First release. Playtested thoroughly to make sure game is still beatable. Details below.
This is the first release of my personal Doom 3 mod. I made it because I found vanilla Doom 3 way too easy. That, in turn, made the game not scary at all and pretty much a cakewalk the entire way from beginning to end, even on the hardest difficulty. This mod changes all that. How, you might ask? Well, if i spoil it all you won't get the full impact, so for now i'm just going to list SOME of the changes to the weapons and general gameplay. This mod does not visually differ from vanilla very much, but as soon as you start playing you will feel the difference.
Here are the main changes:
-Ammo pickups give you far less ammo. You will need to use all weapons wisely in order to make it out alive.
-Health pickups give you way less health. You will need to be mindful of every point of damage you recieve. Armor is also less effective and less plentiful. Maximum armor is also decreased to 100 to balance out the less effective armor so you don't end up with 10 health and 70 armor.)
-Monsters are stronger but not unbeatable. Think wisely as to which weapon would be most effective against them. Running in blindly with a weapon unsuited to deal with a certain enemy is suicide. All the monsters have weapons that are effective against them, but that won't help if you wasted that weapon's ammo fighting another type of monster.
-Cyberdemon is now vulnerable to all weapons, not just the soul cube. The ammo given to you at the start of the level is just enough to beat it, even if you start with nothing. However you need to use the soul cube wisely.
In general, each weapon is now useful in a way (and must be used if you want to survive), but there is also clear progression (for example, the plasma gun is way better than the shotgun or machinegun in many, many ways, but ammo for it is more scarce and if you waste it on weaker monsters you will not have ammo for it when you need it most). In order to make it out alive, you will need to figure out which weapons to use on which monsters, so that you do not waste ammo. Some of the changes are:
- The pistol has a weak flashlight permanently attached to it. Given enough time, you will be able to take down enemies with it, but it does take a while, which is dangerous if there is more than one enemy in the area.
-The shotgun is no longer a melee weapon, the spread is much more manageable so the weapon can be used at moderate ranges as well, however you need to keep in mind that the pellets are shot from the barrel, and aim accordingly. It can take down most low-medium tier monsters with a well placed shot or two at close range, but it also reloads only one shell at a time now. That means once you are out of shells, watch out!
-The machinegun has decent accuracy, fire rate and clip size, however if many enemies are facing you at once, you may run out of time and space to take them all out before they get close to you.
-The chaingun's strength is long sustainability of fire without the need to reload. However, it is weak at range.
-The grenades are useful for ambushing enemies from behind corners and in cover. They have improved physics and good damage, but they are a very rare item and an explosion radius that can easily damage you as well if you are not careful.
-The plasma gun is all round the best weapon in the game. The blue aura emitted from its muzzle casts a blue-ish light in your immediate vicinity, eliminating the need for a flashlight. It fires multiple plasma balls on each shot in a slight spread, but is overall useful from short to long ranges, as well as blocking enemy projectiles. However, ammo for it is very scarce, and it also suffers from relatively low clip size.
-The rocket launcher is easier to aim with, but you need to be careful not to damage yourself in the blast. Useful for taking out multiple enemies at a distance, or whittling down a powerful demon.
-The BFG's lvl 4 shot can decimate hellknights, but you have very little ammo throughout the game for it. Save it for emergencies.
As for the demons, i'll let you figure out how they have changed for yourself. But they are not harmless at all, you can count on it. :)
Installation instructions: Install just like any other Doom 3 mod. Make a new folder in your game's directory (usually C:\Program Files (x86)\DOOM 3) Name it whatever you wish, then drop the .pk4 file into it. Then, start the game and load the mod from the main menu, or create a new shortcut for the Doom 3 exe and to the target add "+set fs_game *InsertModFolderNameHere*" (without quotations)
eg. "C:\Program Files (x86)\Doom 3\Doom3.exe" +set fs_game SurvivalDoom3
That's it. Enjoy! :)
Still pretty easy, maybe i've played through DOOM 3 too many times *Over 15 times most likely*
Neat though
Have you gotten to the monorail level? Delta labs are indeed "relatively" easy, it's around where you face the first Vagary that things start to get difficult.
More then likely having the enemies appear where they've always appeared since the game came out is going to kill your Survival Horror features. You really need to go through each map and move the enemies around to different locations to keep people on their toes. Most of us have already played through the game enough times to memorize spawn locations. That's what this guy is saying.
That is also planned some time in the future.
will try this i hope soon ..
Hm...
I don't get it. What's the difference from the original "Nightmare" difficulty? All points you mentioned (except sentry drones, right) are implemented in this difficulty. And even more - your mostly "normal" health is 25%, heh
I'm gonna keep an eye on this, a survival-horror-esque Doom 3 has booming potential
but it was already an slow survival!
It's slow yeah, but barely survival.
fairly easy. if you know how to play a fps survival horror correctly and smartly its really easy still.
I really like this mod. One of the major things that annoyed me about Doom 3 was how much dang ammo was just EVERYWHERE. Now, with this mod, that is fixed. Thanks for doing this!
Removing the crosshair altogether might add an extra layer of difficulty, which is very easy to do; however the biggest issue in regards to the difficulty will always be present, that being the fact that most people familiar with enemy placement and their AI will have little trouble progressing, as someone mentioned before. I would love to see this feature implemented, where enemy placement and spawning points are randomized; not sure this is doable, though, plus I'm not confident it'll ever happen after five years since this mod was last updated.