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I grew up on DOOM. About time I made an account on a forum supporting DOOM and countless mods and add-ons; and be part of the DOOM modding community.

Comment History  (0 - 30 of 78)
Fady117
Fady117 - - 78 comments @ The Orbital Collapse

Thanks for uploading these.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ The Old Bases

I'm getting an error saying "archive is either in unknown format or damaged" and I can't extract the contents. I tried downloading from mirrors, same result.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ TSM v1.0

Yeah it was a very short freeze, in the area where you pick up the megasphere. But don't worry your map runs very good and is overall very very smooth, it's normal that some minor fps drops can happen in some corners. You have done an excellent work.

The respawning is a problem, the Dark Cacos and the Barons of Hell don't let you focus on TSM, you can't focus on TSM if a lot of enemies keep respawning and shooting at you. You need to keep your attention on TSM, so 45 seconds will feel like 10 seconds because you must always stay far from TSM and keep running.

This is a great map and with a few more changes it will be totally awesome, thank you again for making this.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ TSM v1.0

Okay I just tried the map, first of all it's amazing, the design is awesome, the setting is great, the size is great too. For the most part the map runs fine without technical issues, there was just one small freeze that happened when I picked up the megasphere in the second room, but other than that everything runs top notch. I'm using 2004 retail Doom 3 patched to v1.3.1 (normal Doom 3, without mods).

The TSM design is awesome, first time I see this kind of enemy in Doom 3! I think TSM fills a certain gap in the Doom 3 bestiary, since the Trites and Ticks do not make up for the loss of the Arachnotrons, and there's only 3 Vagaries in the entire game.

When it comes to gameplay: this map is exceedingly difficult, downright near-impossible to finish. I did not expect an infinite respawn of Dark Cacos and Barons of Hell. Even the Cyberdemon respawns! and the Revenants that are on the towers continuously spam missiles. I can't even focus on TSM.

I think, this map is mixing Ultimate DOOM E3M8 (Dis), DOOM II Map20 (Gotcha!) and DOOM II Map30 (Icon of Sin) all in one. It's too much for the player, especially that the enemies are buffed and there's infinite respawn.

This map is impossible without mods and much stronger weapons. And there is no Soulcube. The Dark Cacos are too fast and they almost always corner the player and you can't focus on TSM at all.

There shouldn't be an infinite respawn of enemies, and the Cyberdemon certainly shouldn't respawn once he dies. There should be more megaspheres in the big courtyard. The player's running speed should be faster to outrun the Dark Cacos and to get away quickly from TSM. The default running speed is too slow here.

This is a great map and with a few more tweaks the gameplay will be awesome! thanks again for making this beautiful map!

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ TSM v1.0

Thanks for your reply! then I will use normal Doom 3 to try this version (v1.0) and I am eagerly awaiting the add-on version that will work with Absolute HD. I love using Absolute HD with good custom maps.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ TSM v1.0

Awesome work and congrats on releasing this beautiful map! I will let you know my experience with it when I try it! Can I run this map with Absolute HD v1.6? I use Absolute HD with a lot of custom maps.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ ID TECH 4: Radiant - Mapping Basics

Thanks a lot for all this info, I really appreciate it! I don't have ROE or Steam version or BFG Edition, I have 2004 Doom 3 patched to v1.3.1.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ A repack of monoxead HR textures combined with wulfen's texture pack 2.0

Thank you! Appreciate the effort made for this

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ TSM0013

Beautiful map

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ ID TECH 4: Radiant - Mapping Basics

Thanks a lot for this! I was looking for a way to get the editor to start, since simply typing "editor" in the console in-game didn't work (I'm using 2004 retail Doom 3 patched to v1.3.1).

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ TSM0012

Looking great!

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ TSM - Trailer

Awesome stuff!

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ Doom 3 The Lost Mission

I'm getting a "archive is either in unknown format or damaged" error, I have tried downloading several times and from different mirrors. I'm not sure whether it's from my end or it's some connection to some server that isn't working properly.

If you could upload this to mediafire and post a download link in the description text here as an alternative way to download, I would really appreciate it. This error rarely happens for me on ModDB, but sometimes it does.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ Doom 3 Closed Captions v2.0 - Doom 3 [CC] (No Radar version)

Thanks for your reply, and sorry for necroing this, just recently reinstalled Doom 3 and enjoying modding it. I have 2004 retail Doom 3 patched to 1.3.1. I will try to see if I can control the CCs through the game options.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ Demon Expansion Pack for Doom 3

Thank you! This is amazing!!

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ Predator-style chaingun script

Thank you, this can be helpful in some way, I've been trying to learn how to add custom scripts to an existing script to further customize weapons. Sure can use all the help I can find!

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ Escape From Deimos

I have just completed the first level, T-Lab Complex, and will report back on the other two soon as I complete them.

T-Lab Complex is awesome. Really good design and build, great progression, and it's a pretty big level. My only gripe with it is the scarce ammo pickups during the first segment, prior to entering the T-Lab rooms. There's quite a few zombies this early, as well as other enemies, and for the most part you're pretty much mostly using the Pistol in this segment, until ammo runs out. An available chainsaw in this area would have solved this issue. Otherwise this is an ace level design, definitely up there among the best custom maps I've played. This deserves a 10/10. If just T-Lab Complex is this good, I can imagine the other two are, as well.

I have 2004 Doom 3 v1.3.1 and used Absolute HD v1.6 with this level. I loaded the map through the console, rather than loading it as separate mod or from a batch file.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ Evacuation Protocol (Doom 3)

I absolutely loved this level. It didn't even feel like I was playing a custom map; it legit felt like a segment of the official campaign. That's how good it was.

My only gripe was the rather rough start where you're forced to punch two zombies in a locked up room sunken in darkness. What I did was press "use" on the chairs and block one of the vents from where a zombie crawls out so that I can take them 1 on 1. It was a rough and annoying start, but once past that point, the level starts to show its beauty.

Build is awesome and very detailed, and the progression is beautiful. There were some annoyances that forced rather unavoidable deplete-your-health-and-refill-it-later by forcing the player into a corner because doors lock down when enemies spawn, meaning any careful tactics that were taken by the player get thrown out the window several times. But it's part of the experience.

I have 2004 Doom 3 v1.3.1 and used Absolute HD v1.6 with this level. The enhanced, faster enemies definitely gave me one hell of a challenge.

This is a solid 9/10. Truly amazing work and one of the best custom levels I've played.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ UAC Awards 2007

Thank you!

Good karma+2 votes
Fady117
Fady117 - - 78 comments @ CTT

Despite the bugs, this is a great level, but I could not continue it due to bugs.

- Various text display issues where names on door panels, elevator panels, area/sector names on HUD, and some texts in PDAs looked like randomly typed characters.

- I reached a spot where I had to activate the switch of a maintenance shaft but it didn't do anything and I got stuck.

- In some spots I took damage from nothing, there was no enemy around, and there was no fire or environmental effect.

This is a great map and I hope these issues get addressed in some future update patch someday.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ D3 SP Gatehouse

Excellent build and design, I really loved the aesthetic, ambiance, and progression. The encounters are well placed, the pace is great, and there's a fair number of doors and pathways to explore. I was hoping there was more to this map than the playable area, particularly a path that heads deeper in, towards those towering ruins in the background.

There was one thing, in the room where I pick up the gatehouse key from the fountain, the cutscene zooms in on a decorative object rather than the key itself. Also the exit door is bugged and didn't activate for me, when I'm supposed to open the gate with the gatehouse key. I have Doom 3 v1.3.1 and used Absolute HD v1.6 with this map.

This is a 10/10, very well done, I hope to see more of these someday.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ Scientific Base UAC

Amazing level of detail in various areas. The progression is nice and varied and the build is really good. I especially loved the elevator shaft sequence, have never experienced this before in Doom 3.

I have Doom 3 v1.3.1 and used Absolute HD v1.6 with this map. There were various (expected) fps drops in several spots, and it happened the most where I encounter the Plasma Gun Z-Secs.

The exit elevator is bugged, upon entering it and activating it, a very short sequence shows the Cyberdemon from the normal campaign then the application crashed with an error "cannot render this_is_it". I'm not sure if this is due to using Absolute HD v1.6, or if it's an integral fault with the map.

I found a bug with the elevator shaft sequence, if you fail to grab onto the service ladder you fall normally all the way down to the bottom and you get stuck there. There should be a death wall when the player model gets in contact with the area engulfed in fire, before hitting the bottom.

In my opinion, the end fight in the last room before the exit elevator was not a good conclusion to the buildup that happened throughout the entire level. The room was not very remarkable and felt more like a transitory space than a destination, with all the spawning enemies further delaying your progress, only to find out this was the ending fight room.

This is a solid 8/10, really amazing work, hope to see more of these someday.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ BJA: Lost Facility (Doom3)

This was an excellent map. I was hoping the Intro part would be more substantial, but really enjoyed the map nonetheless, and it can get pretty difficult.

I have Doom 3 v1.3.1 and used Absolute HD v1.6 with this map. It was great to play. Many thanks to BJA for making this.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ Alpha Labs Sector 5 - (v2.0 Fixed)

Very good map, pretty intense going by Alpha Labs standards. The pacing is great and the ambushes are well placed. The level is well built. The Berserk section kind of disrupted the established pace, and there's a collision bug in the first room at the start of the map, where the hidden medikit is, behind the crate. If you attempt to jump behind the crate you get stuck there and you have to noclip back out. That was the only bug I encountered.

I have Doom 3 v1.3.1 and used Absolute HD v1.6 with this map. It was an absolute blast of a map. 10/10.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ Bop Sound Mod

Thank you!

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ Absolute HD Mod

Update: I finally figured out the Tilde key problem and why the console wasn't opening. The Tilde key won't register when typing unless it's held down for at least 0.550secs, and the same is true inside Doom 3. So I went and created a macro which presses the Tilde key then releases the key after exactly 0.550secs, and assigned that macro on the keyboard. Now my Doom 3 console opens normally with Ctrl-Alt-Tilde.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ Absolute HD Mod

Little update:

- When you chainsaw ANY enemy close enough to a door or wall, the door / wall will have texture flicker. Sometimes if you get rid of the corpse, the flicker goes away. Nothing major, tolerable bug.

- In Sikkmod Options, the Lens Flare scale value doesn't seem to work, it does not modify the Lens Flare size or intensity. Minor bug, doesn't disrupt gameplay, Lens Flare isn't an integral element and can be disabled when necessary.

- Every time I start up the mod through its launcher, ALL my settings remain saved except for Toggle Crouch and Toggle Run, they always revert to "YES" even though I always select "NO". I tried modifying the DoomConfig in the absolutehd folder to have the change permanent, doesn't work, the DoomConfig even resets my changes with these two specific settings after I quit the game to desktop. Minor annoyance, doesn't affect my enjoyment of the mod.

- I can't seem to be able to get the console to work. I tried with Ctrl, Ctrl-Alt, Ctrl-Alt-Shift, Ctrl-Shift. I also tried modifying the DoomConfig and the AutoConfig to have : set com_AllowConsole "1", doesn't work. I'd appreciate any advice on how to get the console to work in Doom 3.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ Doom 3 Absolute HD 1.7

No problem! Hope this can help to solve the ammo issue.

Good karma+1 vote
Fady117
Fady117 - - 78 comments @ Absolute HD Mod

The original 2004 retail version of Doom 3 is the one most compatible with mods (after patching to v1.3.1) and it also lets you play the original vanilla experience. It can achieve overall better graphical enhancement through mods than the BFG Edition.

The BFG Edition includes the Resurrection of Evil expansion as well as the exclusive bonus level "The Lost Mission". However, the BFG Edition is an entirely different game, it has different game files, has somewhat enhanced graphics compared to the 2004 vanilla, some gameplay changes, and is much more compatible with modern machines. There are mods available for BFG Edition as well.

Dhewm3 is an engine source port for Doom 3, it's basically Doom 3 with 100% stable compatibility on any computer, while also not modifying gameplay or graphics, retaining the original, 2004 look. However, Dhewm3 isn't compatible with 95% of the mods, only a very select few.

Personally, I'd always vouch for the original 2004 version of Doom 3, it's simply the most authentic experience, while also keeping full compatibility with any mods you may want. The only downside is you might have to solve compatibility issues, display issues, or stability issues on modern machines.

Good karma+1 vote