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Commander Doom (v1.2)
Filename: commander_doom12.zip


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36.84 MB
v1.2
Hellborg
4735
03-06-2007
Doom3 full version 1.3.1
Mods > Single Player


Average User Rating: 8.4
Number of Votes: 39
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Commander Doom (v1.2) - File Description  


Description:
This version of Commander Doom is for those of you that do not have Commander Doom v1.1 currently installed on you system; If you do, then you need to download Commander Doom (v1.2 | Update), which will update v1.1 to v1.2.


*****



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 four different maps with four different difficulty settings.
  • Map 1
    Opposing Bases is much easier to beat from a strategic point of view.
  • Map 2
    Center Heat is tough to beat even on normal difficulty and requires more optimized strategic thinking.
  • Map 3
    Control Room confines you into a room overlooking the battle - you cannot directly engage in the fight, and you are completely dependent on your tactical skills. It's a pretty tough map to beat...
  • Map 4
    The Maze is set out in an underground bunker system and requires your tactical skill as well as quick reactions on the field.
    The goal of MAP1 and MAP4 is to destroy all enemy bases. 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.

    The goal of MAP2 and MAP3 is to control all 6 control points for at least 60 seconds. In these maps, the base generators can still be destroyed, but they are much less vulnerable and better protected.



  • Commander Doom (v1.2) - Screenshots  
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    Commander Doom (v1.2) - File Download Options  

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    Commander Doom (v1.2) - Readme  
    Readme File:
    **************************************************************
    Commander Doom 1.2 - 3/5/07

    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 1.3.1

    To run:

    -copy contents into Doom3 folder
    -double click commander_doom.bat
    -choose one of the maps
    -enjoy the game!

    **************************************************************

    What's new in v1.2:

    -a new map called "The Maze"

    -a new allied unit: the jetpack-equipped, rocket-blasting fatty

    -improved GUIs

    -improved enemy and ally AI

    -support for Doom3 version 1.3.1


    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 four 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. MAP3: Control Room confines you
    into a Room overlooking the battle - you cannot directly
    engage in the fight, and you are completely dependent on your
    tactical skills. It's a prtty tough map to beat... MAP4: The
    Maze is set out in an underground bunker system and requires
    your tactical skill as well as quick reactions on the field.

    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.
    Three basic functions are accessible through the radar screen:

    1) attack monster: click on your fighter and then on the
    monster you want to attack.

    2) capture control point: click on your fighter and then on
    the control point - the fighter capture the point and will
    move on afterwards and seek new objectives on it's own.

    3) guard control point: click on the fighter and then on a
    control point you already own - the fighter will stay at
    that point and will only attack, if attacked itself, or
    if an enemy gets too close to the control point.

    On the right side of the radar, you can find additional
    information about the selected unit and you can also change
    the general behavior of that unit to focus more on attacking
    enemies, capturing control or having a more balanced behavior.

    The goal of MAP1 and MAP4 is to destroy all enemy bases. 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.

    The goal of MAP2 and MAP3 is to control all 6 control points
    for at least 60 seconds. In these maps, the base generators
    can still be destroyed, but they are much less vulnerable and
    better protected.

    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
    destroys 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
    'Y' : toggle between tech tree and tactical interfaces

    **************************************************************
    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 (v1.2) - User Comments  
    The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

    Total comments: 33 | Last comment: 09-27-2008 at 22:42

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

     Expand#1 - Posted by: HellsGamer (Member) - 03-07-2007 at 00:16

     Expand#2 - Posted by: HellsGamer (Member) - 03-07-2007 at 00:20

     Expand#3 - Posted by: HellsGamer (Member) - 03-07-2007 at 02:34

     Expand#4 - Posted by: hellborg (Member) - 03-07-2007 at 03:19

     Expand#5 - Flying Fatty !!! - Posted by: dafama2k7 (Member) - 03-07-2007 at 09:32

     Expand#6 - Posted by: HellsGamer (Member) - 03-07-2007 at 14:47

     Expand#7 - Posted by: HellsGamer (Member) - 03-07-2007 at 15:13

     Expand#8 - Posted by: hellborg (Member) - 03-07-2007 at 22:51

     Expand#9 - Posted by: HellsGamer (Member) - 03-08-2007 at 00:52

     Expand#10 - Posted by: hellborg (Member) - 03-08-2007 at 09:32

     Expand#11 - Posted by: HellsGamer (Member) - 03-08-2007 at 11:53

     Expand#12 - Posted by: The_New_Shit (Member) - 03-08-2007 at 13:54

     Expand#13 - Posted by: HellsGamer (Member) - 03-08-2007 at 14:50

     Expand#14 - Posted by: HellsGamer (Member) - 03-08-2007 at 14:57

     Expand#15 - Posted by: HellsGamer (Member) - 03-10-2007 at 00:37

     Expand#16 - Posted by: The_New_Shit (Member) - 03-10-2007 at 05:07

     Expand#17 - nice! - Posted by: evilspecialist (Member) - 03-10-2007 at 18:42

     Expand#18 - Posted by: hellborg (Member) - 03-11-2007 at 17:34

     Expand#19 - Posted by: HellsGamer (Member) - 03-12-2007 at 00:36

     Expand#20 - Posted by: striderdm1 (Member) - 03-12-2007 at 14:45

     Expand#21 - help - Posted by: xxlucky09xx (Member) - 03-14-2007 at 18:16

     Expand#22 - to make it clear - Posted by: xxlucky09xx (Member) - 03-14-2007 at 18:18

     Expand#23 - Posted by: hellborg (Member) - 03-14-2007 at 19:07

     Expand#24 - cannot play - Posted by: alexleal (Member) - 04-14-2007 at 13:01

     Expand#25 - You have to use the version for your installed patch ! - Posted by: dafama2k7 (Member) - 04-26-2007 at 02:52

     Expand#26 - Posted by: hellborg (Member) - 04-27-2007 at 23:48

     Expand#27 - What am I doing wrong - Posted by: River_Is_Summer (Member) - 08-08-2007 at 02:16

     Expand#28 - Mac troubles - Posted by: HalfLife4Mac (Member) - 08-13-2007 at 17:19

     Expand#29 - Posted by: hellborg (Member) - 08-20-2007 at 16:24

     Expand#30 - Posted by: Arimek (Member) - 01-27-2008 at 08:05

     Expand#31 - Posted by: Arimek (Member) - 01-27-2008 at 09:34

     Expand#32 - PDAs... - Posted by: hellborg (Member) - 03-07-2008 at 15:02

     Expand#33 - please!!! - Posted by: darkvm007 (Member) - 09-27-2008 at 22:42



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