[v4.0] Doom Incarnate: A Tribute to Wolfenstein (2025)

[v4.0] Doom Incarnate: A Tribute to Wolfenstein (1)
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Join the Discord: https://discord.gg/AXjUAub

ModDB Link: https://www.moddb.com/mods/doom-incarnate
Alternative Link: https://mega.nz/file/58ZURABL#r2kznGjLZ ... g5AfBlhvfw

The title says itself. Doom Incarnate is a Doom mod which is heavily based the MachineGames' Wolfenstein series (The New Order, The Old Blood, The New Colossus).

Excluding melee weapons and the hand grenade, the game has 15 different weapons (plus 10 heavy weapons that BJ can carry, and a starting weapon exclusive to Rayne), with each of them having two different firemodes (cycle between them with the dedicated button, both left and right). They can also be upgraded via upgrade kits, having three separate upgrade choices (four in some cases, if you play as BJ), that being ammunition, internals and magazine.

Dual wielding is a thing for this mod, and the only penalty you get is a slight decrease in mobility, longer uninterruptable reload time and sometimes, less accuracy. Characters in this mod are quite flexible, so you will be able to perform other abilities such as using your melee weapon or throwing a grenade without any issue.

Cross-wielding is also an option, where you can dual-wield two different weapons. It's on the slot 9, equip left and right weapons for crossed wielding (bind keys for both left and right weapons and hold the buttons).

Armor pickups in this mod are stackable, where you can for instance pick up a kevlar vest (50 AP) and then pick up a ballistic armor (100 AP) on top of it. Armor has a 75% rate of damage absorption.

Health system in this mod works similar to the ones in the latest Wolfenstein games, where it will regenerate up to increments of 20, and the player can overcharge their health by using health items (by pressing the use button near them). Overcharged health will slowly decay back to its normal cap.

The mod offers lots of customization choices (Mod Options > Variables), so if the player is not fond of a gameplay element, the chances are they can change it to make it fit their choices more.

Being a weapons mod, this mod supports monster mods.

The mod features ZMovement as a separate addon. If you want better mobility for your experience with the mod, load the addon after the mod.

Character Information - BJ Blazkowicz
The notorious Terror-Billy himself, who seemingly has no trouble dealing with forces of Hell, considering he had his fair share of experiences against the supernatural in the past.

His new body allows him to be very resilient while also being able to carry things that an ordinary person can not, such as lots of armor (has a cap of 300) and a heavy weapon. Heavy weapons are dispensable weapons that can sometimes be found alongside high-tier energy weapons. They are not meant to be carried by an ordinary person on the run, and even when BJ does so, he gets a very noticable mobility penalty (and obviously, you can't dual wield them). Heavy weapons can be dismantled to further upgrade weapons (costs 5 upgrade kits).

He starts with a primary and a secondary weapon of player's choice (Mod Options > Variables (Character Specific) )

His choice of melee weapon is a hatchet, in which he uses to chop his enemies to little pieces, or just throw them to their faces as a stealthy ranged option.

Backpacks double his ammo capacity.

Character Information - Rayne
One of the key members of the mysterious Brimstone Society, along with being a half-vampire. Much like BJ, she had plenty of experience dealing with the Third Reich, along with the supernatural threats.

She starts with Sanguine Serpents, a pair of occult handguns that use blood as ammunition (details explained in the weapons section).

Her choice of melee weapon is a pair of long blades, which have higher range and damage potential than BJ's hatchets, but lack a projectile option (without Blood Rage anyway).

She cannot use health items like BJ can (Mega Health being an exception), but she has a higher cap than him, and can heal herself by feeding on her enemies instead (hold melee button near an enemy). This action is also used to replenish her energy to use her exclusive weapon and her abilities.

Rayne has three different abilities that can activate by her own will. Abilities can be activated by the dedicated ability wheel button. Alternatively (albeit archaic), they can press zoom button and direction buttons. Zoom+forward clears the current skill, zoom+left is Infrared Vision, zoom+right is Bullet Time, zoom+back is Blood Rage.

Infrared Vision completely negates her need to use a light visor in the darker areas. It doesn't use any energy.
Bullet Time allows her to slow down the time around her while she can move normally. This ability costs energy.
Blood Rage completely reddens her vision and drastically boosts her melee attacks by making her cast blade projectiles that can cut through anything. This ability costs even more energy. If this ability is performed while her energy capacity is full, Rayne will summon a shockwave that damages anything near her.

Picking up runes will increase her energy capacity, along with granting her small, various permanent buffs.

Backpacks increase her ammo capacity by 50%.

Older versions and addons

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Weapons

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Powerups

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Gameplay Videos (old)

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Credits

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Last edited by D3athStalker on Wed Feb 19, 2025 10:34 am, edited 55 times in total.

[v4.0] Doom Incarnate: A Tribute to Wolfenstein (2025)

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