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DungeonDOOM (8.1 XP)
Filename: dungeondoom81xp.zip

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72.69 MB
8.1 XP
DOOM 3 + RoE Expansion Pack
Hosted Mods > Final Releases > DungeonDOOM

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DungeonDOOM (8.1 XP) - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!

DungeonDoom incorporates most key features of roguelike games. Levels are largely composed of mazes, which are generated with a pseudo-random number generator. Levels have stairs leading either to higher or lower levels of the dungeon. The lower the player descends into the dungeon, the stronger the enemies get.

The modification is highly extensible and the current 8.0 build of DungeonDoom includes an overworld, a storyline, random quests, special level bosses with special abilities, a magic system, an equipment system, a character developement system, a player ability system and various playable characters, including a collectible card variant using the 'card master' and a sword-wielding combo performing ninja.

You start your quest in the wilderness in front of the gates of the city of Asiris. A dark path leads to a mystical pyramid, south of the gates of Asiris. Below this pyramid, you will find a deep, extensive dungeon, which houses numerous tough enemies...

This version requires DOOM 3: Resurrection of Evil.

What's new:

- Alternate gameplay modes for instant action:
-- Arena: fight against a neverending stream of monsters.
-- Challenge: recieve a given amount of experience and gold, upgrade your stats and grab some stuff at the shop and then try to finish a 4 level challenge. 1 of 4 possible challenges will be chosen randomly.
- More details in the wilderness
- Iron Maiden monster in three variations. If you look too long at Iron Maiden, you will become mesmerized and unable to move or shoot your weapons for a given period of time.
- inclusion of larch and insane monsters (comblood).

Features highlight:

- A practically endless wilderness with various places to visit, including the City of Asiris, various quest goals and a pyramid (south of the gates to Asiris at the end of the dark path), which serves as an entrance to the Dungeon.
- Up to 100 randomly generated maze levels with randomly placed monsters. The strength of enemies increases the deeper you descend. Exits are blocked by pentagrams until all enemies have been spawned.
- Five player classes: Fighter, Psi-Fighter, Supernatural, Cardmaster and Ninja with varying abilities to wield weapons, execute combos, use magical skills and/or use magical card decks.
- Three different difficulty settings with variations in light level, trap visibility, enemy toughness and enemy behavior.
- Three different choices for game length - ranging from short 20 level skirmishes to extended 100 levels adventures.
- Three different player perspectives: Traditional first-person, overhead third-person and ninja 'follow-camera' modes.
- 4 adjustable light levels with optional ambient lighting.
- 16 different magical spells, some with 3 different skill levels.
- Ammunition, potions, scrolls, armor and various light sources are available in shops.
- Randomly generated magical item to improve your character.
- Character development in 6 features: Strength, Intelligence, Dexterity, Wisdom, Vitality and Alignment.
- Special enemy and boss capabilities, including paralyzing, blinding, poisoning, teleporting, invisibility, spawning, confusion, shields, self-healing, item destruction and special projectiles.
- Randomly generated 'unique' powerful wizards that can master multiple special abilities.
- Enemy AI tweaks including fleeing and flocking capablities.
- Traps which cause damage, status effects or level transitions (trapdoors).
- Magically summoned pet pinky (credits to tinman).
- 10 different quests and 1 storyline.
- Alignment influences storyline proceeding.
- Refreshment fountains to replenish health or mana.
- A final enemy, 'The Balrog', with unique properties.

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!

DungeonDOOM (8.1 XP) - Screenshots  
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DungeonDOOM (8.1 XP) - File Download Options  

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DungeonDOOM (8.1 XP) - Readme  
Readme File:
DungeonDoom 8.1XP 05/07/06 http://dungeondoom.d3files.com/
Leif Dehmelt -- leif AT gravity-music.net


-a Windows based PC capable to run standard Doom3 fluently.
-Doom3 full version 1.3
-The Doom3 expansion set Resurrection of Evil

Note:Resurrection of Evil comes with patch 1.2, but this mod
needs the newest patch 1.3!

To run:
- Copy DungeonDoom8xp directory to your Doom 3 directory
- Start DungeonDoom by double-clicking the file
DungeonDoom.bat in the DungeonDoom8xp folder
- Select Difficulty, adjust preferences in Options, select
your name
- Click 'new game'


for most up-to-date information or if you want to support

DungeonDoom developement, visit:





How to play as 'The Ninja':

using standard (mouselook) controls:

1) buy a sword-type weapon in the shop

2) select sword using the stats screen (press tab and then
select 'equip'). Choose the sword in the list and press the
select button. Make sure you meet the requirements for the
selected weapon. You can also use the 'z' and 'x' keys to
quickly cycle through available swords.

3) choose the ability screen and select useful abilities.
The forcejump ability is a very powerful combo to fight
against many enemies, including imps and pinkys.

4) memorize the key combination(s) to execture the combos
you learned. practice key tap timing in the overworld. The
key combos should be read like this:

l: left
r: right
f: forward
b: back
j: jump
c: crouch
p: punch (or 'slash' if you wield a sword)

5) memorize the standard combos for quick evasive maneuvers:

ll: quick sidestep left
rr: quick sidestep right
bb: quick backstep

for these combos, first tap the key once quickly and then
press again and hold the key.

6) go in the dungeon and kick some zombie-ass!

using auto focus controls:

1) before starting the game, in advanced options, select auto
in the ninja focus mode tab.

2) proceed as described above, however, the mouse cannot be
used to control the ninja's turing anymore. Instead, the left/
right keys induce both turning and strafing. tap the 'q' key
to autofocus on an enemy or mapobject. press 'q' again to
select the next enemy/object. Press 'e' to deselect any enemy/
object and return to unfocued control.

using hybrid controls:

1) before starting the game, in advanced options, select hybrid
in the ninja focus mode tab.

2) in hybrid mode, the mouse is still use for turning and left/
right is used for pure strafing, however, 'q' and 'e' can still
be used to switch to autofocus mode.

added/changed in 8.1:

added/changed in 8.0:

-'endless' wilderness with randomly placed trees and objects.
The dungeon is placed below a pyramid, which can be found in
the wilderness, at the end of the dark path, south of the
gates of the city of Asiris.

-new ninja class with dynamic camera, swords and combo system.

-skeletons, gelatinous cubes and virtual soldiers.

-enhanced musical score.

-more quests and more background information on the storyline.

-repelling dungeondoors.

-added details in the dungeon.

-some additional cards for the cardmaster.

added/changed in 7.0:

-advanced dungeon structure including stairs, platforms and
various ceiling heights

-new character class 'cardmaster' based on collectible card
gameplay. See specific Instructions for details.

-representation of spells and abilities by graphical icons.
revised control scheme using keys 1-9, right mouse button
as shortcut for key 1 and v to replace any spellkey with
key 1.

-alignment system and dynamic storyline influenced by player

-npc's in the dungeon: either killed and looted or rescued by
leading them to the stairs leading up - your behavior towards
npc's will influence your alignment.

-more user-friendly full screen guis - nicer shop

-special objects can be found in the dungeon and can be sold
at the shop. The shopkeeper will trade with you -good skills
will earn you more gold.

-new monsters: obihb's shambler and various particle creatures.

-tough zsecs that toss grenades and instantly kill nearby player
at lower levels.

-added slightly revised stamina system. Vitality influences
stamina regeneration and dexterity defines speed at exhaustion

-various new items.

-removed the 'secret room' feature.

added/changed in 6.0:

- Quests and Storyline

- Player statistics (Strength, Intelligence, Dexterity, etc.)
and wearable equipment which conveys special powers (stuff
like Superior Plate Armor of the Scout)

- Optional third person overhead view with vertical autoaim.

- Randomly generated increasingly powerful wizards.

- Extended maze configurations (not much visually - just the
possibility of circular paths within the maze.)

- new scrolls, including whisp scrolls which summon creatures
that lead the way out of the dungeon.

- second wave of occasional spawning of enemies after
pentagrams are disabled following the first wave.

- tweaked monster AI introducing fleeing and flocking

- special spells for PSI fighters, including ROE effects such
as helltime and psychokinetic manipulation.

- new monster abilities

- improved keyboard customization available from the mainmenu.

- credits included in the mainmenu

- other stuff I forgot to mention...

Feature list:

Introduction to DungeonDoom:

Specific instructions:

magic spells and useable items:

Spells and Items are activated using icons placed in the
player hud. Use the stats gui to assign available
spells/items to hotkeys 1-9. At the beginning only one spell
is available, but more spells can be learned at higher levels.
For items, a maximum of 15 items can be stacked. Use the V
key and subsequently one of the hotkeys 2-9 to switch it's
position with hotkey 1. Hotkey 1 can also be activated by
clicking the right mouse button.

experience and abilities:

By killing enemies you will earn experience, which will
enable advances in character level. You will earn two ability
points at each level advance. Use the tab key to enter the
status gui. Select an available spell or ability using the
mouse. CLick select to learn/upgrade that ability. More
spells/abilities and higher levels will become available
later in the game. At higher spell levels, casting is more
likely to succeed and costs less mana. Higher ability levels
improve weapon efficiency.

status, requirements and equipment:

Some spells/abilities have certain status requirements (such
as 12 strength or 13 intelligence). 10 status points are
available at the beginning, but be careful and spend these
points wisely. Through the proceedings of the game you will
only abtain 4 more status points (one for each end boss
killed). Alternatively you can also augment your status
values by buying certain items at the shop. These items can
then be equiped through the status screen (TAB key). Plan
wisely, as some of these items themselves have status
requirements. More powerful and more expensive items directly
confer certain magical abilities to the player.

quests and tips for survival in the dungeon:

To gain experience and gold more quickly, look for challenges
offered by npcs in the overworld. Satisfy their requests by
meeting the objective in the indicated dungenlevel. Retrieve
your reward by returning to the questgiver. Depending on the
gameplay variant (Short, Medium or Long) teleporters will be
available at certain levels (for example at every forth level
in the short gameplay variant). The teleporter will transport
you back to the overworld, where items can be stocked up for
further progression through the dungeon. Be sure to prepare
yourself well when you descend into the dungeon. Take enough
ammo and potions to survive to get to the next teleporter.

The CardMaster Character Class:

A new character class, the 'cardmaster' has been added which
completely relies on a deck of cards to survive in the
dungeon... The cardmaster cannot learn abilities or spells,
does not develop stats and cannot equip or buy items/weapons.
Instead, the cardmaster recieves a random collection of cards
at the start of the game. This collection can be extended by
buying new cards at the shop. A selection of cards must be
arranged into a deck, which will be shuffled on each
dungeonlevel transition.

The deck is arrange thorugh a transformed stats screen (press
TAB). Card information can be retrieved by clicking a card
once. Repeated clicking transfers cards one-by-one from the
collection into the deck and vice versa.

In the dungeon, every 5 seconds a new card is played from the
deck and placed in the icon bar. Mana cards raise your
maximum capacity for one of the four different kinds of 'card
mana': blue, red, life or death. Action cards need a given
amount of such mana to be activated. Action cards can trigger
single use or multiple use magic or ability effects, such as
healing, spawning of lightsources, magic projectiles or
limited rounds of shots from a weapon.

Tips for building good decks:

You need to arrange your deck carefully, so that a right
mixture of mana and action cards are included. You also need
sufficient cards, to avoid running out of firepower in the
middle of a dungeonlevel. As a rule of thumb, you should have
about as many mana cards as spell cards. Some attack cards
such as spark or fireball include a relatively high amount of
fire power. Making decks of more than 3 colors can be very
challanging, as it might take a while till you get a useful
combination of spells and mana. Change your deck depending on
the challenge that is ahead. In boosrooms you need to quickly
get strong firepower, but you do not need to stay around for
long, so a quick, small deck made of only one color can be
most effective. In a deeper dungeon level, you will need more
firepower and healing capabilities, so you will need to build
more complex decks for these situations.

The Ninja Character Class:

See the section on the top of this readme file to learn how
to play as 'The Ninja'.


-original maze generation code and original map: Martin
'mwoody' Woodards (mzm AT mwoody DOT com)

-aas, visportals and pet pinky (TinMan).

-torch models (OBWANDO)

-shambler (obihb)

-larch and insane guy (comblood)

-dungeondoom theme (www.gravity-music.net)

-environment map (speedy)

-enhanced Doom3 models (EvilEngine)

-iridescent and wireframe shaders (John Rittenhouse)

-current beta testers: vcatkiller, threehams, jehar
spikeylozenge, dragoon and disasterpiece

-previous beta testers: mbolus, retroboy, jizaboz, duff,
sirt, doomrpg and audiocraz

-Doom3World.org and all contributers for many tips and bits
of code.

-Participants of the DungeonDoom Developer Forum for various
feature suggestions and additional testing contributions.


This archive may be freely distributed as is without
removing or editing of any of the contents. If you want to
include any of the contents of this mod in your own work,
you have to contact me first. The contents of this archive
is provided as is. I do not take responsibility for any
damage that may result, either directly or indirectly, from
this mod.

Enhanced Doom3 models_readme.txt


Filename: Enhanced Doom3 models
Version: 1.0
Author: EvilEngine
Release Date: NOV, 14th 2004


I got real sick of looking at doom3's blocky headed characters so I used a couple maxscripts made by der_ton(http://www.doom3world.org/phpbb2/viewtopic.php?t=5474) that allowed me to import and export the MD5 meshes into 3dsmax. I tesselated a majority of the monsters and a couple key character's heads and body parts so they were much more rounder than before.
I didn't beef up the polycount on the whole mesh because that would have killed performance, but I 'spot' tessalated on imported areas I felt needed the visual boost.
Just drop into your DOOM3 bin directory, and if you have a pk4 already with a 'pak006' change it to pak007. You can also put the pk4 in its own directory under doom's main directory and use the mod option to use it.
To test what the differences are, load up a test map like 'testmaps/test_box' and then 'testmodel monster_demon_imp' or whatever to load a model so you can see how it looks.

So enjoy!


Type of File: Models
Custom Static Meshes: No
Custom Textures: Yes
Custom Animations: No
Custom Sounds: No
Custom Music: No


Bugs, Errors, Comments, Questions?
Send to: evilengine at earthlink dot net

Website: http://


DungeonDOOM (8.1 XP) - User Comments  
The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

Total comments: 9 | Last comment: 07-02-2006 at 23:58

 #1 - 05-27-2006 at 09:31
From: (Sandy, UT)
Joined: December 8th, 2005
Posts: 461
just out of curiosity, what is the diferance between the RoE and Vanilla versions? Also, if you guys could come up with a manual with pictures showing what's what instead of a readme, I would apreciate it. but other than that, great game.

 #2 - differences between ROE and vanilla - 05-27-2006 at 11:21
Joined: January 29th, 2005
Posts: 98
The vanilla version does not include:

ROE specific monsters (vulgars, evil sentries, bruiser, forgotten, hunters, hazmat zombies)

Pychokinesis for the Psi-fighter (basically the gravity gun)

helltime ability

There are also a number of particle effects and textures that were changed. The vanilla version still has more than 70 different monster variations and certain additional randomized combinations of abilities in special types of enemies.

And I agree that itis about time to make a graphical manual for this mod.

 #3 - 05-30-2006 at 13:20
Joined: April 2nd, 2006
Posts: 113
I love it! LOVE IT!!! great job, now the wildneres is more interesting... Rock Two Thumbs Up!

 #4 - 05-31-2006 at 13:36
From: (Cuernavaca)
Joined: October 26th, 2005
Posts: 63
i cant make this mod work confused
i have isntalled 1.3

 #5 - 05-31-2006 at 20:47
Joined: January 29th, 2005
Posts: 98
If you have problems getting the game running, post a detailed description of your problem at the Forums:


---- Link does not work.

 #6 - Music sucks - 06-09-2006 at 12:59
Joined: May 11th, 2006
Posts: 7
Anyway to disable the lame music?

 #7 - killing my music... - 06-09-2006 at 21:27
Joined: January 29th, 2005
Posts: 98
too bad you don't like the music. I did not add a music toggle, because so far a lot of people wrote me that they liked the music (especially the heavy stuff played in some dungeon levels). I did not try this hack, but typing this in the console might work:

script "$speaker_1.fadeSound(SND_CHANNEL_ANY, -60, 1 );"

if you decide to go back, this might be able to rescue the music:

script "$speaker_1.fadeSound(SND_CHANNEL_ANY, 0, 2 );"

if you want to kill the music (and the sound that indicates the duration of freeze and protection spells) forever try this:

script "$speaker_1.remove();"

 #8 - 06-15-2006 at 18:50
From: (Arvada, CO)
Joined: May 31st, 2005
Posts: 278
I have a problem with the .bat file. It seems my computer says something is using the program when i know nothing is.

 #9 - 07-02-2006 at 23:58
Joined: April 27th, 2005
Posts: 192
Is it just me or is the wilderness scary as hell at night?

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