
Welcome to my 17th mod, and 25th contribution to the forums overall!
After the release of Carnivore Disaster, it was inevitable that i would, once again,
either mention Dino Crisis in a mod or, make a weapon mod based on this game i love so much.
And today, you'll be able to fully immerse in this universe either as Dylan or Regina,
score points, chain combos and buy your weapons, just like the original game.
And, like any Cosmobyte™ mod, you can do that in Heretic, Hexen or even Chex Quest,
and also, you can fuse this mod with whatever monster pack or mapset you have in mind!
Doom is fabulous for its tremendous amount of possibilities.

Now, let's go to the presentation, because there's lots of things to talk about!
Spoiler: GAMEPLAY
In Dino Crisis 2, action takes over instead of Survival Horror like in the previous game.
And most of the mechanics you see in Dino Crisis 2 are here!
Shop
First and most important of all: In this mod, you earn points by killing monsters.
with these points, you can open your shop (don't forget to bind a key in Extra Crisis!)
and buy all kinds of items you need using said points. To help you even further,
you can earn extra points for killing all monsters, finding all items and all secrets!
And, if you manage to kill all monsters in the stage without taking a single hit, you'll
earn 10000 extra points!
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Sub-Weapons
Like the normal weapons, you can also use sub-weapons to defend yourself.
Each character starts with their usual weapons (Dylan starts with the machete
and Regina starts with her Stun Gun), but not only you can buy more weapons,
but you also can buy the Machete and Stun Gun enhancements!
To use your new sub-weapons, bind your keys in the "Extra Crisis" menu!
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Combo
When killing more than one monster in a short space of time, a combo counter
will appear on the screen. The more monsters you kill, the higher your score.
Unlike Dino Crisis 2 (that uses a percentage-progressive formula for combos), this mod
gives you 300pts for each monster when you start a combo (a single monster gives you only 100).
In order to bring the "No Damage Bonuses" from the original game,
you can earn 100 extra points for each monster in the combo (after you killed 5 monsters) if you manage to
finish the combo without taking any damage!
Also, as a "fair play" measure, you won't lose your combo if you take damage,
unlike in the original game! So even if you get hurt, you'll still be able to chain long
combos for higher scores.
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"Step"
The original Dino Crisis 2 had an "obscure" mechanic
(that for some reason the game left off by default), called "Step",
where you can dodge from enemy attacks manually.
In the original game you had to hold the step key and press to either left or right
(there's no backdash or front dash). In this mod, i decided it wouldn't be a practical
approach (after extensive testing), so i decided to make it so you just need to tap
the right or left key twice.
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Ammo Expanders
In the original game, these were called "Cartridges", and they are used to extend your maximum
ammo capacity for a weapon of your choice. The prices don't change values from Normal to Hard mode (in the PlayStation version, at least),
and it becomes a rather useful feature for when you want to grind for more points and chain more combos.
Bigger packs are expensive, but an economical alternative to smaller packs in exchange for more ammo.
The prices seen in the mod are double the value of the original game for fair reasons that involve playtesting.
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Prices
Not much as a gameplay tip, but rather a disclaimer about the prices chosen for the items and weapons.
For reference:
*Weapon prices are the same as the ones from "Hard" mode;
*Ammo expanders are twice their original values as mentioned before;
*Recovery items are the same prices as the Prototype Version presented in E3 2000
*Tools are mostly based on playtesting and fair play necessity;
*Munitions (a new category we'll talk about below), are packs with half the original
weapon capacity, costing half the price of the cheapest ammo expander (which happens to be the same value from the original game).
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Munitions
In the original Dino Crisis 2 game, you can only buy bullet by bullet in the shop,
and you don't find any ammo drops nor the game recharges your weapons.
But since this is a Doom mod, you have to be generous,
and i created this category to avoid leaving players with scarce drops, or depend entirely
on their score, after all this is more action-packed, rather than survival horror.
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Spoiler: ARSENAL
The entire arsenal is here, and you can use all weapons from the original game!
So let's see what each class uses!
Dylan
Dylan's arsenal is strong but slow, and provides an easier start for players.
Machete
Large Knife, used to slash close range enemies and distance yourself from them.
Shotgun
It shoots scatter shots.
Capable of shooting enemies both close range and wide range.
Solid Cannon - 36000pts
Destroys cells by way of vibration.
Effective for a few seconds even after initial fire.
Antitank Rifle - 76000pts
Penetrates through almost anything.
The recoil is so tremendous you'll have to stop and fire.
Rocket Launcher - 100000pts
The most destructive weapon.
However the recoil action is too large to fire rapidly.
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Regina
Regina's arsenal is fast, but a bit weaker. She might have a harder start.
Large Stungun
The gun puts out a high voltage shock,
immobilizing the enemy.
Hand Gun
Has a very small recoil action.
You can fire the weapon even while you're running.
Submachine Gun - 24000pts
A light-weight weapon, held in both hands.
Shoot even while running. However fire power is meager.
Heavy Machine Gun - 70000pts
Rapid-fire and power are the features of this large-sized machine gun.
Fire while you walk.
Missile pod - 100000pts
Fires 3 homing rockets at once.
The most powerful weapon overall.
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Weapons used by both classes
Flame Launcher - 16000pts
Launches wide range blazes.
Effective on certain kinds of plants.
Fire while you walk.
Firewall - 10000pts
It creates a wall of fire, enabling you to avert from frontal attacks.
Chainmine - 24000pts
Fires 5 mines into the ground,
blasting them instantaneouly and turns the enemy on its back.
No, i will NOT add the Underwater weapons.
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Spoiler: ITEMS
This mod has repurposed items to adapt to the new scenario, so here's a quick rundown of what is avaiable:
Recovery
Health items to aid you in the stage. They can be both found and bought, in case of emergency.
Hemostat - 100pts
Recovers 1 Health Point, but you can stack them over your normal health.
Med Pak S - 1000pts
Recovers 15 Health Points.
Med Pak M - 4000pts
Recovers 35 Health Points.
Med Pak L - 6000pts
Recovers 100 Health Points.
Resusc. Pak - 10000pts
Recovers 200 Health Points.
(No, it does not resurrect you).
An. Aid - 30000pts
This new item can be bought in the "Recovery" section (or found in berserk spots) and triples your damage
for a short period of time! Use it to your advantage.
Inner Suit - 20000pts
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In the original game, they stop the bleeding. Here, they recover 100 armor points.
Light-weight Armor - 35000pts
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In the original game, they halve the damage you take. Here they do the same thing and give you 200 armor points.
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Powerups/Tools
Powerups with special properties to give you advantage in battle.
Ammo Valise
Works like the backpack. Recovers a considerable amount of ammo.
Gas Mask - 10000pts
Allows you to travel through toxic places without taking damage for 90 seconds.
EPS Platinum Card - 50000pts
Like in the original game, this card provides infinite ammo for all weapons.
(not for the rest of the game, only 35 seconds).
Invulnerability - 50000pts
Makes you invulnerable for 45 seconds, can also be bought.
(it might look ridiculous, but picture that it can help you chain gigantic no-damage combos and rampage through the stage).
Local Map - 20000pts
Reveals all the map for you for the rest of the stage.
Lighter - 10000pts
Lightens the scenario and illuminates dark places for 60 seconds.
Mystery Wheel (Heretic and Hexen only)
Allows you to fly through maps, like the usual flight powerups.
In Heretic it works for some seconds, and in Hexen it works for the rest of the hub.
Heavy Blade/Power Battery - 30000pts
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Both these pickups enhance your main sub-weapon greatly. They might be a good thing to buy in the beginning!
Score Coins (Heretic and Hexen only)
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Coins that replace weapon pickups in Heretic and Hexen, giving 1000, 3000 and 5000pts.
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Spoiler: MAPS AND ADDONSDOWNLOAD IT NOW!
Carnivore Disaster!
This sub mod is already packed with the normal weapons mod, but it won't hurt to post it twice, in case you lost the file.
Like i said before, you don't really need this to play the main mod, and you can do all sorts of combinations, but, what is Dino Crisis without dinosaurs?
Dino Rampage by alb800
Another dinosaur-themed pack that inspired me to do Carnivore Disaster as well as this weapon mod! Stay tuned on it because alb800
is constantly updating this mod!
Dino Crisis 1 Menu Sounds!
This pack turns normal menu sounds into the ones heard in Dino Crisis 1.
Curiously, that's how the E3 demo from 6 months before release was shown to the public.
Check also both Dino Crisis music packs in this thread!
Music pack with tracks from Dino Crisis 1, Dino Crisis 2 and Dino Stalker!
MAPS:
Operation Ibis Island!
A faithful recreation of the first Dino Crisis map made by Laser-Doom! Includes puzzles and even the beloved laser traps. Enjoy!
(Maps that require Plutonia.wad!)
Urania
DaWill
Cydonia
SkePland
Plutonia 2
Jungle Spirits
Plutonium Winds
The Green Machine
Plutonia: Revisited Community Project
Plutonia: Revisited Community Project 2
(Maps that don't need Plutonia.wad)
Ozonia
Avactor
Vanguard
Lost Civilization
Brotherhood of Ruin
Brotherhood of Ruin: The Lost Temple