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Good Doom/Heretic/Hexen WADs

Kruno

Arcane
Village Idiot Zionist Agent Shitposter
Joined
Jan 2, 2012
Messages
10,077
While this isn't a WAD, I feel that this is so insane that it should be shared with Doom lovers.



Zero Master is a true gaming legend.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
14,333
Location
Reichskommissariat Russland
This guy is annoying, better to link the source instead



"Nuts by B.P.R.D contains 10617 monsters in two rooms and is almost unplayable as a result. It is featured in Doomworld’s Top 10 Infamous WADs and also in their Top 100 Most Memorable Maps, placing 4th."
Pain. I started working on this 4 months ago...
This video is in 2 segments for reasons explained below, the second part starts at 17:16.
This is the first true UV-Max completion of this level, where 100% kills and 100% secrets (0 out of 0 in this case) is achieved. The issue with maxing this level is that even with really good infighting and perfect ammo management you are left with roughly 800 cyberdemons at 4000 health each and nothing besides your fists, which deals 2-20 damage per hit, to kill them with.
The monsters can do some damage to the cyberdemons through infighting, most notably the arch-viles, but eventually they get destroyed by the splash damage.
Any monster on the upper area that attacks the cyberdemons are also quickly killed off, so there is only one solution: gather up enough homing revenant rockets to tear through all the cyberdemons. So how many do we need exactly? 850 cyberdemon at 4000 health where revenants rockets do an average of 45 damage, that means we need to simply gather up at least 70000 rockets, great! ... There's just one more problem, while this is an incredibly easy task to do, it should take roughly 5 hours of circling revenants before you've got enough.
5 hours isn't too bad, sure, but that's in game time, unfortunately the game runs a bit slower once the rockets start to pile up... to the point where you are moving 0.5 seconds every minute!
So in real time it takes about 23 days to gather the rockets, which would be extremely boring to do. Luckily the upper area is really large, so what I did was take a segment where I circle the area, copy the inputs and insert them multiple times into the demo so that it's nearly 6 hours long and then simply let my laptop play through the demo for 23 days before I then take control! So nobody, including myself, have actually seen what happens between 30 minutes and 340 minutes.
Then of course the fun part begins, where you are moving 4 frames every 14 seconds to guide the rockets to the cyberdemons. There's a few places where I do some weird things like take damage for no reason, which is because of just horrible controls (I can't even move backwards) and doing it over again takes at least 30 minutes, so I left it like that. I would have tried to make it a bit better looking, but putting in effort to do that would have driven me mad, so it'll have to do. It took roughly 20 hours to do 10 minutes, needless to say that is just an awful experience. Then there was another 25 days or so of waiting to create the video.
At the start you have to help the revenants out by killing the barons, as the barons would win easily. The part between roughly 14:55 to 16:10 is repeated/copied until I have enough projectiles.
This can be done non-TAS, you just need an actual super computer optimized to play doom and about 6 hours.
What an absolute waste of my time this has been, hopefully you'll enjoy this more than I did.

MarphitimusBlackimus


My favorite part was the part with the Revenants. It just a shame the map author put in so few Revenants forcing you to take so long to summon 70,000 missiles. I can think of at least one other map where it would take much less time to achieve 70k Revenant rockets.

:lol:
 

toughasnails

Learned
Joined
Sep 20, 2021
Messages
551
Nash has his own commercial GZDoom FPS coming up, this one is much more Quake inspired

I have no idea if his Silent Hill 2 inspired survival horror game is still in development or if he dumped it for this, it looked considerably more interesting to me (although I remember the people here not being too impressed).
 

index.php

Arcane
Joined
Jul 5, 2013
Messages
703
Voxel Doom v. 1.0 is out:
https://www.moddb.com/mods/doom-voxel-project/addons/voxel-doom


pinky_3.gif

chaingun.gif

 

toughasnails

Learned
Joined
Sep 20, 2021
Messages
551
Joined
Mar 30, 2012
Messages
6,681
Location
Overlook Hotel
Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Nostalgia

map26.png.c434ca9dc172e636087f2a203be8f9d8.png


Great wad that I finished in two sittings. It feels like original Doom 2, when it comes to difficulty, but has some nice design ideas that would fit to more modern ones. Carefully placed traps, moderate number of enemies per map. Plus we loose all of our weapons two times as well. Secret level named "Powerslave" is a great tribute to that FPS.
 

HeatEXTEND

Prophet
Patron
Joined
Feb 12, 2017
Messages
2,854
Location
Nedderlent
Voxeled localized damage could be fucking sweet no?
 

Alphons

Cipher
Joined
Nov 20, 2019
Messages
2,052
Recently I've been playing Doomer Boards Projects.
https://doomwiki.org/wiki/Doomer_Boards_Projects

Basically every month for the last 4 years project lead creates a theme and new assets and then contributors create the levels with it. On average each episode has around 12 levels, so they don't overstay their welcome.

I've just finished last one from 2019, so 19 episodes out of 50 and we'll see if they keep the quality.
 

HeatEXTEND

Prophet
Patron
Joined
Feb 12, 2017
Messages
2,854
Location
Nedderlent
Just finished Ashes 2063 and damn, I want Underdoom/Doomrail now.
Great stuff.
 

gerey

Arcane
Zionist Agent
Joined
Feb 2, 2007
Messages
3,067
Just finished Ashes 2063 and damn, I want Underdoom/Doomrail now.
Great stuff.
You're in for a treat with Ashes Afterglow, it's everything a sequel should be and more.

Also, don't forget to play Dead Man Walking.

And if you're looking for something similar then Hedon is another fun Doom-based game to play through.
 

Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
Messages
24,415
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
After seeing that Nuts!-video, I'm curious... exactly which Doom sourceports remove the limitations, so that the wad can be played properly?
The Doom wiki has an article and a list of them. The TL;DR of it is...basically anything you're likely to be using these days.
Interesting. Because I've been using one of the named ports... and it doesn't do its job... to the point that some maps that 'only' have ~2800 baddies chug at a sub-optimal framerates until most of them are dead.

I'll probably have to tamper with some settings, but at least I have a point to start from now. :salute:
 
Joined
Jan 7, 2012
Messages
12,044
Interesting. Because I've been using one of the named ports... and it doesn't do its job... to the point that some maps that 'only' have ~2800 baddies chug at a sub-optimal framerates until most of them are dead.

I'll probably have to tamper with some settings, but at least I have a point to start from now. :salute:
Limit removing just means that the map won't either crash or have graphical artifacts (from things not displaying properly). It says nothing about performance.
 

Sceptic

Arcane
Patron
Joined
Mar 2, 2010
Messages
10,817
Divinity: Original Sin
Recently I've been playing Doomer Boards Projects.
https://doomwiki.org/wiki/Doomer_Boards_Projects

I've just finished last one from 2019, so 19 episodes out of 50 and we'll see if they keep the quality.
You're in for a treat, there are some absolutely fantastic ones coming up. I haven't played them all but I have liked DBP23 and DBP26 from 2020. Then in 2021 you have DBP37, which is so good it got a mention at the Cacowards despite the hatred between DW and DB. There's also DBP42, which is really cute for being a Chex Quest themed one. In 2022 I really liked both DBP47 and the most recent one, DBP50. Honestly the only one that's really, genuinely awful is DBP48, everything else is at least ok and some are stellar. There's also a ton of variety, depending on the kind of theme and gameplay you like.

The Doom wiki has an article and a list of them. The TL;DR of it is...basically anything you're likely to be using these days.
Nuts and its ilk tend to be unplayable on GZDoom because of the way it reads actors, the same flexibility that allows it to have it so malleable also makes it choke on maps with thousands of enemies firing at you all at once. I think I've played Nuts with Eternity and that works very well, I'd guess Woof, PrBoom and DSDA-Doom will also work flawlessly.
 

Denim Destroyer

Learned
Joined
Mar 20, 2021
Messages
276
Location
Moonglow, Britannia
Upon hearing of the release of a new /vr/, 4chan's retro video game board, megawad I immediately decided to give it a try. Titled 512 Linedefs of /vr/, the theme is all maps are limited to 512 linedefs thus making each map small. As a fan of size limited wads this one does not disappoint. Due to the size you can easily knock out this megawad in an afternoon depending upon your skill or dedication.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,868,994
Location
Kitchen sink
Hi, is this Good Doom WADs thread?

not anymore
 

ferratilis

Magister
Joined
Oct 23, 2019
Messages
1,226
Crispy Doom was updated a few days ago, including improvements for Heretic and Hexen as well.
https://github.com/fabiangreffrath/crispy-doom/releases/tag/crispy-doom-5.12.0

Crispy Doom 5.12.0​

Latest

@github-actions
github-actions released this 4 days ago
· 1 commit to master since this release
crispy-doom-5.12.0
4d416c7
New Features and Improvements
  • Add mouse smoothing when running uncapped. (by @mikeday0)
  • New icon designs for all games and the setup executable (by @kiwaph).
  • Brightmaps now working on mid-textures of two-sided lines (by @JNechaevsky).
  • New stats widget option: above status bar.
  • Many automap improvements: (by @JNechaevsky and @mikeday0)
    • New mouse button bindings for zoom, max zoom and follow.
    • Pan/zoom faster by holding run button.
    • Use overflow-safe map coordinate system from prboom-plus.
    • Apply frame interpolation to automap rendering when running uncapped.
Bug Fixes
  • Ensure mouse sensitivity values are always initialized to defaults.
  • Fix clipping issue when jumping in Doom.
  • Fix cutscene rendering in truecolor in Doom.
  • Fix potential Heretic crash on x64 systems.
  • Armor icons now drawn in correct locations in widescreen for Hexen.
  • Fix screen border glitch after leaving automap in low res mode in Hexen.
  • Fix shuffling of items on automap after loading savegame.
Crispy Doom
  • Support up to 8 pages of savegames.
  • Brightmap now applied to SW2HOT texture (by @JNechaevsky).
  • Improved brightmaps for SILVER3, COMPUTE2 and COMPUTE3 textures (by @JNechaevsky).
  • Player arrows in multiplayer games now also interpolated and rotating with correct angles (by @JNechaevsky).
  • Fix incorrect demo timer value and demo bar lenght in multiplayer demos (by @fabiangreffrath, @JNechaevsky and @rfomin).
  • Status bar showing values and face of choosen player in multiplayer spy mode (by @JNechaevsky).
Crispy Heretic
  • Remove ambient sound limit.
  • Add automap overlay and rotation (by @mikeday0).
  • Add PWAD autoload directories (by @mikeday0).
  • Add brightmap support (by @JNechaevsky).
  • Add mouselook support (by @mikeday0).
  • Add automap mousewheel zoom and mouse panning (by @mikeday0).
  • Add automap grid (by @JNechaevsky).
Crispy Hexen
  • Fix tutti frutti and add DeePsea tall patch support (by @mikeday0).
  • Add uncapped framerate option (by @mikeday0).
  • Add automap overlay and rotation (by @mikeday0).
  • Add PWAD autoload directories (by @mikeday0).
  • Add mouselook support ((by @mikeday0).
  • Add brightmap support (by @JNechaevsky).
  • Add key toggles for autorun and vertical mouse movement (thanks @rxhxiii).
  • Add automap mousewheel zoom and mouse panning (by @mikeday0).
  • Add automap grid (by @JNechaevsky).
 

CHEMS

Learned
Joined
Nov 17, 2020
Messages
813
Didn't bother to read the whole thing, so sorry if i recommend shit that's already posted. My fave ones in no particular order:

Going Down: it was made by an actual artist! The difficulty curve is really impressive, and the maps are the most creative use of the games assets i've ever seen. Played this on Vanilla, but had great fun playing through this thing using the Clusterfuck mod. Note that mods that randomize or add monsters may fuck up the last level spawn.

Sunlust: i think this one got a cacoward, beautifuly done wad, very hard specially at later levels. A must play for any doom fan.

Japanese Community Project: a project made by the japanese community. One of the most beautiful wads i've ever played.

Congestion 1024: every map on this wad is 1024x1024! Claustrophobic shit, but in a good way. I tried this with brutal doom many years ago, it was... interesting.

Hell Ground: that's my favorite doom wad right here. Best atmosphere and great soundtrack. There are 5 levels in it, all of them are big. Features some nice tricks and scripted stuff i've never seen in any other doom wad. I wish i could forget about this one and play for the first time again.

Toilet of the Gods: slaughter maps, very hard. Don't recommend to newbie players that aren't used to advanced infighting techniques. It's pretty much required to go through this. There's a turquoise custom pallete, feels very refreshing.

Holy Hell: HUGE single level slaughtermap. I completed this one once without dying!

Deus Vult II: another classic slaughtermap set, this one is beautifully done.

Demon Defense: this one is a litte different because it's a wave defense mode wad. You can pick one map and fight through hordes of enemies and bosses. Features custom monsters, powerups, traps, weapon boxes (like those from Call of Duty) and even a jukebox that you can change the map's music, you can kill shit while listening to a MIDI version of Never Gonna Give You Up.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,868,994
Location
Kitchen sink
Last edited:

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