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Black Sheep - a Doom 3 gameplay mod

   (11 reviews)
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About This File

Black sheep is a slightly-inserious gameplay mod that tries to get a Doom 3 feel into the classic games. It will work with any Doom IWAD and any source port, even in vanilla engine. It will also perfectly work with PWADs that use stock textures only. Warning, PWADs with custom patches and textures might not look right with this mod. When running PWADs, load this mod after the PWAD.

This mod mainly changes Doom textures to be dark and grey (but not things, switches and some light source textures). Also, some sprites are changed (zombieman, shotgunguy, imp, demon, hell knight, nazi). Music is muted. No changes to weapons, no behavioral changes to monsters, no new palette, no DEHACKED. No levels, sadly, I couldn't get myself to make them.


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Guest

  
Uh....so how is this related to Doom 3?

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Guest

Unknown date

  
Scifista, doom 3 had way more colors than grey and white, and it most certainly isn't silent. Doom 3 had red and brown, with brownish skies. The grey is a bit of an eyesore. Personally, I would prefer ambient noises. You could make the barrels be nonexistent (doom 3 barely had any.) ans make an ambient noise from it. Still, 4/5 **** for concept and the fact that anyone can use it. -Fellowzdoomer

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MajorRawne

Unknown date

  
Simply changes all the wall textures to greyscale and replaces a tiny number of monsters with (admittedly good) sprites supposedly resembling the creatures from Doom 3, which incidentally I thought looked like shit when playing D3. A gameplay mod that doesn't mod the gameplay? Mind = blown

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Guest

Unknown date

  
IMHO not an improvement. In general: the chance that when you mod basically all textures and sprites, existing levels will have better gameplay, is near zero. Therefore mods need new levels which fit to the mod. So as-is: 2 for the efford - 1 for no level(s) = 1/5.

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  • File Reviews

    • By Meril · Posted
      It's large 1995 map. Starting area is looking nice, but later author lost creativity and made mazy corridors. Very challenging because of overuse of chaingunners. It's extremely annoying. Lots of traps, Some clever, some not fair.
    • By HUGEkidsY2K · Posted
      Too linear in my tastes looking back now, will do better with my next projects!
    • By Meril · Posted
      For 95' map is really ok. A bit "blocky" design, but not bad. Map is rather big, it takes me 40min but i get lost in one place. Some good traps, IMO kinda challanging at the begining, before you get ssg. Overall good classic wad.
    • By Erick · Posted
      Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
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