Gameplay Mod Lateralus v3

Mods that only include changes to gameplay, but no maps of their own. Usually to be played with community Vanilla maps.
only works on the quakespasm spiked source port
[QUAKESPASM SPIKED]: Fte.triptohell.info
apparently conversion of all md3 .png textures to RLE compression .tga 32 bit fixes transparency issues on FTEQW


Description:
This mod was created from my love for Doom 3, it adds enemies and weapons from Doom 3 to quake.

weapon cycle = impulse 30
weapon cycle reverse = impulse 31

Differences from Doom 3:
Besides being on idtech2 and not having sprinting, running speed is decreased to 280 ups, all enemies have been rebalanced to have *more* health and do *more* damage. Certain enemies act almost differently to how they were in doom 3, imp and knight balls are now grenade likes. *All* enemies has been made to be more aggressive, this combined with more health and damage causes the game to be rather difficult*. So much more evil design choices lies within.
*All* weapons has stats changed including how much ammo they can hold.

Enemies:
z-securities, trite, cherub, imp, boney, hell knight, cacodemon, archvile, mancubus, bruiser, vulgar, demon, revenant, commando (tentacle), maggot, wraith, lost soul ( i forgot if there are more...)
Weapons:
fist, pistol, shotgun, machinegun, chaingun, grenades, rocket launcher, plasma gun, big fucking gun 9000, chainsaw

Credits:
death animations : tomson91 (https://www.moddb.com/mods/doom-3-models-pack-2024)
id software for doom 3 assets
katherinecode (playtesting, help with getting in-engine baked textures, doom 3 guy face renders)
n4h (playtesting, view models pre-bake textures)
bigstronk (playtesting, ssg sfx)
serecky (doom 3 viewbob code)
skidmark (code, models, textures, art)
quake 2 original and rerelease source code
doom 3 source code
darknar (cyberdemon extra animations)


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Submitted by
Skidmark174
Downloads
1,079
Views
4,605
Release Date
Feb 3, 2026
First uploaded
Last update

Ratings

4.14 star(s) 7 ratings

Latest updates

  1. another patch for v3

    -correct archvile behavior -slower ssg reloading like originally -umm. . . . idk/ . . . . . ...
  2. v3 patch

    fixes berserk overlay, nades and barrels do 15 more damage, ignirath fires last shorter time
  3. The update that nobody asked for

    - added new hud, viewbobbing - new enemy ignirath - added doom 3 powerups

Latest reviews

A bit unpolished in some places at it's current state but still fun. Currently has some annoying quirks I'm not too big of a fan of.

The things I didn't like:
  • Barrels taking a while to cook now explode which means masses of enemies never get caught in the blast.

  • You're at the the mercy of RNG for certain Shamber encounters without the rocket launcher. Both replacements feel interesting

  • Pistol Z-Sec when starting out can widdle health away without armor pretty easily if grouped up.

  • Z-Sec ingeneral sounds quieter than the other monsters.
  • I think Machinegun Z-sec sometimes shoot at a higher fire rate, but can't tell if it's a feature or not.

  • Lobbing grenades doesn't feel fun unless at full charge due to feelling like they bounce around more than vanilla despite what the author says.

  • Explosions sell and feel that they much weaker in general with the exception of rockets.

  • Bezerker doesn't feel as satisfying to me as Quad Damage due to a number of factors. Unlike doom 3, you are unable to use other weapons than your fists and being that it only makes the player's health invulnerable, it can easily widdle away armor trying to get into punching range of certain enemies. As of with this version the red screen is also broken on resolutions bigger than 4:3. Would like a setting to turn Bezerker off.

  • Sometimes can't select a different weapon when you feel like you should after throwing a grenade due to how long the animation for it is (this killed me several times, just a nitpick because I'm a noob lol)
The things I liked:
  • The weapons feel punchier than Doom 3s arsenal. Certains ones act almost the same, specific ones have been changed to better fill the arsenal like the chaingun now acting as a "Get the fuck away from me" burst gun, leaving the machinegun to be a much viable option for preserving ammo.

  • The Shotgun actually feels like a shotgun and less like a melee weapon. Though it's spread is still a bit questionable at anything past the range of the bridge in E1M1, is much more satisfying to use.

  • Challenging and brutal but monsters that so far feel gratifying to shoot, if occasionally feeling like bullet sponges. But once you get into the rhythm, back pace into cover occasionally, sniping enemies with the machine gun. Sometimes showering an enemy in grenades and rockets.

  • Every enemy gibs even after death, and gibbing in general feels gruesome.

  • The Doom 3 vibes.

    EDIT: Fixed some weird wording. I'm a bit too jittery to write it seems.
Skill
Hard
Skidmark174
Skidmark174
-barrels are now "gibbable" if you shoot it enough
-you haven't met an archvile
-z- secs are working as intended, yes pistoleros are meant to be threats
-the grenades being bouncier reminds me of people thinking nades in QBJ3 are slower, so uh they bounce the same theres no difference
-barrels and nades explosions deal slightly more damage now even though its a change i do not enjoy
-berserk power up is common in episode 4, hence the locking, meant to make episode 4 not a cakewalk

all changes mentioned here are in the latest patch
Works somewhat on FTEQW. Totally not working on vkQuake. Regardless, I'm happy someone finally did it. I love DOOM 3!
0/10 too scary
Skill
Easy
Great mod, needs a little bit of tweaks, if possible.

- reload weapon when mag is empty
- switch weapons when no more ammo.
- chaingun chews trough ammo atm (might need dedicated levels with more ammo)

I wish there would be .fgd or .def file for it, to make levels in Trenchbroom.
Also , would be nice to work on Ironwail
Skill
Easy
Skidmark174
Skidmark174
-reload weapon when mag is empty
it existed in prior versions but removed to make the game more challenging, of course i will add it as a Cvar in the future it is planned (similar to doom 3's auto reload setting)
-switch weapons when no more ammo
thats a bug i forgot to fix it xp
-chaingun chews thru ammo
probbaly up to preference

.fgd i could make one
working on Ironwail would be impossible to pull off unfortunately
yay!! doom 3 !!!
ermmmmm ironwail port WHEN.... this is getting ANNOYING....