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Doom3 Remix
Filename: doom3_remix.zip


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209.36 MB
Shadow Dancer 88
1330
07-28-2007
Modification


Average User Rating: 7.9
Number of Votes: 20
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1 Other Files by Shadow Dancer 88:
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Doom3 Remix - File Description  


Description:
This is the first test release a joint project between Shadow Dancer, Thirst for Pain, Ice Weasel and Jonny the Fox, aimed at making Doom3 a more frightening and intense experience. The creatures you face will be more vicious, resilliant, and fearsome than before, and some possess new abilities to catch you off-guard and keep you on your toes.

Doom3 Remix is designed around experienced and veteran players. New players should start on Recruit difficulty and give the Beginner's Monster Guide a read-through as some of the monsters are now very tough challenges. Enemies have little or no slowdown to their reaction time, meaning they'll dodge when shot at, and attack relentlessly and without warning when they have a chance. All returning monsters do damage on par with their classic Doom counterparts (ie: Imps do 24 damage with their slashes instead of their previous 8) and all new monsters have had their damage upped to similar levels.

    Some weapon changes include:
    • Shotgun: The shotgun reloads one shell at a time now, and must be cocked before leaving the reload state Choose your reload time carefully.
    • Rockets and Grenades: To compensate for the effects of full locational damage, rockets and grenades now do around 260 damage for direct and splash damage, the ctach is they also do this full damage to you if they blow-up anywhere nearby. Use them with caution.
    • Plasma gun: The fire-rate has been increased somewhat, but there's a catch: the plasma projectiles now have a small radius damage.


Damage zones have been implemented for all NPCs, enemies, and even you, so do your best to avoid taking headshots, but do your best t dish them out. Limb shots will do less than full damage, and some enemies have locations (like the Pinky's hindquarters) which take no damage at all, so you'll have to be precisce about your aim if you want to drop your targets quickly.





Refer to the readme for a whole plethora of information.



Doom3 Remix - Screenshots  
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Doom3 Remix - Readme  
Readme File:


Doom3 Remix

April 20,07 Release update:

Nothing much has changed since last time. The Vagary has been tweaked to be less insane, a few skins have been tweaked, and there may or may not be another altered map in there ;p (more coming soon, I may start releasing the maps themselves separately to cut down on download size.)
I've gotta' tweak a few more things on the RoE version, but that should be out very soon, also, for some Really insane fights. Get ready to break out the Bloodstone and the rockets.
I'd add in an ammo indicator, bu I know nothing of scripting for Doom3. Something I'll have to look into.

As always, comments are most welcome.


--------------------------------------------------------
This is the first test release a joint project among myself (Shadow Dancer), Thirst for Pain, Ice Weasel and Jonny the Fox, aimed at making Doom3 a more frightening and intense experience.
The creatures you face will be more vicious, resilliant, and fearsome than before, and some possess new abilities to catch you off-guard and keep you on your toes.
The difficulty is designed around the MArine skill level, anything higher and you play at your own risk. The mod is designed around experienced and veteran players. New players should start on Recruit difficulty and give the Beginner's Monster Guide a read-through as some of the monsters are now very tough challenges.
Enemies have little or no slowdown to their reaction time, meaning they'll dodge when shot at, and attack relentlessly and without warning when they have a chance. All returning monsters do damage on par with their classic Doom counterparts (ie: Imps do 24 damage with their slashes instead of their previous 8) and all new monsters have had their damage upped to similar levels.
Damage zones have been implemented for all NPCs, enemies, and even you, so do your best to avoid taking headshots, but do your best t dish them out. Limb shots will do less than full damage, and some enemies have locations (like the Pinky's hindquarters) which take no damage at all, so you'll have to be precisce about your aim if you want to drop your targets quickly.

--------

Instructions:
Download winrar if you don't have it, or rename this file a .zip and open it.
Create a new folder in your Dom3 directory (not base) called anything you want, but preferably "Doom3 Remix."
Drag and drop the contents of this rar into the folder.
Boot Doom3 and enter the mod menu.
Select Doom3 Remix (or whatever you named it) from the list and load it.

--------


Some weapons have been tweaked to change-up the balance of power a bit:

-Shotgun: The shotgun reloads one shell at a time now, and must be cocked before leaving the reload state (Thanks to Bogz Dollox from Dollox Doom for this and the blood/bullet-hole stay), meaning you can end the reload cycle at any point, but you'll take a moment to cock it first, which can be just enough time for the enemy to gain the upper hand. Choose your reload time carefully.

-Rockets and Grenades: To compensate for the effects of full locational damage, rockets and grenades now do around 260 damage for direct and splash damage, the ctach is they also do this full damage to you if they blow-up anywhere nearby. Also, they can now be shot out of the air, which means splash form enemy fireballs, or a spray of incoming chaingun fire could potentially detonate a rocket or grenade straight out of your barrel, killing you instantly. These are powerful weapons, use them with caution.

-Plasma gun: The fire-rate has been increased somewhat, but there's a catch: (there's always a catch) the plasma projectiles now have a small radius damage (many thanks to Rogue Wolf from True Survival for this) that will chew away your health at very close range. This sets the Plasma gun further apart from the Machinegun and Chaingun, forcing it to be a mid-to-long-range weapon only.

Melee damage for the fists and flashlight have been reduced a fair amount, save them for conserving ammo against lesser enemies. The Chainsaw will arrive soon enough...

Maximum ammo for all weapons has been reduced, and available ammunition in some levels has been cut-down. The reduction of available ammo will become more widespread in later releases.
-------

Included:
-New skins for all characters and monsters, aimed at making them more greusome and frightening.

-A new, stripped-down HUD display aimed at adding another level of tension to the gameplay from Thirst for Pain.

-New sounds from various sources, including Jonny the Fox, Inferno Death Orgy, JC Denton's Ultra-real stereo sounds mod, and my own mixes.

-A few tweaked levels with new enemy encounters, with more on the way, including the possibility of entirely new levels and secondary paths in the future.

-New title and in-game menu music from Doom Depot.

-------

Recommended Additional files:

-The latest versions of Brilliant Highlights and Brilliant Bloom, by maha x.

-Ultra-Extreme Quality mod by one of the eight devils, which adds-in self-shadowing for all actors.

These files will change the way Doom3 appears, and may not necessarily be to everyone's liking, which is why I leave them optional, but some of the skins have been developed with these mods in mind, and may not look ideal otherwise (the pinky's tattered muzzle, for instance, turns very blue under regular rendering: by default the speculars are colored to interact with the diffuse map and create the intended coloration, but the tweaks made by maha x to the specular necesitated that the speculars be made gray-scale, and while this spoils some effects (the Vagary's eyes and the Cherub's tail, for instance, but the mod brings enough new lighting effects in that I can overlook that.) One note, however. Brilliant Highlights makes Doom3 significantly brighter than it is otherwise, due to the way it handles light, so you may find it to your liking to use the console command r_lightscale and set the value to somewhere around 1.3-1.5 (ie: r_lightscale 1.4 ) to get the darkness level back to normal.

I've also become fond of the Doom3 fullshadows mod by David Fabrega Maestre, which makes all lights in all Doom3 leels cast shadows, which results in some dramatic lighting situations (check out the EnPro main reactor)

Most of these mods can and probably will lower your framerate to a certain degree, so use at your discretion.

-------


Credits:
Thirst for Pain
Ice Weasel
Jonny the Fox

Mausus Atlas (Cacodemon LS spawn code)
Bogz Dollox Doom (reaction time, decal-stay, weapon tweaks)
Doom True Survival (locational damage, weapon tweaks)
JC Denton's Ultra Real Stereo Sounds mod
JC Denton's SDK-based Enhancements (barrel explosions among other things)
PB Maxx (Imp Barrel toss)
Inferno Death Orgy (assorted sounds)
Captain Obvious (Shadowraith mod)
Kaiser (severed zombie torso deco)
Trent Reznor (assorted sounds)
Kasey (skin inspirations)
Xio (skin inspirations)

If I've forgotten anyone, I apologize. Come by and smack me by email and I'll get you in. This mod had been in personal development for nearly a year before a team began to grow around it and it expanded into what it is now, so there may be more that I borrowed/stole/adapted from early-on that I don't recall.

------
contact: nightling88 AT hotmali DOT com

Post feedback: http://www.forumplanet.com/planetdoom/topic.asp?fid=8332&tid=1802796&p=1


Doom3 Remix - 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: 10-05-2008 at 04:43

 #1 - Auhh ! Great to see a big mod !!! - 07-29-2007 at 02:16
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3117
I will download now and i will test it & comment it.

Thanx to the developers !

 #2 - Very original ! - 07-30-2007 at 07:21
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3117
I like the Skins, specially the zombie ones, they are VERY scary !!!

The gravity and many sounds, the spawn ones, great !!!

I have to test more, but yes, this mod has a place in my Doom 3 folder !

The only complain is that when i fire any monster or character they're skin goes black, not bloody, can be some small bug ?

9/10 !

 #3 - 07-30-2007 at 11:14
ShadowDancer88
From:
Joined: March 14th, 2006
Posts: 28
Looks ike I forgot to include the proper wound decal textures (the black is a null texture because it's referencing custom textures that aren't there.) I'll look into that, 'cause it's fine on my end, so there must be some connection outside the pak that I wasn't aware of.

 #4 - I know this kind of bug ! - 07-31-2007 at 03:08
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3117
This happens because you have included the wound decals in .tga in textures/decals folder, but you missed to include the same textures in .dds format in the dds/textures/decals folder.

A quick fix is to enter in the console and type this...:

image_usePrecompressedTextures 0

vid_Restart

// wait a little and all will be fine.

 #5 - 07-31-2007 at 19:29
ShadowDancer88
From:
Joined: March 14th, 2006
Posts: 28
Ah-ha. Well, if that works and it's no problem then, I'll leave it at that. If people have conflicts with that setting, though, I'll put them out in .dds form on their own and they can be added into the existing .pk4. Otherwise, I'll keep it in mind for the next update.

 #6 - 08-01-2007 at 17:09
spunky13
From: (Arvada, CO)
Joined: May 31st, 2005
Posts: 278
Well good mod! One of my favorites so far. Keep up the great work! Two Thumbs Up!

 #7 - The .dds need to be converted to .tga !!! - 08-03-2007 at 08:36
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3117
If i use the image_useprecompressedTextures 0 command the blood is fine, but then the monster textures are not used at all, you need also to do this...:

With XNView or another gfx viewer/converter convert all the .dds files present on the dds folder into the skin pack.pk4 to .tga with the option to see all dirs recursively and to remove the original .dds files and then copy the three folders that are into the dds folder to the root of the skin pack.pk4, and will be fine.

 #8 - 08-05-2007 at 14:40
anyone
From: (Kaunas)
Joined: April 18th, 2006
Posts: 61
omfg that looks fantastic.10/10!!!! Beer! Beer! Two Thumbs Up! Rock

 #9 - Great mod! - 08-14-2007 at 02:12
DamianS
From:
Joined: March 4th, 2006
Posts: 18
This mod rocks! I love this new imp skin. Keep it up!

 #10 - Maybe the gravity is too dismissed ! - 08-20-2007 at 07:28
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3117
Also i already converted the needed .dds particles for blood and other things to .tga, if someone wants this fix, tell me...

 #11 - 08-21-2007 at 13:30
ShadowDancer88
From:
Joined: March 14th, 2006
Posts: 28
The current build sports .dds versions of the .tga-only files. If there are more that cause similar issues, please let me know.
The Shadow Wraith mod causes the shockwave from the oxygen tanks to appear black. I'm currently trying to find a work-around for RoE, since that shockwave occurs whenever a power-generator is destroyed while fighting the third Hunter.
Are more people running on High or Ultra these days? My rig can't really pull Ultra just yet, so I'll be sticking to .dds files. If there's enough demand, I could port all the .dds to .tga and include them as well (or in a separate skin pack archive.)

Dafama2k7, I'll certainly credit you for the squashing of this bug, since I basically just followed your instructions on where the missing files were needed.

I'm tweaking the NPC skins, to make them appear more weary, exhausted and even to an extent, shall we say, corroded by the hazardous environment of the mars base, and the corruption and decay seeping in through the portals. I'll also be tweaking more levels and removing extraneous ammo and supplies, to bring out the survival element a bit more.

 #12 - This is a great work ShadowDancer ! - 08-25-2007 at 00:37
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3117
I and i know most other users are waiting for the next version of this good mod ! Rock

 #13 - In time... - 09-26-2007 at 00:37
ShadowDancer88
From:
Joined: March 14th, 2006
Posts: 28
The next iteration, as fans may have guessed, will take some time, but the changes will be noticeable. Alpha Labs is getting a visual make-over, to break-up some of the same-ness, and present a more wholistic build-up to the climax in Alpha 4.
Thoe who found the ol PlanetDoom thread will know that this mod also promised an increase in gore. A new alteration to various skin files, and some more assorted texture tweaks, hallmarks the beginning of the fulfillment of this promise.

 #14 - V good! - 10-05-2008 at 04:43
airwick
From: (Glasgow)
Joined: April 23rd, 2007
Posts: 4
Most excellent mod.
Thankyou.



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