DOOM + DOOM II enhanced. The mega classic with a mod manager, new campaigns.., custom wads. [PS, PC, XB, NX]

Cyan

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I created this thread to use it as discussion place for new wads, levels, mods, user made campaigns, etc etc.



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For those who already had those games, the enhanced version is totally free.
 
haven't watched the entire video yet, but the wad based on Marble Hill (Sonic) is really cute.

 

back in the day there were a lot of great wads of almost any type -and I mean any- but they were hard to come by and if you didn't have internet like me you had to install what PC magazines offered, which was editors and wads and so on, but you couldn't update them and using them could require a tutorial. WAD editors were fun and easy to use for the most part.
 
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Nightdive studio's did a great job on System Shock
it seems so. I have the game day one on steam, but I barely played it for now. I got it because it is a classic and I was curious but alas never played the original so I don't know how good the remake is compared to the original game.
 
another review of the game mentioning some interesting details that I haven't seen on other reviews.

 
can totally attest to the hellish difficulty of Final Doom with its TNT Evilution and The Plutonia Experiment expansions. I still have the CD at home. I loved the new textures and so on though.

 
We need an official release of the RT version
good idea. Maybe there is a way to play it with this new version. I haven't tried yet tbh.

I've been completing the original Doom 1 from 1993 a few minutes ago. My impressions overall is that the best levels of the original Doom are those of the first campaign, most of them made by John Romero.

The 2nd campaign of Doom 1 is very uninspired, imho. So is the Inferno campaign -the third one-. I mean, comparing both with the 1st campaign. John Romero wasn't behind the creation of those maps.

The last campaign, "Thy Flesh Consumed" improves things a bit, while not as fun and superb as the 1st campaign of Doom 1. The first map is great, and was made by American McGee. It's a small but very well made map.

A friend of mine from childhood used to say in the 90s that the demos of computer programs always showed the best those programs had to offer. Dunno, if he was right regarding other games and programs, but in the case of Doom 1, the shareware demo version included the best maps of Doom, unforgettable maps most of them.

Now into Doom 2 and so on.
 
this is a good video reviewing the different campaigns and levels of the original Doom. Some very good points there.

 
Which conservative snowflake complained about Tatcher's Techbase? Got it banned from the place where Bethesda leaves so many iconic maps uploads without attribution. This Bethesda manager is awful and I suggest people stay away from it and stick with Doom community that the game to where we are now.
 
A friend of mine from childhood used to say in the 90s that the demos of computer programs always showed the best those programs had to offer. Dunno, if he was right regarding other games and programs, but in the case of Doom 1, the shareware demo version included the best maps of Doom, unforgettable maps most of them.
I'd say it's pretty accurate much of the time. The truth is - those games used to be a lot simpler, had very limited progression elements, limited visual assets and enemy types and whatnot. And the engines were of course a lot more limited in what you could do with them, which was good in some ways, but would certainly hold back plenty of bigger ideas(hence why Carmack was eager to move onto the Quake engine after Doom).

This really made it hard for games to throw genuinely fresh and exciting new things at you farther into a campaign(instead often resorting to spammy difficulty challenges). Combined with how gob smacking many of these games were simply on first impression, obviously you couldn't sustain that kind of thing. This led to the first third of most of these games feeling like the strongest and most memorable parts.

And that's ignoring the still-relevant-today fact that the initial portions of a game are usually the ones given the most development time and playtesting and polishing. Not just because of the inherent nature of start-to-finish development cycles, but also deliberately on the part of developers to make that best first impression.

Lastly, let's not forget they were churning these games out within like 9-14 months. You had to put together what you could and get it out. You couldn't really afford to spend an extra six months trying to innovate further and squeeze out all the quality you could in the back half of a game. Even if you had good ideas, it would often make more sense to save them for a sequel.
 
Not always there has been a lot of dumming down in games
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Alright, so level design being more maze-like doesn't really change what I'm saying whatsoever. And I was specifically talking more about early-mid 90's games in reference to the comment I responded to.

For one, comparing Doom and Devil May Cry level design is hilariously ridiculous. I shouldn't have to explain why, but I guess I have to. Doom is a super mechanically simple game. So in order to flesh out a game like that, you have to lean harder on other aspects, like level design. Equally, the game's engine involved very simple 2D environments. It was much easier as a level designer to just build something out of the limited assets available than it would be for a level designer who had a much more complex environment to build in 3d, and who would be much more reliant on specialist 3d artists to provide the assets to flesh out such an environment.

Doom modding took off heavily based off its relative simplicity in its building blocks. And you could build a Doom level like 10x faster than you could a full on 3d environment, even without the factor of needing more specialized artists for 3d asset creation.

I could actually talk about the Thief example as well, but it's really not that relevant to anything I was trying to say.
 
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