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Good Doom/Heretic/Hexen WADs

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,059
Thread is titled "good doom wads", yet the thread is filled with joke mods, porn mods and mad experiments, with the occasional fruitful mod getting a mention.

I would make a recommendation or two myself, but I find mostly every wad to be a bit of a mixed bag, with mediocre levels, good levels, great levels and outstanding levels, and it's all a big blur of demon slaughter at this point.
Speaking of slaughter and slaughterfest maps as mentioned two posts back...not much a fan. Prefer maps to include elements of exploration, navigation, puzzle, non-linearity and general diversity, and said maps usually contain a slaughter arena within at some point anyways...focusing solely on the demon slaying just seems like offering less for no real good reason. But then again I don't like banal dead simple arena shooters like Serious Sam either.
 
Joined
Apr 19, 2008
Messages
3,060
Location
Brazil
Divinity: Original Sin
Thread is titled "good doom wads", yet the thread is filled with joke mods, porn mods and mad experiments, with the occasional fruitful mod getting a mention.

Thing is, that's the original title of the thread and once everything good was mentioned, this thread has become the doom wads overall. It's like a subforum to talk about doom, just like the thief thread, which has specifically Thief 2 FMs in the title, but thief 1, 3 and even the darkmod FMs are mentioned. It's not like we have to start a thread titled "silly doom wads".

In any case, the word that grabs my attention in the title is doom...
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,059
The thread is overwhelmingly full of mad experiments of late though...be nice to hear a little more of actual Doom-like wads in development/being released, or is that happening a rarity these days?
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,719
Location
Bjørgvin
I tried the old WAD Odessa 14 - one of the 1998 Cocowards maps - recently, and before I could do anything, even close the console (after using the Warp command), I was eaten up by a demon that pushed me away from the nearby chainsaw. :roll:
 

tormund

Arcane
Joined
Aug 15, 2015
Messages
2,282
Location
Penetrating the underrail
The thread is overwhelmingly full of mad experiments of late though...be nice to hear a little more of actual Doom-like wads in development/being released, or is that happening a rarity these days?
Eh? Quite a big number of map-packs and conversion was discussed here. I guess that discussion died down a bit in the last few months, so that it looks like these vids and joke mods are all that is being posted. One member that was p active in this thread left the forum for some reason or another, which also didn't help.

I agree with you about slaughtermaps, but they have been dominant style of mapping for ages now. Doesn't help that DW is overrun with slaugher fans nowadays, or that guys who are selecting wads for cacowards are fans themselves and thus that particular style receives preferential treatment.
 
Joined
Mar 30, 2012
Messages
7,218
Location
Elevator Of Love
Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
The thread is overwhelmingly full of mad experiments of late though...be nice to hear a little more of actual Doom-like wads in development/being released, or is that happening a rarity these days?

I'm playing with Astral Rag new Moonblood megawad. It has a very distinct vanilla D1 feeling, but overall it plays really well and has a good monsters/traps ratio. With 2 players in the beginning we just were moving through levels really fast, but the difficulty raises up after we are introduced to Mancubus lair. It should be right up your alley.

https://www.doomworld.com/vb/wads-mods/92979-moonblood-megawad-released-v1-2-update-21-02-2017/
 

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
Wow, that looks great. Even though I dabbled a lot with level editors throughout the years I can't wrap my head around sector-based editors. It's like black magic to me.
 
Self-Ejected

Repulsive

Self-Ejected
Patron
Joined
Aug 14, 2016
Messages
1,864,770
Location
Wasteland
Thanks man, huge chunk of my soul is dead due to not being able to finish this map. I'm currently using UE 4, don't think I'll ever be able to go back to Doom Builder, can barely remember how it even works.
 

Gragt

Arcane
Patron
Joined
Nov 1, 2007
Messages
1,864,860
Location
Dans Ton Cul
Serpent in the Staglands Divinity: Original Sin
Crispy Doom was updated to 4.0. There are many improvements and bugfixes as usual.

Features

  • It is now possible to play demos from savegames, thanks Zodomaniac for the idea.
  • It is now possible to delete savegames.
  • Different crosshair types have been introduced: cross, angle and dot.
  • Additional BOOM and MBF states, sprites and code pointers (supported through BEX format) have been added.
  • DEHACKED states up to 4000 and 100 additional sprites and mapthings from Doom Retro have been added.
Improvements

  • Dead players falling off an edge don't make an "oof" sound anymore.
  • Extended savegames have been improved to fix restoring of "fireflicker" sectors.
  • Fake contrast has been smoothened.
  • The Cyberdemon's firing frames are now rendered full-bright.
  • Sound is now properly clipped in non-Doom1 MAP08.
  • Status bar face hysteresis has been eliminated.
  • Toggling "always run" now plays a sound.
  • 16 sprite rotations are now supported.
  • Negative player health that can be shown optionally.
Thanks to JNechaevsky for suggesting all of the above!

  • Smooth freelook and weapon recoil has been implemented by AlexMax, thanks for that!
  • DMENUPIC is now used instead of TITLEPIC for the BFG Edition of DOOM2.WAD.
  • The screenshot filename limit has been increased according to bzzrak's suggestion.
  • E2M9 is shown on the E2 intermission screen if it has been completed.
  • The MAXBUTTONS value is doubled to allow for using the "SPECHITS" cheat on E2M5.
Code Clean-Up

  • The "Crispness" menu has been disabled in the Setup tool because of its size and functionality being unable to cover all the options.
  • The "Invert Vertical Axis" option in the Setup tool has been replaced with "Permanent Mouse Look".
  • DoomBSP's original BLOCKMAP builder is now used instead of MBF's one as Crispy's internal BLOCKMAP builder (with removed limits and support for flipped levels and BLOCKMAP compression).
  • Linedefs without tags don't apply locally anymore even in singleplayer (they send the wrong signal, maps that have this must be considered broken).
Bug Fixes

  • In the BFG Edition the correct music track is played when starting "Hell on Earth" after the "NRFTL" episode. Thanks to Zodomaniac for the bug report.
  • Blood spawned by monsters that are being harmed/killed by crushers has been fixed. Thanks to JNechaevsky for the report.
  • Flats don't get more distorted the closer they are to the right in Low-Res mode anymore, thanks to JNechaevsky's report.
  • Attacking Lost Souls flying over the player now don't bump into him (being meters above ;) and deal damage as Zodomaniac reported.
  • While in menus player view is not changed in singleplayer mode and rotated horizontally only in multiplayer mode as pointed out by Zodomaniac.
  • Music number overflows at MAP >= 36 are prevented after Zodomaniac's report.
  • The game doesn't crash anymore on the intermission screen with maps > 33 which was spotted by Zodomaniac.
  • Game parameters are now re-read from the command line when starting a new game, because an in-game demo could change them in between as Zodomaniac noticed.
  • When playing demos, NERVE.WAD levels are now skipped only if map <= 9 (the game errored out on demo's MAP10 before).
 
Last edited:
Joined
Mar 30, 2012
Messages
7,218
Location
Elevator Of Love
Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Tried Beyond Reality wad, which seemed to be a wacky "try for 10 minutes and uninstall" campaign but it quickly catched my interest and made it through the whole thing. The custom monsters are hit and miss (some from "All Hell Breaks Loose" wad), but the level architecture and some ideas (especially the black and white map) are really cool. Soundtrack is made from Andrew Sega tracks, which add a lot to this modification.

https://forum.zdoom.org/viewtopic.php?f=19&t=33505

zdoom2017-03-0501-43-aojyg.png


The mini-pink demons made laugh at first, and they make such cute noises.

zdoom2017-03-0501-50-e0j2k.png


:lol:

zdoom2017-03-0501-55-0njy1.png


There are many RoTT fire traps/platforms/deadly collumns in parts of the maps, where we usually find another keycard.

zdoom2017-03-0521-55-nhjpx.png


zdoom2017-03-0522-06-82jt7.png


zdoom2017-03-0522-14-ocjkm.png


Lost Doom Marine Souls.

zdoom2017-03-0522-28-evj6k.png


Cyberdemon compared to that guy is way easier.

zdoom2017-03-0522-36-qljie.png


zdoom2017-03-0619-53-2uj6a.png


zdoom2017-03-0620-03-kajck.png


Gigantic imps shooting a mini nuclear fireballs, wtf!

zdoom2017-03-0620-10-0ek0n.png


zdoom2017-03-0620-31-m5k32.png


zdoom2017-03-1419-17-74jzg.png


zdoom2017-03-1419-45-b4j7i.png

 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,371
Location
spite
dat wall "painting" tho
why do I feel like it's either 4chan work (from someone visiting /k/ and /pol/) or SomethingAwful?
 
Last edited:

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,719
Location
Bjørgvin
Just completed Phobos, one of the 1998 Cacowards winners.
This was in many ways the most impressive WAD (a four part mini-WAD) I've played so far, with lots of very nice looking new visuals. But unlike most other efforts that bring in new visuals and more realistic looking environs, this one's are more convincing and combines it with excellent gameplay.
 

Bigg Boss

Arcane
Joined
Sep 23, 2012
Messages
7,528
Did you do that or where did you find it? That is cool as hell. I'm looking forward to the new Brutal Doom to make Doom 2 look less shitty.

Edit: What you liked the very unconvincing level design in Doom 2? It's one of my favorite games but it doesn't look like you are in the middle of a city during a demonic invasion. I assume you could also think Brutal Doom is shit which I tend to agree which is why you can mod it yourself and take all the garbage out.

Plus Doom 2 levels just suck overall looking back when compared to Plutonium and 1. TNT has worse levels maybe but barely. Yeah I probably didn't fully convey what I meant. The new Brutal Doom replaces some assets so like with the first level in Doom 2 it will add trees and shit to make it look like a real location. I always wanted Doom 2, especially the Downtown level, to actually look like a real city. It has an option to turn it off too to keep it original.
 
Last edited:
Joined
Apr 19, 2008
Messages
3,060
Location
Brazil
Divinity: Original Sin
I kind of understand, appreciate and even praise the effort put in brutal doom mod. It's a well done mod, has a lot of attention to detail, it looks very polished. It really looks good, there's new animation added to old sprites that actually merge well. And it's cool to see how far the old game actually can go (even if technically it's not the old game at all).

But I thing is, it is no longer doom, actually. It changes gameplay a lot. In the previous video, it is said that the mod has a "purist" mod... and we see doomguy curse and show his finger.

You're obligated to have vertical mouse look on, because sprites have hitboxes you have the ability to aim now.

Another complaint is the sounds are to loud and generic. And graphical effects are a bit over the top.

That being said, I must say that vanilla doom actually looks a bit dry after I started playing it with beautiful doom, which adds more gore and animations but keep gameplay intact. But i still prefer it over brutal doom.
 

Lord Rocket

Erudite
Joined
Feb 6, 2008
Messages
1,089
I kind of understand, appreciate and even praise the effort put in brutal doom mod. It's a well done mod, has a lot of attention to detail, it looks very polished. It really looks good, there's new animation added to old sprites that actually merge well. And it's cool to see how far the old game actually can go (even if technically it's not the old game at all).

But I thing is, it is no longer doom, actually. It changes gameplay a lot. In the previous video, it is said that the mod has a "purist" mod... and we see doomguy curse and show his finger.

You're obligated to have vertical mouse look on, because sprites have hitboxes you have the ability to aim now.

Another complaint is the sounds are to loud and generic. And graphical effects are a bit over the top.

That being said, I must say that vanilla doom actually looks a bit dry after I started playing it with beautiful doom, which adds more gore and animations but keep gameplay intact. But i still prefer it over brutal doom.

I like to have LAN parties occasionally and everything that makes BD annoying works really well when you're hepped up on Coke (a-cola) with your mates; the shitty sounds are hilarious, the blood splatter on a good RL kill provokes wincing and cries of admiration, and the ridiculous weapons are fun as hell just to fire (it also preempts SSG supremacy, which is definitely a thing at lower skill levels. Like ours). That said, only an absolute psychopath would want to use BD to play any PWAD, given the substantial balance changes, especially given how finely tuned most new levels are these days. It's bizarre to me that the creator concentrates so much on the SP stuff when the strengths of his mod clearly lie elsewhere.
 

Lord Rocket

Erudite
Joined
Feb 6, 2008
Messages
1,089
Also Sandy Petersen is a fucking god among men, fuck any and all insinuations against him
 

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