• Doom Series V2 - Knee Deep in the Thread
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[QUOTE=Cryomundus;42591015]Just curious, but what difficulty are you playing on? I did it on Harsh and didn't have too much of a problem with ammo, save for the last 5 or so levels.[/QUOTE] I'm pretty sure I was playing on Hurt Me Plenty.
[QUOTE=Cryomundus;42590557]So I just got done playing a hidden gem of a wad called [URL="http://www.doomworld.com/idgames/index.php?id=17238"]Damnation[/URL]. It was released relatively recently ( 06/25/13, to be exact), and I HIGHLY recommend giving it a go.[/QUOTE] Thanks, I might give that a try. It always feels so weird to play Skulltag/Zandronum since I do most of my Doom-ing in GzDoom.
[QUOTE=Whatsinaname;42591538]I'm pretty sure I was playing on Hurt Me Plenty.[/QUOTE] Ah, so without Brutal Doom? Just an FYI, but it was designed with Brutal Doom in mind, so you might want to try that? Harsh is the equivalent of HMP in vanilla Doom btw.
[URL=http://www.doomworld.com/vb/wads-mods/62703-doom-music-inverted]Ever wondered what E2M4 would sound like if it were a waltz?[/url]
[QUOTE=Smug Bastard;42614093][URL=http://www.doomworld.com/vb/wads-mods/62703-doom-music-inverted]Ever wondered what E2M4 would sound like if it were a waltz?[/url][/QUOTE] Honestly E1M3 sounds really good and unnerving through it. [url]http://www.jeshimoth.com/doommidis/d_e1m3i.MID[/url]
Speaking of Doom music, what's your favorite track? Mine's Phobos Anomaly [video=youtube;AMce2_Pv-SQ]http://www.youtube.com/watch?v=AMce2_Pv-SQ[/video] It stands out to me because almost every other track in Doom is either harder rock, or more eerie, but Phobos Anomaly comes out of nowhere and gives off a feeling of hopelessness.
[video=youtube;=LgQIqxyjwYA]http://www.youtube.com/watch?v=LgQIqxyjwYA[/video] E1M1: At Doom's Gate. The most iconic track to me. Whenever I think of DOOM's music, this is the first track that comes to mind every time.
[media]http://www.youtube.com/watch?v=z81virrz6TY[/media] Map 23 all day every day. I don't even like the map that much. Here's my favorite rendition of it: [media]http://www.youtube.com/watch?v=jy5H2DaGU_c[/media]
[QUOTE=Doom14;42614993]Map 23 all day every day. I don't even like the map that much. Here's my favorite rendition of it[/QUOTE] We can't forget the song which inspired the music of that level: [media]http://www.youtube.com/watch?v=zTuD8k3JvxQ[/media]
It's tough for me, E1m1 is obviously the most iconic, but my two favorite tracks from the game are between The imps song and I Sawed the demons. [video=youtube;NlWDSvNSzlA]http://www.youtube.com/watch?v=NlWDSvNSzlA[/video] [video=youtube;re0A23CSvpw]http://www.youtube.com/watch?v=re0A23CSvpw[/video] I really like the classic doom 3 rendition of E1m2, but I like the one I posted of E2m1 above the best. I actually listen to that version quite a bit in my car. Though the 3DO version with the proper pitch of E2m1 is pretty badass [video=youtube;j9SCm7FnEHM]http://www.youtube.com/watch?v=j9SCm7FnEHM&feature=player_detailpage#t=402[/video] Starts at 6:42
Whats everyone's thoughts on DooM 64 / Absolution? It upsets me that nobody took Absolution and made their own content for it.
Doom64 always felt quake-ified to me in terms of tone and atmosphere, and I like it. I wouldn't mind seeing a mod that smooths out the animations for the weapons and adds the omitted ones (i.e. the lack of pumping the shotty or reloading the DBS)
[QUOTE=Agoat;42615186]Whats everyone's thoughts on DooM 64 / Absolution? It upsets me that nobody took Absolution and made their own content for it.[/QUOTE] Playing through Doom 64 EX now. Feels more true to the original; but unfortunately Doom 64 isn't as scary with the power of mouse, keyboard, and big resolution. When scaled up, the monster models aren't nearly as scary as they were on my tiny TV back in the day. It's also really easy on a keyboard and the Unmaker's laser sound is a bit obnoxious. Despite all that, Doom 64 remains my personal Doom 3.
[QUOTE=Doom14;42615308]Playing through Doom 64 EX now. Feels more true to the original; but unfortunately Doom 64 isn't as scary with the power of mouse, keyboard, and big resolution. When scaled up, the monster models aren't nearly as scary as they were on my tiny TV back in the day. It's also really easy on a keyboard and the Unmaker's laser sound is a bit obnoxious. Despite all that, Doom 64 remains my personal Doom 3.[/QUOTE] Even if it isn't scary anymore (Let's be honest, things that are scary when you're 5 aren't as scary when you're 21), it looks great. An HD monster mod would be tops for it, but honestly the lighting and ambient sounds are plenty for a fresh experience. The later levels are really incredible.
Seeing as there's no Duke Nukem thread I figure I'll ask here The devs released a beta build of Megaton that adds multiplayer, anybody tried it yet? How is it? I'm thinking of picking it up because I can't find a game at all anymore using Yang, and I'm really itching to play it.
[QUOTE=Agoat;42615444]Even if it isn't scary anymore (Let's be honest, things that are scary when you're 5 aren't as scary when you're 21), it looks great.[/QUOTE] Some of the levels are still really unnerving for me. The mix of architecture and lighting was done beautifully. However, the monsters look a bit like chunky, smooth clay in a big resolution. That with the whole 8-axis sprites draw me a bit out of it considering the sprite resolution difference from Doom 2. What I would give for Doom 64 to be brought on a modern engine, with better models and AI/behaviors for the enemies. Let's cross our fingers and hope they don't fuck up Doom 4.
Considering they've done three test build iterations of Doom IV and Bethesda has hated all of them, not holding my breath.
[QUOTE=Cryomundus;42590557]So I just got done playing a hidden gem of a wad called [URL="http://www.doomworld.com/idgames/index.php?id=17238"]Damnation[/URL]. It was released relatively recently ( 06/25/13, to be exact), and I HIGHLY recommend giving it a go.[/QUOTE] Just finished this one yesterday. I thought the levels had some really nice architecture, and I always appreciate seeing new textures/color-palettes in Doom. My only complaints were that the difficulty got a bit ridiculous (especially on ammo) in the last few levels, but it was manageable and seemed fitting. I played it with Brutal Doom on Hurt Me Plenty since it was recommended with it, I can't say how it plays without it. Also the ambient noises were cool and, especially in the Hell levels, added an extra layer of creepiness to the atmosphere. But, at the same time, I felt like the author got carried away in some parts with the ambient noise and started to just throw them all over the place, making them get repetitive pretty quickly. In some cases there's so much ambient noise that I was getting audio stuttering and delay. I'd still recommend it, especially if you're looking for something other than just a standard 32-map replacement megawad.
[QUOTE=Kegan;42614939]Speaking of Doom music, what's your favorite track?[/QUOTE] This one has always been my favorite as long as I can remember: [media]http://www.youtube.com/watch?v=4iIrg4DM078[/media] This one is also high up on my list: [media]http://www.youtube.com/watch?v=ETV9fPmieOM[/media]
They're all pretty good and it's hard to choose, but off the top of my head I'd say this is one of my favorites. [media]http://www.youtube.com/watch?v=tEAYqiKFk9c[/media]
whoa the doom thread is active, sweet! i've been playing speed of doom + doomrpg, its very good fun!
I still abide by QuakeStyle ZX as my go-to "vanilla map" enhancement pack. It makes it still feel like Doom, but with a lot more content. Rather than Brutal Doom, which is fun, but changes the core too much for me when I'm doing random level romps. [url]http://zorasoft.net/doom/qstylezx.pk3[/url] I highly recommend it. It basically adds a bunch of weapon/monster variations in the same vain as Doom - so almost all the enemies come from base ones; nothing looks to out of place. Some of the high tier weapons break the style a bit, but the lower tiers are beautiful and mostly well-balanced. It can make some one-off levels hard though, as you may get a Grenade Launcher instead of a Rocket Launcher, or a Nailgun instead of a Chaingun, and then be pressed for ammo.
Brutal Doom V19 has been released! [URL="http://www.moddb.com/mods/brutal-doom/downloads"]http://www.moddb.com/mods/brutal-doom/downloads[/URL] In addition, Sarge has also released a V19 mutator pack and Doom Metal Volume 4 as well. Stuff changed/added since version 18a: - Sticky gibs added. - Dozens of new death animations and multilations for almost every monster. - Removed vertical recoil for minigun's primary fire. - Fixed a bug causing the minigun to spend one bullet without actually firing anything at the start of the fire animation. - New smoke effects. - Better sprites for smashed brain pieces. - New sprites for the Plasma Rifle and new alternate attack. - Improved blood decals. - Fixed a bug causing barrels to dont cause damage when exploding over a liquid surface. - Improved Lost Soul's death. - Fixed dynamic lights for some projectiles. - When a burning zombie runs into an explosive barrel, the barrel will always explode. - The flying bodies of zombies and imps killed by explosives will now cause area damage. - Added The "Super Marines". They will follow you everywhere, and if they get too far, they will teleport next to you. They will talk to you. They will give you items. They will salute you if you salute them. They are supposed to follow you into other levels. Sometimes they will fail to know where you are and teleport next to you. This usually happens if you enter a teleport while they were standing next to you and not moving. - Added localized damage on legs for zombies and imps. Now legs amputations happens when you actually shot their legs, and not randomly. But shooting legs now deals less damage. - Fatalities are now much faster, and will give 50% less health. But now the health given by these adrenaline boosts can go over 100%. - Super shotgun can kill Cacodemons with a single shoot at point-blank range and Hell Knights with a shoot to the face, but now it requires more time to reload. - During the "Revenant Baseball" fatality, the player can aim at an enemy during the fatality and kill it with the revenant head. - New animations: Hell Nobles will roar at the player when spoted. - Fixed a bug causing sticky gibs to spawn far away from the wall. - Further improved smashed brain sprites. - Much improved melee combat. - Burning barrels can be used as a weapon; it can be kicked, and its burning fuel will lit the ground, dealing heavy damage on enemies. - Integrated Perkristian's HD sounds. - New gibs for players that now have the correct color translation. - Added bouncecounts to all bouncing objects to prevent infinite bounce loop on elevators. - non-interactive gib pieces disappears after 2000 tics to prevent fps drops. - Finally fixed the "spinning heads" bug. - Added floor and ceiling decals for rockets. - Improved the "aftermath" of all explosions. - Fixed a bug causing barrels to still have colision even after it exploded. - Fixed a bug causing revenant rockets to instantly explode on spawn when a revenant was too close of a wall. - Fixed a bug causing the Baron of Hell to spawn wrong gibs after his head is destroyed. - Cacodemons can be set on fire. - FIxed a bug causing some actors to behave weirdly underwater. - Improved chainsaw. - Revenant Missile Launcher primary attack will not fire when not targeting an enemy. Use alt fire for a free fire mode. - Nerfed Super Shotgun (increased spread and reload time). - Nazis and Commander Keen upgrades removed because it was breaking compatibility with wads using DEHACKED. - Cyberdemon will need to take 12 rocket headshots instead of 8 to die quickly. - Improved stealth kill sprites. - Improved Revenant's blood, gib pieces, and now it acts like a real undead creature (you must destroy its torso or head to stop him. He will still able to fight after you destroy his legs) - Added more brains to Imp's curbstomp fatality. - Fixed a bug causing shotgunguys and chaingunguys to not drop weapons after a Stealth Kill. - Fixed a bug causing the Rocket Launcher to do no splash damage when a rocket exploded on a ceiling. - FIxed a bug causing some projectiles to unable to hit the head of a Mastermind. - Fixed a bug that wouldn't make zombiemen be set on fire by imp fireballs. - Fixed a bug causing the assault rifle to bug when you tryied to reload the weapon with a full clip while aiming down the sights. - Explosive Barrels will no longer explode when hit by punches, kicks, or lost soul attacks. - Fixed a bug allowing the player to do punches while in a fatality. - Improved deaths when enemies are killed by kicks on berserk state. - Punches will no longer force the player to stop and face the target. - Imps can swim underwater. - Killing an enemy with a freezing weapon will cause it to have a new death animation. - Improved zombieman and shotgunguy curbstomps, and added more brains. - Revenant Missile Launcher only fires when it has a valid target. - Changed the way that mancubus fireball behaves; now it will explode on impact, launching burning fuel in all directions. - When an enemy is kicked or tossed away by explosions, it will able to hurt other enemies and infight. - New guts looks much better now. - Fixed stealth monsters. - Added horizontal cut death animation for Demons. - So many minor fixes that I even forgot to list. Now to hope the NC HUD gets updated to work with this as well. Edit: And yes this is the official version, not another test.
Is anyone here playing Doom online? If so, which port?
I play Zandronum (previously Skulltag). It's the best online one I know but there might be something better
[QUOTE=djjkxbox360;42710712]I play Zandronum (previously Skulltag). It's the best online one I know but there might be something better[/QUOTE] Same here. Nothing beats it. Zdaemon is doing shit as of lately.
Could you guys give me some advice on the best way to set up a modded Doom 3? I'm trying to get Sikkmod working, but it's not widescreen and the screen effects are a bit messed up. I tried someone elses' config and it looks okay, but now it runs like crap. Does anyone have a step by step process they can explain or link for me? EDIT: I found this thread on SPUF: [url]http://forums.steampowered.com/forums/showthread.php?t=2099562[/url] . I'm going to try out this merged pack [url]http://forums.guru3d.com/showpost.php?p=4385520&postcount=160[/url] which has Sikkmod and a bunch of other hi-res stuff.
You people should try the Mayhem Mansion mod, inspired in the game called Exploding Lips (Video in the thread): [url]http://forum.zdoom.org/viewtopic.php?f=19&t=36908[/url]
Wow, I didn't know Doom64 was actually good. It feels so different with the revamped sprites.
Yeah, Doom64 has great ambience to it. The music combined with the darker maps and sprites is perfect. I feel like that's what they wanted Doom to really be, judging from how Doom 3 was darker as well.
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