XenoRad
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Thank you for the comeback and by sharing a bit more on your thought process. Indeed there would be no ideal modifications, we all like different things at different times. Sometimes we'd like to give Doom 3 a bit more of a "modern" game-play, other times we'd like to give it more of that old school feel. I will be keeping more than one thing from your pack (just for personal use for the long foreseeable future, but should I ever feel the need to release a mod I'll give credit where credit is due). I'm keeping the following as I consider them very good ideas/implementations: - dry fire for all the weapons (really should have been there from the start - it works well for Doom 3 but for RoE it's a bit problematic with the double barrel needing manual reload); - chaingun alt fire that pre-spins the barrels; - chainsaw alt fire that is the sideways swipe; - BFG cell dimming as it gets empty (BTW, for me the cell remains at the same light level until it's empty, then it dims - not sure whether this is expected or just the way I spliced together the code); - flashlight on/off with the reload button (maybe I'll keep the repositioning but my beam position is already close to center so not really a good need); - Wraith/Arch-ville behaviour; - smoke/particle effects for the guns. Cheers!
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We might want to update this to be "Doom 3 in 2024" - 20 years later... Well, maybe a new thread would be in order. As someone who has recently played the game after a few years off - it's still worth it, because it's a unique experience in the Doom line of games. It's very distinct from the others and I wished the BFG edition would have embraced its nature and enhanced it, instead it (unsuccessfully) tried to move it towards the others in terms of gameplay. That being said, I'd recommend playing it using some fixes. You can mod widescreen and modern resolutions easily enough for the original engine, but there's some bugs with EAX. For this I'd recommend using the Dhewm 3 source port. It gets rid of some bugs, does a good job at emulating the EAX effects, and all in all it's hassle free. A player could also also try the Esential HD Pack . It also works for RoE with is a good bonus, updates the vast majority of textures, effects, fonts as such so that there's little in terms of elements that look out of place. Apart from this, my current play-though has some changes which are of course personal touches but to me they bring the game closer to that "survival-horror" type atmosphere that it seemed to be going for but didn't quite reach. I modded the health and ammo to be about half of the original Doom 3 values, I upped the health and damage output of some enemies (my Pinky is now a tank that will wreck players in three seconds if they get cornered, ZSecs hurt plenty so cover is needed, all boss fights take longer) to make them slightly tougher and give them a greater chance of hurting. Regarding the shotgun: I played with the original setup. It's okay, indeed it forces the player to get up and personal which can get scary, but it gets very repetitive after a while. It's only one strategy that works with it. I found that improving the accuracy by reducing the spread of the pellets while also reducing damage output works well. It's more reliable at taking down smaller enemies in two shots maximum, while not being that useful against larger ones. So, it's more dynamic. Ultimately I do hope there's going to be a proper remake of Doom 3 with modern capabilities in mind. A proper ray traced setup with ultra quality textures, effects, high-poly monsters would be quite something. But then I'd rather they either leave the gameplay alone (so we can mod it all over again) or understand that Doom 3 is its own thing and needs to embrace the elements that make it unique. It would need to be a tense, rather slow moving horror experience where players need to use pretty much all their weapons to survive, be it due to ammo scarcity of the way monster encounters are balanced. I wouldn't want to see a remade Doom 3 where a Doom 2016 or Doom Eternal type game-play is shoehorned in. It won't work. Doom 3 is the most realistic, if you will, of the Doom games. It takes itself seriously, has some outstanding design when it comes to monsters, weapons and even levels. It just didn't have the guts to go all in. It needs to go all-in, fully embrace what it is and further distinguish itself from everything else that came before or can come after.
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Just stumbled across this mod after getting back into Doom 3 and RoE, and playing with some of my own modifications, mainly more health and damage for certain enemies, lower ammo, armor, health and damage (with exceptions) for the player. I'm trying to push Doom 3 more into the survival horror territory by making it a bit more challenging to manage resources and approach enemy encounters. @LippethAfter giving this mod a spin, I find that I'm linking plenty and am combining it into my personal modifications. I really like the BFG cell dimming out when the gun is empty, the dry fire sounds, the alt fire for some weapons, mainly the chainsaw, chaingun and double-barrel shotgun. I also like the new smoke and muzzle effects for the guns. They're subtle but effective. All in all a definitive quality improvement and some really good ideas, with some caveats (didn't like the new footstep sounds as they don't sound like boots on metal, but boots of soil and the new flashlight texture is a bit too diffuse for my liking; i liked that for the original you can see imperfections and dirt from the glass). Regarding the zoom-in weapon accuracy changes - I would agree with the others that if you make it so it makes some guns more accurate or effective without drawbacks it unbalances the whole thing. There needs to be a trade-off. How about making the weapons fire slower and/or turning down the mouse sensitivity? That way it won't be a clear winner, players will need to judge based on the current situation whether they'd like more accuracy or more damage output/maneuverability. Alternatively, you could give the zoom/alt fire a unique ability. I'm not sure whether it's possible via weapon scripts, but for example: the alt-fire on the plasma gun would fire larger, more powerful plasma bolts that obliterate enemies while consuming 25 ammo each. Some more suggestions: Alt fire on the rocket launcher - fires 3 rockets quickly (fewer rockets if there aren't 3 available in the magazine, but the gun will always try to fire that many making the alt fire waste ammo on smaller enemies) Alt fire on the BFG - similar to the rocket launcher above, pressing fire while holding down the alt will make the BFG fire a full charge safely (players will use this as a safety so they don't blow themselves up, but the BFG will consume the whole cell) Alt fire on the flashlight - instead of bringing it up and center it disperses the light, making it cover a larger area while making it dimmer (useful when trying to quickly scan a room just to get a bearing for where everything is, but not so much when trying to light up specific objects) Alt fire on the shotgun - a choke that changes the pellet spread from vertical biased to horizontal biased (the player will chose one or the other depending on the size and shape of the enemy or enemies they're facing; RoE has something like this for the double-barrel) Again, not sure whether any of the above is possible, but to me this would be the type of trade-off that I'd play with, while still keeping in line withe the original Doom 3 feeling: the alt-modes don't vary too much from the primary, but instead offer options in various combat scenarios.