#classic-doom
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I drag the pk3 file in gzdoom executable
then the things that i mentioned happen
i even tried with CMD
I'm not sure why that is happening then. Are you able to run other wads?
Nope, but i tried to run GZdoom without anything, then.. same thing
so it is probably a problem unrelated to myhouse then. Maybe change the renderer it uses at the startup prompt, that could help.
It cant be a problem with the graphics tho, Im using an RTX 4060 so thats impossible
I mean, Velkin is usually hit or miss for a lot of users it always seemed like
I bought doom + doom II 2 hours ago š
Idk whats Velkin, i just bought DOOM today
GZDOOM has Velkin as one of the renderer options but if it doesn't work then it might be better to go back to OpenGL
I just want to play myhouse.pk3 since i watched a video on it, and it was cool :(
Why is it hard :(
Are you not getting a menu that pops up when you start GZDOOM with various options and an IWAD picker?
Yea, i am, and i Chose Doom II hell on earth
There should also be another option for renderer IIRC
I dont know whats IIRC, but let me see
IIRC means "if I recall correctly"
In the options tab?
I think I'm using an older GZ DOOM that has a menu without tabs so possibly
Try changing which one you are using and see if it helps
huh
I used OpenGL ES and it worked
awesome
Yippe thanks for your help
Is it true that there are some kkk wads? Like the moon man one?
š¤¦
U sound like my great great great grandpa
I just saw the video of the "the most pant pissing doom mod youāll ever find" guy
Where did he gošš
Oh wait nvm I can kinda see him



The only āauthenticā way I can think of for Doom 64 is playing the Nightdive release with the resolution set to 1440x1080 which is natively available, and using my 8BitDo Ultimate 2C since I donāt have any N64 style controller.
I couldāve gone with EX or EX Plus but neither have native controller support, I have to add the game into Steam and map everything with Steam Input. And in EX specifically, the mouse is very jittery.
emulation isn't an option?
Orā¦.playing it through Doom64 EX sourceport
Read the message below
but reading is haaaardddddd :(
EX is a glorified emulator.
i mean surely a dedicated n64 emulator would have better controller support?
Hi
i was gonna show an epic fail of me dying on doom but i accidentally beat the icon of sin for the first time
i have a windows 95 pc with doom bundeled in
doom 95, sounds nice
I got to arch violence. Wasn't sure how to start the level until I reached a section where there were monster impassible lines saving me.
Plutonia 2 levels take awhile for me so I am taking a break already
Doom 64 for Doom II
Is it still playing Doom 64 EX?
Why do people hate nightdive
I don't.
Some people just want their games to be as authentic as possible.
Oh ok
Although, the Nightdive release of Doom 64 is merely an updated version of EX. So it is a bit more vanilla friendly than the Nightdive version of Doom 1 and 2.
And I guess you can still get a more authentic in the Nightdive version if you use a 4:3 resolution (I go with 1440x1080), set the framerate to only 60 FPS since the N64 can only reach that, maybe turn interpolation off, and even using the 8BitDo 64 controller or any other N64 style controller that would work on PC.
All that you can still do in EX, although that doesn't have native controller compatibility. So you have to map everything via Steam Input.
Something I feel odd about is many Doom 1-2 sourceports have the chainsaw walk animation be smooth instead of the original jittery animation. Crispy Doom has the jittery animation but only if you don't uncap the framerate. However, no single version of Doom 64 smoothens the chainsaw walking animation at all. It's jittery even in the Nightdive release.
I assume DOOM II based conversions just use the default weapon weaving code.
bnut I'm not familiar with those ports
just beat legacy of rust on gzdoom
I find it dumb that while Doom 64's Nightdive release has an FPS limiter, Doom 1 and 2's doesn't have that at all.
Though Doom 1 and 2 do have a widescreen option so you don't have to change the game resolution if you want to just play in 4:3.
Thankfully it does offer the ability to play at a lower refresh rate. So you can just play in 1080p60 if you still want that.
How do you get Doom 95 working on Windows 11?
Only way I can think of is someone recreating it in GZDOOM.
But even that doesn't seem super likely.
Recreating in GZDOOM? What do you mean
Virtual machine maybe
Found this on the wiki, trying it rn and I'll let you know if it works if you're still interested
What's the difference? DOOM 1 + 2 and DOOM 64 EX both use the KEX engine as a base do they not? Wouldn't they both be equally not-vanilla if the engine used is how you're judging it?
It works but the mouse patch is weird, I either keep slightly moving up or to the left. The patch is made for XP so I can't be too surprised it doesn't work perfectly on Win11
The game does run and open though, so there's that. DOOM95 in all its bare minimum glory
Just gotta dig through your system32 folder for the dplay.dll you need (unless you install it better than I did, the setup.exe wouldn't work so I just ripped the files straight from the disc by manually dragging them) though so I hope you know how to do that but beyond that it's playable when it works
tf u mean 71% secrets how many secrets even are there in toxic refinery
Alright, thanks.
š
DOOM 64 EX runs on Doom3D
Oh oops
I beat a few Plutonia 2 levels today, more than I expected to do. Sadly didn't get the secret map because I already killed the archvile necessary to get it and already saved.
That means I beat Arch-violence. It is a better level than Hunted it is just, like a lot of Plutonia 2 levels, very long.
I like how halfway through this wad the map designers were reminded that they're making a Plutonia sequel and suddenly there are more chaingunners. 
Hi guys 
hello
anyone know this? https://github.com/mborgerson/dc27-dooom
Killed the cyberdemon awhile back
I decided to warp to the secret maps in Plutonia 2 from a new game. They're basically the same as the ones from regular Plutonia, except 32 is worse ||cause it has an Icon of Sin section :(||
Soup?
Go4it is peak
It was good.
I wish the secret levels were more different though, especially since the other levels up to that point weren't exact copies of Plutonia. Even making Go4It based off a different starting map would have been cool.
just finished both sigils and I think they're my favorite of OG doom
Awesome, what difficulty?
ultra violence on both I think
possibly nightmare for the second one... would have to check
I'd think I would remember if I did a DOOM wad on Nightmare, it is significantly game changing
I did the OG dooms on nightmare, lemme pull it up
Was the other one in your pants?

I know, very unimpressive
bro thought he played on nightmare š
no HMP is fine
it's just funny that you mixed it up with nightmare
bro, there I was. Demons everywhere! I coulda died IRL.
Nah it still impressive
Sigil 2 is kinda difficult
I didn't have a problem except for the last map with the two cybers and one of those chaingun spoder things
And it drags for too long
Oh I completed it on UV
I thought that was normal
don't get distracted from the fact that UV is the hard mode
and on a lot of maps it's really frickin hard
UV on the base game is definitely different than sigil on UV, I say now an expert
I did sigil 1 on HMP but I did SIGIL 2 on UV which was kind of wild
I shouldāve done SIGIL 1 on UV I feel like I missed out on some spicy content
oh yeah
SIGIL 2 is basically romeroās plutonia where he kept making it harder relative to his own skill just like the caslalis did
I'll have to play it again
I really enjoyed the aesthetic
wondering how I could play it with brutal doom
gzdoom?
ye
But now that I think about both sigils were made with gzdoom in mind
Especially sigil 2
They were made with classic doom gameplay in mind, no free look or jumping and things like that but they were tested with z doom based source ports which causes a lot of technical problems that I saw on decinoās playthroughs
I have free look turned on for it but I just can't with not being able to look up or down
I play in vr which is like having free look
surely you joke
sigil 2 on nightmare would be horrendous š
Wonder if MtPain27 is just done with Doom
I was under the impression, he's taking a break
pistol started through lurking fear 2nd time(with saves of course, I may be a masochist but even I have limits) because I missed that map
man is it good
and the midi... end is nigh is one of my all time favourite doom midis
Hmm his upload schedule has been pretty bad for a while now
whew, Map 17 of Plutonia 2, Nuclear Horror took awhile
Apparently only one person had recorded evidence of beating SIGIL II on Nightmare.
He has said heās not done but he just needed a break
He said we can expect dean of doom to return late 2025 iirc
I've never run through the master levels before and... my goodness that black tower map lol
oh you doing PL2? nice, you can find me gushing about map20: lurking fear just above š
Nice Iāll look forward to it. It is a great map set
yeah agreed
oh my you seem to be correct, no nm demos submitted to dsda
List of SIGIL II speedrun demos
I also plan on playing plutonia revisited but not until I play the joke sequels to plutonia 3 first as a palette cleanser
And knowing I am not going to play 3 I fell asleep watching a playthrough of it last night and oh boy that is not a quality map set
This would be a kewl mod, I think: https://old.reddit.com/r/DoomMods/comments/1n5zo2y/mod_idea_for_zandronum_avatar_doom_youre_a
Tnt2 finally got it's rc1 š„
why do so many doom mappers have this obsessive fetish for perfectly spacing out hitscanners so that the moment you fire a single shot at all ever its just a neverending chain of zombies walking up behind you and getting these bullshit unavoidable 2 damage chipshots
it doesn't even make the map even fucking hard its just frustrating and unfun because i cant get a single fucking moment to breathe without there being a shotgunner riding my ass
doom core trilogy map 10 is probably the best example i can think of
it is genuinely borderline fucking unplayable unless you camp in your little cuckbox at the very start for 5 minutes straight while you pick off every stupid fucking dipshit that walks in from actoss the fucking map to get his free unavoidable 3 points of damage before i mash them into fucking paste
and this is a map with a bajillion health pickups, a free soulsphere and an easy to get megasphere so the map is still piss easy
it's not difficulty its fucking tedious monotony and punishing the player for not being literally omniscient and growing eyeballs out of the back of their fucking skull
why do mapmakers do this
do people enjoy playing maps like this???

i cant recall every map that's ever done this shit because usually the moment i see it i quit the map and never go back, but again if you need a good example, doom core trilogy, map 10
Doom is like the only game where you can mix hitscan with projectile
It creates for a really interesting dynamic especially with infighting
DCT is a generally really good mappack and my go to for trying any new mod, but its got a couple of random levels that are just genuinely fucking awful, and map 10 stands out as a map that isnt even that hard it's just genuinely unfun to play
its this massive sprawling map where 80% of the enemies are concentrated in 20% of the area
Some people live chaingunners, some hate them. Personally think shotgunners are more threatening. Especially when you glance-stun them and they fire off a second volley
and you have to run back and forth across the entire map multiple times to open the exit
Yeah that sounds fun š
and again, the map throws so many items at you that its not even that challenging, its just fucking tedious
There are 8 million doom wads at this point, play stuff you enjoy
chaingunners can either be an engaging challenge or one of the worst fucking enemies ever concieved depending on how much the mapmaker wants to be an asshole
I don't think Sunder has a single zombie man, go play that
finding good maps is hard
It does have infinite revenants though
Not really
it is for me
how?
Start with the cacowards, or any of the top 100 voted maps, or play the classics like Scythe and Alien Vendetta
Or ask people
Or play something random of id/games
or
or
i've played both and i didn't like either of them
or
Valiant, eviternity 2, abscission, sinergy
alien vendetta just throws in a random map 2 archvile because fuck you
If you don't like AV then you don't like doom
i dont remember much about scythe
Scythe 2 is great
Scythe 2 slaps
do you immediately pick ultra violence to blind-play wads??
Temple of Gaia 
is that... not what the default difficulty is
if so, thats not a good way to test maps, hmp is the best difficulty to try new wads and stuff
i thought most maps were designed specifically around UV
Plutonia has 2 map 01 archviles so that's not exactly what I'd call ultra difficult
Nope
oh
Maps are designed around whatever the mapper designed it around
am i just stupid
Yes there are some with bad/no difficulty balancing
But something like Sunlust explicitly says that UV is only for people like pain
In the readme
what's sunlust
One of the best mapsets ever made
I use a controller. I only play uv if it's something I really like. Nobody on earth judges fun by the hardest difficulty.
this all reminds me of gmanlives and the sigil review
i thought you were just supposed to play uv by default like that was just what every map was built around
That literally doesn't make sense
well yeah i see that now
It's a common misconception
Partly created by loud idiots who insist UV is the only way to play
Doom basically has 3 difficulties if you ignore the 2x ammo imyooyoungtodie. Enemy placement usually isn't that different between difficulties.
I put a lot of effort into difficulty balancing my maps
And get all difficulties tested before release
i don't like when people do that, let people enjoy however they like
you make maps?
Based opinion
I've made a couple
any public?
Bridgeburner56 (often just Bridgeburner) is a New Zealander Doom level designer. At the Cacowards in 2020 he received the 'Creator of the Year' title. He is also known for being the lead developer of the work in progress GZDoom-based game The Age of Hell.
Might have a cacoward or 6 under my belt
nice
what i usually do in my maps is change some enemies like example of the highest diff having a hell knight, and the lower ones having like a pinky or two
im a beginner modder tho so
Play on hurt me plenty. You'll miss out on a few imps and a couple archviles. Nothing serious.
If you enjoy a map set and want to play it again, then play UV
Don't forget you can give the player more resources as well. Ammo, health, power weapons early on
One of the things I did for diffuclty balancing in Bastion of Chaos was give the backpack much earlier on lower difficulties. It made a surprisingly big difference to the difficulty of certain fights
ah! i think changing enemies also helps due to the player wasting less ammo on it, but honestly i should also learn to do this too!
I believe hitscanners have a faster react time on UV. Somewhat contentious claim but I believe Decino's findings support this.
You'll get shot 25% less by hitscanners on HMP... Afaik
Having a more mixed enemy pool can lead to more infighting as well
Or slowing fast enemies down
100 revenants vs 80 revenants and 20 imps
80 revs is still a lot, but the imps will slow them down and cause them to infight just a bit. Which can make the fight much easier to smash down with a rocket launcher or BFG
You can also think about the difficulty of specific monsters. Fighting 20 imps is not gonna to need reduction on lower difficulties. 20 imps and 2 archviles is a whole lot harder for "less skilled" players to deal with. Archviles, pain elementals. revenant swarms, cyberdemons tend to be the enemies that kill more casual players. And anything in a tight set up/low ammo situation
Anyway, just keep messing round with stuff and you'll find what works for your combat style
this is some helpful advice, thank you!
np
I think there are two reasons UV is the target difficulty. First is that the map needs to be completable on that mode so it is the one that needs most scrutiny but also if you design at a lower difficulty first it might end up too tuned to the mapperās own skill level and uncomfortable for other players
I have picked HMP for wads known to be harder than average before to compensate for my not being as experienced at the game
The default on the original DOS release was HMP
my brother in christ the original DOS release came out a decade before i was born
So?
HMP was default im pretty sure. Maybe people think it wasnāt because it didnāt use pictures and descriptions to make it clear UV is the hard mode like they did for wolf3dās death incarnate
HMP is normal difficulty yeah
It was pretty obvious that ultra violence was the hard mode though
So
Literally every modern source port defaults to hmp
2005 everyone point at the child
plutonia throws in two map01 archviles, whats your point?
To be fair Plutonia was designed with an evil dungeon master mindset, I actually found the first to maps harder than Go2It for that reason lol. But also I enjoyed the unapologetic hate and contempt for the player.
oh go 2 it is not actually difficult, probably one of the easier maps of the iwad, due to how many megaspheres there are and you are constantly full on ammo
my point is randomly fucking jumping you with super enemies in the first couple of levels because fuck you for even playing we hate you isn't fun or engaging game design, and that i hate playing shit like that, and i doubt many other people do either
super enemies are fine in early maps
oh cmon, a vile isnt that bad, unless used very dickishly, sounds like a git gud issue
just so long as I have more than the basic shotgun lmao
I played the secret maps first since going from Amalgoom Map 32 back to regular exploration maps (which led to secret maps being more versions of earlier levels) was very jarring.. so going from map 32 to map 1 was actually a difficulty progression 
it's like incredibly hard to use an archvile incorrectly too
as long as you have cover there is usually always a way to deal with them
difficulty should (imo, opinion warning, warning opinions beyond this point) be focused on making the level more fun and engaging, not seeing how difficult you can make it to resist the urge to uninstall the fucking game
not giving you enough ammo is a pretty easy way to make an archvile unbearable
that is true for anything though
git gud in 2025
damn
you have a skill setting
true
but obviously with respawning enemies it becomes doubly important
just set it to itytd or hntr if you are struggling
if i get randomly ganked by a random xd archvile closet 5 minutes in im not like "oh yeah this is so much fun i cant wait to respawn and try again" im like "damn i kinda dont want to play this shit anymore"
casual
You probably do need to play through Plutonia then, since it is undoubtedly easier than a lot of hard wads made afterward but would also teach you how to handle a lot of ambushes.
I say this not having played Alien Vendetta
I'd rather it be 5 minutes in than at the end of the map after I forget to save lmao
i know for a fact that i could drop the difficulty through the floor and plutonia would still be flat out unfun to play (for me specifically)
most megawads these days assume you have gone through the iwads and gotten good, hence they ramp up the challenge
its literally everything i DON'T find fun about playing this game
condensed down as much as possible so they can beat you over the head with it, repeatedly, for hours on end
how come
It definitely does sound like you are inexperienced and need to learn and practice more, instead of expecting a wad meant to be difficult and challenge veteran players to be a comfortable experience for less experienced players.
im not sure what you are talking about, have you even played it
can you please stop you're actively dragging the conversation down every time you spam skill issue
I would also argue that the least enjoyable parts of doom are also not difficult, like regular shotgunning Barons of Hell and stuff.
yeah this is what made a lot of E3 unenjoyable for me
lot of tanky enemies, a lot of just standing around and shotgunning them to death
E3 is short tho
I found it annoying in SIGIL 2 since there was so little rocket ammo.
though that could just be me not having found the secrets that could've helped
yeah but it's not particularly fun
big wide open maps with barely anything in them but long corridors and confusion
e3m7 is particularly egregious
not even 40 enemies and just damaging floor everywhere for no reason
the game asks you for the difficulty setting in the beginning for a reason, you shouldnt be ashamed of turning it down from UV, if the wad seems too hard
heck itytd even gives you double ammo and halves the damage you take
i don't WANT to spend hundreds of hours practicing to be able to beat swarms of revenants and chaingunners and archviles with nothing but a pistol and a chainsaw without ever taking a single point of damage since healthkits just dont exist
sounds like you arent looking around enough, I dont know a single wad that makes you run around with the pistol
unless its a tyson map
even if i sat down and grinded out plutonia attempts beating it wouldn't change the fact that i flat out don't enjoy having to play like that
in which case you usually get berserk
i play classic doom because i like NOT having to play like a fucking sweatlord just to get through a single level
that's why i stopped playing doom eternal
I didn't say hundreds of hours of practicing but working your way up from easier wads and gradually being accustomed to various encounters that you'll have.
then drop the ego and lower the difficulty
idk sounds like a you issue, not every game has to be approachable to every set of skills
if you are not willing to drop the difficulty level or git gud, then pick something easier
I learned to appreciate the concept of ITYTD since it acts as kind of a failsafe to ensure that every wad has an easy mode even if the mapper neglects to change enemy placements on lower difficulties
I play modern doom games on nightmare, but I play pretty much all classic doom wads on HMP just because I kinda just want to relax and kill demons
it's not like you're forced to play on UV
yeah thats great
also "classic" in the phrase classic doom refers to how long it has been around, most people have played it for decades and gotten good, the difficulty of wads at UV difficulty usually reflects that
me getting better at the game isn't going to magically make me enjoy stuff that i flat out just dont find fun
i think i lost the point somewhere
either way theres no shame in dropping difficulty, I did eviternity 2 on hmp as well, since UV got quite insane by the third episode
im pretty sure the point i was trying to make was i don't like random "lmao gotcha" moments in maps that just kinda exist to get you killed once to something you can only play around by knowing it's there in the first place (and therefore by having died to it)
Plutonia was clearly meant to be hard, the designer clearly stated as such so it makes sense that it filters out players. It was influential and spawned a lot of stuff like Alien Vendetta and whatnot since a lot of more casual FPS players were playing games that weren't DOOM so the community would have been very veteran focused. Obviously these things aren't going to be aimed at catering towards casual needs but less experienced players still have options and like Mr. Murk says you don't have to play on UV
like hiding a chaingunner behind a doorway on ambush mode so there's literally no way to know
unless you are playing on nightmare it takes the chaingunner quite a bit to start firing
yeah they have to take a few steps before firing
you can hear it
yup. and that's why i haven't played plutonia
im like 99% sure they dont make a noise until they actually fire
I think you should play it before something like Alien Vendetta though, if you want to move on to harder wads
98%
and you always should assume there are enemies at new undiscovered places, and be prepared
every ranged enemy has to move a certain distance before firing outside of nightmare
that's most of what makes nightmare so brutal
that... and turbo pinkies
it depends on how the map goes about being "harder" honestly
also you know you can save, save often, save before triggering a new fight and save after you finish it

because you can make a map "harder" by hiding chaingunners behind every doorway and locking you in tiny little monster closets every couple of feet but that's not really very fun imo
yeah going through a new map without saving frequently is just a bad idea
Plutonia loves ambushes but it also isn't like ludicrously hard either. I am playing through Plutonia 2 and it has more of a "big fights with lots of enemies" style to it that makes it feel very different
idk ive played hard maps which i really enjoy and ive played maps that aren't even that hard they're just fucking frustrating
do you just not like hitscanners or something lmao
i like the big open fights with like cover to duck around maybe a hidden powerup or tWo
flashback to when I was doing NM100 runs, should continue with em, e3m3 took like near 200 attempts, over half of them had to be restarted because the starting pinky didnt cooperate lol
it depends on how they're used
god bless the super shotgun
the only reason pinkies are even somewhat bearable in doom 2 nightmare
i always forget to quicksave bc im kinda stupid
amen
š
skill issue 
i mean yeah technically
This is far, but I still suggest you go through Plutonia at some point because it also still uses Arch Viles and Revenants frequently and you learn how to deal with those in wads that will also use them liberally.
The chaingunners are more of a meme than anything in Plutonia
also to deal with close quarters cybies
yuck
What maps had those? I only remember the Go2It ones
frickin splash damage off walls 
how???
barons den
oh that wasn't nearly as bad though
even the Go2It ones are sitting on megas too
you can just hit them with tracers tho
but yes general advice walls are not your friend vs cybers
peekaboo tracers or peekaboo ssg
on Go4It in Plutonia 2 I figured out that the Cybers don't like to fire as much because there were walls covering their faces lmao
speaking of close range cybers
I'm watchin a playthrough of sunlust map15
this shit is evil
LOS from an actor is a vertical plane, it's not blocked by anything other than a zero height sector (eg a closed door)
might've been placebo then
They can be annoyingly reluctant to fire sometimes
learn their firing pattern
doom is very much about learning enemy patterns much like soulslikes
Learn the BFG 2-shot stutter
Learning how to 2 shot cybies makes so many wads much much easier
And just generally how to be efficient with the BFG
cybies usually arent that big of a threat as long as theres nothing distracting you and you can keep your eyes on them at all times
same for Archviles, their movement can be unpredictable but their attacks are not (and also letting them attack forces them to stop moving so there is that too)
what is that
It's more that they are an ammo sink, so being able to kill them with 80 cells is very useful
And any 'hard' wad uses them more than just in isolation
cybers fire their rockets in 3 shot salvos
so there's a delay in between salvos that allows you to fire off the bfg and get really really close to them, which lets all the tracers from the bfg hit them
yeah fair enough
Cyberdemons have a 3 shot pattern. You can jank and jive left and right around this with very minimal movement and time your bfg shot (start shooting around the 2nd rocket) to hit just as they finish firing point blank to their face
yeah but usually also accompanied by cattle to infight with and get their health down
Do this twice properly and you will kill a cyberdemon in 2 hits
wasnt there a wad that was just for practising 2 shotting cybies
There's been a couple but yeah
unless bfg rng decides to screw you
thanks, i'll have to remember to try that
It's incredibly consistent
To the point it's used in any speedrun
at that point probably just switch to SSG to finsih it off
yeah I know
but mathematically it's still possible for it to not work
IIRC you have like 70% chance of 2 shotting a cybie
percentage is probably way higher if there is infighting
If you're in true vanilla oyu can also get screwed by the block map
It's waaaaaaay higher than that
ok actually if you hit all tracers you're guaranteed to two shot a cyber
tbh ive always assumed fighting cybies in super close range is like fighting mass capital ships in RTS games: the counter is to simply never get into that situation, and if you're already in that situation it means you fucked up somewhere
As long as you're point blank, and the cyberdemon is in the middle of the tracer cone, 2 shotting is very likely
I thought there was actually a chance of not killing, but the minimum damage of a bfg with all tracers is 2060 damage
so you have to be PERFECT
minimum damage
the most likely way to get killed by a cybie is to either get blocked dodging or even more likely not noticing it has fired a rocket from a far
This is also something relatively easy to perfect
damanage
It's also fun
minimum, not average
so even if you miss a few tracers the odds are astronomically small of it not working
or get splashed off a wall (or enemy i guess)
yeah I usually just lose track of how close I am to a wall behind me and get hit with splash damage
I'm colour blind so I find the rockets hard to see on the background a lot of the time
thats rarely fatal tho
yeah
just really annoying
how much damage does the splash do because i feel like every time it either kills me or leaves me with 3 hp and a dream
you need to get directly hit to get deleted usually, and even then a megasphere allows you to tank one hit
Rocket splash is up to 128 iirc
max splash damage is 120
rocket damage depends on how far you are from epicenter
that's it??
so you basically never take all 120 damage
Each rocket does 20-160 points of damage, in round multiples of 20, plus a blast radius of 128 units (taking a direct hit automatically incurs the full 128 additional points).
maybe im just thinking of those times where i walk into it like a fuckin moron and get obliterated
148 - 288 for a direct hit
(im not very good at this game tbh)
decino you lied to me
you said it was 120 splash damage

the usual way to die to a cybie is to assume its busy infighting, when it suddenly isnt
and then have a split second of oh shit when you see the rocket heading towards your face
honestly i kinda like fighting cybies
I was watching a stream of a community mapset (I forget what it was called) where there was a pacifist map where you had to survive cybers fighting imps right in front of the start and you can't attack or archviles will nuke you... of course it looked like a poorly thought out concept because Cybers stop fighting imps and shoot at you because they immediately kill them and the streamer understandably skipped the level.
That's a perfectly fine thought out concept
Archviles aren't that much different really, you jsut have to figure out how to get to safety if there is a gotcha ambush that happens
until they close the door behind you
ARcvhiles are different, they will instantly retarget on even a single point of damage, even mid attack
No other enemy does this
i hate it when they do that
All other doom monsters have a chance to retarget on taking damage
99% of archvile encounters in pretty much all maps you'll play have cover in them
Which is why it can be hard to get things to infight if you've already shot them
Neither can doom guy
if the door is marked as openable by monsters
it short circuits my brain for a moment bc now i have to figure out where is safe while im being shot at
Be mindful of doors then I guess, sometimes you are intended to find safety or an opening to fight the enemies another way
Actually, door_close is an action, it's just not used very often
oh fair point
no i mean like sometimes in maps ive seen you walk into an ambush and they lock the door
or trap you some other way
Doors just close on a timer 99% of the time
well yeah classic arena fight
That's the mapper, showing you a good time
every time they do it it just fuckin short circuits my brain for a few seconds idk why
unless its those god damn weird doors on one of the Plutonia 2 maps, hate the guts of them
Well I didn't say finding safety meant running out the last door you used was the only option.
maybe its just an adhd moment
you know the ones, that have a closing linedef in front
(I wasn't even th inking doors when I said that)
but suddenly its like i have to completely rewire my brain meanwhile im being shot at
Archvile attacks break with line of sight so usually it is finding cover of some kind even if it is the same room
the "ambushes" are usually easy to see coming from miles away, encountering one is where you hit quicksave
no they keep going
and then see if you can do the fight first time
well yeah
well yeah
theres only one frame that actually damages from archvile zap
you can get 3 ssg shots off if you time it perfect, but usually safe to go with 2
you can actually afford to duck behind cover pretty late yeah
idk man usually when you break line of sight they stop fuckin shooting at you
archviles are just built different man
I wait until the sound stops playing to know I can pop back in and yeah it is such a delayed attack you have a lot of time to damage it if cover is close enough by. Also enough time to BFG it if ammo isn't a problem
well yeah, you duck into cover before the zap hits, then you pop out, shoot it more
i always default to hiding early because i've seen the game get REAL pedantic about what technically counts as "line of sight" and died bc of it
obviously this is all easier said than done but after playing a bunch of maps that love using Arch-viles you learn to understand them
and sometimes i just get shoved out of the way
I mean unless its spawned into a bunch of other monsters in a fight, a bfg is usually waste on a vile, just 4 rockets or 4 ssg blasts will do the trick
there is no pedantry here, you can tell if line of sight breaks because the fire gets caught on the game's geometry (or generally just stops appearing on top of you)
it is a weird quirk but it is helpful
bfg for viles is reasonable if say you are in an arena and its a nice slaughtery type fight and they spawn in in multiples, can take care of them really quick, because then they are time critical
that's not the easiest thing to keep track of when there's bullets flying and demons hollering and im panicking bc i got a fight sprung on me at 32 hp
there can literally be a single pixel-width wall between you and the archvile, and if it's centered then the attack won't hit lmao
how the fuck do you line that up in the middle of a firefight
if you can't see his hands clasped, he can't hit you, simple as that
You probably want cover from all of those other projectiles either way (and also be wary of progressing to new parts of the map if you are low on health)
Fun fact about the archviles attack, you can block all of the blast damage (which is 90% of the damage) by standing behind a 32 mu high pillar
well you should expect these fights, see that very juicy powerup in the middle of the room? oh theres a key just standing there? guaranteed trap
i ran outta health packs
all I'm saying is that it's very easy to avoid archvile attacks
You don't need full cover to prevent most of the archvile attack damage
oh that is a cool tip nice
Technically you can do it with a 24 mu high pillar but doom guy can step up that height so it gets tricky to stay in the right spot
you just need a blocking linedef between your and the viles center
ok that i will try
idk i got a c- in geometry dawg perfectly lining myself up in the heat of the moment isn't always easy
and ive died bc i was BARELY off before
like fuckin pixels away
doom wouldnt be the same without arch viles, they are so versatile and can be used in so many fun ways
-# ive also died to mistiming things and running out literal frames before they're done but thats a skill issue so it doesn't count
they are often a great way to make things time critical to force the player
They are probably the most versatile enemy in the game. Their actual intended use is probably the least common one due to how versatile they are.
oh they definitely do that for sure
either by doing too much resurrecting or just quickly surrounding
every time i see one it feels like they're a fuckin ticking time bomb
like if i dont kill them in the next 10 seconds im just gonna die
thats rarely the case if you have cover tho
One fun irony is that even when they can revive enemies there is a trade off that they can get hit by enemy projectiles and they will attack those enemies with splash damage (they can't hurt cybers but it is cool for a lot of other enemies)
said infighting also means they aren't targeting you though you have to be careful since it is very easy to steal attention back and they target you again
I believe they can hurt cybers
their attack is 20 direct + 70 splash so the cybers still take the direct damage
if they are in low tier enemies usually safest bet is to drill directly to the vile with rockets
oh I thought they didn't do direct damage at all, okay then
if theres like 4 or 8 suddenly spawning into the chaos probably better to reach for the bfg
oh yeah viles still do 20 damage with zap without blast damage
20 damage is very low though, might be why it doesn't steal Cyberdemon attention often
wait it isn't based on damage number
it's such an infrequent attack would be why
but nah, mappers who put viles in are doing their job, now mappers who put pain elementals into their caco clouds are sadists
if the cybie is already focused on you once you damaged it, it wont refocus until it has taken a bunch of steps
pain elementals wouldn't be so awful if lost souls weren't so god awful to fight
ssg takes care of them
they're still annoying as shit
the problem with pain elementals among other monsters is it makes using rockets very risky
they're not even that impactful they just piss me off
if they are within reach just go hug them
they're mosquitos with knives
no they're very impactful
and they are harmless
Yeah Pain Elementals are basically a rocket deterrent though I still see other players use rockets on them anyway
well they can be i mainly mean i rarely ever die to them
BFG is also good especially since they are usually paired with other enemies in their most dangerous uses
I usually fire off a volley when they are still far and hope for the best and then switch to something safer
maybe they weren't nearly as bad in 1994 but i play with mouselook since not having access to the y axis just feels wrong
and that makes them a massive pain in the ass
oh yeah elementals are a food use for these cells yo ukeep saving up for critical moments, bfg em
You can also do yourself a favor and turn on lost soul limit in compatability options if your source port has that, I like to keep it on since I like to think it was something the devs consciously implemented and it is the mappers that are wrong
what is that
If there are 24 or more lost souls present then pain elementals can't spawn more
wait it's turned off by default?

I found out it was the other day yeah
I just keep it on/off depending what complevel the wad is, if its boom, I run it with boom complevel and thus limit off etc
its uncapped by default???? what the fuck
this also ensures the balance stays as the mapper wanted it to be
yeah well sometimes it lowkey feels like the mapper didnt want it to be balanced
no its not, or well depends on the sourceport
Also when I say "the mapper is wrong" iw as referring ot TNT. I saw that video fo Decino showing off pain elementals unable to do anything because there wer ealready enough lost souls on the map lol
the pit elementals are also just there for the hugs in doom2
well TNT is ... questionable anyway
DOOM has such a high ceiling of what a mapper can do that is still possible for the player to overcome, the game can be incredibly "imbalanced" but still achievable.
That's got nothing to do with the mapper, that's in the base game code
TNT is about a third good maps, third passable maps and third is just garbage
If anything it's the player's fault for not killing the lost souls quick
What I meant was that the mapper seemed unaware of that oversight
One pain elemental or 20 pain elementals can hit that limit
It just depends how long you leave them alive for
does mbf complevel have limit on btw
I believe yes
Zdoom ports can remove the limit
I'm not sure about prboom and dsdadoom actually
dsdadoom just allows you to pick the complevel
All ports do
But that doesn't mean the lost soul limit doesn't exist
yeah, but I thought its tied to complevel
Possibly
boom has no limit, doom 2 and final doom complevels have it on not sure about the modern ones
it has to, because it has to make proper demos for dsda and the limit is an important setting to make them work properly
love the port too, has such neat features, keybinds for various things etc
and works great with all complevels except for the zdoom/gzdoom specific stuff
binding pgup and pgdn for changing map and home for restarting map are for example very neat
excuse me what!? have you not touched a single custom doom map in your life?
Pain Elementals are either harmless or a serious annoyance, he probably only encountered the former >_>
Plutonia 2 manages to make them annoying in a couple of spots, MAP 15 particularly
if theres only pain or smth literally just hug them, they can't spawn anymore.
I really liked Map 19 of Plutonia 2 ||I was like "oh last enemy is probably t he obligatory exit archvile" NOPE it is a Cyber a bit before it which was way cooler. I managed to two tap it which was satisfying.||
i mean i personally have never seen a lost soul ever really be a serious threat outside of distracting me from the actual problems or occasionally eating an explosive attack at point blank
That says more about the maps you've played than anything else
-# unless it's doom 64 where some genius thought it would be REALLY funny to give them basically zero attack cooldown
Also "distracting me from the actual problems or occasionally eating an explosive attack at point blank" is a threat that you have to manage
support roles being downplayed as usual smh
yeah but my point is i never die to the lost soul specifically

Idk about you but face rocketing myself feels like a serious threat to me lmao
the lost soul is an annoying ass inconvenience that occasionally gives other, better demons a window to kill me
Anyway, go play map 10 of Abandon
i mean yeah but did you know there's a 100% reliable counter to that called "just dont shoot rockets near lost souls"
You will probably take a lot of damage to them at some point, they actually have very high DPS in cramped spaces. Ironically I think I felt this more in I think it was SIGIL(II) maps that didn't have Pain Elementals and the lost souls were just optimally and numerously placed instead
well ok 98%
Except the RL is the best weapon to fight lost souls and pain elementals
sometimes they just fly in front of you for no reason

i mean yes but usually if you just keep shooting at them knockback or hitstun prevents them from getting more than one, maybe 2 hits in
Memes aside, the rocket launcher is genuinely the best way to fight hordes of pain elementals outside of the bfg. Just takes skill and hairy cahones
Anything else and they spawn lost souls faster than you can kill them
genuinely the best way until a lost soul gets in your face and you die
I've seen people use rockets on Pain Elementals and I wish I did it more. I guess side step the lost souls
this i won't deny
lost soul bowling is very funny
Most situations that are dangerous are never just a single thing or a type of thing in a vacuum.
Skill issue
Like, actually. It's something you need to practise
yes but we're talking about fighting them in hallways
i thought we were at least
Even if we were, lost souls or pain elementals in hallways aren't the only places you see them in a lot of maps. They're commonly used with cacodemons in open areas.
Or lost souls in conjunction with other enemies in smaller spaces
well then you just press a or d on your keyboard and then they cant hit you
unless there's like a bajillion of them
idk maybe plutonia uv gives them all built in rocket launchers or some shit but personally i cant remember a single fight where lost souls specifically were anywhere near the biggest threat in the room
-# unless i'm playing one of those mods that just buffs the shit out of them for no reason
the point of them isn't to be the biggest threat, what they typically do if they can is occupy spaces that would normally be safe usually and also make it harder to hit other monsters
i mean yeah that's my point they're there to be annoying not to kill you
and inconvenient
but they can kill you (or rather take off a decent chunk of health) as well with good placement, like I said they actually have very high DPS if you have very limited places where you can move
but the support role aspect is when they are in cacodemon clouds and whatnot
I'm thinking like SIGIL levels that don't like to give too much armor and have very tight indoor areas, where lost souls end up having such high DPS, and it is the custom wads where pain elementals play a support role for other monsters
You're at the very bottom of the difficulty curve on what is possible. Once you've actually played something actually tough then you can start making sweeping statements (you'll still be wrong though)
People new to classic doom don't seem to realise that Plutonia is baby mode compared to what has been made since
yeah that's why i specifically use language like "personally" and "in my experience" and "from what ive seen"
im stating my opinion based on my limited experience with the game not trying to make declarations of objective fact
That is why Iām explaining what Iāve seen that you might not have⦠and that is what IVE seen, Iām sure others here have seen pain elemental or lost soul uses that are unfamiliar to me but still effective
yes i know, doom mappers have a fetish for difficulty for difficulty's sake fun factor be dammed bc the intended audience for 99.9% of classic doom content is people who have to beat nuts.wad on nightmare difficulty fists only no damage controller only blindfolded just to feel something i know i understand i get it
I mean I know zero master did that but seems like a generalization
(Nuts.wad is also a joke wad)
it was the easiest example i could think of for a map with a genuinely bullshit amount of enemies
Like nobody is saying you have to play slaughter maps, a lot of stuff Iāve been talking about have been in exploration based stages.
by the way i went and tried playing sunlust (on hmp), quit in the middle of map 2 after the game spawned a fuckload of hitscanners behind me for the 10th consecutive time
i remember the specific point i just gave up
there was a button i had to hit, so i quicksaved and then hit the button
I just went to that chat message and the one above it references a text file saying uv was for people that wanted pain so I think that was supposed to be an example of how you should pick your battles and adjust difficulty accordingly
i wasn't playing on uv
Well picking the right wad is part of it too
I was suggesting that youād want to use plutonia as a stepping stone before all of the much harder stuff
Or stick with more casual wads
bro literally said "its the best wad ever made"
yes i love chaingunners spawning in behind me and instant killing me i love revenant spam i love archvile closets and point blank cybie fights please god let me play 30 consecutive maps of exclusively all of that im sure that would be very enjoyable
I mean that does not make a map bad
I have not played Sunkist so it might be better for me to let others talk about it
i love maps that are explicitly advertised as cramming in as many "lmao gotcha get fucked xd" instant kill trap that are only avoidable by having already died to them as they possibly can
Soup
i love maps that exist solely to beat me over the fucking head for having the audacity to even install them
I will argue that failure is a part of getting better and learning a game, even if it seems mean spirited
Beans
dying to random xd unreactable instant kill traps that you have to know about before hand or you're guaranteed to die doesn't make you get better at the game
nor is it fun or engaging or entertaining in any way
if im playing doom id like to at least pretend im having a good time
but you know maybe that's presumptuous of me
you know i gotta like earn my fun by slogging through the intentionally unfun stuff first
bc it makes me a better Gamer⢠and makes my opinions more valuable
It does, you learn about that part of the level and have to think about what you should do to minimize damage
wow you're so right dude dying to chaingunners teleporting on top of me and instantkilling me makes me such a better Gamerā¢
man im gaming so hard rn
everyone knows the more miserable you are while playing the game the more of a Gamer⢠you are and the more valuable your opinions are
No offense but you kind of sound like a little bitch. But, that's ok you can just turn down the difficulty.

Just finished ashes 2063 started dead man walking. I have so much content to get through. I'm on the second episode of doom 1 like the 3rd part and there's so many enemies that are strong.
Also I'm using brutal doom platinum cus project brutality wasn't downloading
Doom is like the perfect mobile game with a good controller attachment
ngl based, those parts of classic doom were very unenjoyable. traps aren't skillful or fun
Everything in doom is a trap
If you knew every monster placement ahead of time it would be boring as fuck
let me know how your experience with map20 goes
its a memorable experience
and brutally ball busting
also best midi of the wad hands down
it sounds a bit weird on the default windows midi, dsda doom renders it nicely tho
to that end, heres audio captured from dsda doom, where it sounds nice and proper https://cdn.discordapp.com/attachments/634517968578936842/1412688426737860608/end_is_nigh.mp3?ex=68b9341f&is=68b7e29f&hm=87586d08957761b8f7cf2858229b5dd0c8f4b42c5dbc0af174a0fbd91bce1317&
huh no embed
you must LOATHE tricks and trap (map08)
I will admit there is trial and error, that is what quicksaving is for (and I guarantee you good players do that playing a level blind unless they are doing Ironman/permadeath challenges) but the skill comes from analyzing the failure and figuring out the best way to take back control based on that part of the level
I hadnāt figured out how to get past the entrance (but it was super late and i needed to sleep) but that opening is indeed peak cinema.
I wish the opening part of the level was more detailed though, harder to take seriously when it is the one part of the game that looks like plutonia 3 >_>
That obviously isnāt plutonia 2ās fault
i dont mind traps i mind instant death traps (or near instant)
ya
the kind of shit you will always die to unless you've already died to it and know where it is
traps themselves aren't bad, in fact they can be fun to play around sometimes
Would yall recommend playing Doomās Sigil DLCās
yes
idk, games are supposed to be at least challenging on some level
even if it's memorizing where the chaingunners pop out insane style
I also like in brutal doom how you can set it up to randomize the spawning so you don't know where they are
I just finished it. It was probably the best map of the set so far.
A dozen or so revenants that teleport in for just a second then go away just to fire a single barrage at you is such a cool way to do an ambush
yeah they spook you by briefly teleporting in in a secret too
or was it regular area, near the secret
where the soulsphere is IIRC
And teasing you with a cyberdemon telefrag only to lock it up later once the cyberdemon is actually in position is so insanely mean 
MAP21: Assassin is the twenty-first map of Plutonia 2. It was designed by Pavel TvrznĆk (Pipicz), and uses the music track "I will chop Mariah Carey's head off with a Chainsaw" by Paul Corfiatis
What did Mariah Carey do lmao
All seven sins
Sometimes. Though some maps telegraph an encounter. They'll show the lineup of monsters before you trigger them to attack.
My body is a machine that turns 15-30 minute maps into 3 hour infighting adventures 
bro had to work retail during christmas š
I just started watching Dario's videos on TNT and he just gave a good take on this whole difficulty design debate: "We wanted to make what we wanted to play." in regards to Plutonia.
And since most people aren't selling their maps as products and don't need to have mass appeal, you'll see that philosophy a lot. 
DOOM Master levels are kinda meh lol
So I heard. I don't own them anyway so I don't plan on playing them
It is also wild to me that they published Maximum DOOM
I never tried em and now have them with the new DOOM + DOOM II game package. There's some cool maps but others are just kinda boring to go through.
Missing one pickup in Sigil Map 9. Iāve scoured the map up and down and i dunno where it is, anyone here know? (Pls @ reply do u dont have to dig thru chat)
nvm i figured it out 
Titan Manor made me quit altogether. Horrendous level.
I didnāt mind that one tbh
Some of them are pretty fucking dire though
But the Cabal series is always fun IMO
Nightmare is obviously a joke difficulty but in my opinion it could be made balanced with a very simple change: health bonuses and medkits respawning
Just like how the monsters respawn, health regaining items should as well. This wouldn't count in powerups like the soulsphere because it's a powerup rather than an item. If, every (however much time it takes for the monsters to respawn on average) seconds medkits/bonuses respawned, that would create a regenerating health source that you can collect while backtracking. Which would make your chances of survival a bit higher. Just my thoughts anyways while playing Underhalls on Nightmare
On the other hand I like that there is a blatantly imbalanced and untested difficulty that does something unique, and it is justified by having a warning telling you such. More games should have that IMO
Even though, it is pretty fun to figure out the proper routing that lets you finish a stage without dying, though if you end one with low health you'll start the next one with low health giving you practically no chances of survival there. Oh well
I actually got further than I expected myself to get, beat Dead Simple and in Tricks and Traps with really good health. I think Doom II is somehow way more fair on Nightmare than Doom 1 is
Tricks and Traps was a breeze damn I forgot just how easy this level was
I didn't mention t his yesterday when I did it, but Plutonia 2 Map 22 was a straight up slaughter map! That was neat. Map 23 also had its moments but I primarily saw it as an infighting playground for the most part and the beginning could be surgically done.
Map 23 probably sucks for UV Max runs ||Its big slaughter encounter takes place over damaging floor, I'm surprised most of the enemies on it died for me sometime after I left.||
Haha that's where I'm at now. Not my favorite. I liked Black Tower and have been kinda bummed by some of the following levels
Hah, express elevator to hell was a fun master level map. i figured out the secrets to the keys too late tho. rip
Oh shoot I just realized I typed just plutonia earlier, not plutonia 2
Plutonia 2 is very good but definitely a different flavor
I need to try out Plutonia 2. I keep seeing yall talk about it. I love Plutonia 1 lol
TNT is fun to me for nostalgia sake but Plutonia is where the quality is at!
i quite like that one lol
Yeah, I had a blast on it lol
that one and black tower are both part of the Cabal series which is mostly notably better than the rest of the MLs
though Mephisto's Mausoleum is also part of Cabal so they can't all be winners
(MM has some really nice environmental design for early doom wads though so it's not the worst)
I almost figured out how to get the keys but i was stuck for a minute after getting them all and looked it up and realized I needed the archviles I already defeated haha
I'ma go back to that one
I've read about Mephisto's Mausoleum. I'm weirdly excited to see it haha
Hah, just beat Mephisto's Mausoleum. I actually didn't mind it compared to maps like Titan Manor LOL
Loved the coffin. I also liked the archvile throne in the previous level.
I just saw an old level that had a decoration that reminded me of a coffin in it, but the coffin itself didn't do anything and it was cross shaped so it might not have been a coffin just wood textured
Map 24 of Plutonia 2 had a lot of devious moments, it was like an early game Plutonia 1 level but it was lategame. Might be one of my favorites actually but that could be recency bias. Map 25 Black Ice was freaking insane
that opening room is absolute murder. I found some cheese with the enemies that spawn in the macubus cages though, that was goofy.
Oooh
no wonder I liked Map 24 so much, it was made by the person that made Scythe! My favorite wad (maybe until I play Scythe 2?)
Gusta is almost solo carrying Plutonia 2 though, I might have to play Kama Sutra at some point as well
Hi. Is there any further support planned for DOOM + DOOM II Remaster? It would be really cool to see an Update 4!
yeah they're adding in Rudy Guliani as a boss fight
Plutonia 2 maps 26 and 27 were nice easy breathers but they had really good layouts and interesting encounters still. Map 28ās opening is cinema
i like duke nukem 3d
My body is a machine that turns 15 min into 900 s
ooh nice
Finally beat Plutonia 2! I like how the last few maps started to have nods to regular Plutonia, Map 29 was basically a city level but in Hell. It also had over 500 monsters it took me all day.
Great levels, many of them are very long though.
I'd say a lot of the encounter design is closer to like the late game maps of Scythe but it is the whole wad.
Maybe Sunder
Or Sunlust I forget which
Eviternity 2, absolute peak
what is the HARDEST doom wad
ancient aliens
No Chance
I've been playing Brutal doom 2, it's easiest difficulty is equivalent to normal dooms medium
That on its own wouldnāt be anywhere near the hardest wad, see above suggestions
okuplok and profane promiseland are enormous slaughtermaps that are absurdly difficult
but if you're talking more of a traditional map pack, I'm not too familiar with what's considered the hardest, per se, but sunder and sunlust are both extremely difficult
I think Alien Vendetta is considered a difficult traditional map pack as well? I hadn't tried playing it in years so I don't remember
It's challenging but vulnerable to cheese
I tend to never use the Plasma Gun in Classic.
Almost everything the Plasma Gun can do, the BFG can do better.
It is good as a weapon for when you don't know what you're going to encounter next in smaller spaces, and it is good enough for things like revenants for barons but not too overkill for hitscanners
I usually alternate between the shotgun, chaingun, and rocket launcher
Pistol is good if you wanna take out a single demon thats far away
Neat thanks for the suggestions!
I tend to lean hard on the super shotty with the rocket launcher and plasma gun as my more used āoh shitā or damage dealers. I like the chain gun for large groups of zombie and imps. I usually save the BFG for the big baddies or just an insane room I need cleared.
I do like the chainsaw for close quarters with zombies and imps too but thatās kinda rare for me when I have super shotty ammo
Berserk is better than chainsaw as well if you have it but maps that donāt provide it probably wonāt provide a chainsaw either
Im new in server
Hello
E2M2 has a Berserker near the start, but no chainsaw AFAIK.
Ah yeah I mean for newer stuff. Usually there is a berserk pack over chainsaw for pistol starters and as an upgrade over the chainsaw but sometimes maps just donāt have either (like I think it takes forever to find either in SIGIL 1 & 2 maps?)
Berserk is fun
Currently watching Vytaan go for UV-Max D2All Eviternity II. He is on the secret map 36 right now and from what I understand final map is next.
oh one more level I am guessing from I assume the hub zone
continuous fire for stuns(eh), range. Pretty much yeah
Till you run out of ammo
and he did it 
9 hour run without dying or saving
Hello welcome
Hey guys I'm new
hello
I play Doom on my phone using delta touch okay?
If it works for you I don't see why not.
Oh
as in, community pick or personal?
The community seems to like Skillsaw's two megawads most. Personally, Auger Zenith if that counts. If not, Plutonia 2 or Going Down
that's assuming you can get a BFG. Sometimes all you have is the plasma, and you need to use it to not die early
the bfg is very RNG-dependent
sure, if you have multiple bfg shots you can clear a whole room easily, but there's no guarantee that one bfg shot will actually take care of what you want it to
and 40 cells is a lot
It is very map design dependent I think. Plasma is great for, like I said earlier, ambush heavy maps in small spaces but maps that tend to have big fights in more open zones BFG or rockets are usually better. Plasma also does the same damage at any range if you can consistently hit the enemy so if you are willing to pay the ammo cost you can kill cybers in places where you can hit them but they canāt hit you
That last part is really underrated. The BFG is great at killing cybers if you're confident and can get in close, way more ammo efficient - but the plasma can be a lot safer in certain places, neutering a lot of challenging parts of maps
Alien Vendetta consistently tops voting polls for best doom wad
Not necessarily because it's lots of people's favourite wad, but it's almost always in someone's top 5-10 wads
Consistently highly rated
Not true. Since the BFG rolls so many RNG calls, it ends up normalizing by the law of large numbers. It's extremely predictable in terms of its damage
Flip a coin once. You'll get 100 % heads or 0 % heads. Flip a coin 40 x 15 + 1 times and you'll get about 50 %.
Yeah, if you use it extremely close to a single enemy
Hence why you can always two shot cybers if youāre close enough
This is where plasma has a bit of an advantage, simply if you can't ever justify a full 40 cells
That has nothing to do with the RNG. That's just a range and accuracy thing
Are the angle offsets of the tracers also not determined by rng?
They are not
It's a set fan with equal angles between each tracer. It's not a random spread around a single point like the shotguns
Ok, so not rng then
But still luck based
How
Youāve got 40 tracers at something like a 45 degree offset without auto aim
Thatās how
And said tracers donāt even guarantee a one hit kill on an imp
So one bfg shot is far from a consistent thing when it comes to taking out multiple enemies, unless theyāre at very close range
Obviously two or three is much more reliable
I asked this in the regular chat but the answer here isnāt SUPER clear to me. If I buy the doom anthology today, do I still have access to the free update to the Nightdive remaster for 1 and 2
I think usually people refer to luck in terms of rng rather than circumstantial luck
I guess the rng in this case is enemy movement
Yeah I thought the BFG tracers had a random offset in their 45 degree cone, hence why I called it RNG dependent
But I suppose the rng isnāt with the tracers themselves but the behavior and position of the enemy AI
and yeah while the damage of the tracers are random the minimum and maximum values are close enough together that it isnāt too wildly varied
I was just curious in general. Either are fine responses.
Yeah the tracers actually have refreshingly low variance
Meanwhile the plasma rifle dealing 5-40 damage on every shot 
Sunlust is amazingly designed but brutally difficult
Sunder is also really hard and has a really eerie ambience and possibly the best custom enemy in classic doom (not gonna spoil it for you)
I listed sunlust and sunder as community favorites but my personal favorite is scythe and I would consider more accessible to newcomers while still becoming challenging towards the end
Scythe has a lot of tight short maps which makes it a good recommendation
Gonna give those a try! Thanks for the recs
The threshold for this is surprsingly low. Pretty much any enemy pack larger than a single baron of hell is more efficient to use the bfg than the plasma rifle
This is where it becomes skill. Player positioning relative to enemy movement, picking the firing angle to envelope the most enemies possible (this is locked at the start of the firing cycle), and then in the case of 2 shotting cyberdemons it's all player skill.
The single best thing to practise order to get better at harder doom wads is bfg usage
Get more efficient with your bfg usage and so many fights get much easier
but there's no randomness
It is hard to find those circumstances for sure
They don't. The offset is not random
jesus
could you actually read my messages properly before mass pinging me
They do have vertical autoaim. Each tracer has its own independent autoaim
I'm referring to horizontal auto aim
every projectile in doom has vertical auto aim
Would you want horizontal autoaim?
If there's anything in doom to criticize, it's the unecesary horizontal autoaim that makes it all but impossible to lead shots with projectiles
For a 2001 wad, it holds up really well today
ooh it turned out the GZDOOM version I was using for VR was outdated and didn't have complevel commandline support. I can play Rust Jaws of the Earth with it now (and I also get better laser sight)
I'm probably gonna start Plutonia Revisited tomorrow though, I hadn't downloaded it yet
what if one day you wake up and you're in plutonia
"Help! I've been hit by the TNT Sector Truck and Isekai'd into Plutonia Map 07 as a Chaingunner hidden in a secret near the exit!"
also, why does doomguy have an 24 map unit staircase sidecut in the doom 2 TITLEPIC?
I am guessing it was Adrian Carmack's idea. He has the same haircut in DOOM 1 Episode 4's ending
i see then
i'll get instantly killed by chaingunners
death by 50 chaingunners, 12 revenants and 6 archviles
Thatās not enough chaingunners
Trust me the casalis were highly efficient with just half a dozen chaingunners at times
Catacombs anybody??
Did you know there was a series of novels based on the Doom games from the 90s? Let's just say they probably don't go how you'd expect.
0:00 Intro
2:17 Book 1 - Knee Deep in the Dead
6:44 Book 2 - Hell on Earth
10:42 Book 3 - Infernal Sky
17:43 Book 4 - End Game
26:08 My Thoughts on the Series
33:21 Other Doom Adaptations
To hear the first tw...
didn't know this was a thing
flynn taggart
I'm continuing through Plutonia Revisited, now I understand the title more since it genuinely does revisit a lot of the map ideas. Just went through Ghost Town 2.0
The larger number of map authors is also going to make for interesting contrast, map 2 was very tame compared to the others
what if one day you wake up and you're in <your house>
welp
ill be having a crisis if the walls become brutalist
and the cerberus from Blood shows up
Use a hyperlink
Plutonia Revisited is a very disappointing mixed bag. Some of the maps do justice to the name Plutonia, others make me question my life choices
Only in map 10
I have no idea what possessed the Casalis to spawn you in with a chaingunner literally right behind you
hatred I assume
I always thought Onslaught had a cyberdemon but thats a psx doom exclusive
or mp spawn
I think its PSX exclusive because thats the final level of Final Doom as a whole
Speaking of, what the hell possessed Williams (I think they made it) to take only 6 levels from Plutonia, and have one of them be Onslaught? Thats akin to a warcrime
Final doom psx was a bit dissappointing yeah
13 master levels theres no need for that
10 master levels 10 tnt and 10 plutonia would be better.
That aside I really love the PSX port of Doom, might be my favorited way of playing through the old doom
I know the more horror-y and atmospheric tone clicks with people, but I've never really enjoyed it. That, or Doom 64's
Doom's always felt more like a power fantasy to me, and I've played it far too many times to be afraid of it
I enjoy both. I enjoy Doom 3 but also enjoy the newer Dooms
I've gained an appreciation for Doom 3 on my most recent playthrough (especially Resurrection of Evil), but its still the black sheep of the family for me, in terms of how much I like it. Still above Doom 64 though
It's just a different type of game, it's not a power fantasy but more of a survival horror game where you're more on an even playing field with the enemy.
Doom levels the playing field in your favor and most survival horrors give the edge to the enemy
Sure, I get that. But thats quite unlike what I'm looking for in Doom also the shotgun is still a travesty
Doom 3 was also yelled at on release because of how dark it was, criticizing its actual ability to be a graphics showcase if you canāt actually see anything but nobody cares about that nowadays so time was kind to doom 3 in that regard
Or maybe not I heard bfg edition looks worse
And also probably to add some kind of extra danger to the level because PSX doom doesnāt have archviles
absolute garbage
I've never played BFG, because I was told it was way easier than the OG, and because the flashlight being a part of your suit, while convenient, ruins part of the atmosphere the game is going for
it is a very important mechanic in Doom 3, choosing between having a flashlight out and seeing down a dark corridor, or having a gun and being able to adequately defend yourself in said corridor
brutal doom in vr is so fucking fun
Oh I just found some Doomworld posts talking about a beta version of PL2 that had different levels
I doubt the server will let me post links
what if one day you wake up and you hideously destruct knee deep into the dead?
I'd be interested if you have it
That HUD is... something
thats hideous destructor default
I think they put more into the "hideous" part than the "destructor" part
Okay I'm being too rough on it, it's a pretty nice minimalist HUD, I just want to see all the juicy info laid out for me in the OG HUD
have you tried flexihud?
Nope, but just looked it up, looks quite modern, would work for modded gameplay but for base campaign I'd rather stick to the OG
26 minutes ago, Doomlover77 said: @thestarroverthe shareware supreme games ISO you uploaded was very good. I found a few doom wads I have not seen before when I looked at it this afternoon. will you be uploading any more old doom wads ? @Doomlover77 I will update the Coverdiscs collection soon. T...
Fire & Ice is a Power Fantasy addon for the latest version of Project Brutality (0.3.X), bringing fantasy weapons from other mods into PB's roster with a 50% chance to replace certain weapons in those slots. These weapons are overpowered and do not really consume much ammunition. Performance aside, Slaughter maps will be easier.
Slot 2 - PB03...
thank you kindly. This is very intruiging to a Plut 2 fanboy such as myself
Yo guys, I've finally tried a Doom wad and it was Harmony. I'm on level 6 and my opinion is very positive. Are community wads usually this good? Nothing was too easy or too hard besides the level I'm currently in, where there's a ton of bullet sponge enemies
I just watched some gameplay of the first level and was like "might as well give it a shot" and wasn't expecting much, but as you can see I'm mind blown
Lot of good wads out there, sounds like I should be playing Harmony though
I think it's really cool. The set pieces are pretty unique and the soundtrack ranges from "good" to "banging"
Are community wads usually this good?
Projects from the doom community range from better than anything made by a commercial games company to unplayable trash
With almost infinite variety in between
People usually donāt talk about the shovelware unless it is specifically about that and topics like preservation though, so it shouldnāt be hard to figure out what people like
Its pretty easy to discover what people like, yeah
Harmony, at least for me, is a diamond in the rough. It plays quite well for the most part and the levels are generally designed well. But a few exceptions drag the experience down somewhat
If you think this is stellar, you're gonna have a great time with other community wads
Damn, that honestly hypes me up! I hope the other fan expansions aren't too hardcore, as I'm pretty casual and play on "Hurt me plenty". I can totally see what you mean with the "diamond in the rough" part, as the level I'm currently at is a slog, while the prior ones were really fun and memorable from my point of view. Just hoping there aren't many more levels that spam Cyberdemon equivalents left and right without giving you much ammo
Ah, yes, like that illegal compilation of 1000 levels that some people are still trying to beat and upload to YouTube. I guess I'll just play top rated mods that aren't way too challenging for my taste (or feature excessive amounts of bs design)
āAre community wads this good?ā Of course, have you checked out Eviternity 2?
Why is it illegal?
Try the Doom Wolfenstein mod
Wolfenstein: Blade of Agony
Isnāt that a little too extreme to someone who just started playing custom maps?
Youre right
It was sold in stores by a company that wasn't id using stolen levels made by the community. Everything about it is plain wrong
But you Just have to try brutal Doom and Project brutality
Ah ok
Iād suggest playing something that is more vanilla, then work your up to boom, then mbf, to mbf21, and then some GZdoom mods
Are they on Doom + Doom 2? I'm a console player, as my laptop is exclusively reserved for high school work
And I just don't have the money or space for a gaming PC
Well, you can Play an old Version of brutal Doom on ps4
You dont need a gaming PC for those
Zdoom mods wonāt work for console sadly
I mean that I don't have a PC or laptop to play games on, I play on a PS5 and a Switch a friend of mine let me borrow
Ok. But Like i said you can Play an early version of brutal Doom on ps
Huh?
It makes it way more fun for me
But that brutal Doom Version only works with Doom 1 for some reason. If you start Doom 2, final doom or Other episodes it sends you straight Back to Doom 1
You can still play a crushing majority of custom content on a ps5 so, itās ight, I can suggest a lot that are beginner friendly
Can you send a me a link?
I'm open to suggestions. I have a preference for fan content that includes new weapons or enemies, but I'm willing to try more "vanilla" stuff as long as it isn't too hardcore or simply unfair by design
Struggle: Antaresian legacy is very good
new enemies and also re worked the arsenal
Also not too challenging
Alright, it's going first on my "to play" list. Just made a Google doc to keep track of good finds
Thanks for the recommendation! If anyone has a piece of fan content they want to recommend me, you can DM at any time (or post the message here so more people can see it, I guess)
I find it funny that one of my friends has a negative opinion of the Doom community, while I think think the majority of it is really cool and dedicated, which is always great to see
those are all 1994/95 levels, avoid them like the plague
I just want to point out that one of those shovelware compilations was actually released by iD themselves, ironically.
They used to be willing to skirt the limits of what they could do copyright wise (by that I mean supposedly some of the levels have copyrighted sounds, I don't know if they lifted any levels without permission)
Really? I thought their response to those compilations was the Master Levels (most of which I don't really like due to the excessive complexity of the map, that makes me feel completely lost in the worst sense)
Maximum Doom was bundled with Master Levels apparently 
The Master Levels also came bundled with Maximum DOOM
Funnily enough they made the MLs to combat WizardWorks, a company they later worked with
I didn't know since my first classic Doom was the Unity port
Damn, what did they do together?
they obviosuly aren't going to re-release MAximum DOOM again. Master Levels was at least something they curated properly even if from what I understand they did not make the best level choices
id (or maybe GT?) authorized a map pack they made named Q!ZONE
Is it Quake related? Due to the whole "Q" thing
Yes
oh I just remembered Maximum DOOM has levels that literally break and show off graphical corruption beyond even hall of mirrors because of vertices being put in wrong locations
Someone once said that most of the master levels looked as if the mappers wanted to brag about making a complex map instead of making it fun. I totally agree, as some maps while interesting in concept like the mansion one, are a pain for me to play, and I'm forced to either use a guide or keep wondering what to do now for the next 30 minutes
I like Express Elevator to Hell, tho
I hadn't played Master Levels since I don't own it
Just play Plutonia if you are going to play something old
it was done in 6 months by two brothers newish to mapping and its quality dwarfs so much of what was out at the time
I presume custom WADs are fair game for ID (or I guess now Bethesda/Microsoft) to just take and use as their own, legally
since they're fanworks of THEIR IP
the wiki says some of the levels have copyrighted sounds though, which is what I mean
iD be committing the same sins as Skunny
and I fully believe it since the glitched levels prove they didn't curate the package
ooooh. Thats unfortunate
but I assume no one will have their asses over this in 2025
when the master levels was an individual game on steam, it didnt include maximum doom (obviously, most of those levels would have been utter trash)
Interesting though as a consumer, the illegal (?) shovelware discs might have been some peopleās only way to get a lot of custom mods, especially with poor or no internet
I already played Plutonia. Some levels I really like, while others are very annoying. The final boss could have also been better, but it's not like classic Doom is full of quality boss fights (at least official ones)
oh yes. That's why there was a market for them



