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Commander Doom (v1.1)
Filename: commander_doomv11.zip


Size:
Version:
Developer:
Downloads:
Date Added:
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30.98 MB
v1.1
Hellborg
1898
02-17-2007
Mods > Single Player


Average User Rating: 8
Number of Votes: 15
Related Files:
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5 Other Files by Hellborg:
- Rotoscope Cartoon Shader (v1.3.1)
- Ninja Tournament (v1.2)
- DungeonDoom (v8.2)
- Commander Doom (v1.2)
- Commander Doom (v1.2 | Update)

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Commander Doom (v1.1) - File Description  


Description:
An all-out war broke out in hell, and you, COMMANDER DOOM are right in the middle of it! Will you and your demonic hellspawn send the diabolic bastards into oblivion?

That statement could be enough to make anybody want to download and play this map! ...But, for those of you that want a little more:

Commander Doom starts at your base, from which you can summon demons to fight in your cause. In order to spawn allied demons, you need to capture control points, which are distributed across the map. You can use a little radar on the HUD to orient yourself among the control points, bases, enemies and allies. Capturing control points earns you increased flux of credits, which can be used to buy upgrades. Control points can only be captured, if no emeny units are nearby.

The goal of each game is to successfully destroy the enemy base(s). To destroy the enemy base, you will need to locate the generators, and destroy them (make sure to hit the generators at their weak spot). ...Sounds pretty easy, eh? (If you just answered 'yes', boy, are you going to be surprised!

    You can choose from two different maps with four different difficulty settings:
  • Map1:
    • Opposing Bases is much easier to beat from a strategic point of view.

  • Map2:
    • Center Heat is tough to beat even on normal difficulty and requires more optimized strategic thinking.


Some changes in this version include:
  • Improved GUIs
  • Improved tactical control
  • Less predictable and more coordinated enemy spawning




    Refer to the readme for more information.



  • Commander Doom (v1.1) - Screenshots  
    Screenshots:
    Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge


    Commander Doom (v1.1) - File Download Options  

    Primary Download Locations:
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    Download from Worldwide Mirror by FileFront Download Commander Doom!



    Commander Doom (v1.1) - Readme  
    Readme File:
    **************************************************************
    Commander Doom 1.1 - 1/17/06

    Leif Dehmelt -- leif@gravity-music.net
    **************************************************************

    http://dungeondoom.d3files.com/commander_doom/

    requirements:

    -a Windows based PC capable to run standard Doom3.
    -Doom3 full version 1.3

    To run:

    -copy contents into Doom3 folder
    -double click commander_doom.bat
    -choose map1 or map2
    -enjoy the game!

    **************************************************************
    What's new in v1.1:

    -musical score.

    -improved GUIs

    -improved tactical control

    -improved enemy AI

    -additional custom sounds

    -less predictable and more coordinated enemy spawning

    -improved 'center heat' map

    -new 'control room' map

    -many cosmetic fixes


    **************************************************************
    Synopsis:
    **************************************************************

    An all-out war broke out in hell, and you, COMMANDER DOOM are
    right in the middle of it! Will you and your demonic hellspawn
    send the diabolic bastards into oblivion?

    **************************************************************
    Gameplay instructions:
    **************************************************************

    You can choose from two different maps with four different
    difficulty settings. MAP1: Opposing Bases is much easier to
    beat from a strategic point of view. MAP2: Center Heat is
    tough to beat even on normal difficulty and requires more
    optimized strategic thinking.

    A game of Commander Doom starts at your base, from which you
    can summon demons to fight in your cause. In order to spawn
    allied demons, you need to capture control points, which are
    distributed across the map. You can use a little radar on the
    HUD to orient yourself among the control points, bases,
    enemies and allies.

    Capturing control points earns you increased flux of credits,
    which can be used to buy upgrades. Control points can only be
    captured, if no emeny units are nearby. Press TAB to reach the
    tech tree, which offers various units and weapons, as well as
    base extensions and allied units. To buy a base extension,
    click on the corresponding double arrow in the tech tree. The
    upgrade will reveal additional units in the tech tree
    interface. To buy units/weapons click on the corresponding
    button.

    By pressing the 't' button, you can enter the tactical screen,
    which allows you to command your troops to selected targets.
    To send one of your allied units towards a control point,
    first click on the ally in the enlarged radar map, and then
    click on the control point of your choice. You can also
    command your allies to attack selected enemies.

    The goal of each game is to successfully destroy the enemy
    base(s). To destroy the enemy base, you will need to locate
    the generators, and destroy them (make sure to hit the
    generators at their weak spot). The generators are usually
    guarded by machinegun turrets. The enemy turrets can be
    destroyed, but they respawn after a given delay.

    Building units needs to be planned carefully. Only one unit
    (turret, ally, base extension, etc.) can be built at a time.
    Successful assault of the enemy base requires a well balanced
    and well timed combination of units and powerups.

    If you get killed, or if all control points are held by your
    opponent for 60sec, you loose the game. If your opponent
    destorys your main base, you cannot spawn any additional
    allies or upgrades. If you hold all control points for 60sec
    you recieve a megahealth powerup.

    Control summary:

    'Q' : buy medkit
    'E' : buy ammo for current weapon (price varies with weapon
    type

    'TAB': enter tech tree/upgrades interface
    'T' : enter tactical interface

    **************************************************************
    Instructions for Mappers:
    **************************************************************

    -the worldspawn entity must contain the entry 'datafile',
    which points to a set of definition files containing map
    specific properties, such as enemy units and spawning
    frequency or unit costs. Four different definition files
    with an appended number corresponding to the difficulty
    (0,1,2 or 3) must be present for each map.

    -the map must contain the following standard entities

    the homebase:

    "classname" "func_homebase"
    "name" "home_base_attractor"

    the positions of homebase extensions:

    "classname" "func_static"
    "name" "player_extspawn1"

    the position of ally spawning:

    "classname" "func_static"
    "name" "player_spawn"

    the position of ally turret spawning:

    "classname" "func_static"
    "name" "player_towerspawn1"

    the enemy bases:

    "classname" "func_enemybase"
    "name" "enemy_base_1_attractor"

    the position of enemy spawning:

    "classname" "func_static"
    "name" "enemy_spawn1"

    the position of enemy turret spawning:

    "classname" "func_static"
    "name" "monster_towerspawn1"

    the position of control points:

    "classname" "func_static"
    "name" "control1"

    ... more sequentially named entities can be placed - the
    total number must confirm with the number setup in the
    datafile definition.

    Notes:

    a) For proper AI movements, any models should be filled with
    world geometry as close to the model surface as possible,
    otherwise monsters will try to shoot through them.

    b) vis_portals in func_doors blocked the AI movement towards
    beacons (not towards enemies though) making the AI very
    inefficient. Vis_portals next to door were fine though and
    still able to block off the hidden geometry.

    c) I tried some alternative ways to spawn enemies on
    func_movers to avoid having them appear out of nowhere, but
    anything else than spawning enemies on worldspawn kept them
    from efficient pathfinding.

    d) in the current version, the performance bottleneck is the
    number of certain monsters and fighters. Soldiers are the most
    performance hungry entities, followed by imps, which are a bit
    lighter. Maggots and Morgue zombies are pretty light and can
    be spawned in larger numbers. Keep this in mind if you edit
    the monster spawning probabilities.


    Please contact me, if you wish assistance for making a map for
    this mod.


    **************************************************************
    Credits:
    **************************************************************

    -The lifebar gui and programming were done by SnoopJedi

    -All other aspects of gameplay and mapping were done by
    Hellborg

    -musical score is from www.gravity-music.net


    Commander Doom (v1.1) - User Comments  
    The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

    Total comments: 30 | Last comment: 05-29-2007 at 22:37

    Click the Expand symbol to expand all comments (view full comments)

     Expand#1 - Posted by: The_New_Shit (Member) - 02-17-2007 at 08:40

     Expand#2 - update to 1.3.1 - Posted by: hellborg (Member) - 02-17-2007 at 09:25

     Expand#3 - kool - Posted by: Curtalert (Member) - 02-18-2007 at 05:56

     Expand#4 - Posted by: Curtalert (Member) - 02-18-2007 at 05:59

     Expand#5 - Posted by: john1231 (Member) - 02-18-2007 at 22:23

     Expand#6 - Posted by: hellborg (Member) - 02-19-2007 at 01:58

     Expand#7 - The BIG problems with the 1.31 patch !!! - Posted by: dafama2k7 (Member) - 02-19-2007 at 08:25

     Expand#8 - I think that this mod is a GREAT and HARD work !!! - Posted by: dafama2k7 (Member) - 02-19-2007 at 08:28

     Expand#9 - D3 exes for anyone with problems when using older mods with v1.31 patch ! - Posted by: dafama2k7 (Member) - 02-19-2007 at 08:45

     Expand#10 - I will remove this d3exes.zip in a week !!! - Posted by: dafama2k7 (Member) - 02-19-2007 at 08:47

     Expand#11 - Posted by: hellborg (Member) - 02-19-2007 at 11:44

     Expand#12 - I will remove this today !!! - Posted by: dafama2k7 (Member) - 02-20-2007 at 07:20

     Expand#13 - Now, it's removed !!! - Posted by: dafama2k7 (Member) - 02-20-2007 at 07:22

     Expand#14 - Posted by: dynablade223 (Member) - 02-20-2007 at 11:16

     Expand#15 - Didn't work - Posted by: alexleal (Member) - 02-20-2007 at 15:49

     Expand#16 - Posted by: hellborg (Member) - 02-20-2007 at 18:31

     Expand#17 - Posted by: dynablade223 (Member) - 02-21-2007 at 05:37

     Expand#18 - Error message - Posted by: alexleal (Member) - 02-21-2007 at 15:51

     Expand#19 - Posted by: john1231 (Member) - 02-21-2007 at 19:28

     Expand#20 - Posted by: hellborg (Member) - 02-21-2007 at 20:44

     Expand#21 - Help with controls - Posted by: N_Hell_Follows (Member) - 02-21-2007 at 21:39

     Expand#22 - Posted by: hellborg (Member) - 02-22-2007 at 01:17

     Expand#23 - Posted by: The_New_Shit (Member) - 02-23-2007 at 12:15

     Expand#24 - nice! - Posted by: evilspecialist (Member) - 02-26-2007 at 15:34

     Expand#25 - I am reading the MicroMania magazine and... - Posted by: dafama2k7 (Member) - 02-27-2007 at 09:25

     Expand#26 - This Rocks! - Posted by: The_New_Shit (Member) - 02-27-2007 at 11:40

     Expand#27 - can someone send me the full download thx - Posted by: kanton5 (Member) - 03-04-2007 at 00:50

     Expand#28 - Posted by: Thenewbie (Member) - 05-08-2007 at 04:29

     Expand#29 - crapola! nead help, - Posted by: Jimmma (Member) - 05-22-2007 at 19:34

     Expand#30 - Posted by: hellborg (Member) - 05-29-2007 at 22:37



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