Year 2148. After the events of DooM 3 resurrection of evil, a new evil has arisen. The forces of evil now will not have the Earth as their main objective, but those who humiliated him in the past. Let revenge begin! Revenge of Evil consists of five, challenging, levels for the campaign of the first episode called "forces of evil" plus a sixth level that is the opening of episode two called "requiem of evil."
Revenge of Evil consists of five, challenging, levels for the campaign of the first episode called "forces of evil" plus a sixth level that is the opening of episode two called "requiem of evil."
edited : new version (released 25/01/2019)
download link: Mega.nz
//new changes//
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Changes:
New episode: Requiem of Evil with two levels (this episode still incomplete, but represent the 2/4 levels)
Enhanced the armor properties:
-the green armor give you 100 of armor (before was 50)
-added the blue armor and give you 400 of armor.
-both, green and blue armor absorb the 100% of the damage, that mean you are invincible if you have almost 1 ammount of armor.
Added a new system of missions for the new level (map07) : into the same level exist various missions and that mean the distribution of the demons and items change.
Added more demons and traps for map 01, 02 and 03.
Included a new class of trap: the "punishment for retreat" , if you retreat a explored sector appear more demons appear and the most lethal. (for map01,02,03,06 and 07)
Fixed various bugs.
Included more zsecs for map01,02,03,06 and 07.
Included health station for map01,02,03 and 07.
Included a new boss for map07.
This mod best compatibility is gzdoom 3.3.2 , but can be played with gzdoom 3.6.0 (not use the lastest gzdoom)
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//old version//
warning: this mod is hard as hell, is such a real challenge.
Description: Year 2148. After the events of DooM 3 resurrection of evil, a new evil has arisen. The forces of evil now will not have the Earth as their main objective, but those who humiliated him in the past. Let revenge begin!
Revenge of Evil consists of five, challenging, levels for the campaign of the first episode called "forces of evil" plus a sixth level that is the opening of episode two called "requiem of evil"
How to use this?
IMPORTANT: You must have doom2.wad and GZDooM (3.3.2. or superior)
Once you have the mod installed properly in you GZDoom folder, extract the file GZROE5.rar and run the .bat file called "Revenge of Evil - GZDooM", included with this file. If this does not work, just drag the revengeofevilv1.0.zip to the gzdoom logo icon.
Problems with the translucence in the missiles or fireballs?
Some beta testers have notified me that this problem appears in the last gzdoom, if this problem happens to you there are two ways to solve it:
1. Change to GZDooM 3.3.2.
2. Open console and set r_vanillatrans 0 (if you are using the lastest GZDooM)
Problems with the new fov?
Revenge of evil use a similar fov of DooM 3, if for some reason you don´t liked, set on console / fov 120 that will return to the classic doom fov
Best GZDooM compatibility?
Exist some issues with GZDooM 3.5.0 or GZDooM 3.6.0, the best version for this mod is GZDooM 3.2.5 or GZDooM 3.3.2
Credits
Mod creator: DooMero (code, resources gatherer, etc)
Programming support: (It also includes people involved in old versions).
DBThanatos: main programmer of super doom3 take II. I used his codes for this version.
TheCamaleonMaligno: for fix me the grabber gun and lot of things (ACS, decorate, etc).
Alphaent: the script of the soulcube when is ready and the PDA. Also with visuals.
PsychoSilverTH: for support me any time with ACS and decorate (mainly the intermission script)
Ghastly Dragon: for support me in previous versions (doom3 weapons mod) with decorate.
Roack16: for support me creating the decorate for the soulcube in previous versions.
Mauricio Rocks, SuperChex, Zanieon and Lioyd: for support in doom3 weapons mod.
Ozymandias81: for helping me fixing the intermission script.
Resources:
Id Software: original sounds, music and models
Raven Software: original sprites for the fx (explosion sprites)
Valve Software: original sprites for the fx (explosion sprites)
Capcom: some sounds from Resident Evil 4
Eriance: original sprites for the fx (fatso trail)
KeksDose: Smoke graphics used on the monsters fireballs
David Ferstat: Helping to figure out the script for the new footsteps system
NeuralStunner: helping with an example of a piece of SBARINFO
Logan MTM: for the graphics & decal definitions of the Rocket Launcher & zoom code
Whoever made the graphics used for the fire in the Forgotten monster*
Whoever made the graphics used in the extra effects of the plasma rifle*
Mortal Kombat warehouse: some sprites taken from Nightwolf
Alphaent: for give me some sprites and textures of his mod called "invasion infernal"
Arthuria123: blood sprite used on map04, the bathroom part
Hidfan: for creating the texture pack of DooM 3
Special thanks:
Major Cooke: ripping the doom3 smoke variations and bullet decals and making the
graphics and the whole code of the teleport fog from super doom3 take II
Per-Scan, Sodahollic and TwelveEyes: beta testers from super doom3 take II
Przndoom: collaborator in previous versions of doom3 weapons mod (sprites)
Deimos Anomaly, Phobos Anomaly, Tonet, Demmon Breack Master, Fabio 914, Taurustar
and Kurama: mainly in ideas
Chupareaper: for creating the spider mastermind model (also used for arachnotron)
HarryLord cco: for sending me that remix of e1m5!
Ben Pulido: for creating a test map of doom 3 to facilitate the taking of screenshots
of the demons when dying
TheDiegoMula: old beta tester of ultimate super doom3 and trailer designer of said mod
Solarsnowfall, Tormentor667 and Ghastly dragon: for create the steam particle spawner
(steam.wad) and the sparks particle spawner pack (sparks.wad)
CBAXZ: for designing the new DooMero entertainment logo
QuakedoomNukem: manly in ideas, report of bugs and improve me some music.
Vladislav Gabrielyan: report of bugs and ideas.
All the members of "doomeros inc."
People who answered my doubts, in the past and present, about programming in the zdoom and
zandronum forums:
Captain Toenail, Golden Marine, Neuralstunner, Klonseman, Dark Slayer, Player27,
Demolisher, Xutawoo, Wildweasel, GrafZahl, Nightfall, Congragratedcanine, Conno67,
Blitz, Revility and TerminusEst13.
Influences: (focused on the mapping part and the gameplay)
DooM the plutonia experiment by Dario Casali and Milo Casali: more than anything is the
immediate action to start a map with lot of demons. Also the hell labyrinth, tribute of the
map11.
DooM 2016 by Id Software: same previous description, only in smaller places.
DooM 3 mod, "ELDOOM" by elroacho: mainly in the design of map03 and map04.
DooM II mod, "dark7" by Bryant Robinson: like DooM 3, the format of fulfilling missions.
DooM II mod, "operation drown in blood" by Time of Death, AK-01 and Doom Tropper: the final
part of the map05, the big tower.
DooM 3 mod, "tested" by Rareg: Revenge of Evil was influenced mainly in this mod for its
excessive, but fair difficulty.
DooM 3 mod, "hell in time" by Papamonos: mainly the part of the statues of archiles at the
beginning of the map 05.
DooM II mod, "metadoom" by the Kins: preferentially for its intensity of combat.
DooM 3 BFG edition by Id software: mainly in the design of map01 and map02 (the lost missions)
Old Revenge of Evil: mainly in the design of map06.
Whoever create the DooM 3 mod called "down to hell" : the red key room part of map05.
Soundtrack:
From original games:
Bobby Prince: original composer of Classic DooM
Ty Halderman: original composer of DooM evilution (RIP)
Mick Gordon: original composer of DooM 2016
Chris Vrenna and Clint Walsh: original composers of DooM 3
Titlemap:
"The Imp's song", E1M2 music by Bobby Prince (supernintendo version): when the imps break
down the door.
"DooM 3 Theme" by Chris Vrenna and Clint Walsh: it's a choppy version. when the marine is
facing the maledict.
"On the Hunt", remix E1M6 by DeXiaZ Fantom. Is the main music of the mod.
Map95 (tips before playing):
"At DooM gate", remix E1M1 by Davester2296Covers.
Map00 (previusly on DooM 3):
"Donna to rescue", remix E3M2 by RoeTaka.
Map01 (Sigma Plant):
"Victory", remix victory theme (DooM) by Andrew Hulshult.
"DooM 2016 theme", remix DooM 2016 by Indy Guest.
"Suspense", remix E1M5 by Rick Douglas.
Map02 (Sigma Refinery):
"Dark Halls", remix E1M3 by The Mister Cat.
"At DooM gate", remix E1M1 by Davester2296Covers.
Map03 (Storage base);
"Sinister", remix E2M6 by DeimosComaBlack.
"Nobody told me about Id", remix E2M8 by DeXiaZ Fantom.
Map04 (Sigma labs)
"The demons from Adrian's Pen", remix E2M2 by Andrew Hulshult.
"Facing the spider", remix E3M8 by Andrew Hulshult.
"Nobody told me about Id", remix E2M8 by Andrew Hulshult.
"Shanws got the shotgun", remix DooM II map07, by Andrew Hulshult.
Map05 (Labyrinth of hell):
"Waltz of the demons", remix E2M7 by Shponglefan.
"On the Hunt", remix E1M6 by DeXiaZ Fantom.
"Untitled", remix E3M1 by Butch er.
"Inhuman frequency", from DooM 2016 by Mick Gordon.
"Nobody told me about Id", remix E2M8 by The Orichalcon.
"The spirit world", remix DooM II map28, by Neurological.
"Icon of sin", remix DooM II map30 by The Orichalcon.
"DooM 3 theme", remix of DooM3 main theme by Les Paul.
Map06 (Primary excavation):
"The Imp's song", remix E1M2 by Neurological.
"Message from the archvile", remix DooM II map20 by DeXiaZ Fantom.
"Legion of the lost", remix DooM evilution intermission theme by Eris Falling.
"Victory", remix victory theme (DooM) by Andrew Hulshult.
"At DooM gate", remix E1M1 by SayMaxWell.
Map99 (cheater)
"Trololo" by Eduard Jil (RIP)
"DooM intermission", remix DooM intermission by Tenebrae Aeternus.
Beta testers:
PsychoSilverTH, HarryLord cco, TheCamaleonMaligno, CBAXZ, DOOMGABR, Alphaent,
Juan Zuleta, Tom Heinzman a.k.a. T-MAX_X-H, Isaac Demian, QuakedoomNukem and
Raaven The Red and Vladislav Gabrielyan.
I truly apologize if I'm forgetting anyone.
Exist some issues with the lastest GZDooM versions, the best GZDooM for play this mod are: GZDooM 3.2.5 or GZDooM 3.3.2 (i use this)
Este mod ya viene con las armas incluidas?
si
A difficult mod that denies then shames you for trying to cheat. Even if you just want to casually play through it just to admire the work that went into it. You can't. lol?
No, you cannot use cheats. This mod is very hard, you will die lot of times before defeat a level, that is normal on this mod. The real intention is try to beat this game without cheats. Is not impossible, but you need to be patience.
Anyway to combine these missions with other gameplay mods, like Perfected Doom 3?
no dude, is not recommendable combine with others mods.
The enemy spawns need some serious rework. They appear right in your face most of the time and leave you no chance to retaliate or leave you with 10 HP if you are lucky enough to run back to cover. I suspected this would be a problem just looking at the gameplay trailer, you knew exactly where they were and what weapon to equip WAY before the fights. This is not a challenge at all.
Also what's with the fake letterboxes? It forces everything in 4:3 in a crude way.
Don't get me wrong, I like what you did. It feels like a Doom 3: ROE demake done right. But these two points put me off.
I just did write my lengthy review and wanted to see if there were already other complaints and it seems that other people have just the same issues that i have with this mod. Like Aatoth027 above, couldn't have said it any better. As i said several times before, a mod maker may make exactly what he wants. But, i am so afraid that this has only grown over time. As i said before, you made this mod Doomero, worked on this for 9 months i believe you said which i believe emidiatly, (i know how much time and effort these things take). But, therefore you played it at least 1000 times. And that makes that you know exactly what to expect were, and only that way you are able to get successful through the levels. But, i am 100% sure that should you not have made it and played it today for the first time you also would say that it simply is unfair in enemy spawning and overall hardness. That you disable the cheat mode i do understand. But, at the same time will this make that people don't play it at all. They die the first 10 min. a 1000 times and then stop playing. So, your effort was in vane, at least when you want it to be played. But, i keep repeating myself here. Its your mod, so you may do what you think is best. But time will tell if the mod will be played. Would be SUCH a shame, because beside the game play difficulty this mod is clearly such a work of art and quality.
Leon
You can go always with plasmagun, you have more possibilities of survive and you need to be fast, a minimal error will cost your life. That is my intention with this mod. A test of assay an error.
Then I don't see the diversity if you are forced to stick with the plasma rifle at all times (which comes way too soon in the level progression by the way). I called it quits at the part with the two chaingunners, which is the prime example of enemy placement done wrong in this mod.
In the original Doom 3 game they are placed at mid range so you can actually engage in a proper firefight with two situations: surprising the player but with cover provided, and without cover but with enough distance to equip the proper gun and do a reflex kill.
There is none of that here, they just come out of the pillars and right in the player's face and start emptying their bullet belts, shredding the player in no more than three seconds. I don't see where the window of opportunity is, nor what the logic is behind that, and even if you survive you are left with about 10 HP if you decide to play normally and not with what you had in mind: you clearly equiped the grenades in the gameplay video, knowing that you had to lob it at the two chaingunners and kill them before they had a chance to initiate their normal AI routine. You know there is something wrong when the author himself has to speedrun/exploit his own mod to succeed.
I do understand what you are going for here, figuring out advanced tactics/exploits in a game is always thrilling, but when you strip down a game and only leave this layer of gameplay trying to figure out the author's intents is gonna prove to be a painful experience and people will quickly look towards another mod because as it is there is no fun. I wouldn't call it a die-and-retry kind of experience either seeing how close to no windows of opportunity there are. Looking at your smooth gameplay video, killing the player straight away on every encounter so he is forced to load a save and adapt all the time doesn't seem to be the concept you are aiming for, but that's what's gonna happen for people who will try this out and WILL be put off by the grotesque difficulty curve or at best put up with it until they finish the demo but won't return.
It's a damn shame because the level layout is there. Most sections can be used as a base for tight firefights just like in Doom 3. You just need to go back to the drawing board and think things over. Analyze enemy placement in Doom 3, see how each one is used given their abilities. Only then will you provide a challenging experience. Not just with a bunch of grunts thrown as a jumpscare or a shitbunch of pinkies followed by hell knights in a big room. Context does it all.
tl;dr throwing spawns at the player's face is not how you make a tight battle, each enemy has a purpose and a way to be used in the map. Use that.
everyone bitching about spawns and ****:
get good.
i love it, keep it up.
Can't extract file :\
are you using winrar?
no I use Winzip
try winrar.
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Winrar does not work. Still not extracting. Winrar says that the file is "corrupted".
weird, but if the rest can play this, that mean the problem is from your pc. I have another link from mega, try this Mega.nz
Can you a separate addon for the weapons ?
por favor, subelo a Google Drive! no se por que pero no lo puedo descargar, gracias igualmente, se ve impresionante!
subire otra version dentro de poco
descargado y en curso, impresionante, una tercera expancion completamente nueva con lo mejor de dos mundos, gran trabajo, gracias en verdad.
In Delta touch it sucks
try on pc.
I would give an honest review, but map progression was completely broken for me, hell, I couldnt even enter the first door on the first level. Normally I would have just noclipped through the door to progress since it was broken, but the damn anticheat script makes that impossible, and an attempt at commenting out the script in every place it exists didnt work either. So sadly, I cant review the mod, and I cant give it an honest critique.
that is weird, but this mod works for gzdoom 3.3.2- 3.3.5
Mhmm, and i did try it on those, along with tryijg it on some newer versions too, nothing seemed to actually work
Can you make a weapons only version?
i will upload another update soon with a new episode and less hard than before.
Try using noclip and fly modes. Worked for me. Beautiful game too!
How would i get this to load in delta touch