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DooM MOD Ideas

I came up with a couple of awesome ideas for DooM MODs this summer that as far as I know somehow still haven't been created! I contemplated looking up some brilliant WAD/MOD authors to see if they could make them reality, but as I still haven't gotten around to it I'm opting to just post them here.

If you happen to be one of those brilliant people who might be able to breath some life into these ideas, please do so! I'd love to get credit where it's overdue, but more importantly: I'd love to play the game with these features enabled! So if you do something with these ideas, know someone who has or know someone who can, do let me know. Without further ado, the ideas:

Showdown/Kill em All - One final level after boss level where all foes you didn't kill earlier in game levels (bonus if: applicable to both official episodes and custom wads/megawads) spawn. Alternatively they could spawn in the final level, right after the boss, or at the beginning, as if they're doing one last attempt at killing you off for good. Makes 100% (or as close as possible) kills on each level a bit more rewarding, as it'll all be part of the overall challenge.

Free Roam - Skip transitions between levels. Make all levels connected, so that you can go back to past levels to collect weapons/ammo, kill off enemies, etc, by simply moving through the exit doors. Kills, Items; Death stats are counted accumulatively for entire wad or megawad. Optionally, to make for continuity: if you die, you spawn at the start of current level, with a certain weapon/ammo penalty (you don't lose everything).

Playin' Doom

I played some DooM some time, the entire four episodes of the first game, the secrets levels too, and I sequentially screencapped the voyage for future viewing. The port in use is probably Risen3D, though I've experimented with plenty. Enjoy the venture!

Fireball!

Getting That Good Vantage Point

Toxin Refinery DONE

Toxin Refinery DONE

Military Base DONE

Command Control

(more…)

GBA DooM

One rare rainy day this summer passed, I decided to play through DooM on GBA - again. I decided to just run through it once without dying, and that'd be it, but of course I ended up dying anyway... on the last episode... and had to repeat my attempt a few times. I get compulsive like that. Thought I'd post some observed differences between the PC and GBA version of this game, along with stats for my first two attempts. No idea what happened to the stats for the third or fourth - I did eventually complete the whole game!

The Differences on GBA:

- Hardcore Ultra-Violent mode is now nightmare, and there's No Nightmare!
- Certain level areas and details have been removed.
- Certain levels are new, like E2M8/E3M8 (boss levels) and E3M1.
- There are less textures (removed textures are replaced with common ones), power-ups (light goggles for example are missing) and enemies (the Cyberdemon and Spider Mastermind are gone)
- The Enemy AI and damage system is a bit more predictable. For example: you can only kill an imp with one shit when standing still (with 1 shotgun shell).
- There are no transitions betweens episodes, and you keep both weapons and ammo.

Conclusively: it's shorter and easier, a decent port - but with no improvements. And btw, upon returning and doing some research, it seems the GBA version is based on the port made for Jaguar! It's a rather unique build, and of course all the differences above (and more) are already documented elsewhere. If you want more: Google.

My Trial Run:

The plan was this: nightmare mode, no saves, no breaks, and try to kill as many bad guys as possible.

Night 1

EP1 - 43m / over 92% kills / no deaths
EP2 - 50m / over 93% kills / no deaths
EP3 - 4m / 100% kills / 1 death on lv2

Night 2

M1 - 1:46 / 100%
M2 - 5:19 / 94%
M3 - 6:38 / 100%
M4 - 5:94 / 98%

Night 3/4?

Aw Yeah! Game OVER!

That's all.

Dubstepping Doom

Just had to share. :)

Doomguy On A Cloud

Doomguy On A Cloud

Courtesy of camily8. :)

Brutal Doom

Brutal Doom

So I played through Brutal Doom this weekend... or rather, I played through the original Doom games with this mod installed. I've stumbled upon this mod earlier, but this is the first time I tried it, and I was surprised! Why? Well because it was good.

To say it's just about making the game more brutal is an understatement. Sure, there are new gibs, there are added animations specifically made for death scenes, incredible amounts of blood splatter on walls and floors and even on the screen to enhance the gore. My first impression wasn't entirely positive, it felt like there was almost too much. Having played the original game for so long I guess I've adapted to the original level of gore, but it look less time that I'd expected to adapt to this significant increase.

Maybe this was because I kept finding other details that added to the gaming experience. Walking up to an Imp to get a clean blast with a shotgun prompted it to pounce towards me and slash frenatically with its claws, doing a great deal of damage. The first Cacodemon I encountered fired a flickering burst of light, followed by yet another one, just as I was automatically moving back into the path of this projectile to avoid the next one. When I ran into a Hell Knight I was completely unprepared when green plasma was hurled in not just one but three beams. And even after I'd shot down the lot of zombie officers in the first level, and turned my back on them, someone kept burrowing their bullets into my spine. Turns out it was a particularly stubborn zombie, shooting at me from a slouched down position. The renevants are especially troublesome, and the masterminds gattling gun fires with an intensity that'll make mince meat out of ya if you stray in the line of fire.

In a way this mod took me back to the old days and my first years playing the game, because there was once again an element of the unknown included. I do know most of the levels on the back of my hand, but it was still a new experience with the enemies not reacting to attacks with the same patterns as I seem to have imprinted into my mind after long sessions of Dooming. With this mod it feels like I can re-play all WADs I've previously attempted and get something new out of all of them! It's not just an increase in gore, it's an increase in complexity, of the AI, of navigating the levels, of avoiding exploding barrels with a vengeance because when they blow they'll do more than crack your visor (another new feature, cool!).

Playing the game together with a port adds to the experience, as you can aim freely, zoom in with certain weapons, reload and shoot at heads to deal greater damage. And you can't play the mod without a ZDoom compatible port anyway, so it's all one big package of enhancement and added challenge. We take so many of these elements for granted in modern games, but consider that Doom was fun even without them. Even when you didn't need to keep track of how many shots you fire or watch out so that a Cacodemon won't float up behind you and swallow you whole, it was fun to play. Imagine how fun it'll be now! :)

I'm probably hyping this up more than I should, but I liked it. If you feel like getting back to Doom the link's at the top of the page... you'll have to find the WADs yourself though. :P Also, the Doom page has been updated a bit. I'm revamping the download system btw so at the moment not all downloads may display, more on that later. Happy gaming!

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