A gameplay mod for GZDoom which replaces the classic Doom weapons and enemies into their Doom 3 counterparts, with adjustments made and additional extras included. This mod contains new graphics made by various community members and sound effects from Doom 3. The weapons and enemies can be run together or separately, but are recommend to be run together for the best intended experience. Requires GZDoom ver.4.5.0 or up and a valid doom wad.
This mod aims to mix the gameplay of classic Doom with the semi-real themes
from Doom 3. Weapons are based off the Doom 3 arsenal. Some features are:
-All guns have clips that must be reloaded, powered by RRWM reloading system [1.3.0a].
-Weapons eject casings and smoke.
-Hitscans have tracers and sounds for hitting either flesh or walls and fly-by.
-Most of the weapons will deal more damage than their classic versions.
-The pistol, machinegun and chaingun use the same ammo, but their behaviors
should be different enough to warrant different use. The stronger the gun,
the lower the accuracy.
-Shotguns are stronger but have a wider spread.
-The chaingun is faster and more powerful but must wind-up to fire.
-Plasma rifle projectiles are a bit faster and stronger.
-The BFG charges up for stronger blasts, be careful you don't overload it!
-Grenades that behave similar to Doom 3, don't overcook them!
-And what would a Doom 3 mod be without the Soul Cube?
The Megasphere is replaced with the Soul Cube, that still gives the mega-powerup,
but now you can collect souls from enemies you kill and then use the soul cube
to unleash massive damage on a target and absorb their health if they are killed.
-For more QOL some weapons can be zoomed or have different fire modes
and you can perform a quick-kick attack (user 1) at any time if you like.
-Doom 3 style hud by Blux001, with edits to include weapon icons and flashlight.
-Friendly sentry bots replace blurspheres, press 'use' to activate them.
Nearly every Doom 3 enemy makes an appearance (over 35 enemies). Sprites were chosen to be in a
classic Doom style. Special thanks to the work of many members of the
Doom community! (see credits) Some features are:
-Blood now splats on the floor and fades away.
-Zombiemen are slower but have increased health.
-ZSec zombies are mixed in, with increased tactics but more manageable hit points.
-Imps now perform leaping attacks or heavier fireballs when in medium range.
-Pinky demons can be randomly replaced with other melee demons/zombies, since
there's a fair amount more melee demons in Doom 3, and the pinkies themselves
were less common in Doom 3 than they were in the classic games.
-Revenant's seeking missiles are now fired in pairs, but they now slowly fall
to the ground and can be destroyed by shooting at them.
-Hellhunters have a chance to replace barons.
-The Vagary replaces the Arachnotron.
-The Lost Mission's Guardian of Hell replaces the Spidermastermind.
-The Cyberdemon has a chance to be replaced with the Sabaoth.
-The Maledict replaces the Icon of Sin battle.
Also included is a 'world' patch that turns maps into a Doom 3 style,
includes DarkDoomZ and D3RetroTex, along with liquid effects and Doom 3 sounds.
RUNNING THE MOD
This mod requires Requires GZDoom ver.4.5.0 or up and a valid doom wad. Use the "doom2.wad" for the best experience.
It's recommended to launch this mod with an external launcher like ZDL. Here is a link to the ZDoom wiki which has links for downloads, pick whichever version of ZDL you wish, but the latest will be the best.
Forum.zdoom.org (ZDoom forums tutorial by Apeirogon)
Make sure to load any patches (ex: norandom, ammopatch) after the main files. Maps are usually loaded before mods with few exceptions.
UPDATES FROM PREVIOUS VERSION
-Weapons have been modified from the previous version. Adjusted some of the behaviours for the weapons. Sprites now in sideview with classic brown gloves. Centre view weapon sprites have been re-done, and moved to an optional patch.
-Added brightmaps for a bunch of enemies.
-HUD has been changed a bit. Instead of weapon icons the weapon blocks under the ammo now light up depending on which weapon is equipped. The blocks will also only show when a weapon is found.
-Added the "Flaming Zombie", a rare enemy. Spawns with pinky demons.
-Machinegun can be found as a rare spawn with bullet clips.
-Increased gravity for thrown grenade projectiles.
-Fixed lower powered BFG balls clipping through some enemies, also explosions on lower power blasts will not harm the user.
-Turned off weapon bob when using the scopes.
-Recolored most of the zombies to have grey-ish skin like in Doom 3.
-Cacodemons move faster and have less health, similar to Doom 3.
-Did some slight graphical adjustments to the cacodemon and pain elemental so they look a bit more different from each other.
-Cherubs are now less likely to be spawned than before.
-Added GLDEFs for the Lost Soul and Forgotten One.
-ZSec zombies are less accurate.
-ZSec zombies now have XDeath/Gib animations.
-Pistol zombies drop clips instead of pistols for better weapon mod compatibility.
-Removed Commando's broken tentacle grab, and simply gave them a longer melee range.
-Wraiths have a higher pain chance.
-Fixed hitboxes for several monster projectiles.
-Archvile is less aggressive and flames do less damage.
-Certain monsters should (hopefully) stop infighting with their own species now.
-Added "no random monsters" patch.
-Added "alt-ammo" patch, where bullet and energy weapons have their own ammo types.
-Added an armor patch, to have the armor behave more like Doom 3.
KNOWN ISSUES AND OTHER NOTES
-The HUD displays an error on loadup if not loaded with the world mod
-Some enemies who perform leap attacks might leap unusually far
-The soul cube projectile sometimes gets stuck
-Some sprites aren't exactly perfect
-Can't really come up with a faithful artifact or grabber yet
-BFG Lasers may behave oddly
-Might need help getting texture brightmaps to work
Zombiemen: scalliano, Captain Toenail, ThrashMetalFanBert94, Xim
ZSpecOps: scalliano, Ghastly_dragon, Xim, Captain Toenail, Solmyr, Zemakat, Skelegant, Finalizer
Commando: Captain J, Untrustable, Damson, Karltroid51
Zombie Scientists: scalliano, JoeyTD, Illucia, Player II, DavidRaven, Marty Kirra
Zombie Workers: osjc
Zombie Mechanic: doomjedi
Chainsaw Zombie: Z-Pack, JD-513
Doom Imp: Merser433
Pinky: FANADICALCOWHEAD, Xim(re-color)
Forgotten One: Ghastly_dragon
Lost Soul: Solmyr
Pain Elemental: scalliano (base), Xim (edit), Revility (idea)
Hell Knight: Infernal Attack, JD-513
Trite: Captain Toenail
Tick: Xim, Captain Toenail
Revenant: SpacemanStrife, Xim
Arch-Vile: Infernal Attack, JD-513
Mancubus: scalliano, JD-513
Vagary: Xim, Craneo, Icytux, Tormentor667
Sabaoth: Dulle, scalliano
Guardian of Hell: Xim, 3d Realms, iDsoftware
Hellhunters: Eriance, Blue Shadow, Daedalus, Killa Dio, Xim
Fists: Kronos, ChaosCentral, Mauricio Rocks
Pistol: Kronos, ChaosCentral, Mauricio Rocks
Shotgun: Kronos, ChaosCentral, Mauricio Rocks
Double Barrel: Kronos, ChaosCentral, Mauricio Rocks
Machinegun: typical sonik fan
Chaingun: Kronos, ChaosCentral, Mauricio Rocks
Grenades: Kronos, Captain J
Plasma Rifle: Kronos, ChaosCentral, Mauricio Rocks
Rocket Launcher: Kronos, ChaosCentral, Mauricio Rocks
BFG9000: Kronos, ChaosCentral, Mauricio Rocks
Soul Cube: Eriance, Alvas, scalliano, Alice Jameson
Chainsaw: Kronos, ChaosCentral, Mauricio Rocks
(Please send a message or leave a comment if anyone is missed out)
UNSPECIFIC CREDITS AND SPECIAL THANKS
WaterMelon666, resources from Doom 3 Weapons pack for Brutal Doom 21
JD-513, resources and some code from QCDE--Doom3.pk3
Player701, RRWM reloading system [1.3.0a]
Blux001, Doom 3 hud
HorrorMovieGuy, Boss spawner and final boss code
Cherno, Sentry bot sprites
Caligari87, Dark Doom Z
Craneo, D3Tex for Doom
Enjay, terrian splashes
Rachael, smooth liquids
Isann Keket, Doom 3 theme MIDI version
ZikShadow, center view model rip sprites
typical sonik fan