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>> No.8480378 [View]
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8480378

>>8480107
I remember it from way back in the 90s and early 2000s. It's Doom, but with decades of knowledge and experience, its flaws stand out pretty harshly to me, I remember even at the time that the mouse turning just wouldn't work on our computers.

If you want to tease some of that nostalgia though, without contending with those flaws, there's a MIDI soundfont/instrument set you can use which replicates what a Windows 95/98 PC would have put out at the time (with a couple of fixed bugs):
https://www.doomworld.com/forum/topic/115687/
You can tell just about any sourceport to use it, like Crispy Doom, PrBoom+, DSDA, GzDoom, probably even Chocolate Doom if you want.

While Doom and Doom 2's music was composed around the Roland SC-55, I feel that the new music in Final Doom, TNT specifically, was probably composed around MIDI which Windows shipped with (after all, the front end was Doom *95*). If you listen to TNT's music with an SC-55 or replica soundfont, a lot of the tracks will sound good, but some of them will sound just a bit off on some tones. With this authentic sounding .sf2, you get TNT's music consistently good, and it actually does Doom and Doom 2's music pretty good justice as well.

>> No.7873135 [View]
File: 680 KB, 1700x2100, final doom ad.jpg [View same] [iqdb] [saucenao] [google]
7873135

DOOM THREAD / RETRO FPS THREAD - Last Thread: >>7867543

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct
OP PASTE
https://pastebin.com/TWNE3nZZ

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Half-Life WON version
https://pastebin.com/4Hva72v7
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://pastebin.com/5sKRiJzS

>> No.7716453 [View]
File: 680 KB, 1700x2100, final doom ad.jpg [View same] [iqdb] [saucenao] [google]
7716453

>>7716028
>>7716229
That's straight up just a .midifcation of the first half of Legion Of The Lost by Gravedigger.
https://www.youtube.com/watch?v=LKupozA-T0M
Which is pretty cool actually, wish someone made a full .midi version of the song, because the second half rips ass like a motherfucker.

>> No.6191695 [View]
File: 680 KB, 1700x2100, final doom ad.jpg [View same] [iqdb] [saucenao] [google]
6191695

>>6191394
I like this one, because TNT Map 9 is so incredibly hard on Nightmare difficulty. For years after release it was thought this level wasn't realistically beatable on this difficulty, just for how cramped the layout is, how many enemies there are, and for how they're mostly zombies with guns, worse yet for how they will A), attack much more frequently and aggressively on this difficulty, and B), even if they're easy to kill, they just keep getting back up after you kill them.

This is the first ever Nightmare run of the level:
https://www.youtube.com/watch?v=Z9rIs80Anj4

But I like this run better (by the same guy), because it's better and more intense (also this video has the music on and no smear filter).
https://www.youtube.com/watch?v=qvMk1VOfWEI

The combat is ridiculously intense throughout the video, at one point he's worn down to 1% health and he could die any moment but he just keeps fighting.
He picks up a Berserk Pack, which restores his health, but he just barely needs it because he keeps fighting for several seconds before he takes the next hit.

>> No.6126062 [View]
File: 680 KB, 1700x2100, final doom ad.jpg [View same] [iqdb] [saucenao] [google]
6126062

>>6123817
Gamepad is pretty viable for Doom, though consider trying out using a mouse for horizontal turning (together with a gamepad even, if you want), it'll make it easier to maneuver.

On mapsets, there's a lot, if you're feeling like you're not ready for a full onslaught yet, consider playing on the difficulties 'Hey, Not Too Rough', and 'Hurt Me Plenty'
What difficulty level you play on will affect how much of an ass chapping you'll get, though notably Doom and Doom 2 are mostly not particularly challenging, even on 'Ultra-Violence'.
I'd suggest playing the first Doom if you haven't (it has less of the more dangerous monster types you see in Doom 2, so consider upping difficulty a notch to compensate), and then possibly trying out Final Doom, though Final Doom will be harder than Doom 2, they do have fully implemented difficulty levels.

Also, here's a video showing you some simple strategies with monsters:
https://www.youtube.com/watch?v=HJcf0aOwmiA

>> No.5533141 [View]
File: 680 KB, 1700x2100, final doom ad.jpg [View same] [iqdb] [saucenao] [google]
5533141

>>5533005
TNT is easier. It's mostly good, but the last third gets kinda wonky and sloppy, with some mediocre levels and a couple of outright bad ones.
I'd say to play the whole thing, but after Map 21 you should have seen the peaks of what it offers, and if you feel like "God, I can't take this anymore", then you wouldn't miss out on much if you just quit.
I think Map 22 and Map 25 are FUCKING awful (and really the only levels in TNT that are outright shit), but there's still some alright levels after those.

Plutonia is much harder, by design. Though many feels playing the original Doom and Doom 2 on UV is mandatory, because they're popularly considered way too easy otherwise, Plutonia was designed to be a bit of a ballbuster on UV, and will really demand you bring your A-Game. If you find it too bothersome, you could dial down the difficulty to HMP and it won't be nearly as difficult.
A lot of people would say that Plutonia has much more consistent quality in map design, and I can see why, but I think it doesn't have quite the atmosphere that TNT's new music does such a good job of providing, instead using a mix of existing Doom and Doom 2 tracks (though there's a pack out there which replaces Plutonia's music with new tracks).

>> No.5496765 [View]
File: 680 KB, 1700x2100, final doom ad.jpg [View same] [iqdb] [saucenao] [google]
5496765

>>5496591
Final Doom was two full, standalone level packs (32+32=64) based on Doom 2.

It consists of TNT Evilution, which was one of the very first community megawads, full 32 levels, at the time, which was actually picked up and licensed as an official product by ID Software.
Plutonia was part of that licensing deal, they would deliver another full 32 level megawad to ID, and then the two megawads together was retailed as Final Doom.

Some argue that Final Doom is the most fun of the official classic Doom products, and I can see why. TNT Evilution was made by a ragtag group, and in spite of there being no real design directions or intended style, it manages to mostly have one. I'd say that it's slightly better than Doom 2, because they're a bit more creative with monster encounters and level design, and though TNT is pretty good for the first 20 or so levels, and starts just gradually rattling apart after that, its lows are seldom as low as Doom 2's lowest (but there IS one or two absolutely rotten levels).
Plutonia was made in like 8 weeks of nonstop hard work by Milo Casali and Dario Casali (who moved on to mapping for Valve Software) and is designed as a sort of ultimate challenge, for all those people who felt the previous games were too easy. There's a lot of stereotyping about its difficulty, some of it is true, some of it isn't.

If you're into Doom, it's definitely worth checking them out, TNT has some good atmosphere and music to it, and some pretty fun levels, where Plutonia provides some excellent challenge (it's not mandatory to play on Ultra-Violence, but it is the most fun), and plays with some pretty fun gimmicks. Final Doom, particularly Plutonia, is regarded as an important milestone in Doom mapping.

>> No.5275163 [View]
File: 680 KB, 1700x2100, final doom ad.jpg [View same] [iqdb] [saucenao] [google]
5275163

>>5274153
Both are worth playing. Plutonia is arguably better overall, but TNT has just a much stronger atmosphere to it, with great new music, and in spite of not exactly having much of a unified design goal, it mostly manages to shape up to have sort of cohesive style and theme.

The last third is where the maps get kind of weak though. Two particular standouts are Habitat, which is just really bad, and Baron's Den, which is substandard, and fucking hides one of the keys you need.

>> No.5183778 [View]
File: 657 KB, 1700x2100, final doom ad.jpg [View same] [iqdb] [saucenao] [google]
5183778

>>5183734
True, the reason I ultimately like TNT more, in spite having a few particularly bad maps, is because it has some pretty varied environments and setpieces overall, while the original Plutonia sticks fairly close to its theme for the most of the game.
Plutonia 2 is more interesting in that regard, doing a lot of the original themes better visually, as well as doing some much more creative hell levels (all with a cool new soundtrack). Kind of on the harder end for me though.
Plutonia has a legacy stronger than its own inherent value, in that sense, as it's inspired a lot of the higher quality usermade content.

TNT Evilution has seen decidedly less legacy, which is a shame, because not only does it have a much more atmospheric and outright immersive style to it, it would be nice to see someone do a full mapset with a faithful style, but with only good levels, a third act that passes muster. TNT: Revilution is really good (to the point I'd say it was one of my best gameplay experiences of 2017) , but mostly fails to capture the style and tone of the original, unlike Plutonia 2, which does, and improves on it.
Interesting also is that TNT was a complete jank project of all kinds of different people with no real goal or intended style, yet manages to feel very much like it does.
Compare to Plutonia, which was made by a pair of brothers who rushed it out in a mad fury in like 8 weeks, and delivered something quite good.

>but I got kind of sick of how conceptual and/or generic the levels are overall
You'd hate the Master Levels then, lol (it's ok, I do too).
I think overall, I'd say that Plutonia has some more levels which I feel very lukewarm about, than TNT has levels which I feel are just unforgivably bad.

>> No.4670064 [View]
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4670064

>>4670043
That really depends on what you look at, there's some maps which are genuinely interesting and some which are even kind of good, but a lot of the stuff from 94' is pretty fucking trite and worthless. Everyone and their mom gave mapping a try, and most people didn't make anything particularly amazing. I'm not saying "Don't play 94' .wads", I'm just saying, a lot of them just aren't worth even looking at, because a lot of people didn't yet know what they were doing.

By 95', people had a bit more experience, some people had better computers, and there was better software, Doom 2 had come out September last year, so now there were a lot more assets for people to work with, the larger bestiary letting people get more creative.
Final Doom would come out during the summer and really show people the possibilities for the Doom 2 bestiary to a farther extent than Doom 2 itself could, people who complained that Doom was too easy now had Plutonia to really test their might.
Memento Mori also came out that year, and together with Final Doom they really set the bar for user made level sets and how to really challenge players, these megawads really sparked the golden age of 1990's Doom mapping.

People were still making a lot of crap by 1996, but there were also a lot of very serious and dedicated people who pushed for projects and visions, many who had ideas for grandiose Total Conversions and megawads of their own, who looked at Final Doom and Memento Mori, thinking "I can do that too!" or "I can do that better!", for better and for worse.
There were of course some Total Conversions before, like Aliens TC (which came out like a month after the original game was released), and there were a fucking million Star Wars TCs.

>> No.4414356 [View]
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4414356

>>4414248
Yeah, the choice of texture and occasionally 'realistic' architecture, really gives a sort of rustic and retrofuturistic feel, and a lot of the music is very strong in it's atmosphere, some provide a very dreadful and imposing droning tone, you really feel that you're alone in your struggle, that everyone else is dead and it's just you, conveyed particularly effective in large, mostly sparsely populated maps.

It's the future, there's plasma rifles and space ships, but there's plenty of old rusty, riveted metal panels, there's wooden crates, cargo trailers, brick and mortar, simple wood floors and wood paneling, rough concrete and asphalt, shitty, ragged and patchy lawns, exposed circuitry and piping, the occasional use of fabled mint-green marble (outside of hell), there's even tape reel computers, TAPE REEL COMPUTERS.
You can almost smell the rust, the damp dirt and gravel and sand, all the old dust, old diesel and worn down rubber gaskets, you can nearly feel the cold concrete against your arms, the condensation on the pipes, the warmth of circuits and their smell, suggesting they're running a bit too hot. Fluorescent lights hum from above and from wall fixtures, wood creaks under your boots, echoing in empty hallways, some machines run in the distance, pistons and fans making loud noise, possibly masking you and the monsters from each other, at least to a point, at least till you see each other.

A completely generic shotgun is one of the standard armaments of the UAC, not even a modern tactical one, but one with wood and no special accoutrements, it looks like something you'd pick off a rack in a sporting goods store in the 1970's. These probably gathered dust in some crate in a warehouse for decades, maybe a century, before the UAC bought them up as cheap arms.

>> No.4241427 [View]
File: 657 KB, 1700x2100, final doom ad.jpg [View same] [iqdb] [saucenao] [google]
4241427

>>4241320
Well, they are, but they were also bought and licensed by id Software.

TNT was initially conceptualized as a free megawad by an independent mapping team, one of the earliest, but id contacted them, said it looked good, and offered to buy it, on the condition they put together another 32 map megawad to go with it (this would be Plutonia), with the goal to pack it all together as a commercial expansion/level pack known as Final Doom.
It was bundled with the Doom 95.exe (which would be needed for the expanded limits and demands of all these maps, as they would be a bit too much for the original .exe to run).

Further, both TNT and Plutonia would have maps picked from them (along with maps the Master Levels compilation, oddly enough), and released as Final Doom for the Playstation, being functionally built on the previous Playstation release of Doom (complete with cool new sound effects and mouse compatibility), just with all new maps (for the console crowd, that is).
And that's the one that stands out, Final Doom has also been released through other avenues since, recently through Classic Complete, for 7th gen consoles.

In every sense of the word, it's an official product, and that makes it count as an iwad.
Hell, you can even use it in place of the Doom 2 iwad to play pwads (though of course there'll be a few differences)

>> No.2347826 [View]
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2347826

>>2346364
TNT.
I much more like the levels, atmosphere, storyline, music and general feel.

That said, I like Plutonia too.

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