#classic-doom
1 messages · Page 45 of 1
That would be awesome.
it looks like ce uses a custom lump (intrdefs), and the way to do a custom one is using mapinfo.
unfortunately, mapinfo allows only for exit text and not start text
i can make a map that instantly ends, but that's mean ruling out vanilla compatibility
is it important for ya because then i can just make an E1M0 using gz
Yeah. Fishy was telling me I could do it with a custom map at the beginning that displays the text but lol I can't really figure that out either.
I'd be cool with that, yeah.
Why is this, BTW?
i can't really say for sure
boom had a lot of odd limitations for no reason
like, why would you even not make a basic sorter to use colormaps in different sectors?
I do a bit of editing, but probably, because most devs in the doom see the text as something closer to the exiting of a level, rather than the entering of one, or as something that just exists inbetween levels, on its own
For example, if you cheats to go to map07 in vanilla, the text screen won't show
In short, the mental image that most doomers have of the text screen is competually attached to the act of exiting a level
Nice, i did sonething like this too, once
Tho I just called The Space Station, The City and Hell. Which I got from some post on Doomworld forums, which got from some manual or magazine from the time
Yeah I heard that.
Not happy with Doom 2's selection of music outside of like 8 songs. So I went to a few different sources to replace/rearrange music in Doom 2 to where it still feels like Doom 2, but the soundtrack is, you know, more fitting.
New music added mainly is comprised of selections from James Paddock's catalogue, .MID the way Id Did, and some banger remixes of Doom 1/2 music by silentzora.
bruh how did i just gib a zombieman with the ssg
For example, the lame-ass Countdown to Death elevator music in the first Hell level has been changed to a reprise of Doom 1993's Untitled, calling back to Inferno.
Music like Into Sandy's City is moved to more fitting levels such as Downtown. etc...
im confused
It's a mod.
oh
Working on a next mod which I guess I can't share, but mashing Sigil, Sigil 2, and NRTFL into their respective games with WadSmoosh then rewriting the text intermissions for continuity.
wadsmoosh is pretty dang good
i have a mod i made, based on wadsmoosh's add-on "Works of the masters"
i basically ported everything to a normal wad file, and glued it together with UMAPINFO and Boom's ANIMATED and SWITCHES lump
NRFTL is so good, i'd kill* for more maps by the fellas over at Nerve
*not literally
Some rewritten text screens.
Just some small things like mentioning NRTFL. Others I dramatically rewrote. These are mainly just meant for me for fun, so I wanted them to comply more with Doom itself.
https://cdn.discordapp.com/attachments/930146039745376259/1211424533530017852/image.png?ex=65ee2603&is=65dbb103&hm=a93a23aa2a11d6a8c0ec4bc51b8b4897aea890b8c0975d418ec0772b9ddbe210&
https://cdn.discordapp.com/attachments/930146039745376259/1211425589937053696/image.png?ex=65ee26ff&is=65dbb1ff&hm=bf409a0c6474fca28270cb2a6d7f9360b6365fb83a5dcd2597ac094d14ee4712&
https://cdn.discordapp.com/attachments/930146039745376259/1211425845411979285/image.png?ex=65ee273c&is=65dbb23c&hm=4a71344b7cc5a125e54269064a7737d18002aa29aca6abf0c72fa85fdbcab1b3&
https://cdn.discordapp.com/attachments/930146039745376259/1211426071510130748/image.png?ex=65ee2772&is=65dbb272&hm=acfbd013acfffb9d88497481acc6ff26645b49d4f8be32cc663892d6e4822016&
Respectively: End of NRTFL, end of Thy Flesh Consumed, end of SIGIL, and end of SIGIL 2.
Very nice
Does NRFTL lead to either Evilution or 64?
I wonder how would the text screen for Plutonia look like if it were to lead to Doom 64.
I see it as leading to 64.
I know doom is has always looked pixelated and crispy, but in the unity rerelase it looks like each pixel has a different size? like, some look larger and some look thinner. I think the best visual description I can give of this oddity is with the icon that is used when you make a shortcut for the steam version.
Can you post zoomed in screenshots to show what you mean?
Sorry, I can't. You'd need a higher role to get the permission to post images here.
nah, it's alright
I just figured out it was in the original
You could post them in #screenshots
the door wont open in map 8
where the pinkies are
ive pressed the button multiple times
is there a remake of tnt out there that's limit removinf or boom engine
Anyone down to run doom nightmare co op currently.on E2M3
it's nearest neighbor scaling, the port renders at a 400 pixel height (iirc) with non-square pixels that make it effectively 480 pixels tall.
of course, this resolution can't be integer scaled to 720p, 1080p or 4k, so it has to do make up for it by scaling certain pixels wider and/or taller, and nearest neighbor can't do this smoothly.
Can anyone tell me how to play doom multiplayer classic doom? I play on GZDoom
gzdoom doesn't work the best for multiplayer, so most deathmatch and co-op players use zdaemon, odamex, and/or zandronum. (all three are based on older versions of zdoom and gzdoom)
https://youtu.be/KjEmlNJ4oQQ this is the best tutorial i've seen for setting up multiplayer
Playing DOOM online is easy! Downloads below:
Doom Explorer - http://doomutils.ucoz.com/
Zandronum - https://zandronum.com/
ZDaemon - https://zdaemon.org/
Odamex - https://odamex.net/
Doomseeker (alternate server browser) - https://doomseeker.drdteam.org/
If you are using Android, you will need Delta Touch: https://play.google.com/store/apps/de...
i haven't played doom multiplayer since covid, so i don't know the playercounts
but youtubers sometimes hold deathmatch/co-op events
For remake there's TNT: Revilution, but not limit removing.
There's also TNT: The way we remember it, for recreating the original.
But no wad for the "X the way Id did" series, which fits better as a remake
There's only Ult Doom and Doom 2 on that series for now.
But then again, you can also try the TNT midi pack if you are trying to reinvent the experience a bit.
But sadly there's not many WADs for TNT, but there's loads for Plutonia
Thanks dude
to play doom multiplayer, install odamex and join a server and most are empty but someone will eventually join
This is my first time playing doom
oh never mind, partial invisibility
how interesting
(Also, fuck putting spectres, or those invisible pinkies in dark rooms)
Annnd i say that right before playing Phobos Anamoly, which shows me several pinkies in one room
partial invis is good if you suck at dodging
Hey @pale finch, how would I figure out making that map that instantly ends for an intro text? I have Ultimate Doom Builder but I know basically nothing about using it.
if you can dodge projectiles then it sucks because projectile enemies (i.e. enemies other than pinkies, zombiemen, shotgunners, and chaingunners) will throw projectiles with random trajectory
and you're more likely to dodge into them
https://www.doomworld.com/forum/topic/103988-intermission-text-before-map01/
here is a relevant forum post
I searched and searched, but still probably not enough, and only have found ways to put intermission screens with text stories AFTER the first map or any map, but never BEFORE. Any ideas?
So what is OPEN script? I don't really know shit about writing script.
the second reply is the most convenient way here
Hmmm...
What would the intermission look like in MAPINFO? I've only gotten as far as I have editing MAPINFO by editing existing lumps to change shit.
so basically
clusters are numbers used to denote which text will be read once the level changes to one with another cluster number
I think I've got that.
cluster 5
{
flat = OGRATB02
music = D_READ_M
exittext =
"Blah blah"
}
cluster's like this
Yeah I've seen that before when I edited the exittest for Episodes 4 and the SIGIL wads.
this is the doom 2 mapinfo reference
Well I'm confused because like.
you can just copy over the entryway definition, make a cluster with the manual story, and then edit the cluster
of the map to be your cluster definition + 1
Okay, so - I could take Doom's E1M1 definition and have it point to Cluster 18 or whatever, and then define that cluster to be the story text?
Does the Cluster have to be before other Clusters? I'm doing this to a wadsmoosh'ed PK3 combining Doom 1 and both SIGILs.
yep, then make a cluster 17, have the E1M0 point to it
Wait, so am I editing E1M1's definition or pasting a new one before it?
it doesn't really matter, it's ordered to be more organized
I am sorry for this, I imagine it is frustrating.
you can define E1M0 after everything
no problem
https://cdn.discordapp.com/attachments/1121477880199794698/1211757608361533460/image.png?ex=65ef5c37&is=65dce737&hm=de8894f02b654b0f41cc9f56932f9e58b7d5d21303e26ccd3ec4649d19d9fafe&
So what I mean is this - E1M1's definition. That's Cluster 1, right? So is the rest of Episode 1. So do I have to move all of those to Cluster 2, then Cluster 2 to 3, etc... or can I have E1M0 point to Cluster [WHATEVER NUMBER]? Do the Clusters have to be in order?
the don't have to be, i don't think so
So I'm making one of those, the picture, but for an E1M0? What about the victory screen that would play at the end of a level? That'd be weird.
wait let me send how it's done
give me a few mins
OK. Thanks.
guyss i seriously think doom 2 map01 is better than e1m1
something is so wrong with me i think
like the music is just better too for me and i love everything about it and the design is perfect
(although getting the rocket launcher is kinda stupid and like 99% of first time players would never get it on map01)
and when you do get the rocket launcher on map01 you dont know what triggered the door opening lol
but other than that map01 is a perfect first level
Don't think it is a big deal, most new players are dreadfully scared of the RL and it makes the first few maps a little bit less monotone on reruns
99% of first time players probably wouldn’t get the shotgun secret in e1m1 either tbf
Same on my first ever play through
New player with autorun off = going to miss the secret and also get stuck on map02 and look for readme lol
Map02 must be broken! no way to progress
the dave d taylor blues goes so hard
Anyone know what's up with the grass/foliage in Doom Slayer Chronicles zooming in and out instead of animated waving in the Final version pack?
I love the doom 2 map 1 music
On PC, the controller bindings for quick save and load are bugged. The only way to use them is to enter the pause menu and press them, in which it will close the pause menu and execute the qs/ql command. Anybody know why this is? Is this a bug or a feature?
It could be a feature, to avoid a button being pressed on accadent during gameplay seeing as all buttons are contained within the user's hands
It probably has nothing do to with the controller itself.
I would say it could be a bug (This is important to remember - Quicksaves are essentially "screenshots" of the data when playing. Not like a proper save itself and can cause issues). Like you say, best thing is to go into the menu and save it to avoid said problem
Thinking about it, it's probably a feature. The default binding for my controller the first time I ran the game with it connected had quick save and quick load binded to the same keys as next weapon and previous weapon. During gameplay that would make no sense, but seeing as, of course, weapon switching doesn't work in the pause menu and quick save and quick load don't work on game, it would make sense.
Plus, quick saving and loading don't work in things like the settings menu, making it more likely to be hard coded in.
Which makes sense. I suppose growing up on the classics, I didn't focus too much on Quick Save/Load myself. But seems you sorted it out
Well, thanks for the help anyway.
does anyone play doom 1/2 on mobile?
Who greenlights updates and patches for the unity ports? Id Software or Bethesda?
Well, I would say Bethesda should as they took the company. Even though iD was before. So, from what I read online that Unity was from Bethesda. Before that, Nerve was affiliated with the Xbox 360 version
Is it just me or plutonia 2 map08 has a serious lack of ammo?
didnt notice it before but now I am pistol starting it and its definitely noticeable
gusta maps are mean but at least they have ammo to deal with the punishment
harmany would be way more doable if you got the berserk much earlier
Got this from Jimmy's server. Someone started a nice project.
https://www.youtube.com/channel/UCDqrLr7JFlOnmyl9E8YMLjg Hi guys I am working on a new project as I am gathering all Midis from each wads and encoding them with 4k with the best soundfonts I gathered and uploading it to youtube. So I am starting off with some or1iginal Doom games then onto other wads. Keep in mind there a bit of a darkside to youtube issues with the copyright strike issues. Please considering asking other Midi (Music) composers for permission to use the wad's Midis.
i mean it was pretty useful when you couldn't play doom with a mouse (i suck at dos games)
you could always play doom with a mouse
that keyboard only thing is a myth
just that not everyone had a mouse back then
I am using the mouse of course haha, makes everything a lot more easier (i wish i can say that for Wolf3D 😭)
partial invisibility itself is highly situational tho
i.e. it depends who you have to face
can be a lifesaver when you run into a hitscanner trap
like the one on plutonia map20
is that in the vanilla doom game? Or is that a WAD?
Thanks you
Well, I figured out my intro intermission.
It's garish and I don't like the transition but whatever.
https://cdn.discordapp.com/attachments/1121477880199794698/1212041041805451334/image.png?ex=65f0642f&is=65ddef2f&hm=19e3df030757cef10ad975cd542b8848172f1c3bb69ca5cbfb066aec2bbf234e&
https://cdn.discordapp.com/attachments/1121477880199794698/1212041148135121016/image.png?ex=65f06448&is=65ddef48&hm=9dd259cf5167c8e96d1d714516f92002a3d51c498390256b798f8d67ed3326a9&
@pale finch Thanks for the help. Got Doom and Doom II to both start with these intermissions when the game begins.
that's so cool what?
howd you do it
Both are taken from the manuals but rewritten by me for brevity.
dummy map or slideshoe
Dummy map. When you start a new game it screen wipes to a black empty map, then to this transition, then to E1M1
It looks dumb and I wish I could skip the transition to the dummy level but oh well.
oh what if you did it with a slideshow
at the start of E1M1
after all it self destructs when the message is over
For the second one I cut out all of the intro text for Doom 2's story manual text since it acts like you took a ship to Earth. Now the beginning is vague to allow it to comply with Inferno, Thy Flesh Consumed, or either SIGIL wad.
I just have no fucking clue how to do this unfortunately. No clue how ACS works. I assume I'd have to edit E1M1 itself for that?
yep
Hmm.
plutonia is an iwad so vanilla
I recall Doom 64 had a “the story so far” screen during the main menu, right? Or is it just some Brutal Doom 64/Retribution thing?
If I remember correctly this is specific to the TC and was not in the original version of Doom 64.
I may be wrong though.
So in this image
#screenshots message
the barrel is clipping off of the surface it was placed on and onto the ledge. It's pretty close to the ledge, and I have seen this issue with other sprites. Is this in the original engine? Or is it a side effect of the Unity wrapper?
How many versions of Ultra Violence are there (UV+, UV Blind, UV Fast, etc)
UV+ is the same as UV Fast. UV Blind is just a way of saying you never played that WAD before. Thats it, theres nothing else
Any other term you may see that starts with UV is probably just a speedrunning category, i.e. UV Tyson, UV Max, etc
Don't forget UV+, if you mean the Bethesda port version, also adds multiplayer-only monsters to the maps.
!!!! Yes this, too. Been so so long since I play the official port, I had forgotten, good pointing out.
the latter is often known as solonet
yaknow what else it lacks: armor. Just a disaster on nightmare. I think that's where I gave up on NM for plutonia
Seeing as in the re-release port the Unity engine is a wrapper for the original DOOM engine, does that mean that gameplay related bugs are likely from the original engine?
I remember seeing a pinky rise up to my level from a lift and it walked a bit onto the surface I was on, but the lift then went back down. The pinky just stood in that positon not moving. It only resumed attacking me when the lift rose back up.
most likely
very few things were fixed in the Unity port to my knowledge, so that could be an iDTech1 Engine bug
Huh. I want to like this port, but it's got a hand full of bugs that steer me away. I wish they would roll out some fixes.
that's why you don't pistol start plutonia
you aren't supposed to
I don't care for pistol starting anyway.
I understand if it's for the achievement but
beating plutonia is already an achievement imo
True. There were limits on the Engine used at the time when originally released. But I found that despite the bugs in the Unity version are not as serious, compared to other versions they brought out (the Xbox 360 version had issues with memory and would crash often without warning)
I contend that the Bethesda ports are actually great and by far the best modern ports of Doom.
Oh easily. I would imagine the memory problem was due to the hardware on 360 from before. Played on GOG and ran smoothly - it works out of the box so that's a bonus
Your presumption is correct.
Engine bug, happens in Vanilla compatible source ports too, the origin (center, mid point) of the pinky was locate over the edge, but it had some of its width over the higher floor, so it got stuck, since the origin was not actually touching the floor.
wait
No nvm
Me stupid
That’s ok. Don’t feel too bad about it
In one level in the re-release port, there's a specter in an exit room. However, it just didn't move. It might have been stuck in the wall.
It still attacked my if i got to close tho.
Hi. I'm modding the OGs and giving them more organization for my personal Doom copy.
https://cdn.discordapp.com/attachments/1121477880199794698/1212439927711604736/image.png?ex=65f1d7ac&is=65df62ac&hm=c396b03ded3878b465729802fb693a62ac69a108b99352ab1c896d0ecf254051&
I used WadSmoosh to combine SIGILs 1 and 2 with Doom. In the episode screen, they are called "Bonus" episodes, and SIGIL 1 begins with a text intermission beginning the story.
Under the identifier of a Bonus Episode being outside the main story but still part of the experience, would you personally classify Thy Flesh Consumed as a "Bonus" episode?
it's an expansion so to me it should be a part of the story
No, Thy Flesh is definitily part of Doom, an expansion definitly. Not bonus, no.
TFC is a main episode since it was developed by id
Well, yes, but it's not really a part of the original Doom story. It was added afterward, and it's just kinda tossed after the climax of Episode 3.
Hmm.
Well that is the metric I'm using when organizing the WAD.
Same reason why I would call No Rest for the Living a "Bonus" episode of Doom 2 - it isn't part of the main story, more an epilogue with great levels.
why not just do:
is it an iwad?
yes - its part of doom
no - its not
Well it's a personal mod I'm doing to my IWAD, as part of stretching my legs and learning to mod.
fair enough
Adding SIGIL to it as episodes, adding a beginning text intermission, separating Doom 2 by episodes, etc...
Personally. I would only consider Sigil 1 and 2 as Bonus. TFC is a part of Ultimate DOOM after all
Hmm, okay.
Main game is now episodic. Episode 1 is the starport levels, 2 is the city levels, 3 is Hell.
Considering a different name for Episode 1 but unsure what it'd be.
It's fine. NRFTL fits as a bonus episode
Well it is part of the story still since it interconnects with Doom 2
I am a story analyst myself
Not saying I prioritize story, but the story is flavor to the game
True
Okay I'm posting some of these again - rewrote text intermissions to tie into shit.
So check these out - these play when you begin Episode 1 in both games.
Satiates my disappointment that no ports ever included the "Story so far" text.
Sigil on the other hand? Debatable
Personally I think it can be a part of it and put it as my headcannon but not everyone else has that mindset
It’s optional
Well for my personal copy I wrote text screens to make SIGIL feel like it's actually part of the main game.
https://cdn.discordapp.com/attachments/1121477880199794698/1212464336346288218/image.png?ex=65f1ee68&is=65df7968&hm=9adaf6f10a5a89c9a40fc5af04c2e7c2b7aa53de849c16860cae920cef03ff20&
https://cdn.discordapp.com/attachments/1121477880199794698/1212464630815924265/image.png?ex=65f1eeae&is=65df79ae&hm=0ef39ce6e6d6ce15a142d9081561d0ea898f7f4a33e19c33ed9c0281f432ef8f&
And then here are the end episode screens - I will rewrite E6M8's again whenever Hellion comes out.
where tnt, plutonia, master, and max doom lmao
Maximum Doom
:^[
it’s a joke
wtf is chocolate doom
A source port
but is it possible to include tnt or plutonia in there or does the og doom 2 engine not fully support the quirks of final doom
Not on a vanilla compatible source port, but the one hes using iss gzdoom
And gzdoom isnt really concerned with accurate vanilla compatibility
Which GZDoom is optimized (not as in performance, that’s different) for most to all WADs
Unlike others like PrBoom+ which needs comp levels changed
Which is why I asked
This is using WadSmoosh, which by default can merge Doom 1, Doom 2, both Final Doom IWADs, and both SIGILs into just one IWAD .pk3.
But I still like Doom 1 and 2 separate so I merged Doom 1 with SIGIL 1/2 and Doom 2 with NRFTL.
Yeah, not forgetting also, the works of the masters addon to wadsmoosh
Oh and I like how you also split Doom 2 into episodes btw
Which gives the master levels the missing maps, plus extras, in an episodic format
Basically making the masterlevels tolerable, it is good work by its creator
Which I always found it odd in the nerve/bethesda port that it’s 2 different “episodes” for some reason
It’s understandable but it’s still strange since Doom 2 is supposed to be just one map pack
I believe its because the nerve port is based on dooms original source code lineage
I question why the master levels were even included with the nerve port to begin with
Which didnt have any mapinfo, so only the default 32 maps system
Why not just have it as another addon?
And they added an "episode" system to compensate
Thanks! I really like the episodic format and wish Doom 2 had kept it.
Because it is an official release, it used to be separate on stesm but was delisted, and is now included by default on doom2
Since, in effect and praticality, it is a bunch of small pwads
Im inspired by that kinda work, honestly, i think im gonna do the same and add the doom2 episodes to my custom nrftl pwad
And so is Final Doom but that was put into the addons section
Yes, thats right
In my opnion final doom shouldnt have been iwads at all
They were only packaged as so for the convenience of the 90s userbase
Since back then the offical Doom exe didn't support pwads at all, you had to merge your pwads into a copy of the iwads, so they did it yo make it easier
Yeah I agree that story makes the game when it's a story focused game, however doom is the polar opposite of that
as Carmack himself said:
Story in a game is like story in a p**n movie, it's expected to be there, but it's not important.
had to censor that because the original quote got 1984d kek
wasnt it mostly because final doom was sold as a whole separate standalone game
In a sense yes, but only because complete 32 map megawads were kinda of unprecedented at the time, that they felt more like new games entirely, I mean imagine if Eviternity or BTSX were released in the 90s? People would have lost their fragging minds over it, because it's basically a brand new game
So they could only really sell it under that kinda branding, two brand new entire campaigns were sold as if a single game, but only also because it was easier to patch the pwads into the iwads for convenience
And also there were the changes to the engine needed for story text changes and stuff
ye its impressive but more to look at, gameplay wise it aint fun
https://cdn.discordapp.com/attachments/832527939153297448/1212488714320740383/issuemaybe.png?ex=65f2051c&is=65df901c&hm=63de1c978ff3357d8365f3b22e31f9e9614499c233098094b1b831af3be98878&
Was this in the original DOS version? I stumbled across this in the re-release.
Well you're not really playing it for the fun gameplay.
Probably a Doom engine quirk from itself.
does anyone know why doom for the xbox 360 always had a slower song tempo?
They don't have the screens in Sigil already?
It's been a long time since I've played Sigil.
SIGIL and SIGIL 2 have end text screens but these are just rewritten ones to feel more compliant with Doom canon, i.e. no mentions of Satan
Yes, just software renderer issue
thats a slime trail
A slime trail is a vertical band of floor or ceiling texture which "bleeds" out towards the edges of the screen. It can occur when a level has not been built properly because of a bug in the node builder, but will also occur frequently as a natural consequence of the Doom engine's map format even in perfect node builders.
you could in theory run tnt/plut on the doom2 engine or vice versa. There really aren't any super significant differences, nor are the engines proprietary. The IWADS themselves, the thing you are downloading by downloading TNT/Plut, only includes monster data, sprites, textures, sounds, weapons. The actual engine is entirely from the port you are playing on. You can freely select a different compatability level to play doom2 on the tnt engine for example. With that said, the only differences are that lost souls bounce in plutonia and teleporters use the height of the higher TP to spawn you, instead of the height of the exit TP to spawn you
Yes you can, the changes are very minute, unless anyone can give an example of a massive breaking change due to the teleporter bug, which i have personally never seen any of, you should be able to. As an example use the tnt.wad as a pwad on a source port.
The only real problem with this is that is not properly demo compatible and wouldn't be allowed in DSDA for example
it's not aobut using it as a pwad vs using as an iwad, it's about using -complevel 2 vs -complevel 4
ah
oh yeah that works, i assume, as i said, i don't believe there's any examples of the teleport thingie not allowing you to finish either tnt or plutonia
yeah it's really just a demo compat and trivia thing
What does "Multiplayer Spy" do exactly?
So real quick. Whats the whole thing with death match?
As in like what is it, hows it work, fastest way to do the achievements for it.
@ me if you respond
ohhh, i noticed this too
https://i.imgur.com/KFEn55K.png
just found one in PL2 while we are at it
Does Crispy DOOM have uneven pixel scaling?
wdym
Remember those retro Doom ports that arrived for the current-gen consoles last year? Flawed in many respects, they were a genuine disappointment... but the new update from Bethesda is close to perfect. John Linneman delivers his verdict.
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go to the timestamp
That the link sends you to
While crispy doesn't have super high resolutions, if you go to it's options you can turn on high graphic detail and smooth pixel scaling
To even out those uneven lines
works perfectly on both settings high and low detail
see the dark line in hallway texture
okay this is what I've been fearing
this map from a pistol start is going to be a pain, and yes all 84 enemies are archviles
This one's fucking tough, but it actually isn't all that bad until the very end.
I don't know if you like quick saving, but if you don't, God help you because the end is the most RNG bullshit imaginable for the end of like a half-hour long level.
yeah I use quicksaves, unless im playing on nightmare
I vaguely remember the end from my playthrough years ago, but I did sequential back then, now I am doing it on pistol starts, initially wanted to replay lurking fear, which I did from pistol start and loved it, so decided to do every map
I just announced my first megawad. It is a singleplayer expansion to classics and builds up on Hell on Earth storyline.
Trailer - https://youtu.be/GrQDf4B39w8?si=13hy7bNuKkkmL3oA
You can download the Demos and follow the progress on Doomworld - https://www.doomworld.com/forum/topic/140071-markans-doom-episode-1-vanilla-campaign/
And on my blog - https://markansblog.wordpress.com/2023/08/06/im-making-a-doom-game/
#MarkaNsDoom Check it out 🙂
MarkaN's Doom is a singleplayer expansion that functions as a mod for Doom II. It builds on the Hell on Earth storyline and takes inspiration from original games as well as it's expansions, mods and modern versions as well as the genre itself. However it is dedicated to the original sense of authenticity and so it uses original files only to bri...
#MarkaNsDoom Hi everyone, after a few months of mapping Im glad to represent my first megawad. Its gonna be a single-player episode that functions as a Doom II mod. The goal is to make an authentic classic Doom experience while improving on level of detail. Fun and engaging but also challenging a...
What complevel?
what does it mod?
you call it a megawad
complevel is compatability level
COMPLVL is a text lump used to set a specific compatibility level automatically without having to enter a manual argument. It is similar in behavior to MBF's OPTIONS lump, except it does not have to additionally define a specific complevel in order to work, simplifying the process.
he means what source ports is it designed to be compatible with
is it just for gzdoom, or does it work with all boom ports, or does it work with any port
It's vanilla so it should work with any port
100% vanilla, that's the goal 🙂
nice, worth taking a look then
all original restrictions are there
be sure to test with chocolate if you wanna do vanilla
gzdoom hides a lot of mapping mistakes
such as not marking a sector for a door linedef etc
I'll bookmark that and take a look when I get tired of PL2
a nice way to check if its fully vanilla compatible is you use this specialized port: https://doomwiki.org/wiki/Chocorenderlimits
Chocorenderlimits is a fork of Chocolate Doom by RestlessRodent, it is designed for playtesting levels for vanilla Doom. It displays counters for visplanes, drawsegs, etc. to help determine the location and the time that a static limit was exceeded. It was initially created for Sarah Mancuso (esselfortium)'s project which recreated Knee-Deep in ...
basically it allows you to play through the levels and ensure it never goes over the vanilla render limits
ooh nice
when using it, you just want to view the level from every angle, especially ones where lots of enemies or lots of wall detail are visible
and this port will let you know if you breach any of the limits
thanks, yeah that's cool
yeah its even better than using chocolate to do that
are there any good remakes of tnt out there? i'm playing through tnt and while there are a lot of levels like crater and redemption that i'm honestly a big fan of, but then there's other levels like metal or administration center thst are poorly designed and sparsely populated, as well as the pervasive lean towards big populations of low-tiers over medium or high tier enemies
Revilution?
That's more of sequel, the "X the Way id did" series is closer to a remake, which there is no "TNT the way TeamTNT did" just yet
TNT has a handful of great maps but Idk if the rest can be salvaged
all of the casali maps are bangers, fortress is a banger
wait
stronghold or what was that called
that epic hitscan slaughter one
but then theres things like mount pain and habitat 🤮
I think there is potential in the design concepts from TNT, were it released as a free PWAD, as originally intended, it probably wouldn't have been so offensive
Habitat is obvious trash, but a "TNT the way TeamTNT did"-type wad, that takes the original maps and just remasters/remakes them in that fashion, mimicking the original authors style, but overall improving the result, would be pretty fan-freaking-tastic
I do love TNT's unique soundtrack, the map designed focused on the atmosphere, these were all great things
They were just... unfortunately mishandled
Team TNT made BOOM which is awesome. But the mapset....
Yeah, that was lacking
Woof v14.1.0 FINALLY fixed this issue for me
I went to the repo to open an issue finally and well, new update
Very noice
TNT is so damn boring, I don't mean to be a dick to people who liked it but it's just, like... a snore.
Plutonia easily beats it for me.
To each of their own. I suppose TNT was something a bit different from the others. The music was good though
Sometimes I feel like the only that prefers Doom 64, 1993, and Doom II over Doom Eternal.
Especially with things like Custom WADs and SIGIL
lol
Also preferred 2016 over Eternal
I can agree with you for the most part despite my love for Eternal
I however found the enemies in 2016 way too bullet spongey, mainly the pinkies
Honestly Eternal's enemies felt spongier to me.
The spirits/possessed enemies are ridiculous, and Marauders have a shitton of health for their extremely high defense/blocking.
It's funny though despite Eternal's spongier enemies, I do find the game strangely a lot easier than 2016's Nightmare
Also 2016 Pinkies die to two Siege modes, so I don't think they're that bad.
I prefer that over them being insta killed by blood punches and chaingun shield bash from Eternal
I think the average enemy in Eternal might die faster, but Eternal's higher health pool enemies like Tyrants and spirits go much beyond 2016.
Also I'm pretty sure 2016 Pinkies and Eternal Pinkies have very similar health to each other.
It's just Eternal gives you an insta kill button against them (blood punch) or (chaingun shield bashing)
i have a noob question
some people have a nice stone texture in the empty part of the hud
but it seems most often the game has that default green texture which doesnt look as good
why
and how do i change
@finite crag they have an extended hud
you can easily grab the WAD for it on a repo somewhere, I'll go and find it real quck
ty comrade
I couldn't find the repo I used (if I even used any, memory's probably faded), but I did find a doomworld thread with a whole collection of extended HUDS
If theres one thing from the Unity Port I really like, its the use of widescreen graphics for the status bar, title, intermission, credit and help screens. It really completes the modern Doom experience. That being said, it would be great to see more of these graphics for popular PWADs as well as...
alright! thanks
How do i record gameplay footage on Dosbox? i tried using the normal windows recorder (win + g) but everytime i record, the fps drops and the sound echos like im in a tunnel
Not an exact answer as I stopped using the original executables a while ago and have never really recorded any Doom footage anyways but you could
- Try something like OBS
- Record a demo and then viddump it using something like DSDA-Doom
Hmm i'll try that
i bought doom 1 and wolf 3d from steam, doom 1 has the option of running dos (but for some reason whenever i do, the screen is miniscule)
wolf 3d only runs on dosbox so there's no countering that (i am yet to install GZDoom and FCWolf due to other reasons)
maybe its being forced to run on 600x800 resolution on a 1920x1080 monitor 🤔
you can change the resolution through the config files in local files
and its only doom 1 that runs on a small resolution using dos, not wolf 3d
we can?
yeah
although if you want to run Doom through DOS, please just a newer copy of DOSBOX and get the setup executable for Doom, although the Chocolate Doom one can modify the normal game's config if you can't get ahold of the vanilla one)
got the one in the first post. perfec
plus the NOVERT utility if you don't want vertical mouse movement
nvm, still the same..weird
I think the Steam release has several config files
hence why I recommend this, less to have to figure out
you'd want to edit ultimate.conf and ultimatem.conf
What do y'all think of SIGIL Part 1 and 2?
I loved both. Though I prefer Part 1
John Romeo did them both from what I read online. He looks like the kind of guy you’d want to meet and play Doom with too
I liked them both equally. I prefer 2’s MP3 soundtrack when it comes to the two of them, though, but by very little
Never bought 1, though, only have ever listened to it on YT
no you are not, I also think DE is garbage, its basically mario 64 with guns and demons and way too much cringe lore
2016 was ok
guys should i play myhouse wad
that depends
doom eternal has good gunplay imo but the lore stuff is the kind of power fantasy "you're an unkillable god with supernatural powers" bullshit that doesn't need to be in the game since it's already shown in your gameplay (that was a problem with 2016 too)
plus the endless juggling of your guns, flamethrower, glory kills, and chainsaw is a little too much
nah, wouldn't recommend it unless you have some technical knowledge of the engine
since it does a lot of insane hackery that the og doom engine couldn't do
the og doom engine could only have vertically sliding doors, had no seamless teleporting, no translucency effects, and couldn't have a room on top of another room
that stuff is broken in myhouse pretty heavily, and as a result it adds to the experience when you know when something is standard or not
if you can understand some of the limitations of the original doom engine, then i'd recommend playing it
I don't think Eternal was garbage per se.
But it isn't really my cup of tea
I do think Arc Complex is pretty cool and fun though
Well Idk at this point I probably do dislike Eternal overall lol
Yes. John Romero is GOAT
I wish more of Eternal was like Arc Complex
Arc Complex hits different tbh
Uf you yave gzdoom installed, yes
im annoyed that everyone calls it a wad, it's actually a .pk3
funny to call it a wad tho
what .pk3
its part of the magic tho
cause theres a wad in files
i got baited and booted the wad first
Hi, the last version I could find of chillax.wad is 9.7.2 but is bugged (map07 beginning, when you kill the Mancubus you can't take the bgf), has anyone the updated wad?
Doom fans when having to do very basic platforming. (It’s now Mario 64 and the worst thing ever)
:(
hey I did like 2016 tho, but imo DE went too far
What 2016 and DE have is variable damage. In classic doom, no matter how good you are, your DPS is more or less the same(excepting professional BFG usage and ballsy RL usage). It means there's way more variability in how encounters play out without even changing enemies
honestly I didn’t really care much about the lore
I just want to shoot.
the cutscenes are already enough for me
guys i beat myhouse.wad 🙂
grats
im halfway through pistol starting arch-violence and hurts like hell
I guess having a RL from a sequential sure helps out
that RL trap keeps brutalizing me like hell
why would this be a requirement for playing myhouse lol
definitely
because without it a lot of the weird things that are off don't exactly stick out to you
it just seems like ||a weird map that changes itself near the start for no reason and then turns into more backrooms liminal space stuff|| if you don't know the limitations
not knowing the limitations is completely secondary to enjoyment of the project
it's a piece of art
over analysing it reduces enjoyment
and telling someone else to not play it because they don't 'know' how the base engine works is stupid tbh
people can play it and then form their own opinions
the spoilered part is literally me playing a doom map
<@&162901871168585728> nsfw scam link
who even falls for these
What’s even going on at this point?
Seeing several scam links coming out of nowhere on this server constantly
it only took me about 5 minutes to beat myhouse.wad
not just this server. they are EVERYWHERE
what's causing you issues?
Holy shit, how the fuck do you beat the Episode 4 levels in Doom 1?
finally finished arch violence on UV pistol start(with saves)
god damn how painful that was
had like 50 minute level time too, a lot of which was running around not realizing you can press the yellow tagged switch before you get the key, way more irl time tho, it was spread over multiple days
had to actually check doomwiki for that
gg 🙂
that face looks creepy

thats better
only e4m1 and e4m6 are the really hard ones, and e4m2 is also a bit tougher but the rest arent that hard
i think e4m2 was the worst one of them all
i wanted to kill everyone in the maps but i couldn't do so without getting myself killed so it ended up being an "escape from hell"
you can telefrag the cyberdemon and get a bfg for the cacos
from a secret
like how am I supposed to think that I can open the yellow door before getting the yellow skull from behind
telefrag exists in doom????
of course
A telefrag is a special kind of frag or kill that results when a player or monster stands on the location of a teleporter as another player teleports to that location. The monster or player who was originally standing at that location will instantly die. Telefrags can be strategically used by a Doom player to kill powerful monsters without using...
hahaha pistol starting makes map12 start so much easier on PL2
reached the health packs with 76% health
which would have meant I should have been dead if I were playing sequential, I remember having a lot of trouble with it many years ago when I did my seq playthrough
(you are supposed to end the previous level, arch violence on a near death exit with 10% health)
Yeah my ass is NOT gonna play episodes 4 bruh 😭
youll be fine, after e4m2 its gonna get easy
only m6 is a ball buster
also you dont have to play it in UV, no shame in lowering the skill level
automap displays it
how
And a level that has a pool of blood with heads vomiting blood and the exit from the level at the top but has two portals
deimos lab
ok where are you stuck
I passed
👍
so im playing GZdoom rn and im wondering what are all of the cheat codes when you press `
iddqd
idkfa
noclip
give (item)
thats all i know
on any source port you can just type em in mid game
oh right yea
Doom has many cheat codes. To use a cheat code in PC versions of the game, one simply types the code while playing (this includes automap mode). After the last letter of a code has been entered, a message of acknowledgment will appear at the top of the screen. The status bar, player face, and in-game view may also change, depending on the effect...
I need music mod recommendations
what else can i use the console for
Already tired of metal jukebox and doom eternal music
Summon [monstername]
Summon cyberdemon Summon fatso etc
check the documentation
Jump between levels
Map [mapname]
Changemap [mapname]
First is pistol start second puts you on the map with all you have now
For mapnames of mods check wiki
Usually they are named map01 map02 but in eday for example thay are named eday01 eday02
oh forgot abt that
Playing doom wads from 1994 is so surreal
30 years ago...
Makes me wonder what the authors are up to today. Hell, Im sure a number of them might not even be alive anymore
and the ones that are probably moved on from doom wad crafting to the point where they might not even remember they made this
Console commands (CCMDs) are instructions entered at the console that can be used to cause an immediate effect within ZDoom.
hello everybody i have a simple question - I've been having problems setting up the brutal doom mod, i mean it does work how it is supposed to and everything is fine, but the problem is that i dont want to drag the file to gzdoom whenever i want to play the game. im also running the game from steam, and if i drag the files into gzdoom that way it doesnt get steam running at all, i like steam cuz i can log my hrs on the game. I watched a few videos and read the word document abt this but the word document only mentions the Zandronum source port with i dont want to install because i already have gzdoom. im seeking here for help so i can somehow launch brutal doom instantly upon starting the game, and not have to manually drag the file in. thanks in advance
go into the local files and you can edit one of the two batch files to something like [path to gzdoom] -file [path to brutal doom]
which batch files
I swear there were batchfiles so Steam could run a script for the DOS versions
i cant find any batch files dude
i have v21 of brutal doom
i read the word doc but it said i need ZDoom or smth like that
you could create one (changing the file extension to .bat or .cmd) and use that but well, no way to run it through steam
OK
the batch files should be in C:\Program Files (x86)\Steam\steamapps\common\Ultimate Doom
edit one of them
which one
you'd want to use [path to gzdoom] -file [path to brutal doom]
any one, all 3 are used to run the DOS versions iirc
im gonna edit testapp.bat - it has this - .\base\dosbox -conf .\base\ultimatem.conf -fullscreen -exit
exit
so where do i put the text
probably don't use test app
oh alr
just to be safe
then ultimate.bat?
alr i did
and put in [path to gzdoom] -file [path to brutal doom], substituting what you need to substitute without the []'s
it should be the start option that is the DOS version without mouse support in Steam
will it be a problem if i renamed the gzdoom thingy to dosbox
because i had to do it to make it run on steam
no you don't?
i mean it works when i start up the dos version
the path would be wherever you installed GZDoom in the first place
oooh okay
if it works, it works I guess
this path to gzdoom can that you said to put in can this be it or not - C:\Program Files (x86)\Steam\steamapps\common\Ultimate Doom\base
cuz i have all gzdoom files in the base folder
so basically, it'd be that plus the folder GZDoom it's self is in (if it is in it's own folder), plus the exe name
gzdoom is not in its own folder
so it NOT being it's in it's own folder, it'd be "C:\Program Files (x86)\Steam\steamapps\common\Ultimate Doom\base\dosbox.exe"
forgot something
okay so i just put that the fact that i renamed it doesnt impact gzdoom.exe
you wouldn't need to do that
as the batchfile will do literally anything you put into it
but if you want to do it, be my guest
assuming the orginal dosbox EXE is still there, you could keep it if you want the DOSBOX with mouse support option
BUT you can't rename GZDoom if you want to keep it
i deleted dosbox.exe and replaced gzdoom on the same place and just renamed gzdoom to dosbox
"C:\Program Files (x86)\Steam\steamapps\common\Ultimate Doom\base\dosbox.exe" ok so can i put this in now?
where [path to gzdoom] is
no you need them
oh ok
for brutal doom
do the same thing but replace dosbox.exe with whatever the brutal doom file name is
and put that into [path to brutal doom]
so brutalv21.pk3 ?
yeah
alr i saved the folder let me go see if it works ill let you know
it does not work
there is no brutal doom menu options
maybe i did smth wrong
give me the fulll command you put into the batch file
and tell me what option you chose to run doom with in Steam
"C:\Program Files (x86)\Steam\steamapps\common\Ultimate Doom\base\dosbox.exe" -file "C:\Program Files (x86)\Steam\steamapps\common\Ultimate Doom\base\brutalv21.pk3" i ran dos option
like usual
it works if i double click ultimate.bat
try a different option?
then it works and auto launches
could be misremembering what option that batchfile goes to
it does not work on any other option
maybe if i try renaming dosbox.exe to gzdoom.exe?
alr
hold on
so what I can understand about this
those launch options do NOT run the batch files
they run dosbox proper with a command that dictates what config file to use in the /base/ folder
so really, it's not possible to run it through Steam
you can still use that batch file to auto run GZDoom then
I think it's just there to run the games without having to use Steam DRM
is there a way maybe to launch that exact bat file thru the steam selection thing
not to my knowledge as thats a developer set thing I think
ok well thanks for you help anyways
Out of curiosity, what is the difference between DooM and The Ultimate DooM?
I think you see The Ultimate DooM when booting the DOS version but I don't know why the name is changed or what it does besides having mod support
4th episode
Thy Flesh Consumed?
yes
I've only recently got it on pc I've just been playing on the ps port which one has the 4th episode
Ultimate Doom has the 4th episode, you can still make it only show 3 if you're using a sourceport with complevels (anything based on PrBoom+ or Woof pretty much) and use complevel 2
Good on ya. UV gets harder and you’ve done well with EP2
planning to only do up to episode 3 because I find E4 too hard to enjoy even on HMP
I've fully played E4 btw
Ah yes. It was much more challenging with Ep4. Sprinting past those tougher enemies
pretty much
I found the entiretly of Doom 2 more sane than E4
well, to be fair E4 came out after Doom 2 so I guess it's a given
also I am starting to shift main sourceports again after years of using Crispy as my main
slowly shifting to Woof, especially after using it for Tangerine Nightmare
Nice. How does Woof sourceport work compared to others?
I've really only used DSDA (when I played Sigil 2), Crispy Doom, and the orignal EXEs
all I can say is that it has a lot from Crispy yet having some of the features I liked from DSDA without the issues I've had with them
Woof recently added organized save files, which iirc, was kinda broken for me on DSDA
it also has Voxel support recently, so if you wanted to use them ig, they're there
off-topic but I really need to either add in a way to select multiple files or use a different doom launcher because my homebrewed solution did not have that functionality in mind when developing it
Hmm. Well, when I’ve used GZDoom, that worked well for me for example, running multiple WADs. I think there are other launchers that allow for having specific files at once. Are these for modding Doom itself?
nah I just wanted to build something that I'd actually use and made a Doom Launcher
I originally had no need to load several files at once
I still don't but I'd rather future proof it
I just gotta figure out how the hell am I going to get the presets working with several files because they're hella finicky
took me like a day to get them working with just a single PWAD
also lost souls can bounce in ult doom. Any doom1 you get nowadays will be ult doom
Thy Flesh Consumed is so much more brutal. The first room of the first level has an instakill acid pool. Honestly insane leap in difficulty even when compared to Inferno on the first time...
But nothing quite beats missing the shotgun on E2M2 and punching things to death to victory
Well, good on you for putting together this regardless of the finicky files. What is the Doom Launcher built on?
my own code base using WinForms and C#
I was planning to straight up use Doom Launcher as it's written in C# but decided I didn't want to learn how all of that worked
Clever indeed
I got it working sooner than I thought
I just gotta rework how I do my folders with SIGIL II so I could select that and Voxel Doom for example with the GUI instead of having to make a custom preset for it
it's not instakill
it has a secret in it too
@soft epoch Hey man, I stumbled across this, it should be what you're looking for!
ignore the name, it has instructions on how to get both GZDoom running through Steam and also get Brutal Doom (or any mod for that matter) autoloaded
How long is the classic doom game
Depends how lost you get
But if you just want map statistics
Doom 1 has 4 episodes with 9 maps each, 8 normal maps and 1 secret map
Doom 2 has 32 maps, 30 normal, 2 secret
I’d say each game can take an hour or so to beat
Ok thanks
Nice. I'm sure you'll figure it out soon enough
Is TNT: Evilution, The plutonia experiment part of doom 2's story or is that just an expansion pack added later on?
They say on the Doom Wikia that it’s based on the UAC developing and using Dimensional warp technology. Here is the link explaining it:
Without spoiling anything…
I see, thanks
i found out how to get tnt evilution and plutonia experiment on xbox
I thought you couldn't get out if you fell in
One of the walls on the starting acid floor is a lowering platform when interacted
Which can allow you to go into a secret room if you keep going
TIKTOK N TORMENT
hello there man, and my god you are such big help dude! love ya bro it finally works from steam
Perfect Hatred, nuff said
Skill issue
E4M6 is what you should worry about
I am growing to hate MAP25: Baron's Den.
that comes from a manual
also heads up, the doom wiki at doomwiki.org is generally preferred for classic doom information (the moderators have more control over information on that site and as a result can correct inaccuracies and vandalism easier)
Plutonia is more of a direct sequel to 2
not sure about TNT much. Then comes the events of D.64
TNT is just dogshit anyway, skip it
i'd say TNT is worth playing through once
i'd say tnt is fun for a casual whos still somewhat new like me
I argue NRFTL comes before TNT or Plutonia
NRFTL?
No Rest For the Living
Made by Nerve for Doom 3 BFG Edition originally, brought back in 2019 as an addon for the Bethesda rerelease of Doom 2
oh yeah
I remember now. True
So its 1,2, NRFTL,Plutonia then 64
idk TNT fits in it
Plutonia and TNT are both dual sequels to 2.
Final Doom does not fit into Doom's canon.
Both of those games are isolated follow-ups to Doom 2's events, neither of which are compatible with each other in any way that isn't an asspull, and Doom 64 doesn't reference either.
If you're going by, like, strictly Doom canon, then it's just 1, 2, 64, and the rest.
no one truly knows after Doom 2
Although I can say NRFTL is definitely after Doom 2 based on it's plot
(huh-)
Well you also have to consider that fact Sigil 1 and 2 exists for Doom 1
Which takes place after episode 4
as Sigil 1 is ep5 and Sigil 2 is ep6
then it goes to Doom 2
then NRFTL
then who truly knows after NRFTL, as TNT and Plutonia are oddballs
Then it goes to 64
Then 64 Lost levels
And then get this, Doom 2016
it all comes together
Is Doom 3 just erased entirely?
hey sorry to barge in and ask a random request, but
would anyone know how to instal doom onto a flashdrive
then onto school computers
just take any source port and put the source port files in a folder, take a few wads including either doom 1 or 2 and then you're good'
(Given that if your school computers are Windows)
You shouldn't be installing Doom on school computers
am I going crazy or wasn't there a powerup that displayed the message "megahealth" when you grabbed it?
I'm looking on the wiki and what I associated with it and the only reference to the name is as the Doom 3 multiplayer-exclusive soul sphere
so it's "megasphere" but i believe doom 2016 has them called megahealth
That’s Quake you’re probably thinking of
The item in Doom is the soulsphere or megasphere is what you’re probably looking for
theres a couple good maps tbh
but yeah its boring for the most part
but all the casali maps, and a couple of others are fun
school computers are there to teach you how to use computers, if you cant figure that out on your own, maybe you should pay attention to what they teach instead
Murk and Kevan are right, you really shouldn’t install Doom on school computers and you should be paying attention at school instead. I’m not endorsing by any means but Infamous will be what you’re looking for.
Doom 1, Doom 2, Doom 64, Doom 3, Doom 2016, Doom Eternal
Everyone else is just headcanoning various expansions as canon for fun. The Final Doom IWADs do not fit into Doom's canon, and No Rest For the Living barely has a plot. This is the canon.
No rest for the living? where have I heard that before? 🤔
I agree then, I don’t really see a plot when it comes to TNT while Plutonia does somewhat have a plot
TNT and Plutonia both have plots, they just are not compatible with each other.
Oh
They're as canon as other fan IWADs, like SIGIL or Going Down.
SIGIL also is not canon though I like to pretend it is. Romero has no control over Doom's story - his works are no more canon than any other fan IWAD.
It’s Romero
I get he hasn’t worked at id since after Quake’s launch
But he was the game designer, the game designer
Well yeah, and that is great reason to play SIGIL. But like I said, he has no control over Doom's plot and hasn't for decades. SIGIL thus has no bearing on its canon.
This is also why Doomguy being Blazko's great grandson isn't quite as concrete as people like to think it is.
That detail never shows up in the canon Doom games, and the designers who considered it canon only said so retroactively. The current Doom canon makes no mention of it, so it is up to you.
must be said, dooms plot was never meant to be thought about too much, its there but theres a reason there isnt any intro text and it just drops you into a level with a gun and some demons
Doom 3, really? I might be talking out of line here, but isn't it just "Doom 1 Remake Barely Lit Edition"? I see Doom 64 tying between Hell on Earth and 2016. But not the retelling of the original story, but in semi complete darkness
Modern installments recontextualize Doom 3 as a side story in Doom's multiverse. It doesn't take place within our Doomguy's universe but the game makes reference to overarching lore that 2016 would later reintroduce.
Such as the Martians and their Hero. Doom 3's Hell is the same Hell as the other games, and 3 discusses how they had a run-in with Doomguy in this universe's Mars, implied to be the one we played as in 1, 2, and 64.
I never believed Classic Doom had much of a "story" per se. So much as it had decent plot, vaguely tying everything together, "UAC experiments" -> "Demonic invasion on mars" -> "Demonic invasion on earth" -> "no rest for the cleanup crew" -> "the absolution"
Well, I mean. That is their story.
Interesting, didn't pay much mind to doom 3 when i watched videos about it, but now i am remembering the artifact stone carving of the og doom ' cover art
Well, yes. A semi convoluted story, but it is id Software's to decide
The reality is that Doom not having a super complex plot has nothing to do with Doom's actual identity. Doom drops you into the level with no plot foreplay for one simple reason: technological restrictions and the designers' belief that the game physically could not handle having cutscenes or too many text intermissions without detracting from gameplay.
Reminder that Doom 3 has a shit ton of text, lore, PDA emails and audio logs, and John Carmack directed it.
It's just a matter of what the time was.
Ohhhh, now THAT i didn't know
I guess it is true, in retrospect it feels really hard, at least to me, to put all of that plot/story together
Doom 3 was indeed meant to originally be basically just a reboot, but the latest games have changed that. The Martians reappeared in 2016, now called the Night Sentinels, for example.
Doom's canon is basically a multiverse, multiple Earths, but only one Hell, which has invaded many of them.
Classic Doom is one universe. Doom 3 is another. 2016/Eternal is the next. All three encounter the same Hell, and our Doomguy uses Hell to end up in these various universes - as the Martian Hero in 3's lore, and then as the Slayer for the new games.
Basically yeah it used to be much less concrete but the newer games have tied together past games into a streamlined canon, that generally follows one guy.
As streamlined as it could get, without a hard reboot. But dang, that does explain a lot. Thank you for clarifying
I didn't recall they were in 2016, that might be what I was thinking of
they were bt they looked a lot different
No problem.
:^y
i'd argue craddock saying the game fits into the doom canon fits somewhat
Craddock?
david l craddock
the writer of the First Person Shooter documentary
hosts romero's streams
Which one is he talking about? Final DOOM?
yes
i posted the article but vega didn't like the link
Still asking. Any pro Doom 2 player on PS4/5 Can beat me lvl 29 un nightmare on shareplay ?
I have doom 1
tnt and plutonia are just megawads sold by id
if they're canon then terrywads are canon
ok I know he's not canon but isn't Phobos the player character in TNT: Evilution?
I remember hearing that from somewhere but I forgot
Why doesn't my doom have E5?
E5 is Sigil. It’s a PWAD, not official
How do I get the sigil?
If you’re using the Unity port, both SIGILs are in the Add-ons menu
If you’re using another port, it’s through the usual idGames Archive or through Romero’s website
ok
And the Master Levels, and Maximum Doom, lol.
pretty sure the Doom 3 Doomguy is a different Doomguy
Btw is anyone else not a fan of the Eternal lore? Particularly towards the end of the campaign and the DLC
I think most of it did a really good job of expanding stuff and filling connections but around when you go into Urdak it kinda all goes off the rails and gets too big for its own good I feel
not to mention plot twists and retcons that feel like they really undermine previous events and characters...
ig that's a bit off-topic for here lol
oh maybe i misread something maybe
i kinda loved the doomguy being god stuff
like him becoming a god or the other thing
I was down for the lore around him running into another dimension and getting juiced up into a superhuman but the stuff introduced in the DLC was too much I think
I don't even fully understand what it was implying tbh but it really undermined the whole classic saga with Doomguy just being an immensely badass dude who was extremely upset over the loss of his bunny and the rage was enough to literally get him through hell
Doom's always been really campy so like it worked
but I think they went too far trying to rationalize stuff
The story is also cool, with lore and worldbuilding that expands the series in interesting ways and ties together old loose ends... until, unfortunately, things go rather off the rails towards the end of the campaign, and especially in the DLC. With ridiculous plot twists and developments that don't make much sense, things get too big for their own good, often undermining previously interesting characters and events. If you can get past the desecration of the very important subject that is DOOM lore, though, it makes for a nice enough light show.
from my review of Eternal
are we like particularly worried about Eternal lore spoilers here? lol
if I wanna play like add-ons/custom stuff on the unity ports do i launch doom 1 or 2 or does it not matter?
It is, yes.
But the original Doomguy still appears in Doom 3, depicted in Martian hieroglyphs as the Martian Hero.
I see...
Some even said that was the Slayer resting, before the events of 2016. The sarcophagus is different however.
How did he get in the sarcophogus anyway
A trap laid by the demons, its in the slayer's testaments
But i like the interpretation of the sarcophagus in the wad Doom Zero, feels so organic in the context of the story
They dropped a Hell building on him.
me kinda
I can always answer questions one may have about the lore.
Doom
it doesnt matter
i see...
if a custom level has the super shotgun in it, the super shotgun will still be in there on doom 1 unity port
same with all the doom 2 demons im pretty sure
makes sense. That's nice
all the pwads usually specify which iwad they are for in description
example:
https://i.imgur.com/0UQDezX.png
another example on a different site, TL;DR: relevant info is always mentioned in whatever you are trying to play description
bruh, on going down:
https://imgur.com/a/dOLVQhj
I will mention the Unity port does include the super shotgun even on Doom 1 for Doom 2 maps
oh, unity works in mysterious ways
Which I think is sorta dumb
I guess
It does
One of the reasons it doesn’t make sense to me
Also I find it funny you can almost always see if someone is using the Unity port because they almost always have a crosshair on
crispy and dsda are all that I ever wanted tbh, I only use others for when warranted, such as a really good gzdoom mod(Ashes 2063 comes to mind)
sometimes I wan the chunkyness of crispy on the compatible ones
I generally hated DSDA for some of the stuff it does, mainly with save files
For example
I kinda love that it wont clutter the screen with other wads saves tbh
but then again I really only use quicksave
usually I launch whatever wad im playing with dsda launcher and hit f9
which currently takes me to charon eclipse beginning
Save file names when loaded with a different IWAD are defaulted to the first map
dsda also has nice keybinds like home
home just restarts level easy way to do pistolstarts
Like if you look at the name of a Doom 2 save with Doom 1, it gets shown as E1M1
I have pgup and pgdown set to next and prev map etc
I prefer Woof for that reason
wait yours doesnt isolate saves?
With isolated saves off
Forgot to add that, my bad
like mine only shows me the saves I have made in the wad + pwad
I now like isolated saves, but I still prefer Woof (which now has them)
oh, idk why you would even have it off tho, the others are clutter anyway since you cant open them
As I loved the features in Crispy, so it was my main port until recently where I’m seeing I’m using Woof more often
Also the fact I had to go through a decent amount to just get the chunky look and colored blooded I liked from Crispy into DSDA
I’m not calling DSDA a bad port btw, just not my taste
what annoys me with crispy is you cant alt tab out of the fullscreen properly
like sometimes I wanna check doomwiki on how to get the last god damn secret on a map or something
I wouldn’t be able to tell you if that’s a non-issue now because I never use alt tab
oh I have 3 screens, I do a lot, I sometimes need to interact with stuff on the other screen like reply to work related messages or what not
Ah
Makes more sense then
Only use one widescreen here so I found alt tab clunky
Which is funny because I use a tiling WM on my Linux box
well I work as a software dev so multpile screens come in handy
I find multiple screens annoying in very certian cases
usually have my main focus, ie IDE/game/program/whatever else on my left screen and other stuff on the right
also 3 screens are ultra nice for music production too
Might get a small screen to shove on a wall when I get the chance, though
Call me a basic bitch but I like using GzDoom for its good-looking cursor. I try to tweak everything to look as vanilla as possible though.
Could shove an instance of the ever important Stack Overflow on there
cursor?
And use it for nothing else
why do you need a cursorfor in doom
Menus
you got arrows for that
Also as eye candy when trying to find the menu options in ZDoom ports (joking)
Sorry, I mean the crosshair.
I used to use PrBoom+ and DSDA but the crosshair options didn't look good or mesh with the game itself.
I do kinda like mouse input for menus after Woof added them in
I also have been enjoying playing with freelook recently.
Mainly for quickly accessing options because I can usually navigate faster with my mouse as I already got my hand on it
well each to their own I guess
I dont like freelook, unless the think im playing is designed for it
yea
I've only come around to it after playing these games like 18 times without it.
I honestly was close to switching to DSDA or PrBoom+ when I was having issues with Woof right after they added voxel support
Is Woof another source port?
Yeah
That actually looks quite nice
I’ve had some experience with dual widescreens because of my Dad’s setup and personally found it slightly annoying but at the same time I used it once in my entire life
I’d probably just modify an old monitor I have and shove it above my widescreen personally
once you get used to all the real estate, you feel kinda imprisoned by less 😛
I find that not having to switch between two windows, such as the documentation and code makes me way more efficient
I can just look at either screen where the appropriate thing is
holy E3 is kicking me in the gutter on UV
which map you are having difficulty with
M4 iirc
just hopped off to take a mental break
forgot how cramped E3 is
theres an invuln and a secret bfg tho, and you should have one from m3 and a plasma from m2 if you are doing sequential however, will help you along quite a bit
missed the plasma, got the BFG on m3
rather not waste cells atm
will if I keep banging my head on the wall, though
because after beating M8 on Nightmare in a half-baked speedrun attempt I know how annoying the Mastermind will be on UV
sequentially you also have a bfg and get enough cells to finish her in m8 though
IIRC there is also a berserk in e3m4
use it on pinkies to save ammo
wait, I forgot that there was a cell pack in M8 anyways
plus a plasma for a tiny extra ammo
so yeah, I should be good wasting the BFG a bit
if you have luck with bfg you can pretty much one shot the mommy
theres IIRC roughly 50% chance of one shot killing the mastermind with one bfg shot provided all tracers hit
I might do a mock run on M8 using only the ammo provided in the little hut
actually, yeah
this is for damage with all tracers hit + ball, grouped by 100, looks like around half, given she has 3000hp
wait its more than half
looks like its around 25% (sum of first 3 bars, by eye looks around, 2+10+13), where you wont one shot kill her means you have 75% chance in one shot bfg killing her when you do it close
easy to make all tracers hit too, shes a huge target
I could kill mastermind with all cells on map in 2 shots
died right after though, lol
whatever, just tells me I'm perfectly fine with ammo
let me try
hmm took me 2 shots first 4 tries
Grazza talks about 62% chance under "ideal" conditions.
from a doomworld thread
so a bit less, but still happens often enough
if you make it infight the barons and cacos there, it will be a guaranteed one shot once the infight ends tho
what is this menu from lmao
I opened the add-ons menu and it was just empty. This showed up when I hit Q for download
seems to be some kind of placeholder
there's just nothing here
I wanted to play Sigil what do I do 😭
So I played No Rest for the Living for the first time blind and it's probably the hardest challenge I've ever beaten. Map 5 especially. Felt like dynasty warriors
https://doomwiki.org/w/images/thumb/2/2e/Doom_xbone_addons.jpg/800px-Doom_xbone_addons.jpg
it's supposed to look like this apparently
btw is there a way to disable the intro logos in this game?
this image fails to load too. What's the deal?
huh??
I, got it ig
hey, what's like, the "proper" way to play?
originally I'd save so I didn't lose my weapons, but is that like,
I mean I don't wanna say "cheating" but is it what the game's designed around?
A lot of peeps pistol start each level. Meaning you start with a fresh inventory after the intermission screen of each level
play however you are comfortable
doing pistol starts, saveless etc is just a way people challenge themselves
no reason to do so on first way through a wad anyway, but a fun way to challenge yourself on a replay
nightmare
no saves
100% kills minimum (200% encouraged) and 100% items and secrets
pistol and fist only
You play however you want to play, doom is your canvas. Want to play on the easirst difficulty? Go ahead. The only that Doom truly encorages you to play, is to challenge yourself, and try to play on one more aspect of difficulty higher than your own.
Want to play UV with saves? Thats fine, but you can also challenge yourself to play without saves, and restart a level from scratch if you die.
savescumming is fine but can be detrimental to fun
Doom's playstyle is always about improving your level of skill, and not standing still, at the end of the day.
because sometimes you save too frequently and end up saving in a bad position
and it also locks choices in more
A prime example of a above average skill player, who has been playing the game for long enough to only truly, feel any amount of fun if he has to work for it.
