Do you ever get tired of Doom 3's slow-paced & easy gameplay? With this mod, you can play Doom 3 as booming Run-and-Gun Shooter. Enjoy Running!
Do you ever get tired of Doom 3's slow-paced & easy gameplay? With this mod, you can play Doom 3 as our beloved simple old-school Run-and-Gun Shooter. Enjoy Running!
This mod is for Doom3: BFG Edition, not for original edition(2004).
If you are looking the mod for original edition, you can find it from here:
Moddb.com
Sample Videos:
Youtube.com
Main features:
Most enemies will randomly resurrect and pursue you about a few minutes after they die.(You can disable it or adjust values by editing .def files)
"Random Encounter" feature. You will encounter enemies at various places where they did not originally exist.(You can disable it or adjust values by editing .def files)
Most enemies' reaction speed and attack damages are highly increased.(Some annoyers are not.)
Most enemies will be spawned instantly. This makes spawn kills almost impossible.
Player's new walking speed is faster than previous running speed, and new running speed is more than double the previous speed.
Weapon models in first person view are now centered and reduced in size.(You can revert this by editing .def files.)
Pointing location of flashlight is centered.
You can fire weapons without reloading.(You can disable this feature by editing .def files)
Swapping weapons to others will almost instantly be done.
Double barrel shotgun is added on Doom 3 original campaign. You can use this weapon in any of maps of original campaign except first map.
"Light around" feature is added.With this feature active, you can barely see things around you in darkness.On by detault.If you don't like this feature, you can turn it off by editing "player.def" file.
"Death FX" feature is added.With this feature active, you will see blood splash on enemies dying.On by detault.If you don't like this feature, you can turn it off by editing "monster_default.def" file.
Most enemies are not only tougher, but have enhanced AI. (especially Imps)
You can skip tedious parts of some of campaign maps.
Compatible with "Doom 3 BFG Hi Def v4.0"(https://www.moddb.com/mods/doom-3-bfg-hi-def).
Other Features and Detailed Explanation:
Machinegun, Chaingun, Rocketlauncher fire multiple projectiles spread out per shot. These specifications will force you to fight in close quarters.
Plasmagun had overlapping functions with Machinegun, so it was modified to more closely resemble a sniper rifle.
Added "AutoShoot" function to Plasmagun, which automatically fires Plasmagun's bullets when aiming at a live enemy while holding down the Fire button. This function can be turned off by editing "weapon_plasmagun.def".
The BFG projectile floats in place after some progress and continues to deal 275 damage per second to all non-player entities within its light reach.
Only one BFG projectile can exist at a time. Also, it can only exist for 30 seconds.
"fireRate","num_projectiles","noReloadIsRequired","infinityAmmo" parameters added on weapons. Now you can design your own weapons by editing "weapon_*.def" files, not script files.
SoulCube's damage is reduced to 100. Hence, you must (and can) kill the cyberdemon with your own guns.
Detonating a hand grenade in your hand will cause your health to fully recover. It also spreads strong splash damage, so doing suicide attack with a hand grenade in low health is now not a bad choice.
Double barrel shotgun consumes four shotgun shells per shot. This means that Double barrel shotgun is four times more powerful than ordinary shotgun.
Holding your fists in the air will regenerate your health. This regeneration speed depends on game difficulty. You can disable it or change regeneration speed by editing "weapon_fists.def" file.
PDA can now be opened at faster speed.
Regeneration occurs when PDA is open too. This regeneration speed depends on game difficulty. You can disable it or change regeneration speed by editing "weapon_pda.def" file.
Attacking a living enemy with Chainsaw restores armor. You can disable it by editing "weapon_chainsaw.def" file.
"armorProtectionRate" parameter is added in "player.def". This parameter sets CVar "g_armorProtection" that defines percentage of damage armor receives. Default value is 0.5( original value is 0.4 or 0.2 ).
"Light up enemies" feature is added.As literally, you can light up enemies whose trying to kill you. This feature will infringes Doom 3's beautiful graphics so is off by default.
"Item drop" feature is added. If this feature is enabled, enemies may drop items when they die. I feel this feature is not fit for 'Old-school Shooter', so is off by default.
You can change damage scales of each difficulty by editing "player.def" file.
While Doom 3's random function always returns the same set of random numbers each time the game is run, the "Random Encounter" feature will produce a different result each time a new map is loaded.
Added "Muzzle Flash" feature to weapons. It is off by default. The feature is enabled by adding "set runners_muzzleflash 1" to "autoexec.cfg".
"Auto Skip Cinematics" feature is added. Off by default. With this feature active, cinematics in game will play very quickly until its end. Set "autoSkipCinematics" parameter in "player.def" to "1" to activate the feature.
Sentries will no longer hurt you.
Enemies receive more physical impact when they die.
The apneic active duration was increased to three minutes.
Reduced the amount of damage from 10 to 5 for oxygen deprivation.
How AIs have been improved:
Imps move to you while shooting projectiles.
Imps will throw 2 or 3 projectiles per shot.
Imps will use dodge often when be shot.
Imps will shoot projectiles while dodging.
Imps not always dodge when be shot, but sometimes leap towards you.
Imps sometimes dodge towards you when be shot.
Maggots will dodge twice. After dodging, they will attack you without faltering.
Wraiths will disappear and appear, approach you, and then explode themselves.
Revenants will fire multiple rockets in succession.
Mancubi keep moving to you while shooting projectiles.
Cacodemons will move faster than you and will bite you.
Hellknights will beat you more rapidly.
Hellknights will throw three projectiles while walking.If you don't shoot them down quickly, you will be in trouble.
Zombie Tentacle Commandos no longer use their tentacles for attacks. Now you can no longer crouch in place; you must continue to run until they are dead.
Lost Souls will shoot you instead of biting.
Cherubs no longer attack. Instead, they now explode when they are attacked.
Trites and Ticks will appear in clusters, not one by one.
Skippable/Abbreviated/Simplified parts of campaign maps:
A platform was placed up to the Maintenance Room in Mars City Underground.
You don't need to listen to sarge to move forward in Mars City.
You can skip Alpha labs 3's crane game by clicking any button on crane console.
Enpro's long way lift is now move faster.
Tripled the speed of movement of the lift in Communications Transfer.
You no longer take damage if you are on a lift line in Communications Transfer.
You don't need to listen to Betruger's muttering to move forward in Recycling2.
In Monorail map, monorail's speed is tripled.
In Delta1, Data Linker is moved to front of systems control room.
The floors behind the door with passcode are no longer dropping in Central Processing.
Resurrection of Evil changes:
Grabber can now grab objects very far away (4096 units).
Bloodstone can no longer be used to drain souls from corpses. Instead, the soul is charged as time passes. The charging speed depends on the game difficulty and can be changed by editing the "d3xp-player.def" file.
Using Bloodstone consumes all charged souls. Depending on the number of souls consumed, the activation time of the special ability changes to 5 seconds, 15 seconds, or 30 seconds. The activation time can be changed by editing "weapon_bloodstone_passive.def".
Bloodstone now automatically switches to the previously equipped weapon when used.
Roughly doubled the number of ammunition available for Shotgun in Erebus1 and Erebus2.
Roughly doubled the number of ammunition available for Shotgun and Machinegun in Erebus5.
Tripled the damage when throwing back an enemy projectile with Grabber.
Removed obstacles on ways that could not be passed without using Grabber.
Removed obstacles and instant death traps in areas that could not be passed through without using Artifact.
Forgottens will track you like a guided missile and then bite you. A Forgotten that successfully bites you will die.
Vulgars move around rapidly and shoot projectiles. It will be very difficult to hit them with guns that cannot fire rapidly.
Bruisers now shoot bullets instead of rockets. They attack very heavily, but their aim is inaccurate.
Helltime Hunter can now be killed with guns.
Berserk Hunters can now be killed by attacks to non-heart targets. Also, Berserk Hunter is no longer invincible while berserking.
Invulnerability Hunter can now be killed without destroying the power coils.
All bosses were enhanced. A few mistakes will kill you easily.
Phobos1's last gondola was speeded up.
Phobos3's first gondola was speeded up.