is small and intense. Remember kids… If ya gots MADD STYLES YO ride THE RAIL! Word to ya mutha G!
and my version is the lighting and weapon placement.
powerups, items, and introduces the chainsaw naturally, to MP mode, without further unnecessary modifications. There\'s an turkey puncher 3 online arcade room, several hidden weapons, great spots to hide in, introduces alot more spawn points, trecherous hallways, that will inevitably lead you to someone else. You\'ll need to make use of all the controls, including crouching, jumping, running, and strafing. The Hellish Complex, full of flickering lights, and no ambiance sounds to add to the interruption of total and utter deathmatch beauty. That\'s right, you can hear someone walking, firing a pistol, reloading, etc . . .
for team games. See the readme for more information and check the credits, a lot of people made this a lot better than it would be otherwise. -------------- Remarks: -------------- This level is very demanding on the hardware and a DX9-level card (ATI Radeon 9500/nVidia GeForce 5200 or above) is required to see the proper water and all the other special effects. DX9-level cards have been available since August 2002 so come on, join the party. On the other side of the spectrum, and if you have computer power to burn, you can type \"r_bloom 1\" or \"r_bloom 2\" at the console to enable light blooms.
today. With several teleporters and many scattered weapons, you must fight to be named surpreme ruler of all!
strengths. However, older gamers will feel nostalgic if they ever played Doom II. In some parts of the map I was getting a very low framerate, and when I wasoutside I managed to find a hole in the map where I could barely squeeze through and walk around. I also couldn't get out of the outside area, I had to kill myself to get back inside. The map is very simple but I am sure older gamers will appreciate the rustic charm of a classic game. I'm not sure how mainstream gamers will like though since there is very little room. Oh, and there is a nice suprise somewhere in the map ;). Reviewed by Liet
rings a bell...where have I seen that map name before?\"[/i], it\'s not a coincidence... bullseye thinks very highly of the game [b]Counter Strike Source[/b], so much so, that he has taken what he calls [i]\'the most played and the best multiplayer map in the world\'[/i] and has (quickly) made a Doom3 map based on it. With the addition of de_dust2 to your collection, you get the best of both worlds ...you have the Doom3 experience, and a great new map that is unique to the Doom universe! Totally enjoyable! Refer to the readme for more information.
downfalls of this map were the spawning points. Your power in the map depended where you spawned.Also, the doors provided a problem if you trying to run from someone, considering the fact that they open very slow. Even with the problems, this is a great map worth every minute of your download time.
judge of that, as I never played CS much! But well its biggest stregth is also the maps biggest weekness, seeing that Dust has collected alot of dust over the years, also this map lacks a bit of detail that we all have grown use to, since the good old days of Half Life! But anyhow, I played a little match on the map, and well even as DM map it is pretty fun! maybe a bit big for 4 people, but not really! So if you are looking for the next MP map to get your hands on, get this fun map by Manhunter! -FliX
SG, MG, HG, PG, CG, RL. - Stuff: 10xShards, Armour, MH. NOTE: Megahealth is set to a 60 second respawn, not the default of 3 minutes.
3-based multiplayer maps, as well as the uber-coolness of DOOMEdit, which also comes packaged with the full game. In other words, this map was just waiting to happen and I couldn\'t wait to make it so. Although I\'ve tried to imitate the same kind of frame speed performance of the default official DM maps, I have gone for a slightly different look and feel. This is partly due to the fact that I felt that the official maps all feel very similar to the single player levels, so I was inspired to make something that had a bit more of a Quake 2/3ish sort of mood to it. To this end most areas of the map have been illuminated a little brighter than the average default multiplayer maps and for the most part there is a little more room to move around. VIAVGA DM1 features several main combat zones connected via tighter corridors, ducts and hallways, containing a mixture of open areas for free-range (rocket jumping) action and various confined areas for close quarter combat. It is littered with strategically placed weapons armor and ammo at certain crucial waypoints and allows for multiple ways to move to and from most areas. Throughout brief playtest sessions on a LAN, we discovered that VIAVGA DM1 suits slower paced duel games pretty well (particularly when both players have a reasonable understanding of the layout) but can also accommodate 4 players neatly. 2 Vs 2 Team Deathmatch games also work pretty well, due to the various routes and ambush points throughout. All multiplayer weapons are featured within the level, although it can be pretty risky attempting to take the BFG (of which there is very little ammo available). Positioned in a lower tunnel rigged with an upward sliding deathtrap squisher (activated by one of two nearby switches), the BFG is not something you\'ll want to go for if anyone is aware of your location. Although the action tends to be drawn back to the main combat area frequently another prime position of the level is the VIA room, which can be accessed in a couple of ways. Here lies a rocket launcher, a couple of small med kits as well as a mega health power up that dots the \'i\' of the VIA logo. It is possible to rocket jump to the mega health, though it can be easier reached via a venting duct from above. Nearby to the VIA room lies a faithful shotgun as well as rocket and shell ammunition. There is only one other power up available, which is that of invisibility. This lies in the lift chamber underneath the control room (where a healthy cache of ammo is stored). I decided against including a Bezerker power up as testing proved it to be a little too brutal. Aside from the afore mentioned deathtrap squisher, VIAVGA DM1 also contains a few other deathtraps worthy of note. The most obvious being a red-hot pit of lava, which will instantly fry anyone who happens to fall into it. Less obvious and certainly more devious are several strategically positioned exploding barrels and gas tanks that can be used by creative players to take out their opponents. Some of these barrels can be moved and pushed off ledges to more lethal positions. Barrels will detonate immediately if their structural integrity is breached although gas tanks take 1 second to explode when damaged. There are also several fluorescent light fixtures that can be shot out to darken certain areas (very lethal when used in conjunction with exploding tanks and barrels. These are fairly obvious to locate as almost all other light sources are protcted by wire grills. Unlike the other VIA sponsored DM levels I have created (for Quake 3 Arena and Jedi Knight 2: Jedi Outpost), VIAVGA DM1 has been designed with a primary focus on gameplay as opposed to extreme high detail and eye candy overkill. But because of Doom 3\'s bump mapped textures and amazing light and shadow effects it seems that a high degree of geometric detail isn\'t as required to achieve a highly detailed scene. Whilst building the level and testing its frame speed performance as the process progressed I continually aimed to keep frames rolling at similar speeds to those of the official id maps. This is quite a contrast to most of my previous works, where I quite deliberately broke many level design optimization rules in order to bring otherwise powerful systems to their knees for benchmarking purposes. We are considering creating a more detailed benchmarking Doom 3 map at a later date, though we will likely wait for improved demo recording functionality before proceeding. Ultimately, however, I am somewhat surprised at how much detail I\'ve been able to incorporate and still keep frame speeds on par with the benchmark set by id. Despite Doom 3 technology being so fresh and new, it was surprisingly easy to create VIAVGA DM1 as quickly as I did. This is because the level-editing program is in most ways very similar to those used for the previously mentioned titles, which I\'m very familiar with. Indeed, it is actually just a newer version of the same program with long awaited features that facilitate easy editing for Doom 3 technology. As a result of this, it was the new features that I spent the most time experimenting with and I learnt quite a bit in the process (especially regarding optimizing performance), which I\'ll be sharing in a beginners Doom 3 level-editing tutorial.
open area around it where you can appreciate unusual daylight. This is a very large map and I'm not sure eight people are sufficient for it! However, its limpid design makes it easy to catch its layout. I have found items placement very good and particularly for the weapons: thus, you will mostly find yourself picking up long range weaponry such as rocket launchers, hand grenades and plasma guns. Great FPS as well. Many small structures are deployed across its area behind where you can hide and/or that you can cross. I would have liked that all of the crossable ones be more easy to jump over. Some of them do have clipping brushes to ease that though. At last, what is that mysterious easter egg? No luck so far... Maybe an other gorgeous creature :D .. -Bluehair
which is an ideal place for snipers :) Graphics-wise, this is correct even if overall this map looks pretty dull. Unfortunately, it has some technical flaws that will probably make you gripe: FPS ain't good and lighting is so low that you will often feel the need to draw your flashlight, especially when you get inside the buildings!! Yet, with more polish this map could indeed be succesful. -Bluehair
of detail. all in all a cool map, well worth the download -FliX
perspective. Pros: - Well constructed geometry with absolutely nothing to clutter your way. Several lifts handily take you through the different floors of the map - Audio setting; while not outstanding, it at least has the merit of being present Cons: - It feels a bit tasteless in the end; this is probably due to its emptiness design: lots of rooms and walking path that all seem to resemble one another -Bluehair
text below for further info. -Bluehair
The item layout is obviously different too, plus barrels-o-fun!! 1 minute Megahealth.[/i] |- [b]Never Outgunned[/b] (1v1/FFA) [i]A new layout, with a hint of Q2DM3 and Q1 DM4. Lights on the top level are damageable, but will switch back on. Megahealth 1 minute.[/i] |- [b]Retroactive[/b] (1v1/2v2/FFA) [i]A retro-quake1-ish layout, inspired to some extent by DM6. 2 versions of the map exist in the pk4, one for 1v1, one for 2v2.[/i]
rest. Utilizing my acquired mapping skills (which by the way still need a lot of improvement, and I mean A LOT), I achieved what I think is the most accurate recreation of the Facility from the classic N64 FPS title, \"GoldenEye 007\". I know it\'s not very perfect, but it\'s better than the recretions I\'ve seen on D3Files. And this was my first attempt at a detailed map. Anyway, I hope to improve my mapping skills, and I hope you enjoy this little MP map ;)
Indeed, unlike the hefty DOOM 3 level design, the one of this map is left to a minimum. But I think Godlike put it well eventually. Pros: - Simple and efficient design: this changes from D3 bulky levels! - Good items placement - Great FPS Cons: - No audio of any kind - Lighting is a bit low -Bluehair
to be, so you still have to remember the location but you know if there should be a weapon there or not. The map is a series of rooms and corridors that are all quite congested but give you excellent places to hide in meaning you can plan small ambushes as the author hopes you will, the darkness in some places make it ideal for surprise attacks; most notably the rocket launcher where you have to circumvent several objects running down an open area where you can easily be shot at from behind; the reward however is a dark corner where you can 'snipe' (I use the term loosely) people with rockets. The ambundance of fuel barrels also means you can plan to blow people up as they run past without them ever knowing the direction you were in.` Texturing is generally nicely done but does seem repetitious, it makes sense it would be in an environment such as this but you would expect at least some damage due to the fact there is blood on the floors. Very few ambient sounds are in this map however; some people never notice but those of you who like to be immersed into a map while you play will notice the lack of sounds, especially the silent steam pipe! [i]Reviewed by: WadeV1589[/i]
from D3H8TOURNEY by freilos, an excellent map) The theme for this map is a deep underground facility which is on the brink of being demolished by a volcanic eruption. The ground beneath the facility has broken open, creating a thick grey fog. I am a learner with doom3 maps so I tried to keep this map simple by avoided making detail like support beams and stuff.[/quote] Note: version 1.0 was unfinished and especially unoptimized (serious FPS issues); this is no longer the case with this one. For a review of this map, see [url="http://doom3.filefront.com/file/;31991"]Deep Underground v1.0[/url]
Ice Weasel brings you this 55 meg bundle of gaming fun, even if he has a somewhat dismal view on the future of Doom III; He is under the impression that D3 MP is no longer enjoyed by many, (and he is wrong, right? [i]right??[/i] Anyways..) however, he still uses it [i]as a test bed for all sorts of nefarious engine-based tomfoolery.[/i] Because of this, he (as well as D3Files) is happy to present the Origin Facility: Revisited - the big, dirty, unwashed brother of the [b]Origin Facility[/b]. It's dreary, it's derelict, and it's deserted.... This is a very intense map, visually speaking, and was originally intended to look good more than anything else. there are a lot of particle effects and details with brushwork and lighting. as such, older computers might not be wholly up to scratch with running it. Refer to the readme for additional information.
battles and 4 man deathmatches.
been really worried about releasing this map to early but I finally felt confident that it was finished and ready to be released. I want to thank my brother JmAn for helping me find bugs without him it would of been harder to spot them. I recommend this map for one on one but it will also work fine for 4 to 6 players. This map supports all multiplayer gametypes. I couldnt think of a name for it so I just left it steveodm1.
those are truly excellent for such a detailed map btw. Supported game modes: Deathmatch, Team DM, Tourney and Last Man Standing.
deathmatch Last man standing Tourney
block of city. So have fun.
showing it in action may be downloaded here: http://x402.putfile.com/videos/35704100656.avi (20MB)
Team DM, Tourney and Last Man Standing.
guess. Spheridoom is a simple map set in a creepy arena divided by a red hot stream of flowing lava. You cross it by climbing a ladder that seems to be coming from Creepshow! Above it, there is the why to the name of the map which I will let you discover by yourself. Quite imaginative even though the whole map eventually feels flat. The Hangar is the one I prefer. It is even smaller than Spheridoom but exhibits a much more sophisticated design. Simply put, it looks like a scrapheap! It is so colorful and overcrowded by all kinds of garbage that you could ask yourself \'what the hell is that?\'. It has a few hiding places in darkened areas; one of them is interesting on a strategic standpoint as it holds explosive barrels. Overall this is a good map, even though its gameplay isn\'t fast-paced due to the mess it overly exposes. -Bluehair
platform-like gameplay - good audio ambience Cons: - medium FPS - too many items scattered here and there? - lifts are more annoying than useful: you have to call/activate them every time - some parts of the map are confusing -Bluehair
from scratch, and is essentually a multiplayer/team Death, Tourney, deathmatch map inside a box. It\'s time to take a deep breath, make sure your wepons are fully loaded, and work on being the one that walks away with bragging rights! The developer is looking to get some feedback on this level, including any changes you would like to see.
powerfull in the doom³-engine. This map hasn´t any story, step in and kill everything who´s walking through your way :). Cause the Doom³ MP has only place for max. 4 Players - this map isn´t big. Planed places with weapons and items are making a hard deathmatch.
liked it or not. I need your opinion! So I learn what to do better!
all gonna die!
Hidden team for such a cracking mod on their behalf, a big thank you from me, if you will. That said, I hope you enjoy the map!
because the lighting is almost non-existant there. While this map may be fun to play (straightforward layout, decent item placement), there are problems with it that will damage your gameplay: - bad FPS - it is way too dark overall, even more than native Doom 3 maps - one way conduits are too narrow, and many times you will find yourself stuck within - all corridors leads to nowhere - at the beginning of the map, you are given nearly all of the game's weapons -Bluehair
varied and properly textured, item placement is also decent. Actually, its most obvious weakness lives in its performance: it generates very bad fps, even in small rooms. Low lighting is too prevailing as well. -Bluehair
fav maps ever made; on top of that, there are extra arenas focusing on other areas of gameplay. ---- ARENA 1 - Basic bounce arena [i]Designed for air rocket shots, and when theres a grenade launcher one will be included[/i]. ARENA 2 - Advanced bounce arena [i]Same as before but now u have to pay attention to where u land[/i]. These arenas are basically there so u can master air shots with weapons that aren\'t instant hit.
This map is in very tight and will provide you with hours of fun gameplay. Enjoy.[/quote] Pros: - Idea of \'vertical\' gameplay: original! Cons: - Lighting is way too low. You will need the flashlight which draws a problem given the layout of the map - Not easy to navigate in: small map + lots of small geometries (stairs and footbridges mainly) + many items to pick up = lots of cluttering -Bluehair
with more than four in game. Average framerates run between 40-60 fps on high game settings(with the build machine). I have found better framerates running the map on medium game settings without a noticeable loss in visual quality (Video card set to Performance helps also). Machine specs with less than those of the Design machine may achieve better framerates on medium to low settings but try what you like! ENJOY!
Here is what I changed/fixed: [i]1. Fixed a very small bug with the plasma ammo placement on top of the castle. 2. The 2 towers on each side of the entrance way have been edited after I noticed that as you got more and more to the top the platforms got smaller, and also the width of the wall at the tops was sized down so you cant get stuck. 3. Added a new loading screen.[/i] This is my second map for doom 3 called Medievil. I've always liked Medievil stuff and wanted to create something different for doom 3 instead of a techie style map. There are 2 versions of the map included a normal version recommended for high end pc's and most mid-range systems, and a version for the low end pc users. The only difference between them is the low end version has no shadows. The water in the map wont look really good if your using an older video card. The reason for making the 2 versions was that the normal version has some pretty bad performance issues on low end pc's. Supported Multiplayer Gametypes: ALL Max Players: 6-8 Just to let everyone know in the map selection menu in multiplayer steveodm2 is the normal version and the steveodm2_lo is the low end version.
in: sirjj has created a small multiplayer map that is intended for Deathmatch use, although it is suitable for all game-modes. The battles can be fierce in this map as, due to it\'s size, you will always be bumping into other players, as long as the numbers are greater then one. This is one map where your skills at ducking and weaving need to be polished, and you\'ll have to turn them corners fast if you want to be walking away with bragging rights when it\'s over with. Refer to the readme for additional information.
to dark a lot, unfortunately it suffers FPS hits in at least the central room and the best I can tell is this happens because the map has been boxed in - speculation but after noclipping out of the map I couldn't see the place I spawned in initially which leads me to think there is a large black box around the map - this is not a way to map; it must be avoided! There isn't much to this map to be honest, it's a simple DM map with a fair few powerups and Doom-ish style lighting and it will fit the 4 player limit easily; but no more. [i]Reviewed by: WadeV1589[/i]
for Tourney or Team Deathmatch. I tried to make the setting take place in an abandoned lab and it worked out somewhat nicely
remake. Version 1.1 fixes the missing particles; see screenshot #2
If you're a big fan of the 1999 smash it [url="http://www.imdb.com/title/tt0120616/"]The Mummy[/url], then this map will be something you are going to want to give a whirl. Taking place in, yup, you guessed it, Egypt, The muMmy For Doom 3 will have you battling powerful mummy's for your very survival! Although this is his first attempt at creating a map, Adolif has stated that he will be improving on this release as his knowledge base expands. [b]Some of the features of this map include:[/b] Mummy AI, replaces imps. An Egyptian map that is not indoors. The mummies are......very healthy, takes a long time to kill just one of them, not to mention 4. Start off with all weapons Have tons of ammo. I'll be interested in seeing what future releases look like, as this is an Okay map to play around in, and the challenge is there, but I can't get past the un-Doom-like colours...Good job though! Refer to the readme for more information.
you're a fan of the classic Doom III levels, then this download will definitely suit your tastes! We have an older MultiPlayer map released for your enjoyment...actually, Lock Down would be considered [i]older[/i] by the developer only, as he created it a long time ago, however, until today, he had not released it to the public. This map comes from a time in Doom's past when the thought of the day was [i]the darker the better[/i], so this map may not be to every bodies liking, but for a few of you hardcore DOOMers, this will be like a trip down memory lane. Refer to the readme for more information.
will provide hours of enjoyment for even the most battle-hardened Mars marine! This is a huge map, with many secret rooms, prepare to spend hours just exploring. This map is especially good for using rocket jumping and strafing to gain that tactical advantage.
offers lots of diversity and the good about it is that it goes together well. The acoustics side is also well executed and this map eventually radiates a good ambience. Besides, despite its extent, you won't feel lost in it. This map has really good design. I could end this review right here and simply put a 9 or 10 - yet, it has one serious drawback. I think I'd never experienced that terrible FPSs on my Radeon 9800 so far. That was a funky slide show when I was testing it! There are technical explanations to that and the most obvious is the massive use of fog. Even though it looks really nice, this makes this map hardly playable. -Bluehair
supplied to you for yours. This map can be played as multiplayer, with some of your friends...or you can play by yourself, and enjoy the single player experience. This map is essentially three levels of mayhem in the shape of a good size box, with a pit at the bottom where you will find a BFG. If you\'re lucky, you will find the secret room and with it, a challenge. With three or less players, the confrontations will be stimulating and intense. When there are more then three players, the developer has stated that it [i]will be a bloodbath[/i]...sounds like the makings for a fun fragfest-ival to me!! Definately worth the download! Get your copy now!
good as well as the fps #. Level design is very straightforward (too perhaps?) as this map is perfectly symmetric. No audio ambience. I mainly see two problems with it: - too many weapons available; this could have been safely avoided given its small extent - no health/armor power-ups! Not a bad map in the end, yet its originality could have been further worked out. -Bluehair
intended as a FFA map, but do with it as you will. Ultimately, this is a deathmatch map, but it should play well for tourney as well.
chaotic. This map is simple and small, and a great way to forget about the real world, while pitting skill against skill while you shoot it out to see which of you will walk away with bragging rights.
diversion. If this is the case, then you need to look no further, aphexjh has sent in his newly created multiplayer map for your Doom 3 gaming enjoyment! This map will accommodate [u]all[/u] of the multiplayer game modes, so, as long as you're a fan of the MP action, you'll enjoy this! Coeptus is set within ta complex with several directions to choose from, and in the Doom 3 tradition, there are some dark ares...combine that with objects scattered around, and you have a pretty good place to stage an ambush... or an exceptable place with which to reload. All weapons are available, so let the frag-fest begin! Refer to the readme for more information.
small sphere, lighting the way with a spotlight. The light can be shot, but it will return... For the EMZ mod seems to be a bit brighter in general, the main light will be set to a darker color, when the map loads. ================ Changes in v1.1: ================ As in the Original map for fmj, i changed the lights color and the spheres material for a warmer look of it. Added a glow for the sphere. I Altered the script a little.
between open fights and getaway - chasing battles. There are at least three ways out of most rooms. The heart of the map - at least in the test games - is the container area. If you need to frag someone, go there. The pk4 contains two versions of the map, a bigger one for 6+ players and a smaller one for less players.
spend more time spawning then I do playing! It would be nice to see some great MP maps made that somehow deal with the issue of being killed from a distance.\"[/i] If you\'ve thought this, or something close to it, then fear not, Sci_Fi_Gunman has developed just such a map! Low Visibility tackels this issue by...well...reducing the visibility within the map. (See the screenshot for an example) Objects, and more importantly, players are not quite as identifiable as they are in the stock version, so now, for you \'up-close-and-personal type gamers will be able to reach out and touch someone with a bit less worry about being killed from a distance. Refer to the readme for more information.
getting more and more... Fight them back to hell, where they belong. In this dark map, a forest at night, owls screeching in the treetops, the ground is hardly lit and the tree trunks disapear in the night sky. Every player is followed by a small sphere, lighting the way with a spotlight and helps finding your opponents. Try not to loose it, they don't need a light to find you :D
that can be used for cover. In addition to screenshots, [URL=http://www.xfire.com/video/104a0d/]here's[/URL] a video of the map: In this map i altered the concept of how to play CTF a little bit. There are no team bases. The flaggs are placed in the middle of the map close to one another on the lower level. As the one flag is taken, the other one is put on top of the hill... Originally the flags were not supposed to be moved. I intended the flags to be under the hill and the goal to score to be on the hill. The way the bots are controled (brush based) made me change my concept.
already existing rooms. Tons of secrets, the password is 235 for the room with the keycode. If any of the textures are missing please report it to me on http://dopaminemachine.com/forums. Read the readme for more detailed description
included a normal version recommend for high end pc's and most mid-range systems, and a version for the low end pc users. The only difference between them is the low end version has no shadows. The water in the map wont look really good if your using an older video card. The reason for making the 2 versions was that the normal version has some pretty bad performance issues on low end pc's.
textures, custom models
heavy weapons so you\'ll have to use your skills. Each player starts next to a shotgun and armor.
features. DM: Yes TDM: Yes LMS: Yes Tourney: Yes New Textures: Yes ( the sky... lol ) New Sounds: No New Models: No
"health-drainer-floor". ---By Sergiroth
ShotGun, MachineGun, Grenades, PlasmaGun, ChainGun, RocketLauncher. - Stuff: Shards, Armour, MegaHealth, Medkits. - Secret places: 3 --------------
atmospheric map, a forest at night, owls screeching in the treetops. The ground is hardly lit and the tree trunks disapear in the night sky. Every player is followed by a small sphere, lighting the way with a spotlight. The light can be shot, but it will return... The teams will start in opposite corners of the forest.
info: -------------- - Game type: Walkthrough - Single Player: N/A - Player load: it does not matter - Weapons: ShotGun, MachineGun, Grenades, RocketLauncher. - Stuff: Medkits. -------------- jONNY=[ReWire]=
actually capture the flag. It´s a very dark and atmospheric map, a forest at night, owls screeching in the treetops. The ground is hardly lit and the tree trunks disapear in the night sky. In "tof_petrified forest" every player carries a small light, so the nearer surroundings can be seen properly and the player is seen from far away. "tof_dark petrified forest" After testing the map on our server i added a version of the map without the individual lights, which makes the map even more fun to play - i suggest to play this version of the map, the light makes it too easy to find other players in the map. Team play is recommended in this map or it will be very hard to actually capture the flag.
info: -------------- - Game type: Walkthrough - Single Player: N/A - Player load: it does not matter - Weapons: ShotGun, MachineGun, RocketLauncher. - Stuff: Medkits, Armor, Backpack. -------------- jONNY=[ReWire]=