Resident Evil 3 (2020)

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kTeo

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kTeoo

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About this mod

A new custom difficulty mode that aims to make the game as hard as possible while maintaining fairness in gameplay.

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WARNING: YOU NEED TO PLAY THIS DEMO ON ASSISTED DIFFICULTY,  OTHERWISE THE MOD WILL BE UNFAIR DUE TO NOT STARTING WITH THE CQBR ASSAULT RIFLE. 

Hello everyone, for the last week i've been learning RE Engine and creating this project i call Doomed City and i'd like to share here to get some feedback.

Doomed City is a difficulty mod, which means it tries to make the game as hard as possible while still maintaining fairness in gameplay. In addition to this, there's lots of small tweaks in graphics and some of the game's mechanics as well to give more new content.

This demo is done until you reach RPD. Some stuff is changed after that but it's not balanced yet, so if you're going to play it feel free to use the trainer when you run out of ammo.

below is a list of all current changes in this project, some screenshots, the download link and what i plan to add/change for the final release.


DOOMED CITY DIFFICULTY - DEMO VERSION
-New enemies

-New items

-New mechanic for special weapons without infinite ammo and one-time use

-New crafting recipes

-New drops for Nemesis

-New weapons (discarted ones)

-New skins for Jill and Carlos

-New menu

-Enhanced enemies's Artificial Inteligence (Roughly 30% harder than Inferno mode)

-New ammo capacity for all weapons

-New atmosphere (Blood Moon)

-Reduced weapon firepower

-Increased damage taken from enemies (3 hits to die in Assisted mode)

-Anti-Cheat system. You can use a completed save file to try using your infinite rocket launcher, i just don't guarantee it'll work.

-And a few more small tweaks.


Doomed City: crafting recipes


Gunpowder + Gunpowder = 50 Handgun Ammo

Gunpowder + High-Grade Gunpowder = 15 Shotgun Shells

High-Grade Gunpowder + High-Grade Gunpowder = 150 Assault Rifle Ammo

Explosives A + Gunpowder = First Aid Spray

Explosives B + Gunpowder = Mixed Herb (G+G+G)

Explosives A + High-grade Gunpowder = 20 Shotgun Shells

Explosives B + High-grade Gunpowder = 6 Magnum Ammo

Explosives A + Explosives B = Recovery Coin













What i plan to add and change for the final version:

-ALL enemies in this demo are but a placeholder. My plan is to remove the changes done directly into their prefab files and learn how to directly change each individual entry including their positions.

-Add new skins for all enemies and MAYBE all characters as well.

-Change difficulty parameters so you start with the CQBR Assault Rifle and 100 AR ammo in every difficulty. along with only 6 inventory slots in total.

-Decrease current ammo capacity and increase inventory stack size, so you can carry around more ammo in the same slot. Same goes for herbs and sprays.

-(if a miracle happens) Add more areas to explore

-And a few more things

If anyone wants to help me with learning anything listed above, feel free to send me a DM. I am only a casual modder so any help will be much appreciated.

In case anyone here wants to mod this game too, i have some tutorials written in the RE Modding forum and plan to write more in the future about all my findings. It should take some time for that though, so if you want anything you can send me a request to write it down sooner.
~kTeo