Here is an updated list of what has been completed so far for version 7 of Perfected Doom 3. Some previous features have changed and some have been abandoned due to other changes. A huge change has been to the gameplay which has been rebalanced to remove the overkill difficulty that PD3 has brought in the past. The game is still tough as nails, but dont expect instakill Revenant rockets anymore. I think many will be pleased. Both the hardcore and casual FPS gamers alike.
Fixed the Mars City Underground scripted events that didn't work correctly.
Made the marks left on walls and objects by the chainsaw glow for a short time.
Added orange glowing symbols to the branded Hellknights' bodies.
Added more screen resolutions to the options menu.
All weapons make blood splatter on the screen when attacking monsters at close range.
Doubled the size of the shoulder lamp light.
Blood spraying on screen from close range gunfire and monsters hitting you now looks the same.
Added the ability to dual wield the Super Shotgun.
Added the Sikkmod menu for better optimizing of individual hardware setups and more game options.
Fixed a crash in 3rd map - Return to Mars City.
Added particle effects to the Nightmare Imp fireball projectiles so they can now be seen.
Removed Chainsaw cutting feature where you were pulled into your enemy.
Spawned Sentry Bots via console commands now move around as they should.
Increased firing rate for the Chaingun while zoomed in and using the primary fire mode.
Added glowing demonic symbols to the Dead Souls.
Added the ability for the Pumpshotgun to fire off all shells left in its magazine one after the other until it's empty.
Increased the Super Shotgun's damage rate by 20 points.
Increased the Rocket Launcher's damage rate by 200 points for direct hits and 100 points for splash damage.
The Soulcube secondary attack now has the player throw the soul cube on the floor and after 3 seconds The Soul Knight spawns where the Soulcube was last sitting.
Damage rates for monster attacks have been rebalanced.
Blast Radiuses for monster attacks have been rebalanced.
Friendly Characters and Monsters have been rebalanced.
Added dynamic lighting effects to the Baron of Hell's flaming hands.
Added dynamic lighting effects to the Soulknight's Flaming hands.
Added dynamic lighting effects to the Lost Soul's flaming head.
Added dynamic lighting effects to the Dead Soul's flaming head.
Soulknights will now explode upon death causing damage to nearby entities.
Barons of Hell will now explode upon death causing damage to nearby entities.
Lost Souls will now produce streams of fire when killed.
Dead Souls will now produce streams of fire when killed.
Lost Souls have an explosion effect when killed.
Dead Souls have an explosion effect when killed.
Lost Souls when killed will sometimes turn into a Dead Soul.
Added the Spider Mastermind.
Added a railgun like firing mode for the BFG's secondary fire.
Adrenaline Powerups have been replaced with Berserk Powerups.
Reducing bump mapping on some of the lesser seen textures to remove distortion.
Add a melee system for all weapons to let the player bash an enemy at close range
- all weapons are done except for the Chaingun, Rocket Launcher, BFG, and Soul Cube.
Add Last Man Standing Coop compatibility to let players play PD3 with that awesome mod.
Add a Gravity Gun like feature to the Soulcube's zoomed in firing mode that doesn't require any ammo usage - almost complete except for a small flaw.
Add dynamic lighting effects to more monsters such as Bernie the flaming zombie.
I need help creating a map to introduce the Spider Mastermind to the player. I want to add the Spider Mastermind to the game but I want it to appear after you kill the Cyberdemon and I want the fight to happen on the same map but with a few changes. Basically when you kill the Cyberdemon you watch him get killed by the Soul Cube and after it closes the Hell Hole instead of the cutscene cutting away to the part where the marines cut open that door the game goes back to a new scene where the Spider Mastermind spawns in at the opposite end of the arena from the way you came in there. And maybe you get a shot of the Marine standing there with a little fear on his face. I'm sure this can be done with existing animations. Then maybe you hear Betruger shout out something as the camera goes back to first person and the fight starts. The Hell Hole which is now closed up can be walked on by you and the boss to add to the arena and maybe a few more health and ammo pickups are spawned in some where in the arena to help you out. Maybe around the center of the arena. After you kill the Spider Mastermind about 5 to 10 seconds goes by before the screen goes black and then the cutscene where the marines are cutting through that metal door starts and the rest of the ending cutscene plays as normal. If anybody is willing to help please PM me here at ModDB.