ULTIMATE SUPER DOOM 3 MOD [RELEASED] + patch 4.9
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
ULTIMATE SUPER DOOM 3 MOD [RELEASED] + patch 4.9
new mod, the ultimate super doom3 mod equivalent to volume 4.6, is compatible with skulltag 98d and gzdoom or zdoom not patches anymore:
advantages:
new visual effects ( not so coolest than super doom3 take II, but decent).
new monsters:
maggot
wraith
commando tentacle
zsec machinegun
cherub
imp crawl
new sounds
new intro
new skills:
recruit
marine
veternan
pure evil
nightmare
new weapon:
artifact, only for the skill pure evil
soulcube now kill only 1 monster and nightmare was removed "fast monsters"
artifact on singleplayer have the 3 superpowers:
berserk(superspeed and 10 times increased the firepower of the weapons)
time (is a timefreeze sphere but the time duration is 1 second and later give again timefreeze, that mean, pause and play, pause and play..........)
invulnerability
for this reazon the doom3 berserk was removed only for this skill, the rest of the skills is present.
the mod is for multiplayer too, but with some changes:
artifact on multiplayer only have 2 powers, the time power was removed, the rest are ok.
shotgun, supershotgun, machinegun and chaingun have other decorate, compatible with mp (skulltag have some problems with a_jumpifinventory and a_jump actions)
cyberdemon´s rocket was decreced his damage, now the player recive only the 60% but the speed of the rocket was increased to 40
bruiser is now more dangerous, your first encounter with him he attack you so fast (+alwaysfast) but later he is calm and change to +missileevenmore, his fireball is faster and powerfull.
sawyer and commando tentacle never enter to pain state when he enter to attack state.
shotgun increased a little his firepower.
supershotgun increased his firepower too, can kill with 1 shot to: revenant, cacodemon or archvile like doom3 now is more demaded, is very usefull like standar weapon but at the same time to far distances lose his accuracy and precision.
dead bodies are more present now, for artifact.
fixed the shotgun and bfg bug thanks to dbthanatos.
archvile now have the same doom3 attacks thanks to dbthanatos for the code.
disadvantages:
the weight, 347 mb the wad, 247 mb the rar
only for simply wads without scripts, decorate, etc.....
wads with a lot of monster and at the same time attack you will be lag as hell
some multiplayer bugs from skulltag.
max players 2
thanks to dbthanatos and team, and other guys as Neuralstunner for respond me all my questions and similars..more details on the readme...
video:
download link:
http://www.moddb.com/mods/doom-3-weapon ... /volume-46
////////////////////////////////////////////////////////
a new patch for volume 4.6
is a single wad only change some codes
Spider Mastermind decreced a few his scale and he cant enter to pain state.
Maggot decreced his health for ultraviolence (resurrection) and nightmare
Machinegun Chaingun fixed the minimal ammo for enabled the yellow bar from
the hud.
BFG-9000 reaction is like the rocket launcher, so be carefull! dont use the
BFG so close to a monster or wall/floor/ceiling.
Grabber fixed some bugs.
Commando chaingunner decreced his damage and the speed of the chisps.
Changed some properties of the skills:
Pure evil is now called "resurrection".
Revenge of evil is now called "ultimate", this skill was decreced the
damage factor for the player now is 1.8
added the flag "clientsideonly" for trails, smokes, dead bodies; this is for enhance the multiplayer experience, decreasing the lag and involuntary kicks.
removed the stbar2. pd: still compatible with skulltag and gzdoom.
pd: still compatible for gzdoom and skulltag.
download link, patch 4.9
http://www.moddb.com/mods/doom-3-weapon ... per-doom-3
the changes are:
fixed the machinegun global sound on multiplayer.
chaingun hold more faster. shotgun is more powerfull.
fixed the bug of the casings on multiplayer
increased the probability of found chaingunners in a map (including doom1).
revenant can also appear on doom1 mods.
advantages:
new visual effects ( not so coolest than super doom3 take II, but decent).
new monsters:
maggot
wraith
commando tentacle
zsec machinegun
cherub
imp crawl
new sounds
new intro
new skills:
recruit
marine
veternan
pure evil
nightmare
new weapon:
artifact, only for the skill pure evil
soulcube now kill only 1 monster and nightmare was removed "fast monsters"
artifact on singleplayer have the 3 superpowers:
berserk(superspeed and 10 times increased the firepower of the weapons)
time (is a timefreeze sphere but the time duration is 1 second and later give again timefreeze, that mean, pause and play, pause and play..........)
invulnerability
for this reazon the doom3 berserk was removed only for this skill, the rest of the skills is present.
the mod is for multiplayer too, but with some changes:
artifact on multiplayer only have 2 powers, the time power was removed, the rest are ok.
shotgun, supershotgun, machinegun and chaingun have other decorate, compatible with mp (skulltag have some problems with a_jumpifinventory and a_jump actions)
cyberdemon´s rocket was decreced his damage, now the player recive only the 60% but the speed of the rocket was increased to 40
bruiser is now more dangerous, your first encounter with him he attack you so fast (+alwaysfast) but later he is calm and change to +missileevenmore, his fireball is faster and powerfull.
sawyer and commando tentacle never enter to pain state when he enter to attack state.
shotgun increased a little his firepower.
supershotgun increased his firepower too, can kill with 1 shot to: revenant, cacodemon or archvile like doom3 now is more demaded, is very usefull like standar weapon but at the same time to far distances lose his accuracy and precision.
dead bodies are more present now, for artifact.
fixed the shotgun and bfg bug thanks to dbthanatos.
archvile now have the same doom3 attacks thanks to dbthanatos for the code.
disadvantages:
the weight, 347 mb the wad, 247 mb the rar
only for simply wads without scripts, decorate, etc.....
wads with a lot of monster and at the same time attack you will be lag as hell
some multiplayer bugs from skulltag.
max players 2
thanks to dbthanatos and team, and other guys as Neuralstunner for respond me all my questions and similars..more details on the readme...
video:
download link:
http://www.moddb.com/mods/doom-3-weapon ... /volume-46
////////////////////////////////////////////////////////
a new patch for volume 4.6
is a single wad only change some codes
Spider Mastermind decreced a few his scale and he cant enter to pain state.
Maggot decreced his health for ultraviolence (resurrection) and nightmare
Machinegun Chaingun fixed the minimal ammo for enabled the yellow bar from
the hud.
BFG-9000 reaction is like the rocket launcher, so be carefull! dont use the
BFG so close to a monster or wall/floor/ceiling.
Grabber fixed some bugs.
Commando chaingunner decreced his damage and the speed of the chisps.
Changed some properties of the skills:
Pure evil is now called "resurrection".
Revenge of evil is now called "ultimate", this skill was decreced the
damage factor for the player now is 1.8
added the flag "clientsideonly" for trails, smokes, dead bodies; this is for enhance the multiplayer experience, decreasing the lag and involuntary kicks.
removed the stbar2. pd: still compatible with skulltag and gzdoom.
pd: still compatible for gzdoom and skulltag.
download link, patch 4.9
http://www.moddb.com/mods/doom-3-weapon ... per-doom-3
the changes are:
fixed the machinegun global sound on multiplayer.
chaingun hold more faster. shotgun is more powerfull.
fixed the bug of the casings on multiplayer
increased the probability of found chaingunners in a map (including doom1).
revenant can also appear on doom1 mods.
Last edited by DOOMERO-21 on Sun Nov 10, 2013 9:32 pm, edited 18 times in total.
Re: Super DooM3 mod (volume 5)
Sweet! keep working on!
Re: Super DooM3 mod (volume 5)
This looks pretty damn ass-kicking.
Keep it up, man. I want to play this NOW.
Keep it up, man. I want to play this NOW.
- qwerqsar
- Posts: 236
- Joined: Sat Jun 02, 2007 10:06 am
- Location: The beautiful Anahuac (A mexican kind of Midgard)
- Contact:
Re: Super DooM3 mod (volume 5)
I... liked... this... a LOT.
Keep it up, I liked the cyber above all.
Keep it up, I liked the cyber above all.
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Super DooM3 mod (volume 5)
NICE!! Superb fluid animation as always!
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Super DooM3 mod (volume 5) and 4.5 release for July 2010
Do you think you could post some screenshots of the mod?
It's not your fault, but it's really hard to tell the quality of your monster models with all the artifacting present in Youtube clips.
EDIT: Well, things are a bit easier to see in the spider demon vid. Never mind.
It's not your fault, but it's really hard to tell the quality of your monster models with all the artifacting present in Youtube clips.
EDIT: Well, things are a bit easier to see in the spider demon vid. Never mind.
- chronoteeth
- Posts: 2663
- Joined: Wed Sep 08, 2004 1:29 pm
- Preferred Pronouns: It/Its
Re: Super DooM3 mod (volume 5) and 4.5 release for July 2010
I dont mean to be a butt, but how many doom 3 mods are out there already?
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Super DooM3 mod (volume 5) and 4.5 release for July 2010
well i guess i maked 4 doom3 mods before of this the others are doom3 weapons from chaos + doom3 weapons from mauricio rocks + doom3ongzdoom by fabio and mauricio + doom3 weapons mod by alphaent2, etc,etc...but my mod is the most complete, added the grabber (work as the same grabber on roe), soulcube, artifact and the rest of the weapons, 3 playerclasses: doom (with souclube), phobos(with artifact) and baker (with machinegun), doom3 monsters and missings like spidermastermind, arachnotron, pain elemental and baron of hell....chronoteeth wrote:I dont mean to be a butt, but how many doom 3 mods are out there already?
ok screenshots:
- Attachments
-
- baron of hell, not completed yet working the decorate.
- BOHRA1.PNG (35.27 KiB) Viewed 59270 times
-
- spider demon e3m8 map
- Screenshot_Doom_20100509_183810.JPG (40.75 KiB) Viewed 59270 times
-
- here using the grabber and returning back the rocket of the cyberdemon.
- Screenshot_Doom_20100509_183730.JPG (35.28 KiB) Viewed 59270 times
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Super DooM3 mod in progress
Great job, DOOMERO.Looking forward to playing your mod even thought it probably will be 300mb.
- DBThanatos
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
- Contact:
Re: Super DooM3 mod in progress
A price Im willing to pay.
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Super DooM3 mod (released)
ok, i released the volume 4.5 go to the first post, is compatible with skulltag 0.98 c and gzdoom lastest version (but with a patch).
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: Super DooM3 mod (released)
It says the files are temporary unavaible...