research tools and technologies to prevent such an incursion from happening ever again.
Though the invasion had been stopped, and the remaining demons were gradually being exterminated by mopping-up squads, it was clear that the powers of Hell remained strong. While the Spider Mastermind and Baphomet seemed to no longer threaten, who knew what else lay Outside? Waiting. Watching. Preparing.
The new UAC began working on quantum Accelerator devices, intended to close interdimensional gates at a distance and so prevent future incursions forever. The project began innocently enough. Naturally the scientists, in order to learn how to close Gates, had to relearn Gate technology first. This ability was rapidly regained. Perhaps too rapidly.
Soon, beings from Outside had their dire attention drawn to the new experiments, and then, one day, a Gate opened in the heart of the research complex. Unnatural horrors from the pit poured in, ravening for destruction. But the UAC scientists had learned their trade. The Quantum Accelerator Device performed perfectly in its maiden test -- the invasion Gate was closed instantly and permanently when the Accelerator flicked on. A cyberdemon, halfway through, was snipped in two when the Gate closed. Earth would now be safe from literal invasion by Hell. At least, once the technology could be set up around the globe.
The next day, a ring of seven Gates opened, throughout the base, and a monstrous legion rampaged through. The Quantum Accelerator began putting out the Gates at once, and within an hour, six were closed. But the hellish army was now too strong, too numerous. The marines fought like mad dogs, but were finally pulled down by the enemies' claws. The scientists, marines, and bureaucrats were all slain or transformed into undead mankillers.
The Quantum Accelerator and its prototypes are deep inside the ravaged complex. A demon Gatekeeper guards them and mans the last Gate of Hell. The government, frantic that the Quantum Accelerator will be destroyed or used in some alien fashion upon us, has ordered all marines to the site at once, regardless of their location.
You were on leave at the beach, only a few minutes from the complex, when you got the word. You suited up, grabbed a pistol, and raced your pickup truck to the complex. When you arrived, flashes of light, howls, and chanting could be heard from the interior. Corpses were scattered everywhere. Obviously the Gatekeeper was doing something inside -- something that would soon reach some kind of awful climax.
You know that within an hour or two, an entire division of marines will arrive to assault the base with full artillery and air support. You also know that they will be too late. Far too late. The airplanes will be plucked from the sky by floating terrors, the cannons melted by diabolic rockets and fireballs, the soldiers blasted to shreds as they charge into the armored shell of the UAC buildings. In an hour or two, the monstrosities inside will have finished their awful task, and will be prepared, once more, to take on the world.
It's up to you. You have to enter the complex and stop the Gatekeeper. Alone.
============================================================================== Weapons, Monsters and Bosses [D3.03.01] ==============================================================================
What is a shooter without its fair share of weapons, monsters and bosses? You tell me!
------------------------------------------------------------------------------ Weapons [D3.03.02] ------------------------------------------------------------------------------
Some parts of the stats contain (SP) and (MP). SP means Single-Player, MP means Multi-Player. Then a small note on the Firing Rate part, let's say it says 1/6. This means it takes one second, for 6 bullets. 4/1 means 4 seconds for 1 bullet etc.
* Fists - These can't run out of ammo ;p Good for you. When you are out of ammo, or find yourself in a confusing situation, they'll sure come in handy. They are extremely powerful in combination with the berserk power-up though. - Holdable Ammo: N/A - Direct Damage: 20 - Headshot Damage: 40 - Splash Damage: N/A - Splash Radius: N/A - Firing Rate: 1/1 - Switch Time: N/A - Multiplayer: Yes - Multiplayer Respawn: N/A - Bind Command: bind x "_impulse0"
* Flashlight - Not only the most important tool you'll use, but you can also swing with it in close combat. If you really need to use a weapon in close combat, use the flashlight, not your fists, since it'll do more damage. - PDA: UAC Standard issue light source. This model utilizes a static transfer power supply, so battery replacement is unnecessary. - Holdable Ammo: N/A - Direct Damage: 40 (SP), 20 (MP) - Headshot Damage: 40 - Splash Damage: N/A - Splash Radius: N/A - Firing Rate: 1/2 - Switch Time: N/A - Multiplayer: Yes - Multiplayer Respawn: N/A - Bind Command: bind x "_impulse11"
* Pistol - The first shooting weapon you'll get. However, you can shoot fast enough to do quite some damage in a short time. According to Type6 this is meant for medium to long ranged targets. I said close combat -____- I'm sorry. You can use it to weaken enemies at longer distance, then switch to a better weapon. - PDA: All UAC Security and Military personnel are supplied with this basic projectile side arm. - Holdable Ammo: 12 - Direct Damage: 14 (SP), 15 (MP) - Headshot Damage: 30 - Splash Damage: N/A - Splash Radius: N/A - Firing Rate: 1/3 - Switch Time: N/A - Multiplayer: Yes - Multiplayer Respawn: 20 - Bind Command: bind x "_impulse1"
* Shotgun - A weapon that probably will become your favourite. That is, if you don't run out of ammo for it. According to Skippy this is meant for close combat, because it'll do the most damage this way. Silly me for giving wrong information. - PDA: The shotgun deals considerable damage at close range, however the wide spread limits long range effectiveness. - Holdable Ammo: 8 - Direct Damage: 182 (SP), 195 (MP) (13 pellets) - Headshot Damage: 195 - Splash Damage: N/A - Splash Radius: N/A - Firing Rate: 1.3/1 - Switch Time: N/A - Multiplayer: Yes - Multiplayer Respawn: 20 - Bind Command: bind x "_impulse2"
* SMG (Sub Machine Gun) - A fast shooter, that's great for times you find yourself being overloaded with enemies. Don't confuse SMG with Sarah Michelle Gellar. Wouldn't it be great if you could use a Slayer to kill enemies? *cough* - PDA: The MG-88 Enforcer delivers a high rate of fire and dependable accuracy when fired in short bursts. Standard Marine Infantry issue. - Holdable Ammo: 60 - Direct Damage: 9 (SP), 12 (MP) - Headshot Damage: 24 - Splash Damage: N/A - Splash Radius: N/A - Firing Rate: 1/10 - Switch Time: N/A - Multiplayer: Yes - Multiplayer Respawn: 20 - Bind Command: bind x "_impulse3"
* Chaingun - Automatic gun that's great for taking out enemies quickly. - PDA: The Chain Gun's 0.30 caliber armor piercing round delivers substantial damage, but heavy recoil reduces accuracy. - Holdable Ammo: 60 - Direct Damage: 20 (SP), 30 (MP) - Headshot Damage: 60 - Splash Damage: N/A - Splash Radius: N/A - Firing Rate: 1/6 - Switch Time: N/A - Multiplayer: Yes - Multiplayer Respawn: 20 - Bind Command: bind x "_impulse4"
* Grenades - Just throw the grenade, keep the pin, not the other way around. Great when you are outnumbered by enemies. - PDA: The infantry issue fragmentation grenade is activated by a twist detonator. Fire delay is 3 seconds, with an injury radius of 30 meters. - Holdable Ammo: 50 - Direct Damage: 150 (SP), 75 (MP) - Headshot Damage: N/A - Splash Damage: 150 (SP), 75 (MP) - Splash Radius: 175 (SP), 150 (MP) - Firing Rate: N/A - Switch Time: N/A - Multiplayer: Yes - Multiplayer Respawn: 20 - Bind Command: bind x "_impulse5"
* Plasma Rifle - Good rate, good damage and it's able to stop missiles. - PDA: Energy based weapons developed in the Mars weapon facility. Unit is powered by plasma canisters manufactured in the EnPro facility. - Holdable Ammo: 50 (SP), 30 (MP) - Direct Damage: 16 (SP), 30 (MP) - Headshot Damage: 60 - Splash Damage: N/A - Splash Radius: N/A - Firing Rate: 1/8 - Switch Time: N/A - Multiplayer: Yes - Multiplayer Respawn: 20 - Bind Command: bind x "_impulse6"
* Rocket Launcher - Guess what this is =p - PDA: A portable self-propelled rocket designed for demolition and debris removal, this model has been modified for use as a military weapon. - Holdable Ammo: 5 - Direct Damage: 170 (SP), 100 (MP) - Headshot Damage: N/A - Splash Damage: 150 (SP), 100 (MP) - Splash Radius: 175 (SP), 125 (MP) - Firing Rate: 1/1 - Switch Time: N/A - Multiplayer: Yes - Multiplayer Respawn: 20 - Bind Command: bind x "_impulse7"
* BFG 9K - Stands for "Big Fucking Gun". This is the strongest weapon in the game, the longer you hold the trigger, the stronger the blast. If you hold it too long, you'll kill yourself. The blast created by the gun kills all enemies in sight of the blast. According to JoyRider I had to tell everyone id Software intented to name this gun "Big Fraggin' Gun" ;p - PDA: This prototype fires a threaded variable energy charge. UAC technicians have warned of stability issues at full power. - Holdable Ammo: 4 - Direct Damage: 200 - Headshot Damage: N/A - Splash Damage: 100 - Splash Radius: 150 - Firing Rate: 4/1 - Switch Time: N/A - Multiplayer: No - Multiplayer Respawn: N/A - Bind Command: bind x "_impulse8"
* Chainsaw - The best weapon from the original Doom. Vroom vroom! - PDA: Self powered chain-blade cutting tool. Part of a shipment incorrectly routed to the Mars dropship distribution centre. - Holdable Ammo: N/A - Direct Damage: 50 (SP), 60 (MP) - Headshot Damage: N/A - Splash Damage: N/A - Splash Radius: N/A - Firing Rate: N/A - Switch Time: N/A - Multiplayer: No - Multiplayer Respawn: 20 - Bind Command: bind x "_impulse10"
* Soul Cube - After you have killed 5 demons, you are able to use this weapon. It can kill any enemy in your line of sight, then drains the health of the enemies and gives it to you. - PDA: An artifact discovered in the caverns excavation site. Research of the Cube's origin and function are ongoing. - Holdable Ammo: N/A - Direct Damage: 1000 - Headshot Damage: N/A
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