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Black Sheep - a Doom 3 gameplay mod

   (11 reviews)
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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 Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
    • By Walter confetti · Posted
      One of the earliest Doom user maps and It shows. Despite the raw and empty design, the author take a good use of 3D space creating a small fortress surrounded by mountains, the level Is fun to play and not hard. A fancy escapade and a piece of modding history.
    • By Walter confetti · Posted
      Third and final released map of a WIP episode by David Rager, it's more long, complex and hard than the previous entries in the series. A well made map with pretty challenging parts with a mix of monster usage, envoirnmental hazards and some puzzle gameplay. Fun but pretty harsh.
    • By Walter confetti · Posted
      Two more misplaced DM maps without a exit like QUDOOM (that at least had a exit room, while not functional) that caught me by their file name and leave me for the bad experience in SP. Chicken is just a long bridge between a thundering abyss where cyberdemons wants to destroy you, meh. Gangstar is a more fun map sets in a big, abstract warehouse where a cyberdemon roam free trying to kill you, shotgunners and lost souls are here in this Hell corner adding more pain to the thing, enforced by semi-hidden mazes, my favorite.
    • By Walter confetti · Posted
      This is like the physical version of the "we have X at home" meme in DM map format for Quake E1M1. Very poorly made, broken exit and missing textures here and there but at least the level KINDA resembles the original source somehow.
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