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. Requires GZDoom ver.4.7.1 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.
-Weapons use the classic Doom ammo types, an option is included that gives weapons new ammo types based on Doom 3
-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!
-The Soul Cube or The Artifact can replace the Megasphere or Soulsphere.
-Friendly sentry bots can replace blurspheres, press 'use' to activate them.
-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.
-Added features to the Nightmare skill level, based off Doom 3. Your health degenerates and healing kits are now small bonuses, but you start off with either the soul cube or artifact.
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 with ZSecs 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 and zombies.
-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.
-Barons of Hell are replaced with Brusiers or, with a rare chance, one of the Hellhunter bosses.
-The Vagary replaces the Arachnotron. Still a big spider, but different in fighting style. They throw seeking spike balls and spawn Trites, smaller spider-like demons.
-The Lost Mission's Guardian of Hell replaces the Spidermastermind.
-The Cyberdemon has a chance to be replaced with the Sabaoth.
-Resurrection of Evil's final boss 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. Edits have been made to the flashlight to add battery drain and monster alerting, which can be turned off in the options menu.
CHANGES FROM LAST VERSION
-Player now has footstep sounds and an option for limited sprinting/jumping stamina, adrenaline powerups will give you infinite stamina for a short period
-New appearance options for chainsaw zombie and imp
-New chaingun-only commando and melee-only commando enemies added
-New fat zombie sprite
-New trite and tick sprites
-New Vagary sprite by Sallyspartan
-Updated the death animation sprites for the maggot
-New spawner options for the cyberdemon and spidermastermind. Now with a new spider mastermind enemy!
-Spectre replacements can now be set to random
-Baron can be set to be replaced with a tougher Hellknight, recommended for Doom 1
-Shotgun can be set to have the SSG randomly replace it, recommended for Doom 1
-Optional fog clouds for the world patch
-Pressing the flashlight key rapidly shouldn't crash the game anymore, but the light turns on right away
-Minor adjustments to various things as usual
6/2/23
-Added some more zsec enemies, sprites by Tsran908
-Minor touch up on Guardian sprites by Gothic
-Fixed bug where the Maledict was not spawning on easy
Thank you very much for the updates. This mod is amazing, and in my opinion the absolute best D3 styled mod for D1 & 2 there is. Every aspect is extremely well made and it only improves with each update.
The king is back
Nice. Pretty good stuff. Although, I think im a fan of some reskins in this more than others.
Found a small bug dealing with the icon of sin replacer boss. It's an understandable issue that I ran across that has to do with the flag called easy boss that has to do with both easy and very easy difficulties. Basically maledict is not spawning on recruit or corporal difficulties.
Basically the icon of sin easy boss flag causes a different spawner for a sub boss that replaces the actual icon of sin that is on normal difficulty on up. Should be an easy fix for you hopefully.
Small update
-Added some more zsec enemies, sprites by Tsran908
-Minor touch up on Guardian sprites by Gothic
-Fixed bug where the Maledict was not spawning on easy
I been playing some body old doom 3 mod for 4 years and now i found the great doom 3 mod for doom 2
A little while back I remember being able to add individual enemy types, such as specific zombie types, the different kinds of imp's, pistol zombiemen, rifle zombiemen, ect. For some reason now, no matter what order I put the mods into Doom Builder, It won't do it. At most I can get the rifle Zsec and adrenaline. Does anyone know the proper load order in Doom Builder?