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.

Reviews 4.25 star(s) 7 reviews

it didn't run on cocknballsquake which is the sourceport intended to run on an atari2600 with half the ram it originally came with SO THREE STARS!!! PORTAL TO HELL!!
Skill
Nightmare
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....