[Register] [661943 Members] [3099 Online; 220 Members, 2879 Guests]  
Doom 3
File Search


Click Here for Advanced Search Options



Doom 3 Downloads > Mods > Weapons:
Battle Ready Mod (1.2)
Filename: battle_ready_v1_2.zip


Size:
Version:
Developer:
Downloads:
Date Added:
Type / Category:
2.61 MB
1.2
Trojanman190
2260
08-17-2004
Mods > Weapons


Average User Rating: 7.3
Number of Votes: 18
Related Files:
Latest 5 Mods > Weapons:
- Super Weapons (1.0)
- ROCKY DOOM 3 (1.0)
- Frying Pan Rampage (1.0)
- Signal Weapon (1.0)
- Oldskool Plasmapak (v1.1)

5 Other Files by Trojanman190:
- BattleReady (v1.6)
- Marine Face HUDs
- Battle Ready (1.5)
- Detailed Doom3
- RealWounds for BattleReady (1.3 & Up)

Unlimited Free File Hosting

 Join our Vent Server


 Find Lowest Prices
 » DOOM 3 (PC)
 » DOOM 3 (XBox)
 » Resurrection of Evil (PC)
 » The Making of DOOM 3
 » Official Game Guide

 Site Info
 » Home Page
 » Latest Poll
 » Forums

 The News
 » Headlines
 » Latest Items
 » Archives
 » Submit

 The Files
 » Latest Entries
 » Submit
 » Search
 » Browse
     - Hosted Mods
     - Maps
     - Media
     - Mods
     - Official Releases
     - Resurrection of Evil
     - Skins
     - Supported Mods
     - Utilities
     - More...

 The Poll
 » Archives
 » Submit

 The PotD
 » Archives
 » Submit

 Modifications
 » List
 » Download

 Resurrection of Evil
 » Articles
 » Gallery
 » GameFAQs

 DOOM 3

 Single Player
 » Overview
 » Monsters
 » Weapons
 » Screenshots
 » GameFAQs

 Multi Player
 » Overview
 » Game Modes
 Features
 » FAQ
 » Articles
 » Interviews
 » Cheats
 » Tweak Tips

 The Community
 » Links
 » Mapping Tutorials
 » Forums
     - General (D3)
     - General (D1/D2)
     - Modding/ Editing
     - Modeling/Skinning
     - Clans
     - Technical Help
     - Off Topic

 About DOOM 3 Files
 »
 » Site Staff
 » Link to Us

 Rate Us!





Battle Ready Mod (1.2) - File Description  


Creativity: 10
Installation Instructions: 9

Overall Rating: 9.5

Description:
This mod tweaks several aspects of the game and the list of changes is fairly impressive. One of them you may especially like is the flashlight that is given a larger beam smile However, the author also states that the mod will make the game much more difficult: "I thought the original difficulty below nightmare was pie" -> Will you be up for the challenge?



Battle Ready Mod (1.2) - Readme  
Readme File:
BattleReady v1.2
8-17-2004

*******WARNING********

USE AT YOUR OWN RISK

If your machine blows up, its your fault.
[Your machine will not blow up, its just a disclaimer]

Also... THIS MOD IS VERY VERY HARD!!!!!!
I thought the original difficulty below nightmare was pie.

****END OF WARNING****

Recommendations:
Trent Reznor's sound pack - It adds A LOT to the game experience.
Ultra-Extreme-Quality-MOD - VERY IMPORTANT. This SHOULD have been in the game!

Eventually I may pack those above with the mod but for now they are seperate.


Installation:
Its probably a good idea to uninstall pervious versions of this mod
before you use this one. If you want to keep your save games, you have to go
into the old versions mod folder and copy the saved game folder before you delete
the mod folder. After you install the new mod, pop the saved games folder in there.
>OR<
Simply delete the pk4 from the previous version and replace it with the new version.
Since this is a new version of the mod you will have to restart whatever level you were
on. Im not sure why Doom3 does this but it does.
This new version of the mod changes MANY things. Gameplay is very different.
It is best to start a new game when first installing this version.

1. Unzip to your DOOM3 directory.
2. Start DOOM3.
3. Select 'BattleReady v1.2' from the mods list.
4. Enjoy.

What it does:
Weapons changes. ----------------------------------------------------------
1. Fists - A lot weaker. No more taking out imps with your fists.
The original damage for the fists was 2 to 3 times more powerful
than the pistol. I thought this was kinda funky and made the fists
very weak. The power up should still work.

2. Pistol - More powerful, shoots slower, has a smaller clip, and is
somewhat inaccurate. Moddled kinda after a desert eagle.

3. Shotgun - Shoots slower, reloads slower, but is MUCH more powerful.
I did this by narrowing the pellet spread and upping the number of
pellets by about 50%. It should be pretty badass now. In the future,
I may change this weapon and give it a slug and make the bullet wound
simply massive. --RevNote-- In BRv1.1, you could kill a hell knight
in 3 shots. I toned this town because that was dumb. Shotgun is
still very powerful, just not as unbalanced.

4. Machine gun - In the first version of this mod I made it so the machine
gun had a firing rate of 22 rounds per second. That was much and was
was very insane but did not fit well into my future plans for this mod.
See the chain gun to find out why. Basically, in this verison of BR,
the machine gun is pretty close to its default version. It still shoots
a bit faster and it now has a 50 round clip. [60 seemed to high, 40 seemed
to low]

5. Chain gun - Large clip of 150 rounds and a lowered damage due to
the increased speed. The chain gun does damage slightly higher than the
machine gun. It is more powerful because it fires at manytimes the speed.
I felt that a chaingun should just be a faster machinegun. Its A LOT faster.
On a tangent, most people will remember that there is no machine gun
in the original doom. This is because the chaingun fills in that spot.
By adding a machine gun to DOOM3, things had to change a little, but
they didnt. The chaingun is an underpowered and slow weapon as it is
basically just like a super machine gun. That is not what a chain gun
is or should be.

6. Grenades - No changes.

7. Plasma gun - Better Damage. A slight spread on the plasma shots now.
Fires faster and the plasma moves faster. [You should barely be able to notice
the speed differences if at all.]
Also, the weapon should glow a little bit.

8. Rocket Launcher - Just a bit more powerful. Fires a little bit slower.

9. Soul Cube - No changes.

10. BFG - A lot more powerful. Looking at the stats it had... it seemed very pathetic.

11. Flashlight - It SHOULD have a wider beam. Also, it is a lot weaker
[Down to 10 damage from 40, 40 is NUTS for a flashlight!]


Monsters. ----------------------------------------------------------

1. Cacodemon - Slower and tougher. It's plasma shot is also a lot slower, but
does a lot more damage. [I miss the original cacodemons... *sniff*]

2. Revenant - Slightly stronger. Missiles do more damage.

3. Hell Knight - MUCH stronger. Does MUCH more damage. Dont get to close,
his close range attacks are VERY strong now.

4. Mancubus - Stronger, more damage.

5. Imp - Better damage.

6. Gun wielding zombies - Dish out more damage.

7. Monsters take much longer to burn away.

8. All lowerclass zombies are much tuffer [200% of original] and do more damage.
I had the image of a zombie advancing through a corridor and absorbing bullets like crazy...
The pistol is the zombie killer in this mod. If I find that it unbalances things ill
drop the pistol's firepower. Right now, a horde of zombies is actually something that you
should fear.





General.----------------------------------------------------------

1. All ammunition pick ups have been changed to reflect the changes done to the
weapons. Basically, that means more ammo to go around.

2. The lighting effects for weapons and monster plasma has been increased. I would
have loved to have upped the lighting for a perfectly realistic and well lit
fire fight but during testing I got complaints that things got very choppy. THis
is also why the chaingun is not as 'insanely' fast as you may have been expecting.
The game just cant take certain things.

3. Bullet casings will stay on the ground for a long time, pretty cool effect indeed.
The same goes for the debris from explosions.

4. I am using Fragger's new doom3 splash screen.

5. New particle effects [Most notable on chaingun. Thanx to the Enhanced mod]

6. Health and armor go up to 200. [You will need it!!!]

Blood and Gore.----------------------------------------------------------

Gibbing is gone. I havent been able to figure out how to make the gibs stay
so I removed it alltogether.

Blood stays longer.

I redid the bullet hole effect that Tropezator made. I think his is great so I improved
upon it slightly.

Also, i noticed that the plasmagun did not leave a wound decal and that if it was to leave one,
there is no decal in the game suitable for a 'plasma burn.' So i used the knowledge I gained
from editing Tropezator's decal and made my own plasmaburn decal. My only question is,
where the hell do I store the normal map file and how do i link to it? i searchd for ages but
never found out how to do it. My personal thought, ID did not put bump mapping into bullet
wound decals. Thats probably why the ones in farcry own so much compared to Doom3. Im probably
gona attempt to add bump mapping to the wounds in later releases.

Sounds. -------------------------------------------------------------------

The opening menu music is a remix of Episode 1, level 3. I couldnt find the author
so hopfully there wont be any problems. For the record, I DID NOT MAKE IT!

Right now I am using the sounds that Tropezator shipped with his release of doomer.
[Tropezator, if you have any problems with that then please let me know. Props for the
great sounds.]

I recommend the Trent Rexnor sound pack, it adds a lot ot the game.

Future Thoughts.----------------------------------------------------------

1. Make gibs stay!
2. Make variations in the decals.
3. Add blood pools.
4. Make decals [blood spatter, bullet holes] permanent. [I made them longer...]
5. Make the shotgun fire single slugs. [Im toying with the thought...]
6. Anyhting people suggest and I find cool. =)
7. Add the little dude's face at the bottom of the screen.
8. I may try to remap some of the levels and shove summore monsters in there.
That would make the download huge tho so right now it just isnt high on my list.

----------------------------------------------------------
Thanks to:

Fragger for his splash screen. Fragger is a God of mapping/skinning no matter
what anyone thinks. His skins for SoF2 rocked extremely hard and I am EXTREMELY
happy that he has started to work with Doom3. You can expect graet things from
that dude. [Hopefully he will let me use his splash screen lol!]

Tropezator who created the DoomeR mod. I used some sounds and bullets a decal.
I changed the decal a bit so i dont think that will be a problem but the sounds
I simply transplanted. If you have any problems with this, let me know and I
will take them out.

Gallius & Karmithius who created the Enhanced Mod. I did some code tranplanting.
If you dudes want me to take out what I used from you dudes please let me know.
Great work on the particle effects!

The changes I made in the code really werent that massive. Anybody with some freetime
can look thought the code and see the exact changes that I made. If anybody would like
to copy parts of this mod or include it into another mod please go right ahead. However,
I would like some credit tho.


Random Rant: The DOOM3 coders SUCK ASS at commenting.
Some comments on the minigun would have been REALLY nice...

If you have any questions, my email is Trojanman190@yahoo.com


Battle Ready Mod (1.2) - File Download Options  
Primary Download Locations:

 
Name:
Location:
Provided by:

Worldwide Mirror by FileFront
USA Central
FileFront.com

Download from Worldwide Mirror by FileFront Download Now! usa - USA Central
 



Battle Ready Mod (1.2) - User Comments  
The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

Total comments: 14 | Last comment: 03-17-2008 at 22:20

 #1 - Posted by: Trojanman190 (Member) on 08-17-2004 at 23:06
Please gimme your thoughts on this mod, its far from done. Something I forgot to put in the readme, I think I'm very close to getting the chainsaw to change skins when you kill with it. Not sure but I htink I can do it.

 #2 - Pretty cool - Posted by: veteran_gamer (Member) on 08-18-2004 at 13:25
My favorite part is I actually feel threatened by these deamons. I used to be charging at everything i saw head on, now i think twice of where i can find cover & what weapon is better, in the end i use the shotgun much less because i dont want to be close to the enemy. It's a really good mod. I can tell you must of edited the .defs or whatever over and over until it felt this balanced. I like itt. The gibs staying is definately a big plus if you can pull that off. Damage effects which you know im sure are sweet. I only played this mod for 5 or 6 levels, my question is with enemies like the hell knight, do the damage decals (bullet holes) dissapear after 10 or so shots to be replaced with new wound? As in, i shoot mr. hell knight 4 times in the leg, 5 times in the chest & 6 times in the face with my pistol, after i shoot his face up, do the bllet wounds on the leg dissapear to replace other wounds, arg im goin in circles, im sure you know what i mean, but yeah good job i like it, im looking forward to your next release. 9.9/10 dood.

 #3 - hey another thought - Posted by: veteran_gamer (Member) on 08-18-2004 at 13:27
ever thought of adding the grenade/flares into this without replace the frag grenade? maybe you could make it impulse 20 or osmething... set a limit of 3 so you have to use them wisely & not everytime you feel scared......just a thought.

 #4 - Posted by: Trojanman190 (Member) on 08-18-2004 at 22:09
In reply to number, blood wounds are replaced, not timed. Im not sure what the limit is but that is the reason why owning a hell knight witht he shotgun will not result in the kind of visible damage you were looking for. You know you wasted 150 rounds on him... but you can only see like 10.

As for the grenades, im thinking about lowering hte limit of carrable grenades very significantly. I dont like that flash idea because it makes very little sense to me. Lighting the entire room up with a flare grenade will take away a lot of the scare factor. The flare grendaes is a lot like adding a flashlight to a gun, it will change the game play a bit to much.


 #5 - How hard is hard? - Posted by: TommyB (Member) on 08-18-2004 at 23:12
I'm only a few hours into Doom3 and loving it - but have to agree that it's just too easy, which takes away a lot of the suspense.

This mod seems perfect, and so I'm v tempted to restart the whole game using it to get the pants-soilingly scary experience I was after from the start.

BUT - just how hard does this make the game? What setting should I put the in-game difficulty settings on in conjunction with this? I really don't want to get half way through and then realise that its all just too darn difficult with this mod so I can't get to the end!

Any advice on this? Thanks!!


 #6 - One more thing - Posted by: TommyB (Member) on 08-18-2004 at 23:29
Trojanman - completely agree about your point regaring the flares or the flashlight attached to the gun. Yes - it will be easier to spot bad guys and give them a barrel load of plazma where it hurts most, but this would take a lot away from the feel of the game. The scare factor comes from having to give up the comforts of the flashlight for near-blind firepower when things get nasty. Relying on muzzle flash and the faint glow of a light at the end of the corridor to see what's coming makes it far more intense.

Good call.


 #7 - Posted by: Trojanman190 (Member) on 08-19-2004 at 05:05
Exactly. The dudes at ID are not dummies... they definitely realized that in the far future there is gona be duct tape laying around, or there will be night vision or there will be something to lite stuff up. The inability to use a flashlight and a gun at the same time is a fear / suspense tool that I did not want to interupt.

In reply to the question about difficulty...
It is VERY hard. If you are a newbie and DOOM3 is your first fps then this mod is definitely not your bag. I made this mod because after awhile, your heart really isnt beating to fast and jumping imps and spawning hell knights just dont scare you anymore. You just blow them away like its routine. You CANNOT play that way in this mod. You will get owned. A pack of 5 or 6 zombies is actually something to worry about and a well hidden zombie with a machinegun can kill you from full health or seriosly wound you before you even know he is there. Those imps that started to get just 'annoying' WILL kick your ***** if you are not careful.
However, there are parts of EXTREME difficulty where you will think "I need freakin god mode or something, this is nuts!" I have tested several of these situations and after many quik loads I have beaten them. A good example is the first time you fight a hell knight [actually there are two in this instance]. The hell knights are MUCH stronger and deal MUCH more damage. A bite from one will pretty much kill you... to top it off you fight them at fairly close range in a room that is fairly hard to navigate and yet, duz not offer much cover of anykind. This level is Delta Labs 4. [I wont say anymore about the level cuz it would spoil things to much] This is one of those parts where you will get *****ed at me and say "eff you man! I'm usin god mode!" I have beaten scenarios like this. It just takes time.

This mod is not for the faint of heart...

When everyhting gets completed i am going to release this mod in the standard difficulty mode, ie, asthetics like muzzle flashes and enhanced decals will be the only things moded. Not gun abilities or monster tuffness.


 #8 - A byte too far - Posted by: TommyB (Member) on 08-19-2004 at 07:40
Trojanman,

Just been giving your mod a good go, and I have to say that even though I'm right behind you on your whole idea, you've taken it a bit too far :-) . I'm an experienced FPS gamer, but this is just too much!!! Example - I was on 100 health and 150 armour or so, and just one hit from one of those flying monsters that shoot stuff from their mouths (they have a name but not sure what...) was enough to kill me faster than I could say 'eat this dirtba...' And this is only part way into the game, so I imagine that when I get further in and the bad guys get, er, badder, I'll not stand a chance. Didn't get to try out all the monsters, but guess its much the same (apologies if not). More fun to get the balance just right, if you know where I'm coming from.

Also - shotgun is too powerful. Its such a winning weapon now that there's little need to use anything else.

Other effects all look great.

I am a big supporter of what you are doing, but think you need to find a middle point between the two. Also - any chance that you could add in the idea like from the Project Brian Mod where you have to keep zombies down somehow or they come back to life? a shot to the head or a chainsaw to the neck ? And could they stand up again from where they lie rather than re-spawn (as they did in Project Brian)? Not sure why, but I'm having trouble keeping zombies dead using the Brian mod.

ok ok its easier for me to suggest all this than for someone like yourself to put it together! I hope you don't mind these comments as I'm just trying to be helpful and am after the ultimate mod to make Doom3 as worthy as it should be!


 #9 - Posted by: Trojanman190 (Member) on 08-19-2004 at 23:11
I would love to use the ressurection mod but I would first like to finish my scripting of getting the gibs to stay. I think im getting pretty close. Also, I agree, the shotgun is WAY to powerful in my mod. It will be scaled back in the next addition. Also, those flying monsters you speak of are called cacodemons and they are big fat floating panzees ion the original. There plasma breat attack looks like it should a rip a hole in the space and time continum but it just didnt. I made it so it does. I also slowed down the projectile so that it is much easier to avoid. I may drop the damage and lower the speed summer, but it looke dpowerful and I made it powerful. Just make sur one of those blasts duznt hit you =). I believe I made it so that the caco has the strongest attack [it is the coolest looking] but it should aslo be the slowest.

As for the zombie thing. I am working on gibs very diligently. I think I am close to getting gibs to stay. I actually did it in my testing but there was a problem, when the creature gibed, the gibs would float in the air! very annoying and I am working on it. As for killing a zombie with shots to the head, that is very possible and I could script it. The problem is that zombies would be very easy to take out. You would just shoot the head a few times and be done. A great idea but not terribly fun.


 #10 - Posted by: TommyB (Member) on 08-20-2004 at 05:18
ok you could be right about the shot to the head being too easy taking a zombie down. but what about if you had to finish them off, execution style, with a shot to the back of the head or with a chainsaw when you had floored them as normal otherwise they got up again? Or - any chance of being able to shoot their limbs off with the shotgun as they are coming towards you? might add an amusing (albeit slightly sick twist).

Also - here's a very stupid question. Very stupid indeed as I feel like I;m the only gamer in the entire universe who has to ask this - but what does Gibbing actually mean? I hear everyone talking about it but am blissfully ignorant! forgive me for being a tad slow on the uptake.

As for the cacodemons - yes they are soft as hairdressers in the original, but still anything that takes you out from full health in one simple go is still a bit much. Or am I just getting as soft as an original cacodemon in my old age...?

When do you think your next mod will be up and ready? Lookin' forward to it!


P.S. apologies to any hairdressers that read this. Unless you are a bit soft .


 #11 - UEQ Mode - Posted by: fobwashed (Member) on 08-21-2004 at 08:07
I like the idea behind UEQ mod, but as it is in it's current state, the self shadows aren't that great. They're too solid, and too dark, and you can see where the polygons are because I think they use full poly shading instead of something softer. I dunno if you have it installed in this mod, but when I run this mod on my computer, the UEQ is on, and I don't understand why. Is it IN your mod? or is it some other problem? I installed it a while back, and I uninstalled it, and when I run the game normally w/out your mod, the UEQ isn't on, but when I try running your mod, the UEQ is on for some reason and I can't figure how to take it off. If there's a console command or some sort, could you let me know? And if not, could you figure out if your mod somehow causes an uninstalled UEQ mod to run. As far as ideas go, the only thing I really want to see, is for the shotgun to give a LOT of kickback. As in, I want zombies to go flying just a lil bit when I finish em off w/the shottie. I don't mean, as far as they'd go when getting hit by a rocket, but as it is, compared to how much damage a shottie does, they don't seem to be gettin hit too hard. Keep up the good work, lookin forward to your next update!

Steve

P.S I don't really like the idea of zombies coming back to life for the sole reason of, I love seeing a bunch of dead bodies everywhere I go lying on the ground. piles of bodies give me a solid feeling of accomplishment, and if I have to dismember them so they don't come back ,then the bodies are gone. . . On top of that, from what I've read, they don't stand back up, they warp up like imps. If you could make it so it's random, as in, you don't know which zombies will come back, then that'd be cool, cuz it'd keep up the suspense. You'd always be afraid of one coming back but at the same time, since they might not, there'll be a ton of bodies still lying around. I totaly dig that you don't have that duct tape mod in as well, because that ruins the doom experience and I agree with you.

Steve


 #12 - Posted by: chrisdragon (Member) on 09-25-2004 at 08:19
Jeez! This is one tough mod! It takes more than one headshot for zombies and I got killed by one of the pistol zombies due to being smacked around by the first 3 I encounter and nearly using all my ammo to kill them. eek!

I have one complaint: Please put back the "email recieved", "security clearence updated", new PDA/video disc/ammo/etc pickups as well as an alternate crosshair to use.

A mini-HUD near the doom marine's face would be helpful too!


 #13 - Posted by: Someguyinadress (Member) on 08-30-2006 at 18:41
My ideas: Make the blood and bullet marks stay there its not so real when an unknown force cleans it up. Zombies have hair i don't like to see so much bald zombies in the game. Zombies are slower and have much more damage. Zombies coming back to life? nah don't put that. The marine COULD talk i hate hacing non talking characters. Able to send emails and make adiuo logs and make a new single player mode, No hell was broken lose on mars they destroyed the teleporter that almost let hell break out and UAC sworn NEVER EVER to make a teleporter ever again, so your a security gaurd out pratroling and somthing will happen like syestem crashes and help people that are hurt. Make a another gameplay about what bravo team did while you were the marine, so your the team leader. NO zombie vaporize or demons burning away. Bodies will fall dead like us. Make smaller bullet holes on zombies. Zombies die easly by one shot to the head. Make zombies arm fall off legs too so they can crawl Rock . Make another gameplay mode when your sarge, you start when you told the marine to go find the missing scientist.

and thats all my ideas.

P.S each idea is in one sentence.


 #14 - nice mod :D - Posted by: stkiller (Member) on 03-17-2008 at 22:20
cool mod, overall its great, the hell knights at the gate can be taken care of real good (hint, hint, theres a specail weapon you may get real early, hint, campbell is armed with it) anyways, COOLS.



When posting comments, you must follow these rules:
  1. No "Yay I got First Post!" posts, no exceptions and no matter what other content the post has!
  2. No Pornographic Material. Any sexually oriented imagery or links to such content will not be tolerated.
  3. No Warez or Illegal Software. This includes linking to software, posting about it, and suggesting to get it.
  4. No Cursing or Swear words. We encourage you to use our comment sections as a forum to debate files, news, etc., but please use proper adjectives to express yourself. We will not tolerate abuse upon another member or author.
  5. No Attacks / Retaliation of any kind against a member, or group of members.
  6. Please do not advertise for other sites or forums here.
  7. Maximum of 3 smileys per regular member.
The high interactivity of this site should be considered a luxury, not a right. If you cannot follow these simple rules, you can and will be warned or banned from the comments, site or the entire network for any period of time.
Now enjoy yourself and behave!



  • Register: To get your own Username, click here!
  • Forgot your password? click here!
  • You can use UBB here!
Username:     Password:  
Remember my username and password
Comment Title:
Your comments for this File please:

Game News

 Latest Files
 » Super Weapons (1.0)
 » Tested (FIXED) (5.1)
 » ROCKY DOOM 3 (1.0)
 » FullShadows (1.4)
 » Petrified Forest.. (1.0)
 » id Tech 4 Baseba.. (0.1)
 » Tested (5.0)
 » Frying Pan Rampa.. (1.0)
 » Annihilation X (.. (1.2)
 » FoREVERror DM 1 (1.0)

 Latest News
 » Doom3 Phobos: Devblo..
 » Broken Downloads UPD..
 » Community Links Comp..
 » Weekly Poll Results ..
 » PotD's and you!
 » More New Site Staff
 » Ventrilo Server
 » Do you have what it ..
 » Weekly Poll Results ..
 » Yuuki_Minoru, new si..

 Affiliates




www.doom3.co.nr









 Supported Mods












 The Network
 » Gaming Today
 » Game Demos
 » Trailer Videos
 » Game Patches
 » Act of War
 » Age of Empires 3
 » Age of Empires 3:
      The Warchiefs
 » Age of Mythology
 » Aliens vs Predator
 » Aliens vs Predator 2
 » America's Army
 » Armada
 » Armada 2
 » Armed Assault
 » Battlefield 1942
 » Battlefield 2
 » Battlefield 2142
 » Battlefield Vietnam
 » Bet on Soldier
 » Black & White 2
 » Breed
 » Bridge Commander
 » Brothers in Arms
 » Brothers in Arms 2
 » Brothers in Arms: Hell's Highway
 » Call of Duty
 » Call of Duty 2
 » Call of Duty: World at War
 » Civilization IV
 » Command & Conquer:
      Generals
      Red Alert 2
      Red Alert 3
      Renegade
      Tiberian Sun
      Tiberium Wars
 » Company of Heroes
 » Crysis
 » Crysis: Warhead
 » CS: Condition Zero
 » Counter-Strike: Source
 » Dark Messiah
 » Dawn of War
 » Dawn of War:
      Dark Crusade
 » Dawn of War:
      Winter Assault
 » Day of Defeat: Source
 » Deus Ex
 » Deus Ex 2
 » Devastation
 » Doom 3
 » Elite Force
 » Elite Force 2
 » Enemy Territory: Quake Wars
 » Far Cry
 » Far Cry 2
 » F.E.A.R.
 » Flight Simulator X
 » Front Lines: Fuel of War
 » Gears of War
 » Ghost Recon: AW
 » GTA 3
 » GTA San Andreas
 » GTA Vice City
 » Half-Life
 » Half-Life 2
 » HL: Counter-Strike
 » Halo
 » Halo 2
 » Jedi Knight 2
 » Jedi Knight 3
 » Joint Operations
 » Knights of the Old Republic
 » KotOR II: The Sith Lords
 » LOTR: Battle 4 Middle Earth
 » Lord of the Rings Online
 » Lord of the Rings: Conquest
 » Medal of Honor
 » Medal of Honor:
      Pacific Assault
 » Neverwinter Nights 2
 » Operation Flashpoint
 » Operation Flashpoint 2
 » Portal
 » Prey
 » Quake 4
 » Return to Castle
      Wolfenstein
 » RoN 2: Rise of Legends
 » Serious Sam 2
 » Sins of a Solar Empire
 » Soldier of Fortune
 » Soldier of Fortune 2
 » Soldier of Fortune 3
 » S.T.A.L.K.E.R.
 » Star Trek: Legacy
 » Star Wars Battlefront
 » Star Wars Battlefront 2
 » Star Wars Empire at War
 » StarCraft II
 » Starfleet Command III
 » Stargate Worlds
 » Supreme Commander
 » Team Fortress 2
 » The Elder Scrolls III
 » The Elder Scrolls IV
 » The Movies
 » The Sims
 » The Sims 2
 » The Sims Online
 » Tribes Vengeance
 » TrackMania Nations
 » TrackMania Sunrise
 » TrackMania United
 » Unreal Tournament
 » Unreal Tournament 2003
 » Unreal Tournament 2004
 » Unreal Tournament 3
 » Warcraft III
 » Wolfenstein:
      Enemy Territory
 » World in Conflict
 » World of Warcraft
 » FileFront Gaming Forums

 Partners
 » Nintendo DS
 » Family Gaming eBook
 » Feng Shui Life Tips
 » Increase Ad Revenue
 » PlanetMirror
You got served by C'Thuzad in 0.3352 seconds using 6 MySQL queries and 13 includes
Copyright © 2009 FileFront, Inc. All rights reserved.
Design by Jos Jongejan aka Pro-Filer & Delta. Use of Doom 3 Files materials is subject to certain Terms & Conditions.
TM & © 2009 id Software. All rights reserved. Doom 3 and related marks are trademarks of id Software.