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Mind-Killer (2.0)
Filename: mindkiller20.zip

Date Added:
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46.6 MB
Juuso Rautaharju
Doom 3 v. 1.3.1
Mods > Single Player

Average User Rating: 10
Number of Votes: 3
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5 Other Files by Juuso Rautaharju:
- Doom 3: Mind-Killer (2.1)
- Mind-Killer (1.5)
- Mind-Killer (1.3)
- Mind-Killer (1.2)
- Mind-Killer (1.1)

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Mind-Killer (2.0) - File Description  

Mind-Killer is a Single Player mod for Doom 3, designed to make the game a little bit more enjoyable.

Mind-Killer (2.0) - Screenshots  
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Mind-Killer (2.0) - Readme  
Readme File:
Doom 3: Mind-Killer 2.0

Created by:
Labyrinth Productions
Juuso "Mr. Big Mister" Rautaharju

Doom 3 v. 1.3.1 Patch or higher.


Labyrinth Productions takes no responsability for any mental, physical of financial damage caused by this mod. You have been warned.


Special Credits to:
-Trent Reznor for the sounds.
-MWoody for the Plasma Radar.
-Dafama2k7 for everything he had done.


What is it?
This is a mod for the Doom 3 Single Player only.
This mod continues my single player modding projects than include Weapon Mod for Soldier of Fortune 2 and Beyond the Call of Duty for Call of Duty. It doesn't invent the wheel again, it just makes it little better and 'realistic' as possible, but also keeps the game in a playable condition. In other words the game is fun to play and it will give you a challenge.

This does not work with Resurrection of Evil, that one is still under development.


v2.0: (MrBigMr in he wheel once again)
-I removed some of the previous upgrades, and streamlined the mod more towards my own ideals. Just how I roll, not that I don't like all that has been done.
-Shotgun, plasma gun and machine gun have average lights, pistol has a small one, enough to help with aiming in darkness, but the flashlight is still the best source for light.
-Machine gun has two small lights, which create an oval shape light instead of a round one.
-Opted to add a light to the plasma gun and gave it a different, more futuristic shape instead of the same old.
-Only stupid zombies resurrect and stopped by gibbing them. Just find it to be more fitting than everyone teleporting in.
-Guns eject shells again. They fly further and smoke a little after being ejected.
-New, better muzzle smoke effects.
-New impact effects.
-Exploding boxes spread debris and don't cause as much damage.
-Normal red barrels burn a few seconds before detonating.
-Modified the guns a little.
-Added new sound effects to pickups and light switches.
-Demon bodies stick a while longer.
-Cyberdemon is now vulnerable to normal fire, but also is about 5 times tougher. This is a responce to the problem with the maggots and imps in the last map not burning away. This isn't just because the demons don't burn away so that new ones can resurrect, or at least the resurrection didn't speed up even when I did set the demons to burn out right after death. One imp does keep resurrecting in few minute intervals, so you can still kill the cyberdemon the old way.
-Souldcude kills the cyberdemon with 2 hits.

v1.9 Features: (added by Dafama on 18-10-2k7)
-Added smart A.I. for Imps, Vulgars, Maggots, Trites, Cherubs...
-Fixed blood decals for Plasmagun weapons.
-Added Generic ON/OFF switch for weapons with flashlight mounted, so now the weapon won't reset his light state when changing between weapons.
-Now the handgrenade has another mode of use when pressing the Reload key can be used like a mine, and also can be fired to explode them !!!
-Fixed many bugs.

v1.8 Features: (added by Dafama on 7-10-2k7)
-Even better shaders.
-Fixed all flashlights being too overbright and also added muzzleflash without losing the mounted flashlights to the pistol, shotgun and machinegun, that previously missed because of the mounted flashlights !
-Fixed both Double_Shotgun on ROE and char_Sentry also that where not doing sparks.
-Fixed Zombies and Demons battle against themselves, now they have only one objective, the player !
-Fixed chaingun Turret, added tracers to machineguns, chainguns on player and ZSecs, ZCommandos, etc...
-Flashlight now has more light radius, ChainsSaw has less light radius and the light color is blue instead of the classic red.
-Grabber on ROE has a green flashlight mounted now.
-Flying LostSouls & Forgottens has a little more fire light radius now.
-Removed my own materials that this mod doesn't need.
-Well, you see, all small features of one day work, but this small changes fixes now, many bad things leaved in the last version of the mod, so now i like it much more how it is evolving.

v1.7 Features: (added by Dafama on 31-08-2k7)
-Way better Shadders (GLProgs).
-Fixed Sentry, more smart !
-More MK style, less Unpredictable style, i was too invasive with this mod in the past, fixed.
-RocketLauncher capable of destroying many moveable objects, doors, and open them.
-First reload button can open doors, take objects, open/close lights, call elevators...
-Faster PlasmaGun, enjoy this weapon.
-AutoReloading and faster BFG.
-OffSet changed in all weapon (Point of View).
-Mounted flashlight that can be toggle on/off on pistol, shotgun, machinegun and chainsaw.
-Jumping monsters are smart.

v1.6 Features: (added by Dafama on 14-03-2k7)
-Better Shadders (GLProgs)
-Monsters/zombies can resurrect a limited random number of times (can be toggled off changing some variables that ends in _resurrect_chance to "0.0" in ai_monster_base.script for demons and ai_monster_zombie.script & ai_monster_zombie_base.script for zombies)

v1.5cde Features: (added by Dafama between 24-12-2k6 and 01-02-2k7)
-Better A.I. for monsters/zombies/characters !
-Many things i don't remember now, basically bug fixes & optimizations...

v1.5b Features: (added by Dafama on 23-12-2k6)

-Fixed weapons decals black effect and Radars on BFG & Plasmagun !
-More better and varied zombie resurrection !
-Now, Player can have up to 125 health & 150 armour !
-Player don't gib, they aren't a monster.
-Better particles effects for barrel and tank explosions !
-Made better coloured lights on weapons with lights, like machinegun & shotgun.
-Some more moveable objects !

v1.5a Features: (added by Dafama on 23-12-2k6)

-Fixed minor bugs, such as hurt02.tga decal that previously produced black damage on flesh !
-Optimized some zombie scripts and bettered the resurrection of zombies a little bit.
-Fixed flickering lights between weapons that have a mounted flashlight.
-The mounted flaslights from some weapons, now, can cast shadows !
-The g_armorProtection, now, is always fixed at 0.5. (absorbe more damage from impacts, because normally it was at 0.2)
-Small fix to zombie gibbing.
-GLProgs (Shaders) bettered a little bit. (better gfx !)
-Grenade's fuse REALLY lowered down to 3.
-A cople of very small internal fixes.
-Better compatability for ATI gfx cards !

1.5 Features:

-Flashlight on/off switch works through the reload button. Nothing special, but if ID saw fit to give it that function, why not take everything out of it? It also has a nifty new sound.
-Pistol and machinegun have a little more spread.
-Chaingun rate of fire down and when it runs out of ammo, the barrels keep spinning until you release the firing button.
-Plasmarifle has a little slower ROF.
-Grenade fuse down to 3 seconds.
-Grenades can be toggled to maximize their effectiveness.
-New explosion sound effects.
-Modified the firing sounds of most weapons.
-New sound effects for the chainsaw.
-New firing sound effects for the plasmarifle and BFG-9000.
-BFG's and plasmarifle's radars have a nice beeping effects sampled from Aliens.
-Projectiles and explosions create more light.
-Little this and that.

Previous Features:

-New skins for Chaingun and Machinegun.
-New GUIs for some weapons.
-Radar for BFG-9000, based on the Plasma Radar.
-New/modified decals.
-Pistol bullets have little spread.
-Changed players rank from "Marine Security" to "Corporal"
-New sounds.
-New effects.
-Redone some weapons.
-Changed some weapons offset on the screen.
-Only explosives gib.
-Weapons have no recoil.
-Weapons are more powerfull.
-Pistol fires semi-auto.
-Pistol, Machinegun and Chaingun use caseless rounds (no shells).
-Shotgun and Machinegun have a tactical light.
-Flashlight is more powerful.
-Machinegun shoots faster and its bullets spread wider.
-Chaingun shoots way faster (about 2500rpm, if I calculated correctly), spreads its bullet wider and since it uses a ammo belt it can have all of its 500 rounds in the magazine at the same time.
-Shotguns pellets spread much tighter, it holds only 5 shells, it shoots little faster and reloads one shell at a time.
-Plasma rifle holds only 25 rounds, its projectiles are faster, they don't spill blood and the ammo counter converted into a radar.
-Grenades bounce less, the fuse is 5 seconds and the grenade will explode if shot at.
-Rockets fly faster and in a long arc.
-Chainsaw, fists and flashlight have little bit more range.
-Chainsaw has double the rate-of-fire and does less damage to compensate.
-Flashlight and fists no longer have blood flying impact effects on character and they knock things around with less power.
-Fists flesh impact sound effect is the same as the default.
-Implemented the Trent Reznor sound pack into the mod. Used mostly monster sounds.
-Player can jump little higher.
-Revenant fires fast flying rockets instead of slow moving homing missiles.
-Zombies (the stupid ones) take more beating before dying, they won't get extra damage from head shots (no brains, no worries) and they might reanimate if not gibbed.
-Gibs, blood, wallmarks and things of that nature stay longer.
-You can't see the remaining rounds in the clip unless the weapons has an ammo counter on it.
-Enemies do more damage and some of them take more beating.
-Enemies armed with the same weapons as the player do as much damage and the hits won't kick the player around as much.
-Lost Souls and Revenants don't bleed.
-Some new/modified gore effects.
-New tracer effects for Plasma gun and BFG.
-Removed muzzle smoke from weapons.
-Max ammo modified:
*100 shells + 5 on the weapon
*120 bullets + 12 in the weapon
*20 rockets + 5 in the weapon
*200 cells + 25 in the weapon
*20 grenades
*16 BFG cells + 4 in the weapon
*300 machinegun rounds + 60 in the weapon
*500 round chaingun belt


Known issues:
-Flashlights won't be affected by the EMP in Alpha Labs 2 (although I don't think that they ever were).
-Weapon flashlights don't work correctly with mirrors (wow, big deal).
-Sometimes a gibbed zombies head might appear for a moment if you gib the zombie just as it's reanimating. Very rare, don't sweat it.
-Sometimes demons are gibbed by doors, although they shouldn't be. Don't really know why.
-Once up, the air gauge won't go away until the next level. Don't know why.


Mind-Killer (2.0) - User Comments  
The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

Total comments: 12 | Last comment: 04-10-2010 at 18:08

 #1 - GREAT !!! - 07-30-2009 at 01:29
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3128
Of course, i like that the original author do sure a better version than me, i download this now, 10/10, i am sure !!! Rock Juuso Rautaharju !

 #2 - Small bug ! - 07-30-2009 at 03:05
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3128
I have found a very very small bug on the chaingun weapon entity def., this also, is not a bug made neither by you or me, but by... Id software !!!

The bug is on this line into the damage entity on chaingun weapon...:

"smoke_wound_flesh" "bloodwound.ptr"

And it should be...:

"smoke_wound_flesh" "bloodwound.prt" // fixed .ptr to .prt

There is also an bug like this into the standard BFG weapon entity def., but is already fixed on your mod. Pimp!

 #3 - More easy to fix bugs... - 07-30-2009 at 04:28
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3128
1- The mounted flashlights on both machinegun and plasmagun weapons doesn't cast shadows unlike the other two weapons, pistol and shotgun.

2- The plasmagun weapon does NOT do muzzleflash effect, it requires only a small line added to weapon_plasmagun.script.

3- You have updated most .TGA textures, decals and so on, but you missed to update the same on the DDS folder, the DDS compressed low quality versions of this textures, decals...

Well, that's all for now, just to say that i have already been fixed the firs and second bugs named here and that i can send it to you on your email if you want Juuso. Beer! Beer!

 #4 - 07-31-2009 at 08:24
Joined: September 30th, 2002
Posts: 172
Yeah, sure, email me if you have anything to declare, and even more so if you have a solution to it. I do try to test these things out, but I'm only one man and I only have one machine to do it. This version was originally intended to be a sort of a test version to see how all the alterations have worked out.

I'm not sure, but I'm starting to think the resurrection teleportation might not have been removed entirely (Did I even remove it entirely, or just make it very unlikely? Can't remember.). At least I've had some demons warp back, but it's so rare that I find it actually a little interesting, as you never know whether or not that Imp you just shot will come back to life or not.

Also, there's a problem I haven't been able to track down and whack as of yet. In Communications Outside map, when you start from the airlock, the screen keeps zooming in and getting that red "old movie" effect over and over again for some reason. Only way to stop it so far is to reach the door inside that has that tentacle thing attack you from the infernal orifice, which resets the effect.

I myself don't have the slightest of clues what's causing this.

 #5 - Nice - 07-31-2009 at 23:03
From: (Lincoln)
Joined: July 27th, 2007
Posts: 78
This look great those nice smoke effects and the light mounted to the weapons, this alone has made me dust down my old D3 box set and start playing again, so thank you very much keep up the great work much appreciated.


 #6 - Hi MrBigMr ! - 08-01-2009 at 01:47
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3128
@MrBigMr - Yes, the Communications Outside map zooming in and out is a common bug made by me and copied over some of the mods i was tweaked, but i recently found where and what that bug is; it is into the def/target.def file into the target_setinfluence entitydef and i have already fixed that, now i am going to fix this on your mod and also into my new unpublished alternate and unofficial version of your mod, but meanwhile anyone can get into the def folder of your .pk4 mod file and simply remove that def/target.def file.

Now i show you how the fixed version of that entitydef target_setinfluence should appear...:

entityDef target_setinfluence {
"editor_color" "1 1 0"
"editor_mins" "-8 -8 -8"
"editor_maxs" "8 8 8"
"effect_all" "1"
"fade_time" "1.0" //"0.75"

"editor_usage" "Trigger to set off demonic influences."
"editor_var radius" "Area radius to affect"
"editor_var time" "Time ( in seconds ) for the effect to last"
"editor_bool targetsOnly" "Only effect targets, ignore the radius"
"editor_bool effect_all" "Effect everything (default)"
"editor_bool effect_lights" "Effect lights in the area"
"editor_bool effect_guis" "Effect guis in the area"
"editor_bool effect_sounds" "Effect sounds in the area"
"editor_bool effect_models" "Effect models in the area"
"editor_bool effect_vision" "Effect players vision"
"editor_bool effect_demonic" "Only effect entities with demonic set to 1"
"editor_var fade_time" "Default fade time for color fades, defaults to 0.75"
"editor_var influenceLevel" "influence level, 0 is none, 1 is no gun or hud, 2 is no gun, hud or movement, 3 is slow player movement"
"editor_var flashIn" "time to flash in the effect"
"editor_var flashOut" "time to flash out the effect"
"editor_var snd_flashIn" "flash In sound"
"editor_var snd_flashOut" "flash Out sound"
"editor_var switchToView" "name of cameraView entity to switch to during the influence"
"editor_var mtrVision" "material to show during vision effects, if visionRadius is set the alpha channel of the material scales from 0 to 1 based on radius proximity of the player to the influence"
"editor_var mtrSkin" "skin to set on player during vision effects"
"editor_var mtrWorld" "material to globally replace in the world"
"editor_var visionRadius" "radius to effect vision effects with, mtrVision will always be used ( if it is set ) but this will also double the vision based on the radius"
"editor_snd snd_influence" "sound to play when influence is active, will turn off at end of influence"
"editor_var fovTime" "Time ( in seconds ) to move from current to target fov"
"editor_var fov" "Target fov"
"editor_var snapAngle" "Angle to snap the player to"
"editor_var triggerActivate" "Trigger to activate and trigger again to restore"

"spawnclass" "idTarget_SetInfluence"

"radius" "1024"
"time" "4"
"influenceLevel" "0" //dfm
"fovTime" "0" //dfm
"fov" "90" //dfm
"flashin" "0"
"flashout" "0"
"visionRadius" "0"
"snd_flashOut" "sound/influences/dream_out.wav"
"snd_flashIn" "sound/influences/dream_in.wav"
"snd_influence" "sound/influence/bj_inf4s.wav"
"snapAngle" "0" //"0"
"targetsOnly" "0" //dfm
"triggerActivate" "0" //"0"
"effect_lights" "1" //dfm
"effect_guis" "1" //dfm
"effect_sounds" "1" //dfm
"effect_models" "1" //dfm
"effect_vision" "1" //dfm
"effect_demonic" "0" //dfm
"demonic" "1"

Just remove the old entitydef target_setinfluence and then copy & paste this entitydef to the same place it was the old entitydef target_setinfluence on the def/target.def file and then save it, all will be fixed from now.

Sorry for the inconveniences this nasty bug may have caused on this and other mods tweaked by me. frown

 #7 - 08-01-2009 at 15:31
Joined: February 15th, 2005
Posts: 771
haha is there even ONE mod that Mr Dafama hasnt laid his skillfull hands on?? ;o

 #8 - Why is life so God damn hard! - 08-03-2009 at 07:51
Joined: September 30th, 2002
Posts: 172
I could have made 50 times better and more workable effects in Quake 2 engine games than with Doom 3... How in the name of all that's holy are these particles suppose to work? I'm trying to make beefier impact effects, but I just can't get the smoke effects to fade away slowly. I can make them fade in slowly, but not out. It's like... ARGH! I'll soon take a chainsaw to Id software.

Oh, and dafama2k7, the upgrades worked, but now the plasma gun does this every time I fire it:

 #9 - Q & A...: - 08-03-2009 at 12:40
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3128
@MrBigMr - This is because you first need to copy on the fx folder of your mod this fx/muzzleflash.fx file !

Take a look at your email now, i already send it this file.

 #10 - This is the fx file that the plasmagun.script uses on your mod ! - 08-03-2009 at 12:47
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3128
This can be copy & paste it on a text file and save it as muzzleflash.fx

fx fx/muzzleflash_lite {
bindto "barrel"
delay 0
duration .05
restart 0
light "lights/round", 1, .75, .5, 160
fadeout .05

fx fx/muzzleflash {
bindto "barrel"
delay 0
duration .05
restart 0
light "lights/round", 1, .75, .5, 320
fadeout .05

fx fx/muzzleflash_red {
bindto "barrel"
delay 0
duration .05
restart 0
light "lights/round", 1, .25, .25, 320
fadeout .05

fx fx/muzzleflash_green {
bindto "barrel"
delay 0
duration .05
restart 0
light "lights/round", .25, 1, .25, 320
fadeout .05

fx fx/muzzleflash_blue {
bindto "barrel"
delay 0
duration .05
restart 0
light "lights/round", .25, .25, 1, 320
fadeout .05

Finally, when saved, just copy the resultant muzzleflash.fx file and copy it to the fx folder of your mod .pk4 file, now the black boxes will disappear and a beautiful muzzleflash effect will be shown on a blue color when you fire the plasmagun with or without the mounted flashlight activated ! Done ! Two Thumbs Up!

 #11 - Plasma works, smoke doesn't. - 08-03-2009 at 16:20
Joined: September 30th, 2002
Posts: 172
Yeah, thank you, I got it, just been busy. After 48 hours of playing around with the particle effects I'm ready to call it quits. I have no idea what sort of quantum mechanics this engine works on, but it seems fade in and fade out are not the opposites of each other. Sure, I can have a particle appear from nothing slowly, and it can fade out. Up to a point. After which it just disappears. And that's just not good enough for me.

So no F.E.A.R. style dust lifting exchange of fire along the haunted hallways of Mars, but I did get some neat effects done, among a little this and that.

 #12 - !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! - 04-10-2010 at 18:08
From: (quebec)
Joined: August 15th, 2009
Posts: 18
NICE MOD DOWNLOADING RITE NOW ho and realy nice pistol smilesmile

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