RanDoom3 lite (demo version)

... first of all, sorry for bad English :)

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Title				: RanDoom3 lite
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Version				: demo version (original 5 maps of single campaign)
Filename			: randoom3lite_beta.zip
Game type			: Single player only
Release date		: 09-18-2014
Author				: Sancho
E-mail				: sancho@doom3.ru
Works of other authors, included in the mod:
* archvile_improved_by_c4tnt (author c4tnt, c4tnt@yandex.ru)

Description	: Original game maps where monsters has been replaced to random ones. Standard ammo and weapons has been removed and added several spawn points of random supplies. The result is a game with an original storyline, but it's unknown, which particular monster is waiting for you behind next corner - archvile or a zombie scientist. Essentially you play Doom 3 almost like the first time.
Modification is aimed for tough fights with monsters, a little harder as compared to original game. Also at start you may immediately find a BFG or Soulcube while not having even a pistol, and may encounter ANY monster.
This version of mod does NOT have scripts, all maps are pre-generated in several variants!

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* Specifications :

What will be the experience of a well-studied Doom 3 again if you will not know which monster waiting for you around the next corner? In my opinion, it'll revive lost enthusiasm and strong emotions.
This mod is focused on what you do not know who you will meet and with what weapon you'll start a standard single player campaign. Mod brings back tension to the game. Agree, we all have become accustomed to switch to a more comfortable weapon at the right time, knowing our next opponent, knowing that the pistol or shotgun has already accumulated fifty rounds. And now the tension is back!
I would like replay the game once again, but it was too studied already and became routine. I think this modification will be interesting not only for me. The goal is to make as much as possible non-standard fights on the locations of the original story campaign.
Almost every monster (yes, there are exceptions!) was replaced by other random monster. That is, if there was an imp sitting in a locker, but now cherub may crawl out or even revenant. On the other hand Hellknight is not able to replace a zombie-scientist type because of his size, so you'll face big monsters less, only instead of the other big ones. But a small monster may also appear instead of big, do not need to do things too predictable?
A flashlight will be available to the player as usual. All other weapons will be obtained randomly - you may even start the game with the Soulcube or BFG (but it's rare finds).
Do not try to look out for hidden extra supplies! To save you from vain searches all stocks are in prominent places now (and there's just a few such places on each map). This is to protect you from "I clambered every nook and cranny around the level, and found only three packs of ammo, I'm tired and angry." -like experiences. You'll see a plenty of ammo in these spots, more than in original game.

Technically, in this version of the mod maps was edited with a text editor Notepad++, they has not been recompiled by DoomEdit or something.
Random change of map objects was made using Replace Pioneer ( http://www.mind-pioneer.com/services/475_Advanced_search_and_replace.html )
For now randomization has been done in a such way for demonstrate gameplay's potential. If possible, it will be reworked using a scripts.

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* List of changes and features  *

- This version of mod does NOT have scripts, all maps was pre-generated in several variants!
- The first five game levels of the original campaign has been changed in this demo:
	Mars City Underground (mc_underground.map)
	Mars City (marscity2.map)
	UAC Administration (admin.map)
	Alpha Labs Sector 1 (alphalabs1.map)
	Alpha Labs Sector 2 (alphalabs2.map)

- The maps are almost entirely as the original, only changed a bit to the random emergence of monsters. Some cutscenes has been removed, e.g. you will not be witnessed as two imps in Administration level breaks the door and attacks you. You'll just see a broken door and there will be someone else. Yes, small trite also may be suspected of vandalism!
- all original weapons and ammo was removed. Instead them putted additional, less common (4-5 points on the level), but with a larger quantity of ammo;
- overall ammo amount per map is slightly less than in original game;
- strong monsters appear not so rarely. Sometimes a couple of archviles may attack you. Weak monsters appear more often, but not overmuch;
- walk_on_sight attribute always ON, so monsters always immediately attacks without taking a threatening posture;
- Archvile is now able to attack with classical attack, as in Doom 2, trying to scorch player from a distance, and if player does not manage to hide from Archvile's sight, he will be tossed by explosion (author - c4tnt);
- added a Vulgar from D3: RoE;
- aas-boxes height of Cacodemon, Commandos and Hellknight has been fixed, so they do not get stuck on the ceiling in some places;
- added several variations of Imp. You may encounter Imps throwing their fireballs along a straight path and slightly faster, also Imps with slightly increased/reduced health, so you can't be absolutely sure that this particular Imp can be killed with a certain amount of shots;
- monsters who drop weapons after death (z-secs, chainsaw zombie, commando_cgun), now drops a little more ammo, so after they died you may get enough ammo or grab new weapons if you don't wield them yet;
- added "helmet" armor type. Can be found instead ammunitions and provides 15 armor.

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* Installation and running *

 1. Place folder randoom3lite_beta to Doom 3 folder
 2. Next you'll need to pick any variations of maps (they are placed in mapstore folder) and copy to maps\game;
You can do that in automatic mode by launching once install_maps.bat (install_maps.sh for Linux users).
As a result before starting to play you should have in maps\game a set of files:
mc_underground.map
marscity2.map
admin.map
alphalabs1.map
alphalabs2.map
If you want to replay a mod with other monsters and weapons, launch again install_maps.bat (install_maps.sh) or manually change maps set to any other. Note, that when map changes, your save games for this map becomes invalid, so do not run script without necessity.
 3. Run in game as "randoom3lite_beta" mod, or launch randoom3lite.bat
 4. You can just start a new game, or if you don't want to play through the introductory storyline mission, open the console ( Ctrl + Alt + ` ) and enter
map game/mc_underground
You may immediately ensure whether the mod was installed correctly, by looking at weapon, given to you by the security guard in the underground. Only a flashlight and an armor :)  You'll be able to pick up some weapons before reaching the surface.

If an improved archvile is too hard for you, just delete z_archvile_improved_by_c4tnt.pk4 from mod's folder.

Mod was tested on a standard Doom 3 v.1.3.1 (Eng).

1C (Russian version), Steam version should be working as well. BFG Edition - not tested.

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* Shortcomings and known bugs *

Of course, the atmosphere and story have suffered, but not much.

In some places you can hear "derelict" sounds of monsters (sound shaders), for example, z-secs radio-chatting, placed by a level designer. A sound or two may have remained.

Difficulty levels were not tested, except Veteran mode.

Total amount of ammo is less than in original game. If you not like shortage of ammunition, open the randoom3lite.pk4 (it's a plain zip-file) and delete files
rd3_ammo_items.def
rd3_weapons.def
from def folder. Then extract more_ammo.zip in the mod's folder. This will not deliver you from problem of possible lack of ammo to your favorite weapon, but boxes that you'll find will contain a larger number of ammo.

New Archvile is pretty tough. Maybe I should fix damage from couple of attacks.

Monsters are actually decoupled from level designer's puppet strings, so they're acting only within their meager AI, not taking advantage of triggers and scripted attacks, so they may look a little helpless. But now you'll see their real skills without guidance from the level designer. They are left to themselves!


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Enjoy!
Waiting for feedback, comments or suggestions.

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Thanks to ssv_170379 for helping with English translation and batch files for installing maps!