An all-out war broke out in hell, and you, COMMANDER DOOM are right in the middle of it! Will you and your demonic hellspawn send the diabolic bastards into oblivion? Commander Doom is a first-person action real-time strategy shooter for Doom 3. You start at your own base and you can activate control point by getting near them, while no enemy is near to them. The more control points you hold, the more money you earn. You can buy reinforcements/weapons/base extensions/medkits to help you stand up against the ongoing attacks from your hellish competitors!
Commander Doom mod has been updated to version 1.1.
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Commander Doom 1.1 - 1/17/06
Leif Dehmelt -- leif@gravity-music.net
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requirements:
-a Windows based PC capable to run standard Doom3.
-Doom3 full version 1.3
To run:
-copy contents into Doom3 folder
-double click commander_doom.bat
-choose map1 or map2
-enjoy the game!
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What's new in v1.1:
-musical score.
-improved GUIs
-improved tactical control
-improved enemy AI
-additional custom sounds
-less predictable and more coordinated enemy spawning
-improved 'center heat' map
-new 'control room' map
-many cosmetic fixes
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Synopsis:
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An all-out war broke out in hell, and you, COMMANDER DOOM are
right in the middle of it! Will you and your demonic hellspawn
send the diabolic bastards into oblivion?
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Gameplay instructions:
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You can choose from two different maps with four different
difficulty settings. MAP1: Opposing Bases is much easier to
beat from a strategic point of view. MAP2: Center Heat is
tough to beat even on normal difficulty and requires more
optimized strategic thinking.
A game of Commander Doom starts at your base, from which you
can summon demons to fight in your cause. In order to spawn
allied demons, you need to capture control points, which are
distributed across the map. You can use a little radar on the
HUD to orient yourself among the control points, bases,
enemies and allies.
Capturing control points earns you increased flux of credits,
which can be used to buy upgrades. Control points can only be
captured, if no emeny units are nearby. Press TAB to reach the
tech tree, which offers various units and weapons, as well as
base extensions and allied units. To buy a base extension,
click on the corresponding double arrow in the tech tree. The
upgrade will reveal additional units in the tech tree
interface. To buy units/weapons click on the corresponding
button.
By pressing the 't' button, you can enter the tactical screen,
which allows you to command your troops to selected targets.
To send one of your allied units towards a control point,
first click on the ally in the enlarged radar map, and then
click on the control point of your choice. You can also
command your allies to attack selected enemies.
The goal of each game is to successfully destroy the enemy
base(s). To destroy the enemy base, you will need to locate
the generators, and destroy them (make sure to hit the
generators at their weak spot). The generators are usually
guarded by machinegun turrets. The enemy turrets can be
destroyed, but they respawn after a given delay.
Building units needs to be planned carefully. Only one unit
(turret, ally, base extension, etc.) can be built at a time.
Successful assault of the enemy base requires a well balanced
and well timed combination of units and powerups.
If you get killed, or if all control points are held by your
opponent for 60sec, you loose the game. If your opponent
destorys your main base, you cannot spawn any additional
allies or upgrades. If you hold all control points for 60sec
you recieve a megahealth powerup.
Control summary:
'Q' : buy medkit
'E' : buy ammo for current weapon (price varies with weapon
type
'TAB': enter tech tree/upgrades interface
'T' : enter tactical interface
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Instructions for Mappers:
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-the worldspawn entity must contain the entry 'datafile',
which points to a set of definition files containing map
specific properties, such as enemy units and spawning
frequency or unit costs. Four different definition files
with an appended number corresponding to the difficulty
(0,1,2 or 3) must be present for each map.
-the map must contain the following standard entities
the homebase:
"classname" "func_homebase"
"name" "home_base_attractor"
the positions of homebase extensions:
"classname" "func_static"
"name" "player_extspawn1"
the position of ally spawning:
"classname" "func_static"
"name" "player_spawn"
the position of ally turret spawning:
"classname" "func_static"
"name" "player_towerspawn1"
the enemy bases:
"classname" "func_enemybase"
"name" "enemy_base_1_attractor"
the position of enemy spawning:
"classname" "func_static"
"name" "enemy_spawn1"
the position of enemy turret spawning:
"classname" "func_static"
"name" "monster_towerspawn1"
the position of control points:
"classname" "func_static"
"name" "control1"
... more sequentially named entities can be placed - the
total number must confirm with the number setup in the
datafile definition.
Notes:
a) For proper AI movements, any models should be filled with
world geometry as close to the model surface as possible,
otherwise monsters will try to shoot through them.
b) vis_portals in func_doors blocked the AI movement towards
beacons (not towards enemies though) making the AI very
inefficient. Vis_portals next to door were fine though and
still able to block off the hidden geometry.
c) I tried some alternative ways to spawn enemies on
func_movers to avoid having them appear out of nowhere, but
anything else than spawning enemies on worldspawn kept them
from efficient pathfinding.
d) in the current version, the performance bottleneck is the
number of certain monsters and fighters. Soldiers are the most
performance hungry entities, followed by imps, which are a bit
lighter. Maggots and Morgue zombies are pretty light and can
be spawned in larger numbers. Keep this in mind if you edit
the monster spawning probabilities.
Please contact me, if you wish assistance for making a map for
this mod.
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Credits:
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-The lifebar gui and programming were done by SnoopJedi
-All other aspects of gameplay and mapping were done by
Hellborg
-musical score is from www.gravity-music.net