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.4.7.0 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.
-Menu selections for features, such as switching between classic ammo or doom 3 ammo types.
-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 Artifact can replace the Soul Sphere or Mega Sphere.
-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 can 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 and Sabaoth can replace the classic boss monsters.
-The Maledict replaces the Icon of Sin battle.

-Options and patches available to customize the mod to your liking

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.
The world patch also unlocks the flashlight, which can work like classic doom 3, or the xbox re-release.

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Xim's GZDoom3 for Classic Doom (v2.4)

Xim's GZDoom3 for Classic Doom (v2.4)

Full Version 5 comments

A gameplay mod for GZDoom which replaces the classic Doom weapons and enemies into their Doom 3 counterparts, with adjustments made and additional extras...

Xim's GZDoom3 for Classic Doom (v2.2)

Xim's GZDoom3 for Classic Doom (v2.2)

Full Version 7 comments

A gameplay mod for GZDoom which replaces the classic Doom weapons and enemies into their Doom 3 counterparts, with adjustments made and additional extras...

Xim's GZDoom3 for Classic Doom (v1.5)

Xim's GZDoom3 for Classic Doom (v1.5)

Full Version

A gameplay mod for GZDoom which replaces the classic Doom weapons and enemies into their Doom 3 counterparts, with adjustments made and additional extras...

Xim's GZDoom3 for Classic Doom (v1.3)

Xim's GZDoom3 for Classic Doom (v1.3)

Full Version 3 comments

This is a gameplay mod for GZDoom which replaces the classic Doom weapons and enemies into their Doom 3 counterparts, with adjustments made and additional...

Xim's GZDoom3 for Classic Doom (v1.2)

Xim's GZDoom3 for Classic Doom (v1.2)

Full Version

A gameplay mod for GZDoom which replaces the classic Doom weapons and enemies into their Doom 3 counterparts, with adjustments made and additional extras...

Xim's GZDoom3 for Classic Doom

Xim's GZDoom3 for Classic Doom

Full Version 2 comments

A gameplay mod for GZDoom which replaces the classic Doom weapons and enemies into their Doom 3 counterparts, with adjustments made and additional extras...

Post comment Comments  (10 - 20 of 21)
Ximmerman Creator
Ximmerman - - 160 comments

Holy-moly, didn't intend to take so long for a new release but I feel like now's the time. Let me know if you find any errors, I added a lot of new features. Enjoy!

Reply Good karma+1 vote
dickspade1352323364
dickspade1352323364 - - 113 comments

I play this mod with, doom_darkstar_low Wad-archive.com , and it was a blast, thanks master Xim

Reply Good karma Bad karma+2 votes
jarcaddy
jarcaddy - - 1 comments

Just wanted to pop in and say how much I’m enjoying this mod. Great work man!

Reply Good karma Bad karma+2 votes
🦇Pachira🦇 Online
🦇Pachira🦇 - - 492 comments

Would you want to change the reload animations for the pistol and shotty? I think it would be better to have more realistic anims, not pulling back the slide before reloading the magazine for pistol (just have slide lock back on empty and have a longer reload for empty) and not pulling the pump back for shotgun for reload (unless it is empty).

I'd also like if you boosted the fire rate of the plasma gun to be a bit faster.

Also if possible it would be neat to have friendly NPCs, scientists, technicians, security, and marines. Probably the only feasible ones would be security and marines (since scientists and techies would be more something a map maker would place for lore/immersion, randomly placed scis and techs would probably be a bit goofy aside from maybe rescuing them for a reward of some kind)

I really like this mod, the Doom 3 aesthetics, enemies, and weapons in Classic Doom are cool. I'd love if someone made a dedicated mapset for it. This mod and your Star Wars mod are great, excited to see if you'll do any future versions and/or what next gameplay mod you'll do.

Reply Good karma Bad karma+3 votes
Ximmerman Creator
Ximmerman - - 160 comments

Thank you for the suggestions. I am still working on the mod. And yes, I have been tinkering with other ideas for a while. Might release some smaller projects too.

Reply Good karma+2 votes
Guest
Guest - - 699,786 comments

Wow, loving this mod! Really well done!
Do you know of any "doom 3 in doom 2" maps/wads that could be used along with this mod to get a more doom 3 experience?

Reply Good karma Bad karma+1 vote
Ximmerman Creator
Ximmerman - - 160 comments

There's a few, but I'll admit that I haven't completed all of them.

Dark Moon Alpha (get the sanitized version)
Forum.zdoom.org

Unfamiliar kind of has a Doom 3 vibe
Forum.zdoom.org
It looks alright with the world patch but some of the textures brightmaps are odd (for some reason I'm having trouble getting brightmaps to work in the world patch, something must be conflicting but I don't know).

Hadephobia was also recommended by another user.
Doomworld.com

The vanilla version of the Brutal Doom maps might also work too.
Moddb.com

Hope you find something you enjoy! Thanks for playing my mod!

Reply Good karma+2 votes
Guest
Guest - - 699,786 comments

Thanks!

Reply Good karma Bad karma+1 vote
Ximmerman Creator
Ximmerman - - 160 comments

New version released, here's what's new!

-Artifact has now been added, keep finding it to unlock it's powers. First artifact has no powers, but you get the megasphere's bonus once picking it up. Second artifact enables helltime, which "slows" time. Third unlocks extra damage for all weapons, and fourth gives the user invulnerability. The powers last for 20 seconds and consumes five souls, same as the soul cube. Souls however are not kept for ammo while the artifact powers are active. Defeating a Hellhunter will upgrade the artifact to the next power level.
-Doom 3 styled Nightmare skill added. When playing on nightmare, stimpacks and medikits are removed and your health is constantly drained if above 35. However you are also automatically given the soul cube or a fully upgraded artifact at the start of the game.
-Menu options for item spawns. Megasphere can be set to spawn the soul cube, artifact or the megasphere. Blursphere can be set to spawn the sentry bot, blursphere, or adrenaline (speed boost power-up), or any of them at random.
-The armor patch is now a menu option.
-Menu option to turn off the BFG explosion damaging the user.
-Flashlight now has two new option settings, adjusting or turning off the battery drain and turning monster alerting off or on.
-You can now choose in the menu between fighting the Maledict or the Icon of Sin.
-Added brightmaps for weapon hud sprites
-Arch-Vile can be switched to being a summoner in the menu.
-New sprite for the pinky demon.
-New sprite for the arch-vile.
-New sprite for the imp.
-Pistol zombies have a new crouching attack and alt-death.
-Pistol weilding zombie scientists have been added to zombieman spawners.
-ZSec shotgunners have a new crouching attack.
-New sprite for zsec machinegunner grunts, so they look different from the commando ones.
-Elite ZSec machinegunners can now roll out of the way when being shot, also new alt-death animation.
-Lowered the ZSec chaingunners accuracy and raised the possessed commando's.
-Guardian's missile attack is more directed at target, also it's melee attack now creates a smoke ring effect.
-Sentry bots can now jump down and climb up ledges.
-Wraith has new XDeath animation.
-Cyberdemon has different sprite and new stomping attack.
-Bruiser has been slightly modifed, minor rescale and reduced health and increased damage, to reflect more on how they are in D3. They also have a new secondary attack, shooting four alternating fireballs.
-Changed the mapinfo doomednums to be compatible with "darkmoon-alpha-2019-sanitized", if for some reason you'd want to play it with this Doom3 style of weapons and enemies instead of the ones included in the map maps.
-Shotguns are slightly less powerfull.
-Chaingun, smg and plasma-rifle reloading can be interrupted before the ammo is loaded.
-Chaingun winds up and down a bit quicker.
-Added a Doom 3 style crosshair, selectable in hud options.
-Added Doom 3 player pain sounds, which sound more intense depending on the player's health.
-New plasma rifle sprite.
-New pistol muzzle flash.
-Reduced the radius for the riot shield zombie's shield.
-Lost soul charging scream no long keeps playing after they die.
-Cleaned up some sprites in both weapons and centre sprites patch.

Reply Good karma+1 vote
Ximmerman Creator
Ximmerman - - 160 comments

And the next version is here!

Here's what's new...
-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.

Enjoy! Let me know if there are any bugs or issues.

Reply Good karma+1 vote
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