#classic-doom

1 messages · Page 45 of 1

pale finch
#

i think i can surgically extract one from ce

finite crag
pale finch
#

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

finite crag
#

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.

pale finch
#

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?

gusty bobcat
# finite crag Why is this, BTW?

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

finite crag
#

Yeah it's weird.

#

I was able to successfully made an episodic Doom 2 mod though.

gusty bobcat
#

For example, if you cheats to go to map07 in vanilla, the text screen won't show

gusty bobcat
#

In short, the mental image that most doomers have of the text screen is competually attached to the act of exiting a level

gusty bobcat
#

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

finite crag
#

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.

remote wolf
#

bruh how did i just gib a zombieman with the ssg

finite crag
finite crag
#

It's a mod.

supple sand
#

oh

finite crag
#

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.

gusty bobcat
#

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

tender sand
#

NRFTL is so good, i'd kill* for more maps by the fellas over at Nerve
*not literally

gusty bobcat
#

Specifically Russel Hakim and Arya Iwakura

#

They killed it, with those levels

gusty bobcat
#

Very nice

zenith berry
#

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.

finite crag
smoky gorge
#

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.

gusty bobcat
#

Can you post zoomed in screenshots to show what you mean?

smoky gorge
gusty bobcat
#

Oh,

#

Wait a sec, you cake take them, then DM me

smoky gorge
supple sand
#

the door wont open in map 8

#

where the pinkies are

#

ive pressed the button multiple times

vestal sable
#

is there a remake of tnt out there that's limit removinf or boom engine

tropic heath
#

Anyone down to run doom nightmare co op currently.on E2M3

vestal sable
torpid hamlet
#

Can anyone tell me how to play doom multiplayer classic doom? I play on GZDoom

vestal sable
#

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...

▶ Play video
#

i haven't played doom multiplayer since covid, so i don't know the playercounts

#

but youtubers sometimes hold deathmatch/co-op events

gusty bobcat
#

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

visual star
#

to play doom multiplayer, install odamex and join a server and most are empty but someone will eventually join

ebon ferry
#

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

vestal sable
finite crag
#

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.

vestal sable
#

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

pale finch
finite crag
pale finch
finite crag
#

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.

pale finch
#

so basically

#

clusters are numbers used to denote which text will be read once the level changes to one with another cluster number

finite crag
#

I think I've got that.

pale finch
#

cluster 5
{
flat = OGRATB02
music = D_READ_M
exittext =
"Blah blah"
}

#

cluster's like this

finite crag
#

Yeah I've seen that before when I edited the exittest for Episodes 4 and the SIGIL wads.

pale finch
#

this is the doom 2 mapinfo reference

finite crag
#

Well I'm confused because like.

pale finch
#

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

finite crag
#

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.

pale finch
finite crag
#

Wait, so am I editing E1M1's definition or pasting a new one before it?

pale finch
#

it doesn't really matter, it's ordered to be more organized

finite crag
#

I am sorry for this, I imagine it is frustrating.

pale finch
#

you can define E1M0 after everything

pale finch
finite crag
pale finch
finite crag
#

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.

pale finch
#

give me a few mins

finite crag
#

OK. Thanks.

visual star
#

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

storm tapir
#

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

spice radish
visual star
#

yeah lol

#

i always get the shotgun secret in e1m2 instead lol

spice radish
#

Same on my first ever play through

storm tapir
#

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

visual star
#

the dave d taylor blues goes so hard

dusk swallow
#

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?

visual star
#

yeah

#

dundun dundun dundun dundundun dun

smoky gorge
#

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.

finite crag
smoky gorge
# finite crag I would say it could be a bug (This is important to remember - Quicksaves are es...

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.

finite crag
#

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

smoky gorge
silver hornet
#

does anyone play doom 1/2 on mobile?

smoky gorge
#

Who greenlights updates and patches for the unity ports? Id Software or Bethesda?

finite crag
cosmic pagoda
#

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

split jewel
#

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.

ebon ferry
cosmic pagoda
#

that keyboard only thing is a myth

#

just that not everyone had a mouse back then

ebon ferry
cosmic pagoda
#

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

ebon ferry
brave pagoda
#

Thanks you

finite crag
#

Well, I figured out my intro intermission.

#

It's garish and I don't like the transition but whatever.

pale finch
#

howd you do it

finite crag
#

Both are taken from the manuals but rewritten by me for brevity.

pale finch
#

dummy map or slideshoe

finite crag
#

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.

pale finch
#

oh what if you did it with a slideshow

#

at the start of E1M1

#

after all it self destructs when the message is over

finite crag
finite crag
finite crag
#

Hmm.

cosmic pagoda
zenith berry
finite crag
#

I may be wrong though.

smoky gorge
#

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?

smoky dawn
#

How many versions of Ultra Violence are there (UV+, UV Blind, UV Fast, etc)

gusty bobcat
#

Any other term you may see that starts with UV is probably just a speedrunning category, i.e. UV Tyson, UV Max, etc

finite crag
gusty bobcat
#

!!!! Yes this, too. Been so so long since I play the official port, I had forgotten, good pointing out.

cosmic pagoda
#

the latter is often known as solonet

azure nimbus
smoky gorge
#

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.

vale gyro
#

very few things were fixed in the Unity port to my knowledge, so that could be an iDTech1 Engine bug

smoky gorge
outer zephyr
#

you aren't supposed to

finite crag
#

I don't care for pistol starting anyway.

outer zephyr
#

I understand if it's for the achievement but

#

beating plutonia is already an achievement imo

finite crag
#

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)

finite crag
finite crag
gusty bobcat
finite crag
#

That’s ok. Don’t feel too bad about it

smoky gorge
#

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.

finite crag
#

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?

feral socket
#

it's an expansion so to me it should be a part of the story

gusty bobcat
void hemlock
finite crag
#

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.

cosmic pagoda
#

who cares about story, it's doom

#

lack thereof is one of the draws

finite crag
#

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.

cosmic pagoda
#

why not just do:
is it an iwad?
yes - its part of doom
no - its not

finite crag
#

Well it's a personal mod I'm doing to my IWAD, as part of stretching my legs and learning to mod.

cosmic pagoda
#

fair enough

finite crag
#

Adding SIGIL to it as episodes, adding a beginning text intermission, separating Doom 2 by episodes, etc...

dull portal
finite crag
#

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.

dull portal
void hemlock
void hemlock
#

Not saying I prioritize story, but the story is flavor to the game

finite crag
#

Okay I'm posting some of these again - rewrote text intermissions to tie into shit.

finite crag
#

Satiates my disappointment that no ports ever included the "Story so far" text.

void hemlock
#

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

void hemlock
finite crag
#

Maximum Doom
:^[

void hemlock
#

it’s a joke

smoky dawn
#

wtf is chocolate doom

void hemlock
void hemlock
# finite crag >Maximum Doom :^[

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

gusty bobcat
#

And gzdoom isnt really concerned with accurate vanilla compatibility

void hemlock
#

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

finite crag
#

But I still like Doom 1 and 2 separate so I merged Doom 1 with SIGIL 1/2 and Doom 2 with NRFTL.

gusty bobcat
#

Yeah, not forgetting also, the works of the masters addon to wadsmoosh

void hemlock
gusty bobcat
#

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

void hemlock
#

It’s understandable but it’s still strange since Doom 2 is supposed to be just one map pack

gusty bobcat
void hemlock
#

I question why the master levels were even included with the nerve port to begin with

gusty bobcat
#

Which didnt have any mapinfo, so only the default 32 maps system

void hemlock
gusty bobcat
#

And they added an "episode" system to compensate

finite crag
gusty bobcat
#

Since, in effect and praticality, it is a bunch of small pwads

gusty bobcat
void hemlock
gusty bobcat
#

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

cosmic pagoda
#

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

cosmic pagoda
gusty bobcat
#

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

cosmic pagoda
#

ye its impressive but more to look at, gameplay wise it aint fun

finite crag
zenith berry
smoky dawn
#

does anyone know why doom for the xbox 360 always had a slower song tempo?

hard wolf
#

It's been a long time since I've played Sigil.

finite crag
gusty bobcat
cosmic pagoda
#
DoomWiki.org

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.

azure nimbus
# void hemlock but is it possible to include tnt or plutonia in there or does the og doom 2 eng...

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

gusty bobcat
#

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

azure nimbus
#

it's not aobut using it as a pwad vs using as an iwad, it's about using -complevel 2 vs -complevel 4

gusty bobcat
#

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

azure nimbus
#

yeah it's really just a demo compat and trivia thing

smoky gorge
#

What does "Multiplayer Spy" do exactly?

keen patrol
#

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

ebon ferry
cosmic pagoda
smoky gorge
#

Does Crispy DOOM have uneven pixel scaling?

cosmic pagoda
#

wdym

smoky gorge
# cosmic pagoda 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.

Subscribe for more Digital Foundry: http://bit.ly/DFSubscribe

Join the DF Patreon, support the team more di...

▶ Play video
#

go to the timestamp

#

That the link sends you to

cosmic pagoda
#

dont think it has

#

if you set it up correctly

gusty bobcat
#

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

gusty bobcat
cosmic pagoda
#

works perfectly on both settings high and low detail

#

see the dark line in hallway texture

cosmic pagoda
#

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

finite crag
#

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.

cosmic pagoda
#

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

jovial garnet
#

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...

▶ Play video

No, it’s not a joke. It is real and well under way! What is it, how it started and where it’s going – click to find out!

jovial garnet
#

complevel?

#

it is a mod for Doom 2

cosmic pagoda
#

what does it mod?

#

you call it a megawad

#

complevel is compatability level

#
DoomWiki.org

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.

hexed escarp
#

is it just for gzdoom, or does it work with all boom ports, or does it work with any port

jovial garnet
#

It's vanilla so it should work with any port

hexed escarp
#

oh cool!

#

is it under vanilla limits?

#

or does it require a limit removing port?

jovial garnet
#

100% vanilla, that's the goal 🙂

cosmic pagoda
#

nice, worth taking a look then

jovial garnet
#

all original restrictions are there

cosmic pagoda
#

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

jovial garnet
#

Yeah, I think I noticed some..

#

will check it out, especially when testing, thanks

cosmic pagoda
#

I'll bookmark that and take a look when I get tired of PL2

hexed escarp
#

a nice way to check if its fully vanilla compatible is you use this specialized port: https://doomwiki.org/wiki/Chocorenderlimits

DoomWiki.org

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

hexed escarp
#

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

jovial garnet
#

thanks, yeah that's cool

cosmic pagoda
#

yeah its even better than using chocolate to do that

vestal sable
#

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

jovial garnet
#

Revilution?

gusty bobcat
#

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

cosmic pagoda
#

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 🤮

gusty bobcat
#

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

azure nimbus
#

Team TNT made BOOM which is awesome. But the mapset....

gusty bobcat
#

Yeah, that was lacking

vale gyro
#

Woof v14.1.0 FINALLY fixed this issue for me

#

I went to the repo to open an issue finally and well, new update

gusty bobcat
#

Very noice

finite crag
#

Plutonia easily beats it for me.

finite crag
#

To each of their own. I suppose TNT was something a bit different from the others. The music was good though

lapis wolf
#

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

vale gyro
#

I however found the enemies in 2016 way too bullet spongey, mainly the pinkies

lapis wolf
#

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)

finite crag
#

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

vale gyro
#

@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

vale gyro
# finite crag 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

finite crag
#

alright! thanks

ebon ferry
#

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

vale gyro
ebon ferry
#

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)

ebon ferry
vale gyro
ebon ferry
#

and its only doom 1 that runs on a small resolution using dos, not wolf 3d

vale gyro
#

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)

finite crag
vale gyro
#

plus the NOVERT utility if you don't want vertical mouse movement

vale gyro
#

I think the Steam release has several config files

vale gyro
vale gyro
ebon ferry
#

oh

#

i think i edited dosbox.conf

lapis wolf
#

What do y'all think of SIGIL Part 1 and 2?

I loved both. Though I prefer Part 1

finite crag
#

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

vale gyro
#

Never bought 1, though, only have ever listened to it on YT

cosmic pagoda
#

2016 was ok

smoky dawn
#

guys should i play myhouse wad

cosmic pagoda
#

that depends

vestal sable
#

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

vestal sable
#

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

lapis wolf
#

I do think Arc Complex is pretty cool and fun though

#

Well Idk at this point I probably do dislike Eternal overall lol

lapis wolf
gusty bobcat
cosmic pagoda
#

im annoyed that everyone calls it a wad, it's actually a .pk3

supple sand
#

funny to call it a wad tho

vestal sable
#

that's the one for vanilla doom

#

it doesn't have any of the map's claims to fame

finite crag
#

cause theres a wad in files

#

i got baited and booted the wad first

somber wave
#

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?

spice radish
cosmic pagoda
azure nimbus
#

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

zenith berry
#

I just want to shoot.

#

the cutscenes are already enough for me

smoky dawn
#

guys i beat myhouse.wad 🙂

cosmic pagoda
#

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

halcyon willow
halcyon willow
smoky dawn
#

i beat it

#

its a cool map

#

there should be more demons tho

vestal sable
#

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

halcyon willow
#

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

supple sand
remote cedar
#

<@&162901871168585728> nsfw scam link

cosmic pagoda
#

who even falls for these

void hemlock
#

lack of intelligent individuals

#

that's who

vale gyro
#

What’s even going on at this point?

#

Seeing several scam links coming out of nowhere on this server constantly

smoky dawn
#

it only took me about 5 minutes to beat myhouse.wad

smoky dawn
fierce comet
#

bros i need help because my pc is stupid

#

i want a setup a mod but my pc is stupid

halcyon elm
echo comet
#

som1 know where can i download wads

#

to play with bd2

ebon ferry
#

Holy shit, how the fuck do you beat the Episode 4 levels in Doom 1?

cosmic pagoda
#

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

echo comet
#

that face looks creepy

#

thats better

cosmic pagoda
ebon ferry
#

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"

cosmic pagoda
#

from a secret

cosmic pagoda
#

like how am I supposed to think that I can open the yellow door before getting the yellow skull from behind

ebon ferry
cosmic pagoda
#

of course

ebon ferry
#

wth i thought that was only a tf2 thing lmao

#

That's interesting

cosmic pagoda
#
DoomWiki.org

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)

ebon ferry
#

Yeah my ass is NOT gonna play episodes 4 bruh 😭

cosmic pagoda
#

only m6 is a ball buster

#

also you dont have to play it in UV, no shame in lowering the skill level

wheat talon
#

guys

#

I want help in a level

cosmic pagoda
#

ok, what level, and how

#

where are you stuck

wheat talon
#

Idk

#

how to look level

cosmic pagoda
#

automap displays it

wheat talon
#

how

wheat talon
#

deimos lab

cosmic pagoda
#

ok where are you stuck

wheat talon
cosmic pagoda
#

👍

finite crag
#

so im playing GZdoom rn and im wondering what are all of the cheat codes when you press `

cosmic pagoda
#

thats the console

#

you dont need it for cheats

supple sand
cosmic pagoda
#

on any source port you can just type em in mid game

supple sand
#

oh right yea

cosmic pagoda
#
DoomWiki.org

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...

finite crag
#

I need music mod recommendations

supple sand
#

what else can i use the console for

finite crag
finite crag
#

Summon cyberdemon Summon fatso etc

cosmic pagoda
finite crag
#

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

supple sand
#

oh forgot abt that

wraith echo
#

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

cosmic pagoda
soft epoch
#

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

vale gyro
vale gyro
#

I swear there were batchfiles so Steam could run a script for the DOS versions

soft epoch
#

i cant find any batch files dude

vale gyro
#

crap

#

so that eliminates the way to run it through steam

soft epoch
#

i have v21 of brutal doom

#

i read the word doc but it said i need ZDoom or smth like that

vale gyro
#

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

soft epoch
#

ok i found them im actually blind

#

i see 3 .bat files

vale gyro
#

edit one of them

soft epoch
#

which one

vale gyro
#

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

soft epoch
#

im gonna edit testapp.bat - it has this - .\base\dosbox -conf .\base\ultimatem.conf -fullscreen -exit
exit

#

so where do i put the text

vale gyro
#

probably don't use test app

soft epoch
#

oh alr

vale gyro
#

just to be safe

soft epoch
#

then ultimate.bat?

vale gyro
#

yeah

#

delete all that text inside

soft epoch
#

alr i did

vale gyro
#

and put in [path to gzdoom] -file [path to brutal doom], substituting what you need to substitute without the []'s

soft epoch
#

yea yes

#

alr gimmie a minute

vale gyro
#

it should be the start option that is the DOS version without mouse support in Steam

soft epoch
#

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

vale gyro
#

no you don't?

soft epoch
#

i mean it works when i start up the dos version

vale gyro
#

the path would be wherever you installed GZDoom in the first place

soft epoch
#

oooh okay

vale gyro
#

if it works, it works I guess

soft epoch
#

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

vale gyro
#

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

soft epoch
#

gzdoom is not in its own folder

vale gyro
#

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

soft epoch
#

okay so i just put that the fact that i renamed it doesnt impact gzdoom.exe

vale gyro
#

you'd want quotes around it because of the spacers

#

you renamed gzdoom.exe?

soft epoch
#

yea t dosbox

#

to make it run on steam

#

when i pick the dos option

vale gyro
#

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

soft epoch
#

so can i keep dosbox or do i have to rename it

#

for this to work

vale gyro
#

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

soft epoch
#

i deleted dosbox.exe and replaced gzdoom on the same place and just renamed gzdoom to dosbox

vale gyro
#

k

#

the mouse option will run GZDoom with an error

soft epoch
#

"C:\Program Files (x86)\Steam\steamapps\common\Ultimate Doom\base\dosbox.exe" ok so can i put this in now?

vale gyro
#

where [path to gzdoom] is

soft epoch
#

so ok i will put this ig

#

without the quotation marks right

vale gyro
#

no you need them

soft epoch
#

oh ok

vale gyro
#

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]

soft epoch
#

so brutalv21.pk3 ?

vale gyro
#

yeah

soft epoch
#

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

vale gyro
#

give me the fulll command you put into the batch file

#

and tell me what option you chose to run doom with in Steam

soft epoch
#

"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

vale gyro
#

try a different option?

soft epoch
#

then it works and auto launches

vale gyro
#

could be misremembering what option that batchfile goes to

soft epoch
#

it does not work on any other option

#

maybe if i try renaming dosbox.exe to gzdoom.exe?

vale gyro
#

nah

#

gimme a second

#

currently doing debugging stuff

soft epoch
#

alr

vale gyro
#

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

soft epoch
#

damn

#

what runs the batch files then?

vale gyro
#

you can still use that batch file to auto run GZDoom then

vale gyro
soft epoch
#

is there a way maybe to launch that exact bat file thru the steam selection thing

vale gyro
#

not to my knowledge as thats a developer set thing I think

soft epoch
#

ok well thanks for you help anyways

vale gyro
#

finally beat Episode 2 on UV

#

took me long enough to get around to finishing m7 and m8

finite crag
#

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

cosmic pagoda
#

4th episode

finite crag
#

Thy Flesh Consumed?

cosmic pagoda
#

yes

finite crag
#

I've only recently got it on pc I've just been playing on the ps port which one has the 4th episode

vale gyro
finite crag
vale gyro
#

I've fully played E4 btw

finite crag
vale gyro
#

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

finite crag
#

Nice. How does Woof sourceport work compared to others?

vale gyro
#

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

finite crag
#

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?

vale gyro
#

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

azure nimbus
finite crag
#

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

finite crag
vale gyro
#

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

finite crag
#

Clever indeed

vale gyro
#

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

azure nimbus
#

it has a secret in it too

vale gyro
#

@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

runic sable
#

How long is the classic doom game

vale gyro
#

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

runic sable
finite crag
ebon ferry
#

Is TNT: Evilution, The plutonia experiment part of doom 2's story or is that just an expansion pack added later on?

finite crag
#

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:

https://doom.fandom.com/wiki/TNT:_Evilution

Doom Wiki

"TNT" redirects here. For the modding collaborative, see TeamTNT. TNT: Evilution, released on June 17, 1996, forms one half of Final Doom, a commercial product which consists of two 32-level IWADs...

#

Without spoiling anything…

ebon ferry
#

I see, thanks

smoky dawn
#

i found out how to get tnt evilution and plutonia experiment on xbox

finite crag
void hemlock
#

Which can allow you to go into a secret room if you keep going

soft epoch
void hemlock
#

E4M6 is what you should worry about

glossy lagoon
#

I am growing to hate MAP25: Baron's Den.

vestal sable
wraith echo
#

not sure about TNT much. Then comes the events of D.64

blissful timber
halcyon willow
#

i'd say TNT is worth playing through once

visual star
#

i'd say tnt is fun for a casual whos still somewhat new like me

void hemlock
wraith echo
#

NRFTL?

void hemlock
#

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

wraith echo
#

oh yeah

#

I remember now. True

#

So its 1,2, NRFTL,Plutonia then 64

#

idk TNT fits in it

finite crag
#

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.

void hemlock
#

it feels like filler

ebon ferry
#

Wait so, what's the order of the doom story?

#

Doom 1, Doom 2...

void hemlock
#

no one truly knows after Doom 2

#

Although I can say NRFTL is definitely after Doom 2 based on it's plot

ebon ferry
#

(huh-)

void hemlock
#

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

wraith echo
#

it all comes together

keen patrol
void hemlock
#

yes

#

Doom 3 is its own canon

paper brook
#

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

void hemlock
#

(Given that if your school computers are Windows)

calm cradle
wraith echo
#

But he can be one dude with a bad attitude

cursive cipher
#

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

feral socket
#

so it's "megasphere" but i believe doom 2016 has them called megahealth

void hemlock
#

The item in Doom is the soulsphere or megasphere is what you’re probably looking for

cosmic pagoda
#

but yeah its boring for the most part

#

but all the casali maps, and a couple of others are fun

cosmic pagoda
vale gyro
finite crag
#

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.

ebon ferry
#

No rest for the living? where have I heard that before? 🤔

void hemlock
ebon ferry
#

oh wait, no that was "Ain't no rest for the wicked"

#

but i see, thanks m0no

finite crag
#

TNT and Plutonia both have plots, they just are not compatible with each other.

void hemlock
#

Oh

finite crag
#

They're as canon as other fan IWADs, like SIGIL or Going Down.

void hemlock
#

What about Sigil 1 and 2?

#

Ok

ebon ferry
#

Also yeah, 1 more question

#

Any good horror themed doom wads?

finite crag
#

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.

void hemlock
#

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

finite crag
#

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.

cosmic pagoda
#

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

gusty bobcat
finite crag
#

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.

gusty bobcat
#

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"

finite crag
#

Well, I mean. That is their story.

gusty bobcat
gusty bobcat
finite crag
#

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.

gusty bobcat
finite crag
#

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.

gusty bobcat
#

As streamlined as it could get, without a hard reboot. But dang, that does explain a lot. Thank you for clarifying

cursive cipher
feral socket
#

they were bt they looked a lot different

finite crag
#

:^y

pale finch
#

i'd argue craddock saying the game fits into the doom canon fits somewhat

pale finch
#

the writer of the First Person Shooter documentary

#

hosts romero's streams

finite crag
#

Which one is he talking about? Final DOOM?

pale finch
#

i posted the article but vega didn't like the link

modest galleon
#

Still asking. Any pro Doom 2 player on PS4/5 Can beat me lvl 29 un nightmare on shareplay ?

restive comet
#

I have doom 1

vestal sable
#

if they're canon then terrywads are canon

remote cedar
#

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

wheat talon
#

Why doesn't my doom have E5?

vale gyro
wheat talon
vale gyro
#

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

wheat talon
#

ok

finite crag
cursive cipher
#

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

cursive cipher
visual star
#

i kinda loved the doomguy being god stuff

cursive cipher
#

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

cursive cipher
#

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?

finite crag
#

But the original Doomguy still appears in Doom 3, depicted in Martian hieroglyphs as the Martian Hero.

cursive cipher
#

I see...

cosmic pagoda
#

thats just an easter egg

#

theres one on the pentagram too

zenith berry
cursive cipher
#

How did he get in the sarcophogus anyway

gusty bobcat
#

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

finite crag
finite crag
cursive cipher
#

Doom

cursive cipher
#

i see...

visual star
#

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

cursive cipher
#

makes sense. That's nice

cosmic pagoda
#

another example on a different site, TL;DR: relevant info is always mentioned in whatever you are trying to play description

vale gyro
cosmic pagoda
#

oh, unity works in mysterious ways

vale gyro
#

Which I think is sorta dumb

cosmic pagoda
#

I guess

vale gyro
#

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

cosmic pagoda
#

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

vale gyro
#

I generally hated DSDA for some of the stuff it does, mainly with save files

cosmic pagoda
#

but then I like the dsda features and launcher and demo compatibility

#

wdym

vale gyro
#

For example

cosmic pagoda
#

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

vale gyro
#

Save file names when loaded with a different IWAD are defaulted to the first map

cosmic pagoda
#

dsda also has nice keybinds like home

#

home just restarts level easy way to do pistolstarts

vale gyro
#

Like if you look at the name of a Doom 2 save with Doom 1, it gets shown as E1M1

cosmic pagoda
#

I have pgup and pgdown set to next and prev map etc

vale gyro
#

I prefer Woof for that reason

cosmic pagoda
vale gyro
#

Forgot to add that, my bad

cosmic pagoda
#

like mine only shows me the saves I have made in the wad + pwad

vale gyro
#

I now like isolated saves, but I still prefer Woof (which now has them)

cosmic pagoda
#

oh, idk why you would even have it off tho, the others are clutter anyway since you cant open them

vale gyro
#

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

cosmic pagoda
#

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

vale gyro
#

I wouldn’t be able to tell you if that’s a non-issue now because I never use alt tab

cosmic pagoda
#

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

vale gyro
#

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

cosmic pagoda
#

well I work as a software dev so multpile screens come in handy

vale gyro
#

I find multiple screens annoying in very certian cases

cosmic pagoda
#

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

vale gyro
#

Might get a small screen to shove on a wall when I get the chance, though

finite crag
#

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.

vale gyro
#

Could shove an instance of the ever important Stack Overflow on there

cosmic pagoda
#

cursor?

vale gyro
#

And use it for nothing else

cosmic pagoda
#

why do you need a cursorfor in doom

vale gyro
cosmic pagoda
#

you got arrows for that

vale gyro
#

Also as eye candy when trying to find the menu options in ZDoom ports (joking)

finite crag
#

I used to use PrBoom+ and DSDA but the crosshair options didn't look good or mesh with the game itself.

vale gyro
#

I do kinda like mouse input for menus after Woof added them in

finite crag
#

I also have been enjoying playing with freelook recently.

vale gyro
#

Mainly for quickly accessing options because I can usually navigate faster with my mouse as I already got my hand on it

cosmic pagoda
#

well each to their own I guess

#

I dont like freelook, unless the think im playing is designed for it

vale gyro
#

Thats what’s source ports are for after all

#

Personal tastes

cosmic pagoda
#

yea

finite crag
vale gyro
#

I honestly was close to switching to DSDA or PrBoom+ when I was having issues with Woof right after they added voxel support

finite crag
#

Is Woof another source port?

vale gyro
vale gyro
#

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

cosmic pagoda
#

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

vale gyro
#

holy E3 is kicking me in the gutter on UV

cosmic pagoda
#

which map you are having difficulty with

vale gyro
#

just hopped off to take a mental break

#

forgot how cramped E3 is

cosmic pagoda
#

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

vale gyro
#

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

cosmic pagoda
#

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

vale gyro
#

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

cosmic pagoda
#

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

vale gyro
#

actually, yeah

cosmic pagoda
#

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

vale gyro
#

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

cosmic pagoda
#

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

cursive cipher
#

dude...
how do I like
get add-ons lol

#

the menu is empty

cursive cipher
#

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 😭

echo current
#

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

cursive cipher
#

btw is there a way to disable the intro logos in this game?

#

this image fails to load too. What's the deal?

vast reef
#

are you on console

#

better off using a source port

cursive cipher
#

but i like this one!

#

why is it broken 😭

cursive cipher
#

huh??
I, got it ig

cursive cipher
#

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?

ruby crater
#

A lot of peeps pistol start each level. Meaning you start with a fresh inventory after the intermission screen of each level

cosmic pagoda
#

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

vast reef
#

no saves

#

100% kills minimum (200% encouraged) and 100% items and secrets

#

pistol and fist only

gusty bobcat
#

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.

vast reef
#

savescumming is fine but can be detrimental to fun

gusty bobcat
#

Doom's playstyle is always about improving your level of skill, and not standing still, at the end of the day.

vast reef
#

and it also locks choices in more

gusty bobcat