Doom Thread, Knee Deep in the Mods Edition

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mr_bigmouth_502
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14 Dec 2015, 11:36 am

SabbraCadabra wrote:
dcj123 wrote:
They run through Dosbox and have the keys setup for WASD controls.


You can just take the WADs out and throw them in your ZDOOM folder.


Or Chocolate Doom. ;)



dcj123
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23 Dec 2015, 7:58 am

I don't mean to bump this thread but I kinda do because I don't want this thread to ever die lol

That being said, I found some awesome wads / mods and thought I'd mention them,

Doom / Doom II

Alien Vendetta
Scythe 2
Hell Revealed 2
Zen Dynamics
Plutonia Revisited
Plutonia 2
Winter's Fury
Wolfenstein 3D Total Conversion
x16 Sprite Pack DooM

Doom 3

Absolute HD Mod
Classic Doom 3

Links are to doomworld and moddb and are all (mostly) appropriate.



dcj123
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08 Jan 2016, 12:36 am

So I made a map for Doom, its my first attempt at such and I think I got the basics down like doors and what not, check it out here.

Sorry for the lack of sound, recording audio isn't working on Arch Linux for me and it might be that I use ALSA and not pulseaudio.



SabbraCadabra
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08 Jan 2016, 8:43 am

Way better than my first DOOM map. I had one room, and there was a door that opened up into another room, but the sectors were all screwed up, so it just turned into a big HOM =)

I started out with Quake though, and always preferred that. It has a much more WYSIWYG style to it, without having to worry about whether your brushwork is going to be buggy or not. Although leaks can be a problem, and it's a little more limited with wide open spaces.


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SabbraCadabra
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30 Jan 2016, 5:29 am

Oldish news, I just found out:

https://www.doomworld.com/vb/doom-gener ... -21-years/


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dcj123
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30 Jan 2016, 8:32 am

SabbraCadabra wrote:


Cool, playing it now. I can't remember the command line to change levels in gzdoom so I am just playing through episode one until I get to e1m8.

In other news, I was playing with the Absolute HD Mod I posted earlier in this thread and here are some screenshots on my GTX 980. Enjoy,

Image

Image

Image

Image



dcj123
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30 Jan 2016, 4:02 pm

Here's my benchmark of Doom 3's Absolute HD Mod.



This thing is a beast to try and run actually, I am impressed at what ID Tech 4 can do but at the same time I find the Absolute HD Mod not as appealing as the vanilla game. The graphics just I don't know, don't go with the game. It honestly looks like everything is underwater to me, its hard to explain really.



SabbraCadabra
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31 Jan 2016, 2:57 am

dcj123 wrote:
Cool, playing it now. I can't remember the command line to change levels in gzdoom so I am just playing through episode one until I get to e1m8.


IIRC, it is IDCLEV18


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dcj123
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13 Feb 2016, 5:43 pm

SabbraCadabra wrote:
dcj123 wrote:
Cool, playing it now. I can't remember the command line to change levels in gzdoom so I am just playing through episode one until I get to e1m8.


IIRC, it is IDCLEV18


Thanks that worked and WOW is that map hard, but thats not what I came here for.

I came here because,

DOOM COMES OUT MAY 13th, ITS BEYOND AWESOME

Who has pre-ordered? I can't because of money :-( but I will in April when I get some funds.



Nist498
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13 Feb 2016, 10:52 pm

I haven't preordered but I'm liking what I'm seeing so far. I'll wait for a little more to be revealed though before deciding on a purchase. What with the level making utility included in the game I'm hoping this will kick off a new wave of Doom modding for the modern era.


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SabbraCadabra
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14 Feb 2016, 12:10 am

I might buy it some day when it's on a Steam sale for $5, but I'm not expecting it to be very good =)


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Sabreclaw
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14 Feb 2016, 4:03 am

I made a mod for Doom 3 a few years back. Was quite simple, you could kill every enemy in one or two hits, but they could also kill you just as easily. No longer would you find yourself rolling your eyes at the jump-scares.

There was this mod I enjoyed a while back, called, "Shambler's Castle". It's basically a Quake 1 in Doom 3 kind of mod. Only one level, but pretty neat.



mr_bigmouth_502
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16 Feb 2016, 4:22 pm

I wonder, what's the furthest anyone's taken the vanilla DooM engine in terms of modding? Like, what's the most insanely complex mod that can be used with the original DOS Doom2.exe with WADs and/or DeHacked patches?


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SabbraCadabra
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16 Feb 2016, 9:59 pm

mr_bigmouth_502 wrote:
Like, what's the most insanely complex mod that can be used with the original DOS Doom2.exe with WADs and/or DeHacked patches?


The most impressive thing I've seen is two different ways to fake room-over-room. I don't know if it gets much more complex than that, DeHacked was very limited last time I tried it.


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mr_bigmouth_502
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17 Feb 2016, 2:39 am

SabbraCadabra wrote:
mr_bigmouth_502 wrote:
Like, what's the most insanely complex mod that can be used with the original DOS Doom2.exe with WADs and/or DeHacked patches?


The most impressive thing I've seen is two different ways to fake room-over-room. I don't know if it gets much more complex than that, DeHacked was very limited last time I tried it.

I was going through the Doom Wiki's list of notable Doom WADs, and there was a vanilla one that had two bridges crossing over one another. Is this the one you're talking about?


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SabbraCadabra
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17 Feb 2016, 9:02 am

Probably. I'm pretty sure I played more than one level that did it, and they both used the same sprites. Very similar to those hover platform things from RotT.

There's also a level in DOOM 64 that uses a trick where a set of spiral stairs is actually a platform, and raises/lowers when you aren't looking to fake being two different floors (IIRC). I know DOOM 64 technically isn't vanilla, but I'm pretty sure it would work in the PC version, as long as you didn't try playing it in multi-player.

Heck, Duke Nukem 3D faked all of its room-over-room and underwater stuff by using invisible teleports, that could probably work in DOOM also (except the auto-map would give it away).


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