Description

This, is what i always wanted Doom-3 to be like. Far superior to any previous version of the mod, - Bravo 4.2 has everything. Sound FX, visual FX, lights, explosions, modified levels, greater challenge and an ultra-polished gameplay. Well, the Hell levels still don't look like the great castles of Jericho and Hexen-2...but apart from that - i am most satisfied with the result. In all of my many years of mod-making, never have i created a mod, that is so comprehensive and refined - in such a short time. And now, i present it for all the fans of Doom-3 to enjoy. Lock & Load!!!

Preview
Doom-3-Bravo, version 4.2
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BetaRey
BetaRey - - 178 comments

cant wait to try when i ll come home 🙂

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hexenstar Author
hexenstar - - 205 comments

Hey. Good news: a new version of Bravo has entered development.
What to expect: fixed enemy AI errors in the modified levels.
Rearranged and made deadlier battles in the Delta section.
More enemies in several other levels.

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Khamet
Khamet - - 4 comments

Just finished it yesterday, loved it since the beginning :D
Found out the scary part of the game was to not know what was behind some doors, after so many years knowing everything about it, this mod just made me regain that fear of not know what to expect some doors lol, thanks for it! Hoping for a RoE version of it :3 (also idk if i can contact you for some feedback? To avoid spoiling here)

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hexenstar Author
hexenstar - - 205 comments

That was an honor to read your words! Glad you liked the mod
so much! ROE version is in plans, although chances are that
it'll have to wait until 2023. I must redirect my efforts
back to Hexen mods, and some time this fall - i hope to look
into upgrading my Quake II project, (Q2HM), which actually
is D3:Bravo mod's father :-) If you like Quake II, you might
check that out as well.
Moddb.com

If you have questions or whatnot, you can take advantage
of the Moddb messaging system to contact me. No prob.

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Khamet
Khamet - - 4 comments

Awesome! I'll be expecting them :D Congrats again on such a nice mod

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hexenstar Author
hexenstar - - 205 comments

Hey. Good news: a new version of Bravo has entered development.
What to expect: fixed enemy AI errors in the modified levels. Rearranged and made deadlier battles in the Delta section.
More enemies in several other levels.

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Guest
Guest - - 691,022 comments

Hi

I've downloaded yours Doom 3 Bravo mod and i think it is really masterpiece. I hope that you will release this mod for Doom 3 expansions: Resurrection of Evil and Lost Mission. Good work!

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hexenstar Author
hexenstar - - 205 comments

Thank you very much! My pleasure.
I will try to adapt it for ROE, when the time comes.
For now, - i am fully invested into Hexen mods.

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Guest
Guest - - 691,022 comments

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Ront1980
Ront1980 - - 199 comments

Well, I played this mod, and I admit that it goes a bit too far for my taste when it comes to ammo. The fact is, it forces you to play in a perfect way, otherwise you won't have enough ammo to simply survive. I was always over 100 armor/over 80 health, (in my last hour I had even more), but with no ammo to spare.

The torch is now useless, the fists are useless too.

For my taste, I would love to have way less medkit and armor and more ammo. The hard part of Doom 3 bravo is not facing the enemies, it is being ready to the scarcity of ammo. And to be honest, that's not my idea of fun.

I would gladly sub a lot of these armor and medkits with more ammo. And it would also be funnier to me.

Well, thanks for the mod and I'm glad to have tried it.

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hexenstar Author
hexenstar - - 205 comments

:-) I wouldn't go as far as "perfect way". If you don't trigger the "survival expert" challenge, - and use the standard mode, where you
are obliged to kill all zombies with the flashlight, - then ammo is adequate. And you are implied to find all secret areas. Those first 3 levels - make a world of difference. But otherwise, yeah - it follows the harder-setting "Dead Space" in that: you've got to shoot to kill.

Also, i am curious about the medkits you've mentioned. Medkits and health-stations are significantly reduced. If you really managed to play through as flawless as that (on veteran setting) - that means
you probably headshot everything and have a truckload of ammo left
either way.

Also, after returning from Hell, there are heaps of redundant ammo anyway, for all the heavy weapons. And there is the Soulcube-cheat, which i plan to eliminate in the future...

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Ront1980
Ront1980 - - 199 comments

Well, if you are curious, I've been playing with dhewm3.

If you get it here: Github.com

extract it into your main Doom 3 folder, start it, save one savegame (so it creates the folder in my documents/DH3wm/base/savegames

then download these savegames (https://easyupload.io/mutufx), you can take a look at my advancements personally.

Also, there are a couple of savegames belonging to the first playthrough I had done, where I finished my ammo right after going into the platform where there is a rope bringing you to the only secret area with medmachine on mars (the one where the boxes fall onto the ladder). I interrupted that playthrough because I had finished my ammo ultrafast.

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hexenstar Author
hexenstar - - 205 comments

Looks to me like you're missing several of the secret areas or something else. Cause that makes no sense. "Survival expert" kicks in only by the end of "Mars Administration". And in standard mode you get tons of stuff. I'll post the expected ammunition numbers for the standard mode for you. Or better
yet - record a playthrough of the first 2-3 levels.

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Ront1980
Ront1980 - - 199 comments

I may have phrased it badly. The first time I played on survivor difficulty I wasted lot of ammo, didn't explore, etc etc. The playthrough turned badly really fast (I had no ammo when I reached that area).

So I started another playthrough. I checked every nook and every secret. I was only able to reach Alpha Labs Sector 1 West, but then I finished my ammo.

I understand your suggestion about playing standard mode, but I'm not planning to go for it, because I would have to actually think about never hitting a zombie with pistols.

My playthrough degenerated so much into perfection that I started to reload every time I had a failure on any kind (e.g the imp getting killed with three hits rather than two, zombie taking 5 hits rather than less, soldiers getting gunned down with more than 12 ammo with machine gun).

I started to resent the fact that I had become so obsessively fixated on the ammo that I stopped reloading unless I went in a worse way than this scenario:
- 3 for imps
- 4 ammo for zombie
- 16 for marines,
- uncertain for the octobrain

And I finished the ammo pretty fast, while I always had a shitload of hp and armor. Also the armor is a little disappointing, it doesn't protect you as much as I would like it should :P


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hexenstar Author
hexenstar - - 205 comments

Wow, that's impressive: i mean, you actually counted that stuff!
Even when i was completing the game on "survival expert" - i never
counted shots, and ever only used quicksaves in places where i knew that the things might go wrong, no matter how well i know
the spot. And i often killed the enemies with more ammo than you stated - and nothing went wrong. Every now and then i even wasted ammo, such as missing a rocket shot or a grenade toss...
And yet - i only ran out of ammo once, at the entrance to Delta-2. Still, pressed forward with the chainsaw and restored balance
in minutes. Either way, you are making it more complex than it needs to be.
Don't forget, that you don't have to do "all or nothing" - you
can go in-between shoot some zombies, hit others with the flashlight. Splitting ammo is another great tactic: do partial damage with one weapon, and then switch to another to finish the job. Such combos go a very long way. Especially when combined with chainsaw.

One thing i can't seem to figure out...how were you able to have a lot of HP + armor, and yet not enough ammo at the same time??? That's not possible. If you get hit by an Imp, it takes you 3-4 small medkits or two large medkits to restore the HP, - and there are very few health packs lying around. With armor - it is even worse, cause every hit takes your armor down at a deadly rate, while gathering it 1 point at a time - is not so fast at all. Maybe that sourceport you used - gave you some gameplay discounts or whatevs. Cause otherwise, you'd have to play like the Terminator meets Superman - to stay on full armor/HP.
And if you did that, - then you wouldn't be running out of ammo. See?

I play pretty damn well, as demonstrated here -
Youtu.be
but i am by no means perfect - as i get closer to Delta Labs; and at Delta i get slowly decimated. My armor status there eventually gets to ZERO and in the Caverns rarely rises above 40. I really don't get it. Armor shard in Bravo gives you only 1pt, and Security Armor gives just 6pts...
Dhewm3 must be giving you extra health+armor or something is off, lol.
I'll upload the ammo numbers for exiting Mars City, with secrets count and all. Video guide will come later.

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Ront1980
Ront1980 - - 199 comments

Dh3wm doesn't touch any spawn or anything else, I'm pretty sure of it. It only adds a way to use Doom 3 without technical issues of any kind.

Anyway, if you are not curious about my savegames, I'm going to record myself playing your mod and showing you how it goes. Yes, I count stuff because the scarcity of ammo is very very high.

Armor shard in Bravo gives you only 1pt, and Security Armor gives just 6pts... --> this is what I'm getting.

And actually I dislike armor because the ratio it gets lowered compared to health is really really low.

From the shotgun the soldier use I get 1 ammo for shotgun.

I will try to play it another time because the mod is not bad at all. I especially like the new sounds (I'm just kinda undecided about the shotgun pump sound on ammo), but all the rest is top notch.

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hexenstar Author
hexenstar - - 205 comments

Well, sounds about right. Don't forget the "veteran" setting. Armor is harder to maintain, than health. You'll see. I got some stats for you, made a rogue-style run just now, right until Alpha Labs 2.
A totally average run, with average accuracy - but with proper tactics of damage comboing. Standard mode.

1) Mars City Underground:
By the time i had to attack for the first time - i had 140+ pistol bullets, and i got 6 secret areas.

By the time i finished Mars City Underground:
Shotgun: 29
Machinegun: 64
Pistol: 120
Armor: 61
Secrets: +9 more

That's a total of 15 secret areas for this level alone.

2) Mars City 2 (return)
By the time i got back to Sergeant Kelly (and raided his stash)
Shotgun: 40
Machinegun: 178
Pistol: 140
Armor: 74
Secrets: +2 more

By the end of Mars City 2:
Shotgun: 30
Machinegun: 212
Pistol: 95
Armor: 64
Secrets: +2 more

3) Mars Administration:
By the time i was about to face the Cacodemons there, i had:
Shotgun: 39
Machinegun: 284
Grenades: 3
Armor: 74

Finally, by the end of Mars Administration:
Shotgun: 24
Machinegun: 61
Pistol: 40
Grenades: 0
Armor: 83

4) After finishing Alpha Labs 1:
Shotgun: 19
Machinegun: 86
Grenades: 9
Armor: 68

So that's about it. From here on this only gets easier,
since you find more firepower. Although...if you think things get tough here...just wait until you get to the rearranged Delta levels.

P.S. savegames don't tell me much, since they can't give me any info about tactics. If i could see the way you choose to fight, then i could probably help.
In Doom 1, Doom 2, Quake 2 and a ton of other games - every
weapon pickup sounded like a shotgun. Here, - only shotgun
sounds like shotgun.

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Ront1980
Ront1980 - - 199 comments

After a long talking with HexenStar via private messages, I realized that I've been wrong on my perception of the mod. He gave me a lot of tips and was ultrapatient.

I started a new playthrough and things have been going smoothly. If any of you need any help with Bravo mod, get in touch with him, or why not, pm me. I'll be trying to help you!

Anyway, my review for this mod changed. I'm going to give this mod a 10.

I sincerely hope Hexenstar will get back to it someday and revamp Hell + Resurrection of Evil. They deserve it.

Hexenstar, thank you for this mod. Anytime I play stuff from you I feel like I'm playing official stuff, because the quality of your craft is simply astounding.

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icymad
icymad - - 12 comments

Hello, how do i play your mod with an hd graphic mod? I was interested in playing this mod and Rivarez edition if possible...

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hexenstar Author
hexenstar - - 205 comments

Frankly, never gave it a thought. I always load the "AI Upscale x2" texture set - and it gives me all the HD i need.

But, if to conjecture - then i presume it is theoretically possible to make things work, provided that Bravo is the last mod in the chain - which would enforce its settings over any previous mod. Just try to load both mods as each mod's instruction say. Then, if there are glitches in Bravo - so rename the Bravo PAK file to "PAK199.PK4".
If that doesn't help - then i guess the mods are incompatible.
Bravo mod was designed as a completely self-sufficient package,
no plans to rely on other mods to supplement it were ever considered. But it doesn't mean it'd be impossible to make things work. Give it
a shot: in regards to mods not made by me - that's the best i can
offer.

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icymad
icymad - - 12 comments

How would i make sure Bravo is the last mod in the chain? I just installed your mod and Rivarez according to the instructions provided. Apparently it was working, but i only tested on a non combat area.

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hexenstar Author
hexenstar - - 205 comments

Judging by what i briefly read, some gameplay features are exactly the opposite for both mods, so they will conflict at some point, when you get to action. However, if Rivarez is loaded from its own separate folder (as some mods do), - and Bravo by default from the "base" folder - then, in theory, - you should have no problem. In theory :-)

Bravo4.2 is not a cosmetics mod. It is a kind of survival mod (modeled after Dead Space), while Rivarez goes in the opposite direction. Each mod affects gameplay in its own way. So yeah, conflicts are to be expected.

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icymad
icymad - - 12 comments

Thanks for the reply, i think i will play the expansions with Rivarez mod and later your mod in the original doom 3.

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hexenstar Author
hexenstar - - 205 comments

Sure thing, no problem. Sounds like you have
chosen the perfect course of action. Don't forget
to add a texture set to the mod. Good luck!

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hexenstar Author
hexenstar - - 205 comments

PAK files are loaded according to order. Renaming the Bravo PAK file to "PAK199.PK4" should, in theory, take care of that. But even this step may
or may not be necessary (and may or may not yield results).
Depends on the deeper programming of the other mod.

I would recommend to play each mod separately first - and get acquainted with what characterizes each mod and its features (yes, even with cheats to check
weapon & monster visual/audio FX). Then, when you play both mods in combination -
you'd be able to tell if anything is missing.

That sounds like the optimal method to me. Cause only by looking at a good chunk of the gameplay footage and cross-checking if Bravo features are still intact and things behave normally, - would it be ultimately possible to establish the actual degree of compatibility.

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Guest
Guest - - 691,022 comments

Hi

I've downloaded yours Doom 3 Bravo mod and i think it is really masterpiece. I hope that you will release this mod for Doom 3 expansions: Resurrection of Evil and Lost Mission. Good work!

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Caffeine99
Caffeine99 - - 6 comments

Registered a new account just to make this comment.

First of all, my hat goes off to the creator, HexenStar. I have to say that I'm quite impressed with this mod---it makes Doom 3 somewhat challenging for me again, which I had basically concluded was impossible at this point, having played the game to completion countless times over the last 15 years. On my initial playthrough (playing on Veteran like the Readme advised), I was far too careless with my ammo and ended up getting stopped in my tracks in 'Administration' when the 'Survival Expert' mode kicked in.

Hmm, this would require some new strategy.

I subsequently started over and made it a point to be extremely careful with ammo and aiming. I still used guns on zombies, but made a point to aim for the head consistently, and also hunt down every spare round of ammo I could. Good thing I basically know Doom 3 like the back of my hand at this point, after so many playthroughs. :)

(Quick aside before I continue: I've been modding Doom 3 for many years, so I have a good amount of technical knowledge on the game.)

-TECHNICAL ISSUES-

However, there seems to be some problems I've run into---I was having a blast, playing through the game on Veteran, and noticed some odd AI behaviors when I reached Delta Labs 1. I was playing 'Survival Expert' mode, and the AI seemed to have trouble navigating---Imps would stand in place, throwing fireballs without moving around, Maggots and Wraiths would constantly run into walls, Revenants couldn't navigate around floor clutter, etc. I pulled down the console and saw a pair of warnings I'm all too familiar with:

'delta1.aas48 is out of date'
'delta1.aas96 is out of date'

Basically, these files are the files the AI uses to navigate around the maps, using pre-calculated pathfindings, reachabilities, etc. When Doom 3 loads a map and detects physical changes of almost any kind that are out of sync with the .aas files, the AI then disregards them and tries to navigate the level geometry on the fly, which generally produces the type of problems I described above. I loaded up other levels from the console and discovered the same console warnings on almost all the maps in the Delta Complex.

Again, I would like to re-emphasize how much I've enjoyed this mod so far. HexenStar, you've crafted quite an impressive re-balancing of the game, something that changes it in ways I didn't think were possible. But I also wanted to bring this problem to your attention, as I didn't know if you were aware of it.

Has anyone else experienced or reported these issues?

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hexenstar Author
hexenstar - - 205 comments

I am thrilled to hear that i managed to re-envision Doom-3 for you, that always makes all the hard work even more worthwhile and inspiring. I am happy for you, glad you're enjoying it so much. Some good credit i will honorably extend to Isaac Clarke. He definitely was helping from behind the scenes, after all - i do consider his first adventure to be the best game of all time. So i take pointers.

Thank you very much for your input, i really appreciate it. While i am very competent with sound design/engineering; and balance/ VFX scripts/ game definitions - are susceptible to logical analysis and could be thus managed by deduction and reasoning (and a little guidance), - this was sadly not the case with the level re-arrangement part of the mod.

I am aware of the problems you described, - but i do not know how to fix it. This part of modding is unknown to me, and i could not find
help or information on that. Plus, i found Doom-3 editor completely
unwieldy...so that didn't help either (unlike the classic Doombuilder, which i love). My original plan was to add more enemy combinations on other levels as well, but seeing how the things turn out - i sufficed myself with amending just the most striking blunders, - which are the Delta levels (even though i did touch some other levels slightly).
I would gladly accept some help in this task, - since you say you have experience on the subject, - if you'd be willing to help fix this or better yet, teach me how to avoid this problem so that i can upgrade the mod further - that would be beyond awesome.

I am definitely not done with the mod, but this particular knowledge
gap does deter me from incorporating more upgrades and changes to the enemy array. So i am kind of at an impass here...and i am working on a Hexen mod at the time. But i'd make time for this one, if someone was willing to help.

Best Regards,

~HexenStar

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Caffeine99
Caffeine99 - - 6 comments

Cool man. Sure, I'd be willing to help out. Do you have somewhere we can chat?

Also, I looked at the screen caps of your Hexen mod, really dig what I see. Very Quake-esque architecture and detailed level design. :)

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hexenstar Author
hexenstar - - 205 comments

Well, the messaging on Moddb is a reasonable
point to start, but i am open to suggestions.

:-) Legend-9 episode 1 launching in less than 2 weeks.
Something tells me you'll like that :-) Working on the
presentation right now.

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Caffeine99
Caffeine99 - - 6 comments

Sent you a PM yesterday.:)

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Guest
Guest - - 691,022 comments

Hi

Yours Doom 3 Bravo mod is really masterpiece and Doom 3 is now very hard - Doom 3 is what Doom 3 should be. As for yours mod I have a question: could you release your Doom 3 Bravo mod for Doom 3 Resurrection of Evil and Doom 3 The Lost Mission?

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hexenstar Author
hexenstar - - 205 comments

Thank you very much for your words. I really put some honest effort into this mod, heart and soul. Did my very best. To answer your questions: YES, I do have such plans. However, I can't promise anything concrete, because ROE has completely different mechanics than Doom-3. At the moment, i am working on improvements to the Bravo mod, including fixing AI errors in the modified levels and remaking Delta battles from scratch. No further spoilers. But, as far as ROE - i will only go there, if i can manage to revert the gameplay to what pure Doom-3 is, in its Bravo-enhanced form of course. Meaning: get rid of the grabber, get rid of the artifacts and such. That's the plan.

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Guest
Guest - - 691,022 comments

Hello hexenstar

I can confirm that Doom 3 is beatable with yours mod even if you enable Survival Mode Expert. I finished it that way a few hours ago. I have a few suggestions for further works on this brilliant mod:
Armor shoud give you at least 25 armor points (chestplate)
Health packs could give you 15 (large) and 5 (small) health points
Pistol taken from enemy - 15 bullets
Shotgun - reload 1 shell at the time. Large shells - 9 shells
Machinegun clip - 10 bullets (taken from enemy), clip small - 15, large clip - 30
Grenades - 4 in pack
Chain Gun could hold 100 bullets in clip, 25 (taken from enemy) and 50 (ammo belt)
Rocket Launcher large rockets pack - 8 rockets
All enemies could have 0,666x more health
You could enable radio chatter in Mars City Underground and disable gibbing. I think that you could do shells stay and graphical mod for Doom 3 and its expansions: Resurrection of evil and Lost Mission.
In the end I repeat: yours Doom 3 Bravo mod is excellent.

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hexenstar Author
hexenstar - - 205 comments

I am glad you like the mod, and of course it is beatable on
Survival Expert. :-) I have confirmed it several times myself, lol.
As for the suggestions: alas, but it's a "no" to everything.
Everything i did, i did for a reason. And tested it extensively
to ensure that any other way - is not what i want. The balance
was meticulously calculated with extreme precision. The scales
are in perfect equilibrium as it is. The only thing missing -
is more formidable Hell levels. That and Delta are being remade
in the next version.

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