ULTIMATE SUPER DOOM 3 MOD [RELEASED] + patch 4.9

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ULTIMATE SUPER DOOM 3 MOD [RELEASED] + patch 4.9

Postby DOOMERO-21 » Fri Mar 19, 2010 6:08 pm

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.
Last edited by DOOMERO-21 on Sun Nov 10, 2013 9:32 pm, edited 18 times in total.
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Re: Super DooM3 mod (volume 5)

Postby lolwut? » Fri Mar 19, 2010 6:41 pm

Sweet! keep working on!
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Re: Super DooM3 mod (volume 5)

Postby Sonnyboy » Sat Mar 20, 2010 9:49 am

This looks pretty damn ass-kicking.


Keep it up, man. I want to play this NOW.
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Re: Super DooM3 mod (volume 5)

Postby qwerqsar » Sat Mar 20, 2010 5:13 pm

I... liked... this... a LOT.
Keep it up, I liked the cyber above all. :)
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Re: Super DooM3 mod (volume 5)

Postby DOOMERO-21 » Mon Mar 22, 2010 5:06 pm

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Re: Super DooM3 mod (volume 5)

Postby scalliano » Mon Mar 22, 2010 5:23 pm

NICE!! Superb fluid animation as always!
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Re: Super DooM3 mod (volume 5) and 4.5 release for July 2010

Postby DOOMERO-21 » Sun May 09, 2010 10:13 am

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Re: Super DooM3 mod (volume 5) and 4.5 release for July 2010

Postby amv2k9 » Sun May 09, 2010 4:11 pm

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.
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Re: Super DooM3 mod (volume 5) and 4.5 release for July 2010

Postby chronoteeth » Sun May 09, 2010 4:19 pm

I dont mean to be a butt, but how many doom 3 mods are out there already?
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Re: Super DooM3 mod (volume 5) and 4.5 release for July 2010

Postby DOOMERO-21 » Sun May 09, 2010 4:30 pm

chronoteeth wrote:I dont mean to be a butt, but how many doom 3 mods are out there already?


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....

ok screenshots:
Attachments
BOHRA1.PNG
baron of hell, not completed yet working the decorate.
BOHRA1.PNG (35.27 KiB) Viewed 40482 times
Screenshot_Doom_20100509_183810.JPG
spider demon e3m8 map
Screenshot_Doom_20100509_183810.JPG (40.75 KiB) Viewed 40482 times
Screenshot_Doom_20100509_183730.JPG
here using the grabber and returning back the rocket of the cyberdemon.
Screenshot_Doom_20100509_183730.JPG (35.28 KiB) Viewed 40482 times
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Re: Super DooM3 mod in progress

Postby DOOMERO-21 » Mon Jul 12, 2010 10:08 pm

http://www.youtube.com/watch?v=zU2U3Iog424

new progress:

archvile
mancubus
revenant
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Re: Super DooM3 mod in progress

Postby Chronos » Wed Jul 14, 2010 11:42 am

Great job, DOOMERO.Looking forward to playing your mod even thought it probably will be 300mb. :D
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Re: Super DooM3 mod in progress

Postby DBThanatos » Wed Jul 14, 2010 11:45 am

A price Im willing to pay. :P
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Re: Super DooM3 mod (released)

Postby DOOMERO-21 » Fri Sep 03, 2010 1:25 pm

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).
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Re: Super DooM3 mod (released)

Postby Princess Viscra Maelstrom » Fri Sep 03, 2010 1:30 pm

It says the files are temporary unavaible... :(
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