The Clockwork Mansion

Underground Warehouse => Treasury => Castle Keep => Topic started by: ilpalazzo on March 07, 2007, 02:35:44 AM

Title: Best Doom Mod ever
Post by: ilpalazzo on March 07, 2007, 02:35:44 AM
http://www.destructoid.com/the-greatest-mashup-ever-made-super-doom-mario-30250.phtml
Title: Re: Best Doom Mod ever
Post by: llearch n'n'daCorna on March 07, 2007, 05:11:18 AM
ooo, now that's a cool mod.
Title: Re: Best Doom Mod ever
Post by: bill on March 07, 2007, 06:21:26 AM
Heh, I'm pretty sure TNC on DoomWorld gave that a bad review.
Title: Re: Best Doom Mod ever
Post by: Aridas on March 07, 2007, 07:25:28 AM
Well, it DOES need a lot of work, and it needs to use more original art (I'm HOPING what i'm seeing is too familiar for a reason)
Title: Re: Best Doom Mod ever
Post by: Tapewolf on March 07, 2007, 07:35:21 AM
I may have to give that one a go.  Now I'm trying to think of what my favourite WAD was. 

I've recently completed Darkgate again, which has some memorable moments IMHO.  Mak's Doomdom was the first one I ever saw that had replacement sounds and textures(UAC doors with 'MAK' sprayed on them etc).  Jim Flynn did a lot of good stuff, like 'Tower' and 'Oracle', but I think my overall favourite has to be the Cleimos series - they worked quite hard to give it some kind of plot.
Title: Re: Best Doom Mod ever
Post by: Turnsky on March 07, 2007, 10:42:30 AM
i still think the greatest mod ever devised was the duct tape mod, as it was SO DAMN USEFUL!  :mowtongue
Title: Re: Best Doom Mod ever
Post by: Ryudo Lee on March 07, 2007, 10:47:53 AM
That looks awesome!

My favorite wad was called "extreme doom" or something along those lines.  They took the original levels and made them a lot harder by adding extra secret areas that dumped more and more baddies at you.  Seriously.  On ultra violent, e1m1 has a few cacodemons in it, if I remember correctly.
Title: Re: Best Doom Mod ever
Post by: llearch n'n'daCorna on March 07, 2007, 10:56:54 AM
My personal favourite was the "infinite ammo" cheat. - not idkfa, but the one that removed the recoil on every weapon, and made every clip max you to 32,000 rounds.

You could fire the BFG as fast as the unedited plasma rifle. :-)

(Admittedly, I've always sucked at FPS...)
Title: Re: Best Doom Mod ever
Post by: Tapewolf on March 07, 2007, 11:26:10 AM
Quote from: llearch n'n'daCorna on March 07, 2007, 10:56:54 AM
My personal favourite was the "infinite ammo" cheat. - not idkfa, but the one that removed the recoil on every weapon, and made every clip max you to 32,000 rounds.  You could fire the BFG as fast as the unedited plasma rifle. :-)

I could discuss this all day, but frankly, that's amateur stuff.  >:3

My brother (and to a lesser extent me) created a patch to make the game harder.  Imps with BFGs, the Baron of Hell shooting pink blobs that would even kill you in God Mode, barrels that slowly creep up to you and then explode, and we changed the cacodemon close attack into the BFG as well, complete with the "PUR-I-FY!" sample I ripped from Zardoz, and the spectres were visible but launched a souped-up and more accurate version of the Revenant missile at you when they died (this was in Doom 1, by the way - most of the effects were powered by the dormant Doom 2 creature code in 1.666 and above).
I also made an unreleased Doom 2 version where the Hell Knight did a rapid-fire thing with it's firebolts.  It never moved, but always faced the player, shooting an endless barrage of deicidal fire.  I nicknamed it 'the eraser'.  I'll have to see if I can do a video grab of it because it's quite something to behold, especially if you dance around and get it to vapourise all your enemies like I did last week.

The weapons were fun, we had so many ideas, but eventually we settled on: recoilless pin-point accurate pistol, rapid-fire shotgun based on the RF Skorpion from System Shock, the Instant Discharge Cannon (which fired all its rounds simultaneously and could usually take down a Cyberdemon with one shot), the rad rockets and the radiation mines which sat there for a few minutes and damaged anything which came too close.  The BFG was transformed into the 'Blessing Cannon' which did 2 billion damage points and as every programmer will know, this often wrapped around to -2 billion depending on the damage modifier.  Thus it would either bless or curse an enemy, leaving them immortal or turning them straight from matter to energy.

I also did a series of high-energy death sequences to replace the 'slopping' where the imps and sergeants would turn blue and vanish like the star-trek phasers.  The troopers would sort of inflate and then burst.
More normal death sequences involved the trooper's torso and head flying into the air while his legs fell over, the demons splitting down the middle like a broken vase, and the imps shrinking away to nothing.

A failed experiment involved the 'kneejerk soldiers' where my brother replaced the pain code pointer with the attack one, so they had an instant attack response.  The problem was if one attacked another the game went into a loop that only ended when it ran out of memory.

I also have a WAD which implements AND, OR and NOT gates (using imps as the data bits).  I really must get back to that, since my ultimate goal was to produce a full-adder.
Title: Re: Best Doom Mod ever
Post by: llearch n'n'daCorna on March 07, 2007, 12:02:10 PM
Quote from: Tapewolf on March 07, 2007, 11:26:10 AM
Quote from: llearch n'n'daCorna on March 07, 2007, 10:56:54 AM
My personal favourite was the "infinite ammo" cheat. - not idkfa, but the one that removed the recoil on every weapon, and made every clip max you to 32,000 rounds.  You could fire the BFG as fast as the unedited plasma rifle. :-)

I could discuss this all day, but frankly, that's amateur stuff.  >:3

I believe I mentioned my skill level at FPS.

Let's clarify: I played a game of Q1, IIRC, against a fellow on our LAN at home. He was using the axe, I was using everything I could lay my hands on.

He won, 20 to -3

It's humiliating being circle-strafed with the axe, it really is... ;-]
Title: Re: Best Doom Mod ever
Post by: bill on March 07, 2007, 02:54:07 PM
I really only play the IWADs. Seriously, I have yet to see a Doom level that's a bigger PITA than E4M1. First level, several Barons, and NO HEALTH? Not to mention that it's followed by E4M2, probably the most difficult level in any IWAD.
Title: Re: Best Doom Mod ever
Post by: Aridas on March 07, 2007, 04:59:36 PM
Quote from: BillBuckner on March 07, 2007, 02:54:07 PM
I really only play the IWADs. Seriously, I have yet to see a Doom level that's a bigger PITA than E4M1. First level, several Barons, and NO HEALTH? Not to mention that it's followed by E4M2, probably the most difficult level in any IWAD.
Or maybe you just suck :3
Title: Re: Best Doom Mod ever
Post by: bill on March 07, 2007, 06:03:53 PM
You try E4M1 on UV.  :cry


*low self esteem*
Title: Re: Best Doom Mod ever
Post by: ilpalazzo on March 07, 2007, 06:23:43 PM
I can't find this mod. :*(
Title: Re: Best Doom Mod ever
Post by: Aridas on March 07, 2007, 08:15:46 PM
Quote from: BillBuckner on March 07, 2007, 06:03:53 PM
You try E4M1 on UV.  :cry


*low self esteem*
I played through all four episodes on UV.
Title: Re: Best Doom Mod ever
Post by: bill on March 07, 2007, 08:19:41 PM
Can you humor me, and say that Episode 4 was hard?  :<
Title: Re: Best Doom Mod ever
Post by: Aridas on March 07, 2007, 08:21:13 PM
Quote from: BillBuckner on March 07, 2007, 08:19:41 PM
Can you humor me, and say that Episode 4 was hard?  :<
Episode 4 was h.... h.. ha.. Episode 4 was hhhhha.. haaa... hard.... to lose at!
Title: Re: Best Doom Mod ever
Post by: bill on March 07, 2007, 09:09:59 PM
Oh no!  :cry

Everyone, if you don't ever hear from me again, you know who to blame.  :<
Title: Re: Best Doom Mod ever
Post by: Darkmoon on March 07, 2007, 11:53:20 PM
Quote from: BillBuckner on March 07, 2007, 06:21:26 AM
Heh, I'm pretty sure TNC on DoomWorld gave that a bad review.

Eh, it's not hard to see why. It's just a graphics and sound hack, which, while interesting, loses it's cool factor after the first couple of minutes.

The level itself is uninspired.  central hub room with hallways that come off the sides? It's not hard to figure out where you're going in a place like that. "Hrm, I haven't been through this hallway yet. I wonder where I should go...?" There's no maze, no mystery.

As for enemy and weapon placement, it's just weak. Try a little creativity. Don't just put 80 of the same object in a room.

Bleh.
Title: Re: Best Doom Mod ever
Post by: ilpalazzo on March 08, 2007, 12:23:05 AM
The level was Doom 2 "Tricks and Traps" and thats how it originally was. it was one of the earlier levels thus the simplicity and abundance of ammo.
Title: Re: Best Doom Mod ever
Post by: Aridas on March 08, 2007, 12:27:28 AM
He cheated a few times, too. He used the jump button, for one. Real Doom has no jump button.
Title: Re: Best Doom Mod ever
Post by: bill on March 08, 2007, 06:12:32 AM
Yeah, well, zDoom needs a jump button so it can support Strife.
Title: Re: Best Doom Mod ever
Post by: Tapewolf on March 08, 2007, 06:16:16 AM
Quote from: BillBuckner on March 08, 2007, 06:12:32 AM
Yeah, well, zDoom needs a jump button so it can support Strife.

It supports Strife?  Excellent!  I wanted to play that again, but it won't work properly in DOSbox.
Title: Re: Best Doom Mod ever
Post by: Aridas on March 08, 2007, 04:47:31 PM
Quote from: BillBuckner on March 08, 2007, 06:12:32 AM
Yeah, well, zDoom needs a jump button so it can support Strife.
And that wasn't strife. Jumping to avoid his dumbass mistake is a no no >.>
Title: Re: Best Doom Mod ever
Post by: Blazehawk on March 14, 2007, 11:32:47 PM
Quote from: Tapewolf on March 08, 2007, 06:16:16 AM
It supports Strife?  Excellent!  I wanted to play that again, but it won't work properly in DOSbox.

Oddly, it seems to run great for me just running it in WinXP, there's just no music.  :U I've used Vavoom to run it with all the bells and whistles, there's also svstrife but it doesn't work for me for some reason.
Title: Re: Best Doom Mod ever
Post by: Arcalane on March 15, 2007, 01:50:53 AM
Quote from: BillBuckner on March 08, 2007, 06:12:32 AM
Yeah, well, zDoom needs a jump button so it can support Strife.

I believe (no, in fact, know) that ZDaemon (http://www.zdaemon.org/) supports jumping. :B
Title: Re: Best Doom Mod ever
Post by: Tapewolf on March 15, 2007, 05:16:43 AM
Quote from: Seraline on March 14, 2007, 11:32:47 PM
Oddly, [Strife] seems to run great for me just running it in WinXP, there's just no music.  :U I've used Vavoom to run it with all the bells and whistles, there's also svstrife but it doesn't work for me for some reason.

I'll have to look into svstrife, but if I wanted it to run without sound, I'd just use DOSemu.  Last time, I booted back into DR-DOS, but I might not be able to do that in future, when I have to get rid of the motherboard with the ISA slot.
Title: Re: Best Doom Mod ever
Post by: bill on March 15, 2007, 06:13:03 AM
svStrife is shit. You get the same 1-slot save system, and it crashes frequently. zDoom's a world better.

Quote from: Sheridan on March 15, 2007, 01:50:53 AM
Quote from: BillBuckner on March 08, 2007, 06:12:32 AM
Yeah, well, zDoom needs a jump button so it can support Strife.

I believe (no, in fact, know) that ZDaemon (http://www.zdaemon.org/) supports jumping. :B
Makes sense, given that it's based on zDoom.  :B
Title: Re: Best Doom Mod ever
Post by: Tapewolf on March 17, 2007, 09:24:47 PM
Quote from: RyudoLee on March 07, 2007, 10:47:53 AM
My favorite wad was called "extreme doom" or something along those lines.  They took the original levels and made them a lot harder by adding extra secret areas that dumped more and more baddies at you.  Seriously.  On ultra violent, e1m1 has a few cacodemons in it, if I remember correctly.

There was something a bit like that called 'Doominator' where they took the original levels and extended them considerably.  There were also a couple of very early wads which were made with DEU 4.  For those who've forgotten or never knew, DEU 4 was a very early editor, from before anyone understood how the Doom BSP generation worked.  In practical terms, DEU 4 could do anything except move the walls.
There is a level which I call 'Super16' - this was based on E1M6 and is structurally identical (owing to the limitation against moving walls) but in spite of this handicap, they have changed the heights and wall properties so much that it's essentially a completely different level.

Anyway.  I've just completed the 'JCM' wad - a bizarre yet strangely addictive episode where most of the levels are constructed in the shape of J. C. McKnight's initials.  This sounds like a recipe for disaster and in most cases it would be, but somehow he managed to pull it off, and it's one of my firm favourites.

(http://i89.photobucket.com/albums/k216/tapewolf/scraps/jcm18.png)
http://i89.photobucket.com/albums/k216/tapewolf/scraps/jcm18.png
Title: Re: Best Doom Mod ever
Post by: Ryudo Lee on March 28, 2007, 02:52:05 PM
I recently picked up (and got working) jDoom, which came bundled with a bunch of enhancement packs for Doom, Heretic, and Hexen.  It supports jumping, and then some.  Only problem is that it has terrible support for my video card and so I have to use software rendering for the 3d models it uses.
Title: Re: Best Doom Mod ever
Post by: Tapewolf on March 28, 2007, 03:58:47 PM
Quote from: RyudoLee on March 28, 2007, 02:52:05 PM
I recently picked up (and got working) jDoom, which came bundled with a bunch of enhancement packs for Doom, Heretic, and Hexen.  It supports jumping, and then some.  Only problem is that it has terrible support for my video card and so I have to use software rendering for the 3d models it uses.

I played Hexen through that once.  It wasn't quite the same, which was a wee bit disappointing.  One of the subtle differences between Hexen and Heretic is that if you die particularly messily, your head comes off.  It was possible to do various fun little things with that, like making sure you explode on top of a cliff so your head falls down the ravine.
I don't think any of the replacement engines I've seen so far support that :(
Title: Re: Best Doom Mod ever
Post by: superluser on March 28, 2007, 09:49:37 PM
Best ever?  Not sure, but psdoom must be up there (http://www.cs.unm.edu/~dlchao/flake/doom/).  I wonder what happens if you kill psdoom from inside psdoom.
Title: Re: Best Doom Mod ever
Post by: Tapewolf on March 29, 2007, 06:05:22 AM
Quote from: superluser on March 28, 2007, 09:49:37 PM
Best ever?  Not sure, but psdoom must be up there (http://www.cs.unm.edu/~dlchao/flake/doom/).  I wonder what happens if you kill psdoom from inside psdoom.

I used it to kill the windowing system.  That was kind of funny  >:3
I still think it would be better if the processes fought back, preferably with infighting...
Title: Re: Best Doom Mod ever
Post by: superluser on March 29, 2007, 11:12:24 AM
Quote from: Tapewolf on March 29, 2007, 06:05:22 AMI still think it would be better if the processes fought back, preferably with infighting...

I had been under the impression that they did.  Otherwise, how would the user get to less than 100% health in some of the shots?

Of course, you've played it.  I haven't, so...
Title: Re: Best Doom Mod ever
Post by: Tapewolf on March 29, 2007, 11:18:20 AM
Quote from: superluser on March 29, 2007, 11:12:24 AM
Quote from: Tapewolf on March 29, 2007, 06:05:22 AMI still think it would be better if the processes fought back, preferably with infighting...

I had been under the impression that they did.  Otherwise, how would the user get to less than 100% health in some of the shots?

Standing in the acid, for one.  And yes, I have played it, but not since it came out, which was last century so I can't remember every little detail  >:3

I have a vague feeling they do a simple one-for-one attack - certainly they don't fight you like in the original, at least they default to milling around, running through walls and so on.

I'll have to give it another go.