This is pretty interesting:
Finished Eviternity 2, and I have a lot to say because while it obviously has an incredible level of polish and effort, I found I really didn't like it as much as I expected.
In general I found a lot of the levels overly long and not terribly eventful. The word I want to use to describe them is grindy, it feels like a fairly constant amount of fighting and enemies without much ebb or flow to it aside from a few final fights of levels. For that first 90% of levels its almost always a bit on the easy side without many memorable moments.
Eviternity 1 was also a bit easy most of the time (though I think 1 was still harder than 2), but where in E1 I was able to use fast monsters to make things difficult its not really an option for E2. This is because they didn't program the monsters to properly adjust to fast monsters. In E1 this had a few problems with new monsters (nightmare pinkies weren't faster (which is kind of fine since they are already faster than base pinkies), and the asrtal cacodemons were kind of buggy and didn't attack much), but in E2 there are more new monsters that don't adjust and the old new monsters are used way, way more. Especially the astral cacodemons. There's also a LOT of hitscanners everywhere in this wad so fast monsters would probably be more annoying than anything. In fact it kind of feels like there's too much variety of monsters, sort of like an inverse-Plutonia thing where rather than focus on the hard stuff most encounters throw everything piecemeal at you and not much is done with level design to make these enemies difficult.
A few things I did appreciate: 1. A lot of the levels especially early on giving you that "hot start" where you gotta figure out a place to go that's safe without attracting new enemies. This is where the "constant enemies everywhere" actually works in the wad's favor, the problem is it doesn't work if you stretch it out for 20 mins. 2. The lack of a BFG for most levels, making the plasma gun a reliably useful part of your arsenal. In a huge amount of doom maps plasma ammo feels like it should be reserved for the BFG when you find it, but the number of levels I found a BFG on was countable on one hand. 3. Around half the levels do have a a good, decently tough fight, it's just that it often requires half an hour before you can see it.
Overall I like most of the new enemies.
The nightmare pinkies are back and are used really well, just a few in places where you want to use rockets but need to be careful to avoid blowing yourself up on them. Not a terribly complex enemy but it does its job in a way that normal pinkies can't, because if you doubled the amount of pinkies you'd crowd the fight and make it unmaneuverable.
Astral Cacodemons are also returning from E1 and are really just annoying and the one enemy type I don't terribly like. Unfortunatly they are also one of the most used. Their stupid movement is just unpredictable and messes up your planned movement in a way that usually ends up in you immediately dying to either a face rocket or their triple attack all hitting you at once. You can't really react to them on the fly, just have to immediately focus them down wherever you see them. It doesn't help when they start silently appearing from some hidden alcove and the level is dark and you just get screwed without foreknowledge. The fact that they fly also makes it quite hard to start infighting with them. Ditto for Nightmare cacodemons which are just worse.
Uber-barons of hell are also back, but lose their hitscan for a projectile. Much better than before. Still find it kind of annoying how quickly they fire, think it could be slowed down by a few frames. It's quite hard to play peekaboo with them in close quarters (esp dark) areas without catching a rocket to the face.
Green hell knights don't have much too them other than more damage. They infight a lot better than normal hell knights but have about the same HP I think so they go down fairly quickly. They also aren't used widely when they really should, they are pretty interesting and fair to fight when combined with other enemies.
Uber-spidertrons and Macubi (not sure on the correct name) are both kind of upgunned and uphealthed versions of the originals. They tend to be great fun to fight because they cause even more infighting and absolutely annihilate hordes of enemies while being strong enough to not die immediately to the counterattack. Even Cyberdemons go down quick to them. I feel they are a bit underused, would have liked to see more of them.
The new soldier-type enemy are a great addition. Basically feels like a fast monsters imp, since they have a very fast projectile that shoots often but is stil dodgeable. Only annoying part is that they drop... 1 armor packs. Cmon, give me chaingun ammo plz.
Veilimps are... interesting. Feels like a pretty low tier enemy that is also underused, they are barely better than imps but get introduced so much later than all the other enemies. You'd be forgiven for thinking they are some kind of uber-archvile when you first see them but no, they are pretty much just imps that go invisible when not attacking. I guess if they were used a lot they'd lead to issues with facerocketing yourself on invisible things though so maybe its good that they are used sparingly.
The Necromenace is definitely interesting with his ability to resurrect things all around him. The fatal weakness though is... the same gun that you use to kill him (plasma rifle) is also the best weapon for killing the resurrecting spirits, so you kind of just keep spraying and he dies? I think you only fight him 2, maybe 3 times. Would be way more interesting to be used in a bigger fight.
The new gun (penetrator? Cant recall name atm) is stupidly overpowered. Takes 25 bullets per shot but kills an archvile, or a lot of smaller enemies. I only found it in secret levels, but if you can get it in normal levels through secrets or aren't playing by pistol start rules and carry them over from secret levels then I can't imagine how the game doesn't becomes utterly trivialized by having it. Keep in mind that most of these levels never go so far as to give you a BFG, and this thing not only uses bullets, but does so exeedingly efficiently. Even Cyberdemons fall in like 4-5 shots.
One decision I found curious was that Lost Souls had their HP nerfed, by about half I think. They die reliably to a regular shotgun blast. As first I liked the wad for this (not that other wads haven't made the same change), but then as I played I found that none of the levels ever really used Lost Souls or Pain Elementals very much. This would have been a great excuse to make the Pain Elemental a fairly standard enemy but they just... didn't. And I'm not sure why.
Episode 1 is just too easy. I appreciate that it's "cool" that map 1 is a retread of one of the last levels of Eviternity 1 but its far too drawn out and boring. Still likethe overall environment theme, which is the last episode of Eviternity 1 but made dreary with dark and hellish skies and all.
Episode 2 I *LOVE* the theme of the outdoors levels, which give off an Aztec vibe. I'm almost tempted to replay map 7 just because of the visual aesthetic (also a pretty good final fight). The outdoors levels also tend to let you kind of go anywhere and do things in any order you want. The indoors levels, unfortunately, aren't that interesting visually and are way too dark. Map 6 is a bit annoying with ammo starvation.
Episode 3 I *LOVE* the outdoors theme again. Map 11 is "Titan", so I guess its supposed to be a semi-terraformed colony there. It's uniquely kind of alien but still very earthlike, and you can tell that it's not natural but a place intentionally built to be beautiful and for colonists to live in. Map 11 also has great gameplay right from the start, I love maps which give an interesting twist like this where you start off with just a rocket launcher and have to do a bunch of work to get your other weapons. Most maps in this wad would be way more palatable to replay if they started off with a banger rather than ending with it. Map 12 is another pretty good one, slightly less beautiful but lots of path options, not too long, and the final fight is a pretty cool spectacle. Map 13 is meh, a lot less beautiful and more dreary looking, nothing too interesting. Map 14 is way too long and has... puzzles. Puzzles that are cool to see that you can do in Doom but not at all interesting to actually complete, even if they only take a few minutes apiece. Map 15 is also a bit dreary and not too interesting aside from the introduction of the veilimp which is quite the letdown when you realize how easy they are to fight.
Episode 4 I'm kind of ambivalent about. It's got a sort of... medievel village theme? Not very interesting. A lot of long drawn out levels without a ton happening for most of your time. Map 20 introduces the green hell knights and has a pretty cool final battle that uses a lot of the new enemies, which is quite a rarity in this wad.
Episode 5 I'm heavily biased against because I really hate the snow theme. It just doesn't feel right for doom, with hellish enemies throwing fireball and all, and I don't like the snowy foggy distance effect thing either. Didn't like it in Eviternity 1 either and thought it was the low point of the whole wad. Most of these levels feel indistingiushable, just the continually overly long and drawn out levels with too much to fight through. Seriously if I gave you a screenshot of any random room from these levels you'd probably not be able to tell which one it was. Breaking the mold is map 24, which while the longest of them all contains several excellent fights that would not be out of place in a truly designed-for-difficulty mapset and a novel ending challenge. Map 25 is a boss map which is pretty simple once you understand the Necromenace.
Episode 6 I like the overall look of but it's WAY TOO FUCKING DARK. I feel like these maps are designed to be played with a gamma level of like 1.3-1.4, not 1.0. Map 26 is an interesting "puzzle" map, but its doom-related puzzles rather than arbitrary stolen from outside sources puzzles like map 14. Individually they are interesting but collectively they take just too much time to get through. The final fight is set up to be an epic battle vs. a thousand enemies but the room is just too big, you can strafe around them too well, and the overpowered new enemies clear everything too quickly. It's more of just a bullet hell spectacle than a real challenge. Rest of the levels continue the formula of being a bit overly long and not challenging outside of some final battles.
Final boss is really cool, one of the few times I've thought that an FPS boss battle was actually well designed. Only downside is that unlike Eviternity 1 there's no awesome monster menagerie to fight along with it and watch the boss murder legions of trash.
Secret levels are a mixed bag, 1 per episode. 31 isn't that interesting except that its one of the few indoors maps that I think looks pretty good. 32 isn't hard but the final fight has a cool gimmick (you can choose when to electrify the ground and kill everything... which obviously makes it way too easy, I didn't even need to do it a second time). 33 is a speed running gimmick I couldn't finish. 34 has the one good use of veilimps in the wad with 2 archviles behind a horde of them and I was out of rocket ammo. Map 35 has a really, really cool gimmick wasted on a pathetically easy level. Map 36 is the epitome of a way too long level that with a bunch of fights that are way too easy once you have a basic understanding of how they work, though it gets props for a sort of inverse of the Sunlust map 29's archvile carosel which is a novel idea.
Overall, my main benchmark for rating a WAD above a 6/10 is how many of the levels I want to replay when I load up the wad a second time and most of the levels in Eviternity 2 just don't hit that threshold, so I'm rating it 6/10, with a difficulty of 4/10 to 7/10. I will say that if this was released 10-20 years ago it'd be an easy 8/10, but I feel standards should be higher for a major 2024 wad with this many authors and all this custom content as opposed to stuff released in the early 2000s by one or two dudes making the whole mapset. It also hurts it a lot that fast monsters isn't a viable option (what I normally use for older and/or easier wads).
Eviternity is awesome.Finished Eviternity 2, and I have a lot to say because while it obviously has an incredible level of polish and effort, I found I really didn't like it as much as I expected.
In general I found a lot of the levels overly long and not terribly eventful. The word I want to use to describe them is grindy, it feels like a fairly constant amount of fighting and enemies without much ebb or flow to it aside from a few final fights of levels. For that first 90% of levels its almost always a bit on the easy side without many memorable moments.
Eviternity 1 was also a bit easy most of the time (though I think 1 was still harder than 2), but where in E1 I was able to use fast monsters to make things difficult its not really an option for E2. This is because they didn't program the monsters to properly adjust to fast monsters. In E1 this had a few problems with new monsters (nightmare pinkies weren't faster (which is kind of fine since they are already faster than base pinkies), and the asrtal cacodemons were kind of buggy and didn't attack much), but in E2 there are more new monsters that don't adjust and the old new monsters are used way, way more. Especially the astral cacodemons. There's also a LOT of hitscanners everywhere in this wad so fast monsters would probably be more annoying than anything. In fact it kind of feels like there's too much variety of monsters, sort of like an inverse-Plutonia thing where rather than focus on the hard stuff most encounters throw everything piecemeal at you and not much is done with level design to make these enemies difficult.
A few things I did appreciate: 1. A lot of the levels especially early on giving you that "hot start" where you gotta figure out a place to go that's safe without attracting new enemies. This is where the "constant enemies everywhere" actually works in the wad's favor, the problem is it doesn't work if you stretch it out for 20 mins. 2. The lack of a BFG for most levels, making the plasma gun a reliably useful part of your arsenal. In a huge amount of doom maps plasma ammo feels like it should be reserved for the BFG when you find it, but the number of levels I found a BFG on was countable on one hand. 3. Around half the levels do have a a good, decently tough fight, it's just that it often requires half an hour before you can see it.
Overall I like most of the new enemies.
The nightmare pinkies are back and are used really well, just a few in places where you want to use rockets but need to be careful to avoid blowing yourself up on them. Not a terribly complex enemy but it does its job in a way that normal pinkies can't, because if you doubled the amount of pinkies you'd crowd the fight and make it unmaneuverable.
Astral Cacodemons are also returning from E1 and are really just annoying and the one enemy type I don't terribly like. Unfortunatly they are also one of the most used. Their stupid movement is just unpredictable and messes up your planned movement in a way that usually ends up in you immediately dying to either a face rocket or their triple attack all hitting you at once. You can't really react to them on the fly, just have to immediately focus them down wherever you see them. It doesn't help when they start silently appearing from some hidden alcove and the level is dark and you just get screwed without foreknowledge. The fact that they fly also makes it quite hard to start infighting with them. Ditto for Nightmare cacodemons which are just worse.
Uber-barons of hell are also back, but lose their hitscan for a projectile. Much better than before. Still find it kind of annoying how quickly they fire, think it could be slowed down by a few frames. It's quite hard to play peekaboo with them in close quarters (esp dark) areas without catching a rocket to the face.
Green hell knights don't have much too them other than more damage. They infight a lot better than normal hell knights but have about the same HP I think so they go down fairly quickly. They also aren't used widely when they really should, they are pretty interesting and fair to fight when combined with other enemies.
Uber-spidertrons and Macubi (not sure on the correct name) are both kind of upgunned and uphealthed versions of the originals. They tend to be great fun to fight because they cause even more infighting and absolutely annihilate hordes of enemies while being strong enough to not die immediately to the counterattack. Even Cyberdemons go down quick to them. I feel they are a bit underused, would have liked to see more of them.
The new soldier-type enemy are a great addition. Basically feels like a fast monsters imp, since they have a very fast projectile that shoots often but is stil dodgeable. Only annoying part is that they drop... 1 armor packs. Cmon, give me chaingun ammo plz.
Veilimps are... interesting. Feels like a pretty low tier enemy that is also underused, they are barely better than imps but get introduced so much later than all the other enemies. You'd be forgiven for thinking they are some kind of uber-archvile when you first see them but no, they are pretty much just imps that go invisible when not attacking. I guess if they were used a lot they'd lead to issues with facerocketing yourself on invisible things though so maybe its good that they are used sparingly.
The Necromenace is definitely interesting with his ability to resurrect things all around him. The fatal weakness though is... the same gun that you use to kill him (plasma rifle) is also the best weapon for killing the resurrecting spirits, so you kind of just keep spraying and he dies? I think you only fight him 2, maybe 3 times. Would be way more interesting to be used in a bigger fight.
The new gun (penetrator? Cant recall name atm) is stupidly overpowered. Takes 25 bullets per shot but kills an archvile, or a lot of smaller enemies. I only found it in secret levels, but if you can get it in normal levels through secrets or aren't playing by pistol start rules and carry them over from secret levels then I can't imagine how the game doesn't becomes utterly trivialized by having it. Keep in mind that most of these levels never go so far as to give you a BFG, and this thing not only uses bullets, but does so exeedingly efficiently. Even Cyberdemons fall in like 4-5 shots.
One decision I found curious was that Lost Souls had their HP nerfed, by about half I think. They die reliably to a regular shotgun blast. As first I liked the wad for this (not that other wads haven't made the same change), but then as I played I found that none of the levels ever really used Lost Souls or Pain Elementals very much. This would have been a great excuse to make the Pain Elemental a fairly standard enemy but they just... didn't. And I'm not sure why.
Episode 1 is just too easy. I appreciate that it's "cool" that map 1 is a retread of one of the last levels of Eviternity 1 but its far too drawn out and boring. Still likethe overall environment theme, which is the last episode of Eviternity 1 but made dreary with dark and hellish skies and all.
Episode 2 I *LOVE* the theme of the outdoors levels, which give off an Aztec vibe. I'm almost tempted to replay map 7 just because of the visual aesthetic (also a pretty good final fight). The outdoors levels also tend to let you kind of go anywhere and do things in any order you want. The indoors levels, unfortunately, aren't that interesting visually and are way too dark. Map 6 is a bit annoying with ammo starvation.
Episode 3 I *LOVE* the outdoors theme again. Map 11 is "Titan", so I guess its supposed to be a semi-terraformed colony there. It's uniquely kind of alien but still very earthlike, and you can tell that it's not natural but a place intentionally built to be beautiful and for colonists to live in. Map 11 also has great gameplay right from the start, I love maps which give an interesting twist like this where you start off with just a rocket launcher and have to do a bunch of work to get your other weapons. Most maps in this wad would be way more palatable to replay if they started off with a banger rather than ending with it. Map 12 is another pretty good one, slightly less beautiful but lots of path options, not too long, and the final fight is a pretty cool spectacle. Map 13 is meh, a lot less beautiful and more dreary looking, nothing too interesting. Map 14 is way too long and has... puzzles. Puzzles that are cool to see that you can do in Doom but not at all interesting to actually complete, even if they only take a few minutes apiece. Map 15 is also a bit dreary and not too interesting aside from the introduction of the veilimp which is quite the letdown when you realize how easy they are to fight.
Episode 4 I'm kind of ambivalent about. It's got a sort of... medievel village theme? Not very interesting. A lot of long drawn out levels without a ton happening for most of your time. Map 20 introduces the green hell knights and has a pretty cool final battle that uses a lot of the new enemies, which is quite a rarity in this wad.
Episode 5 I'm heavily biased against because I really hate the snow theme. It just doesn't feel right for doom, with hellish enemies throwing fireball and all, and I don't like the snowy foggy distance effect thing either. Didn't like it in Eviternity 1 either and thought it was the low point of the whole wad. Most of these levels feel indistingiushable, just the continually overly long and drawn out levels with too much to fight through. Seriously if I gave you a screenshot of any random room from these levels you'd probably not be able to tell which one it was. Breaking the mold is map 24, which while the longest of them all contains several excellent fights that would not be out of place in a truly designed-for-difficulty mapset and a novel ending challenge. Map 25 is a boss map which is pretty simple once you understand the Necromenace.
Episode 6 I like the overall look of but it's WAY TOO FUCKING DARK. I feel like these maps are designed to be played with a gamma level of like 1.3-1.4, not 1.0. Map 26 is an interesting "puzzle" map, but its doom-related puzzles rather than arbitrary stolen from outside sources puzzles like map 14. Individually they are interesting but collectively they take just too much time to get through. The final fight is set up to be an epic battle vs. a thousand enemies but the room is just too big, you can strafe around them too well, and the overpowered new enemies clear everything too quickly. It's more of just a bullet hell spectacle than a real challenge. Rest of the levels continue the formula of being a bit overly long and not challenging outside of some final battles.
Final boss is really cool, one of the few times I've thought that an FPS boss battle was actually well designed. Only downside is that unlike Eviternity 1 there's no awesome monster menagerie to fight along with it and watch the boss murder legions of trash.
Secret levels are a mixed bag, 1 per episode. 31 isn't that interesting except that its one of the few indoors maps that I think looks pretty good. 32 isn't hard but the final fight has a cool gimmick (you can choose when to electrify the ground and kill everything... which obviously makes it way too easy, I didn't even need to do it a second time). 33 is a speed running gimmick I couldn't finish. 34 has the one good use of veilimps in the wad with 2 archviles behind a horde of them and I was out of rocket ammo. Map 35 has a really, really cool gimmick wasted on a pathetically easy level. Map 36 is the epitome of a way too long level that with a bunch of fights that are way too easy once you have a basic understanding of how they work, though it gets props for a sort of inverse of the Sunlust map 29's archvile carosel which is a novel idea.
Overall, my main benchmark for rating a WAD above a 6/10 is how many of the levels I want to replay when I load up the wad a second time and most of the levels in Eviternity 2 just don't hit that threshold, so I'm rating it 6/10, with a difficulty of 4/10 to 7/10. I will say that if this was released 10-20 years ago it'd be an easy 8/10, but I feel standards should be higher for a major 2024 wad with this many authors and all this custom content as opposed to stuff released in the early 2000s by one or two dudes making the whole mapset. It also hurts it a lot that fast monsters isn't a viable option (what I normally use for older and/or easier wads).
Have to amend this review a bit. They just released a new version of Eviternity 2 which has an above UV difficulty option. It's interesting how its designed, levels have about 50-100% more enemies, and there's also some more items to compensate. The result is like half mini slaughterfest levels of weaker units (e.g. rather than 3 zombiemen in a corner you might have 12), half tougher encounters with a few more revenants/archviles/etc, and a few new custom enemies exclusive to this mode. It's pretty good, and satisfies my complaint of UV being too easy and UV + fast monsters not really working well. So far I particularly like a fight on level 5 where I could get one of the new super-spidertrons to absolutely demolish a cyberdemon for me.
My level complaints still stand (don't like the darker levels, puzzle levels, or the chapter 4/5 aesthetics), but this moves the wad to a solid 9/10 for me.
I did not say I am really into slaughter maps now, I only said I do like a good slaughter map, kinda helps with stress relief, you know?Since you're into slohter now, try map 31 of Antaresian Reliquary.
The final fight has over 30000 enemies.
Never tried Brutal Doom.I've been playing Brutal Doom for years, but today I learned something new.
There's a 'taunt'-command where Doomguy sticks out a finger and yells "Fuck yo'selves!". I use it because it works great as a aggro-ping mechanic, triggering monsters out of sight or reach.
The thing is, this taunt-command also uses the cursor: If you're 'looking' at some monsters while using the taunt, they get mad. Pinky gets mad and runs faster, but then I had the misfortune of taunting a cyberdemon. He got PISSED, he moved faster, fired more rockets (and with a greater spread) but most importantly the rockets go faster. Not even Doomguy at max running speed can outrun those...
Pissed-off Cyberdemon is a real threat.
Never tried Brutal Doom.
Have you tried it on big slaughter maps?
Just have to watch that framerate...
You mean you want military bases mixed with some hellish elements?I have a fair number of E1 and E3 styled WADs. What are some nice E2-styled ones?
they added some animations, coolDoom 64 has surely being one of the most underrated games from the Doom franchise, and its setting, atmosphere, cacophonies and overall foreboding and dreaded tone is one thing that sets this title apart from all the others.
One point of interest from the original Doom 64 was that it recreated a lot of the original Doom and Doom II enemies in entirely new assets, be it the Imp, the Pinky or the nightmare-fuel that is the redesign of the Pain Elemental in this iteration. However, not all the monsters from the originals made the transition to the N64 game, as the Revenant, the Chaingunner, the Arch-vile and the Spider Mastermind sadly got axed.
But as always, you can expect the fandom to act upon it, much more so given how Doom is by far one of the most modded games, if not the most modded games, of all time.
DrPyspy has recently released a brand new mod for Doom & Doom II using the GZDoom engine to recreate both games in Doom 64 assets and behaviours, be it the weapons (adding the Unmaker too), the enemy design and behaviours, SFX and music (based on the PSX tracklist), and even an entirely new difficulty setting to bring the harder enemy placement from the PSX version into the original games.
DrPyspy said:Doom 64: Unseen Evil is a mod for GZDoom that brings the atmosphere of Doom 64 to the worlds of Doom and Doom II. Everything is entirely overhauled: from the player and their weapons, to the halls and the demons that stalk them.
All of the demons that were absent from the original Doom 64 have finally emerged from the deepest pits of hell, including the unsettling Revenant and the sinister Arch-vile. If you're looking for a new challenge, the exclusive Redemption Denied difficulty will bring some of the crueler monster placements from PSX Doom into the vanilla Doom maps.
Proceed with caution; there are many evils yet unseen.
The changes include the following:
- The full Doom 64 arsenal at your disposal, including the Unmaker
- All monster behaviors from Doom 64 recreated as faithfully as possible
- Missing monsters reimagined in the Doom 64 style: the Chaingunner, the Revenant, the Arch-vile, and the Spider Mastermind
- Quality of life improvements, including new sounds, new weapon animations, and customizable settings
- The Terraformer: a powerful system that comprehensively transforms any Doom/Doom II level into a Doom 64-style level
- Redemption Denied: an exclusive difficulty level that implements monster spawns from PSX Doom (and other surprises) into the vanilla Doom levels
That sounds fascinating.The Terraformer: a powerful system that comprehensively transforms any Doom/Doom II level into a Doom 64-style level
Adding weapon reload animations is indeed a nice touch.someone turned Doom 1 and 2 into Doom64 tone wise
someone turned Doom 1 and 2 into Doom64 tone wise
https://gbatemp.net/threads/doom-64...f-doom-doom-ii-in-doom-64s-atmosphere.661833/
they added some animations, coolDoom 64 has surely being one of the most underrated games from the Doom franchise, and its setting, atmosphere, cacophonies and overall foreboding and dreaded tone is one thing that sets this title apart from all the others.
One point of interest from the original Doom 64 was that it recreated a lot of the original Doom and Doom II enemies in entirely new assets, be it the Imp, the Pinky or the nightmare-fuel that is the redesign of the Pain Elemental in this iteration. However, not all the monsters from the originals made the transition to the N64 game, as the Revenant, the Chaingunner, the Arch-vile and the Spider Mastermind sadly got axed.
But as always, you can expect the fandom to act upon it, much more so given how Doom is by far one of the most modded games, if not the most modded games, of all time.
DrPyspy has recently released a brand new mod for Doom & Doom II using the GZDoom engine to recreate both games in Doom 64 assets and behaviours, be it the weapons (adding the Unmaker too), the enemy design and behaviours, SFX and music (based on the PSX tracklist), and even an entirely new difficulty setting to bring the harder enemy placement from the PSX version into the original games.
DrPyspy said:Doom 64: Unseen Evil is a mod for GZDoom that brings the atmosphere of Doom 64 to the worlds of Doom and Doom II. Everything is entirely overhauled: from the player and their weapons, to the halls and the demons that stalk them.
All of the demons that were absent from the original Doom 64 have finally emerged from the deepest pits of hell, including the unsettling Revenant and the sinister Arch-vile. If you're looking for a new challenge, the exclusive Redemption Denied difficulty will bring some of the crueler monster placements from PSX Doom into the vanilla Doom maps.
Proceed with caution; there are many evils yet unseen.
The changes include the following:
- The full Doom 64 arsenal at your disposal, including the Unmaker
- All monster behaviors from Doom 64 recreated as faithfully as possible
- Missing monsters reimagined in the Doom 64 style: the Chaingunner, the Revenant, the Arch-vile, and the Spider Mastermind
- Quality of life improvements, including new sounds, new weapon animations, and customizable settings
- The Terraformer: a powerful system that comprehensively transforms any Doom/Doom II level into a Doom 64-style level
- Redemption Denied: an exclusive difficulty level that implements monster spawns from PSX Doom (and other surprises) into the vanilla Doom levels
lmao Beth never change
lmao Beth never change
I'm guessing Grezzo is never gonna make it on their port.