtyard is a welcome change to some of the other maps, and certainly adds to the overall atmosphere.
Very linear and minimalist in it's use of artistic assets, Parcel will pose very little challenge to seasoned stealth players, although it's a great starting map for those who are still getting to grips with the mods mechanics.
Now for something a little different. Unlike other missions where you're essentially breaking into a building to steal it's treasures, this time you've been captured and imprisoned by a band of thieves and must find a way to escape, taking any treasures you can find along the way.
The opening section is easily the most intuitive of all the fan missions reviewed here, forcing you to make use of some of the interactive features built into the Dark Mod. Soon after this initial piece is completed you find yourself navigating a generally derelict building, with a compelling atmosphere thanks largely to good lighting effects.
Sadly the innovative design showcased in the initial sequence isn't continued through the rest of the mission, as once again it's based entirely indoors with very few opportunities for players to be creative. That said, the balance of tight corridors and open rooms (complete with plenty of obstacles to interact with and use to your advantage) keeps it from feeling too laborious.
Some players may find it's maze-like design confusing and at times disorientating, but the opening puzzle and general consistency of gameplay and design stand as strong indicators of what the Dark Mod can do. Definately worth playing for the first section if nothing else.
Silencium, RailGun, Fidcal
Adding some welcome variety to the environments, the Thieves features outdoor and indoor areas, both of which offer a handsome amount of gameplay variety. The shift in dynamic from the open spaced streets to the tight confines of the gang's base gives the mission a real sense of progression, and although the use of geometry, object placement and lighting is generally somewhat simplistic, it's enough to convey a strong atmosphere.
The mission doesn't really allow or encourage you to make full use of it's level design, but it still manages to provide one of the more varied experiences from this selection.
Navigate a series of houses and streets while avoiding the town guards in this compelling fan mission.
Patently Dangerous stands out from the crowd thanks to it's substantial use of outdoor areas, of which there are more than featured in all other missions combined. You'll find yourself breaking into various buildings, stealing various artifacts as you do so and spending as little time on the streets (and in sight of the guards) as you possibly can.
It's a refreshing change from the predominantly indoor areas featured in the other missions, and will pose a worthwhile challenge to stealth players of all skill levels.