DOOM 3 Flare & Duct Tape Mods

The DOOM 3 Flare Mod changes the hand grenades in the game into flares, allowing you to see better into those dark areas, and also warn oncoming motorists if your vehicle is disabled by the side of the road. Also, the Duct Tape mod for DOOM 3 has been updated, and now also supports the shotgun.
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1.
 
yay
Aug 8, 2004, 12:04
1.
yay Aug 8, 2004, 12:04
Aug 8, 2004, 12:04
 
I like the duct tape mod, but giving up nades for flares? Nah...
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2.
 
Re: yay
Aug 8, 2004, 12:09
2.
Re: yay Aug 8, 2004, 12:09
Aug 8, 2004, 12:09
 
The grenades are worthless. They bounce like tin cans, not something heavy. I had the things bounce off walls and come back to me so much I never use them.

Most of the monsters spawn, they are not pre positioned. So there is really nothing to use grenades on. If you hold onto to them for battle, I almost always got hit with a back blast.

Flares is an excellent idea

3.
 
Re:
Aug 8, 2004, 12:22
3.
Re: Aug 8, 2004, 12:22
Aug 8, 2004, 12:22
 
Those first areas where you come across those cherub things, the grenades are useful there...

Just before that area, when you have to clear out the gasses, you could do away with the imp, zombie and revenant with the grenades... The zombies and maggots are usually in place when you enter, so I spam the grenades into corners to get them before looking around too much... drop them down elevator shafts for cheap kills, too..

Not sure I'd want to lose them for flares... then again, I'm enjoying the game as is:)

4.
 
Re:
Aug 8, 2004, 12:27
4.
Re: Aug 8, 2004, 12:27
Aug 8, 2004, 12:27
 
grenades work great, just stand back and bounce them in to eneimies as they blow up on contact. they take out the bigger guys easy.

5.
 
Re: yay
Aug 8, 2004, 12:29
Tom
5.
Re: yay Aug 8, 2004, 12:29
Aug 8, 2004, 12:29
Tom
 
The grenades are far from worthless. True, they don't bounce well, but if you throw them directly at something, they explode on contact ... this is a great way of quickly taking out things that are out of reach of the shotgun without exposing yourself for the time it would take to get the job done with another weapon. For example, when you first run into revenants... they're typically up somewhere you can't even get to, but your grenades can get to them. The grenades are also good for those really strong chaingun guys.

Also, the grenades are just plain fun. If you use em on relatively weak guys, you can make them go flying way up and bounce off the ceiling. And every now and then there's a cluster of guys together with enough space between you and them to lob a grenade into one of em and take out the whole bunch.

If you can't find a use for grenades, try to get a little more creative with your strategy! Or, not use them, but you'll be missing out.

6.
 
No subject
Aug 8, 2004, 12:35
6.
No subject Aug 8, 2004, 12:35
Aug 8, 2004, 12:35
 
You'd figure most gamers would have some experience with the Quake 2 style of nading/priming...sheesh Speaking of Quake 2, there are quite a few places in the MP maps in Doom III, especially Edge 2, where you can perform almost superhuman jumps, ramping off of stairs, elevatators, etc. Nothing like ramp jumping above an enemies head and sending a rocket straight down, launching you even further up to some ledge.

This comment was edited on Aug 8, 12:47.
7.
 
Re: No subject
Aug 8, 2004, 12:45
7.
Re: No subject Aug 8, 2004, 12:45
Aug 8, 2004, 12:45
 
Doom3's grenade are the poor man's rocket launcher. Thing is, I almost never use it either (currently at some seventy-ish rockets). Or maybe it's the other way around; grenade seems to be more easy to hit with (bigger and if you miss, they'll bounce back on the motherfucker).

8.
 
Re: No subject
Aug 8, 2004, 13:14
8.
Re: No subject Aug 8, 2004, 13:14
Aug 8, 2004, 13:14
 
I agree with Rseman, I'm really enjoying the game as is.

I got the self-shadowing mod and the ungibbable mod running and that's it. Pretty darn cool. I use grenades for blind corners and shelves and bosses. They're fun in a room full of barrels too

9.
 
No subject
Aug 8, 2004, 13:41
9.
No subject Aug 8, 2004, 13:41
Aug 8, 2004, 13:41
 
Ungibbable mod?! Plz tell me this means the demons don't burn up after you kill them!!( I thought that feature was tacky as hell)X| If so I gotta get this.

10.
 
Re: Looks interesting...
Aug 8, 2004, 13:42
10.
Re: Looks interesting... Aug 8, 2004, 13:42
Aug 8, 2004, 13:42
 
Funny thing is, I myself won't be using the flare mod, I just thought it'd be a good idea after seeing people complain about the lack of lighting, and figured it was more creative and limiting, and also a cooler effect than just duct taping a flashlight onto the gun.

I plan on playing through Doom 3 untouched, as it was meant to be by iD, but I just wanted to see if I could do this, and it turned out pretty well

For a future release I hope to have it so that you can have both grenades AND flares, and when you pick up grenades it adds the same amount of flares to your inventory.

11.
 
Re: Looks interesting...
Aug 8, 2004, 13:55
11.
Re: Looks interesting... Aug 8, 2004, 13:55
Aug 8, 2004, 13:55
 
Cool idea... was just thinking about this earlier.

Would be cool to have flares as alternate fire (oh, wait... there is none... at least as separately bindable).

12.
 
Re: Looks interesting...
Aug 8, 2004, 14:16
12.
Re: Looks interesting... Aug 8, 2004, 14:16
Aug 8, 2004, 14:16
 
Where is your guys sense of adventure? If you lob grenades around corners to clear areas, where is the challenge? You walk into empty rooms right?

I play the games so I have to whip around to the right and back to the left. How else do you develop skill?

Same reason I always use weakest weapon I can. Rocket Launcher kills imps easy. No challenge. I may as well go fishing.

13.
 
Re:
Aug 8, 2004, 14:20
13.
Re: Aug 8, 2004, 14:20
Aug 8, 2004, 14:20
 
I could be wrong... but I'm fairly certain that grenades were invented for clearing areas....

14.
 
Re: Looks interesting...
Aug 8, 2004, 14:23
14.
Re: Looks interesting... Aug 8, 2004, 14:23
Aug 8, 2004, 14:23
 
Because skill isn't always determined by how fast you are below the neck. A badly placed grenade could end up hurting you just as much as the bad guy. I think the reason they bounce so much is so that players are encouraged to get creative with them.

15.
 
Duct tape mod
Aug 8, 2004, 14:34
15.
Duct tape mod Aug 8, 2004, 14:34
Aug 8, 2004, 14:34
 
I tried the duct tape mod at the beginning of Alpha Labs 2. The duct tape mod didn't seem to stick When I did a quicksave with the mod and then did a quickload the light on the shotgun or machine gun wasn't there the same, it was kind of flickering, mostly not there. I think the light would look better if there were a light cone instead of just the light showing up on the wall too.

Anyone else have problems with the duct tape light mod?

The duct tape mod is a good idea. I wish id would have had some lights you could attach to your guns that needed batteries you'd find around the levels. They probably wanted to keep things simple. Simplicity is a good thing. I really don't like games where you have to bind your whole keyboard and keep track of thirty different things.

I've given up on the duct tape mod for now. I changed gamma setting to "r_gamma 1.5" ("ctrl alt ~" to get to the console and enter that setting w/o the quotes to change the gamma, default is 1). I have brightness set to 1.5 which is "r_brightness 1.5" or just adjust the brightness in the system menu. At these settings I can play the game without having to wait for the sun to go down. These settings don't wash out the bright areas too much and the game is still plenty dark.

Has anyone modded the grenades to be less bouncy? I may give that a try.

Great game though. I'd wish for more reality things like making the environment more interactive. You should be able to destroy just about everything. Something like the duct tape mod. Limit weapons carrying to only 2 weapons. No quicksave? (blasphemy!).

This comment was edited on Aug 8, 14:56.
16.
 
Re: Duct tape mod
Aug 8, 2004, 15:09
16.
Re: Duct tape mod Aug 8, 2004, 15:09
Aug 8, 2004, 15:09
 
In response to 15:
If i remember correctly, your light going out isn't a glitch, but a part of the map. I had problems with my flashlight there as well, it gave me a fit, and i kept restarting until i decided to go on w/o my flashlight. Luckily for me, it came back.

17.
 
Re: Looks interesting...
Aug 8, 2004, 15:17
17.
Re: Looks interesting... Aug 8, 2004, 15:17
Aug 8, 2004, 15:17
 
The flares in my mod are a lot less bouncy. Shouldn't be too hard to look at the differences and tweak it.

18.
 
Re: No subject
Aug 8, 2004, 15:28
Cy
18.
Re: No subject Aug 8, 2004, 15:28
Aug 8, 2004, 15:28
Cy
 
No subject Aug 8, 13:41 Entaro-adun

Ungibbable mod?! Plz tell me this means the demons don't burn up after you kill them!!( I thought that feature was tacky as hell) If so I gotta get this

Doubt it. I finished the game earlier, with no mods etc, (I tried the duct tape one but it ruins the atmosphere).

I just restarted and spawned myself a chainsaw for a laugh and started killing all the people in Mars City before the gateway had been opened (you have to get the follow the spider bot objective first)

Anyway - EVERYONE - did the the blade 2 vampire style disappear thingy!

19.
 
No subject
Aug 8, 2004, 15:33
19.
No subject Aug 8, 2004, 15:33
Aug 8, 2004, 15:33
 
Duct tape mod, in my opinion, should be a feature of another full blown mod, not just an add on that helps ruin single player. The flares aren't too bad of an idea if they do no damage, however. Having to choose over a non-damaging flare or an unlit explosive you must toss seem fair, as long as you can't have both.

20.
 
Re: yay
Aug 8, 2004, 15:58
20.
Re: yay Aug 8, 2004, 15:58
Aug 8, 2004, 15:58
 
I actually found them to be good for taking out the Revenants. Presuming one had not spawned directly in front of you, you could bounce them around a corner and, with two or three hits, take out any revenant. Given the smalls size of the levels and the missle splash damage, it was the safest way to go.

Thinking the original Revenant sounds were much more iconic,
Ray

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