Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Good Doom/Heretic/Hexen WADs

tormund

Arcane
Joined
Aug 15, 2015
Messages
2,282
Location
Penetrating the underrail
Wrath of Cronos already adds loads of RPG stuff to Hexen and Heretic (skills, attributes, alchemy...), it's pretty well made and balanced AND it is devoid of that mod's Brötal Derp influence.
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
We completed Paul Corfiatis' Zone 300 (2013) in one sitting last night. The 300 stands for the maximum number of linedefs, this means that the 30 campaign maps and the secret map are all on the small side. There is one bonus level that doesn't adhere to this rule.

Zone 300 is a very well designed, super fast, action packed megawad, there is hardly any backtracking or key hunting instead players go from one well thought out encounter to the next, there was never a dull moment. Difficulty is comparable to Doom 2.

The new music was good too.


:5/5: / :5/5:


F4E000444E6B1A5470562675D307E53D5903AF4C
0B97E80AD730133318F3D4697BA9DCAD9EF55AE9


2070F7D4A4161EAEB03907A657AB0096128E2D61


20B3CCC46DA881E73F8E8B549208B78B262C4488


6A3EDE3473DC6994E1B4D2166318AC4FAA757E50


DEAADD7D312952F62CF2AE0B95A1DF2E71366153


1622500A74CABDCF8F16853BBFE6EC9B8278345F


C5098601EE92EBDD0938E92CD5E69CBFF185A53E


E6880EB3E2D8BD8AA93111047327AE64755B1966


A55F756F1C02C7379DC976A2CF5303FB571AD170


5CD71E6F84D8ED48039E15A8542F8E47287DBFEC


1310E45598FE340EFFC0EA3C1ACC46260031FD9F


AE5465227950CA9F6F804FE9F355C5D07C49F9B6



88624840F77F52CAA0872EA8FA471303133AB77C


4E7FB3CBBEB6210B702501B3FDD1D016BC10A0B3
 
Last edited:

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,170
Hey, Astral Rag , do you have a link for that weapon pack? I'm pretty sure you posted it some time ago, but I'm too lazy.
 
Joined
Mar 30, 2012
Messages
7,240
Location
Elevator Of Love
Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
We completed Paul Corfiatis' Zone 300 (2013) in one sitting last night.

The encounters were really well designed. When I looked at the number of monsters per level it wasn't big. But when they are starting appear, they still provided a decent challenge and occasionaly we had to respawn. On the first sight it made look like whatever monsters you put, it will work well but it's not true. Corfiatis is like a good map engineer who know what to do to make level "work". Great fun overall, good for solo playthrough too.
 

Gragt

Arcane
Patron
Joined
Nov 1, 2007
Messages
1,864,860
Location
Dans Ton Cul
Serpent in the Staglands Divinity: Original Sin
The encounters were really well designed. When I looked at the number of monsters per level it wasn't big. But when they are starting appear, they still provided a decent challenge and occasionaly we had to respawn. On the first sight it made look like whatever monsters you put, it will work well but it's not true. Corfiatis is like a good map engineer who know what to do to make level "work". Great fun overall, good for solo playthrough too.

That’s one of the things that makes Plutonia great, and I’m glad to see some people follow it. Even 50 monsters can be extremely challenging depending on how you place them.
 

tormund

Arcane
Joined
Aug 15, 2015
Messages
2,282
Location
Penetrating the underrail
^Good luck explaining that to a newshit slaughtermapper who is convinced that his maps are "natural evolution" of Plutonia.

In other news

I am not so sure that first person Hotline Miami is a good idea, but of course someone is making a partial conversion based around it.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,409
Location
spite
http://forum.zdoom.org/viewtopic.php?f=19&t=50697

Looks like it's going somewhere , let's see if author can finish it .
Now I reminded myself that BD SgtMark made version for Heretic/Hexen but never finished it.
Even though that BD is shit by default (surprise big not) other people use his work to made other mods (and tone down brutality significantly) with massive gameplay changes (overhaul?)
That way we got Project Brutality and now - this.
Will try it soon.

edit:Hm, seems like Pb have yet nother update. will check it soon.
 

tormund

Arcane
Joined
Aug 15, 2015
Messages
2,282
Location
Penetrating the underrail
Related to SgtMark, I almost want to try Starter Pack. Some people on Doomworld were really praising the atmosphere and design of his Hell maps. Entire magawad is also apparently split into episodes so it is easy to get to (potentially) good part.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,409
Location
spite
Br00tal Dumb and one HDoom.
Plus two screenshots from Alien TC which is 10000x better than both Alien Isolation and Colonial Marines together.

EDIT
Speaking about Alien WAD - there is new version from Jan31 2016
http://www.moddb.com/mods/aliens-the-ultimate-doom/downloads/aliens-the-ultimate-doom-beta-90

-New and revised custom sprites (Doom II has now been fully converted)
-New battle spawners to create intense combat between factions
-New immersive environment spawners to create a more Aliens-like experience. (rare blocked paths may be circumvented by crouching)
-xenomorph blood has been fully colored from green to yellowish.

Countless fixes, notibly:
-Bugs fix for shotguns
-Weird xenomorph infighting bug fixed (it was a compadiblity issue with the latest version of the gzdoom source port,)

I played beta 7.0 and it was fkn awesome. This motivated me to reinstall AvP2 decade later.
 
Last edited:

Riskbreaker

Guest
Yo, MotherMachinae , you ever played this?
http://www.moddb.com/mods/acm-2014
Don't let the name fool ya, it has nothing to do with Pitchfag's... erm... work. Really impressive TC. Only four maps, that is three proper ones and one final boss arena, but those three proper maps are huge, non-linear, positively dripping with Aliens goodness, and feature some impressive lighting and 3D geometry (seriously, this features easily the best and most natural use of the latter in any GZDoom release so far, those environments wouldn't be out of place in a AvP game). Plus, there are some cool callbacks to old Aliens TC in there.
One issue is that it can be frustrating, Really frustrating. At one point in map 1 xenos will start to spawn infinitely, and you'll have to retrace your steps thru a decent chunk of the map while being literally flooded by those fuckers. Also, 2nd or 3rd map, can't recall which one was it right now, featured a stroll thru Alien hive (together with invincible Queen) that can be potentially suicide-inducing.
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
If a Steam user plays Doom, chances are that it is BD he plays

I knew things were bad but I wasn't prepared for that level of decline, here's hoping these Brûtal Derp kids flock towards id's Brutal Derp HD.


---

Replayed Endless Torture. All 4 episodes of this Ultimate Doom megawad are very good and capture those Doom 1 feels nicely but I enjoyed his take on Inferno the best. The boss level at the end of E4 was still the only map I didn't care about. Giving this wad less than 5 trolls would be a sin though.
280BB2834F545ACDF68DF9EC1E713536C108B1D1

Also beat another Knee Deep In The Dead replacement called CH Retro Episode (2002) which was also good. The author nailed the visual side of things. The gameplay was also fine for the most part but later levels contained too many monsters (all low level critters of course) and not enough ammo for other weapons than the shotgun so things became a tad monotonous. There were also too many flow killing timed switches for my liking. 3/5
F52E1770164E4C205739BC44096A9ADB75BA1C4A

And then there was also PC's Selfish Series (Boom Edition) which we played through in co-op. This is a short wad for Doom 2. It's older and not quite as good as than the aforementioned Zone 300, the layout of the maps was good and the visuals ranged from good to outstanding but the monster placement was not super great. 3/5
e6eZ4GU.jpg
 
Last edited:

Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
Messages
28,702
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
I gave the 'official' modpack "No Rest for the Living" a go. (It's included with the BFG Edition of Doom 2.)

I was actually quite surprised by this one. It's not trying anything fancy, just delivering solid Doom fun for 9 levels. Map06 and Map07 were a blast to play, but I was disappointed by the 'gimmick' of the boss fight (darkness).
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
It's a very good wad. For those not in the known, some pirate leaked nerve.wad on the cybernet and according to my sources it works fine with their source port of choice.
 

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
Colonial Marines looks like it could be great fun in coop. Just needs a fancy motion tracker.
 

Gragt

Arcane
Patron
Joined
Nov 1, 2007
Messages
1,864,860
Location
Dans Ton Cul
Serpent in the Staglands Divinity: Original Sin
NERVE.WAD is even recognised by some source ports like ZDoom or Crispy Doom so it will offer to load the episode from the main menu if you load DOOM2.WAD from the BFG Edition — though that means replacing the Red Cross symbol on the medpacks and berzerk pack by a pill. Interestingly enough, loading NERVE.WAD along with the regular DOOM2.WAD in the latest Crispy Doom version means that it will replace the levels properly, including the music and the level names (the only exception to this was the music during the ending slideshow: it will play the music from the secret, the same as when you finish Doom 2, but I can live with that); that way I can play NRFTL and still get my red cross on the medpacks.

I actually enjoyed the last level. Cyberdemons aren’t that dangerous for today’s doomers and designers need to rely on gimmicks to make them really threatening, so forcing you to fight in the dark (and not pitch black, mind you, which would have been incredibly cheap) made the whole thing rather tense — until you find the secret with the invulnerability or just BFG rush the bastard.
 

Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
Messages
28,702
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
My tactic was different. I quickly found a teleporter that took me back up, and stayed there and sniped Imps that came through the tele before taking potshots at the throng of Imps + Cybey below.

In one of those potshots the Imps got mad at Cybey and attacked him. They must have taken a fair chunk out of him, because by the time I dropped down to try to fight him in the dark, he died to my first BFG blast.

Then 2 minutes later I find the FIRST backpack in the entire wad, when I have less than 20 enemies to kill. :rage:
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
Played two more great wads:

Riot Control: 4 level Quake themed mini episode for Doom 2. Solid level design, cool encounters, medium difficulty, maybe a little bit too much supplies in the final half of the wad. Would have worked better with the Quake OST but the custom OST was alright too. I got stuck at one point because I missed these tiny rock steps.

37447F8131667DB1CC4F0D152060B6ED32B04B4C



C33ED8CCB6D98E46ACF3FDB13F5EABEE75CC1243


103F51EF740422E737DFD46F6EFC42622D7113F1

Remain 1: first "episode" of a promising Doom 2 re-imagining, too bad it will probably never get completed.

1D3ADF9C8B3968EED40E221DBFDF92142B9526E2

F87F2E43FE9A2355CD38C032826E166D6A2E12E6

0C3BAB3AC40BE5E4611497D304085BED91E4A9D9

7C32CF3D79450B45161CDF7A2DDDE867F6F96F06

8EFF7D1D9BBAF0BBB6A012FBA2794B884B193B02
 
Last edited:

Riskbreaker

Guest
I got stuck at one point because I missed these tiny rock steps.
So I wasn't the only one that got stumped there!:D
I guess that there is one wee issue that might cause some annoyance and thus warrants a mention: placement of blue key in map 3. You'll understand once you get there.
Kinda sad how that is my most vivid memory from Riot Control, since entire episode was really superbly made.
 

Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
Messages
28,702
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
I'm replaying Plutonia Experiment and TNT: Evilution from Final Doom with the Brutal Doom mod.

Is is just me, or is the TNT campaign miles better than Plutonia campaign?

The ONLY map from Plutonia worth a damn is Go 2 It (Map32), while TNT has Map04 (Wormhole) which pulls a neat trick, Map07 (Prison) which features one of the more brilliant secrets right before a massive cagefight, and then Map09 (Stronghold) which features nothing but a horde of low-level enemies. I'm currently on Map11 and already TNT has Plutonia beat 3 to 1.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom