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doom-nerdo-666 · 2 months
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It is known that classic Doom does have some sprite flaws like the Revenant having an out of place pixel or two next to him when he punches or the Arachnotron (and Doomguy too i believe) having some missing pixels.
But i just remembered that the Cyberdemon had a pretty cool detail: You can see his skin reflected on the metal of his cannon.
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Yes, lazily taking an image from the Doomwiki but take a look at the cannon and its left side next to Cybie's leg.
You see some bits in the same color as his main skin.
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thathomestar · 8 months
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fucked up there's no in-depth wiki for duke3d like there is for doom
on doomwiki i can go to the page of any level from any official mapset and see exactly how many spawns of each powerup are available on every difficulty
i thought to myself "surely the duke3d folks would have compiled similar information so i can find out where the jetpacks are on each level" and the answer is no, they have not compiled this info whatsoever
i've been spoiled and i didn't even know it
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#46: Nostalgia 2 (2023)
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Download ^^
For wad #32, I checked out Myolden's "Nostalgia", a megawad rooted in Scythian influence with fair difficulty balancing and a focus on tight maps under a vanilla constraint - most importantly, the fun factor. A year later, Myoldern would return to release the sequel and it won a Cacoward. It's been a while since I played NS1.wad; and in truth - my own playthrough of this particular WAD has been segmented as I got sidetracked by a current release that will hopefully be blogged about - but nonetheless I think I have a bit to say about this one.
Nostalgia 2 is much like its predecessor - Scythian, not too hard, occasional slaughter here and there, although only in small doses and always with the proper weapons. I'd say most improvements from the first and this one are just mostly in consistency and maybe a bit more refinement - it's largely the same, there was 1 episode of the WAD (I believe the Doomwiki referred to it as the 'Hell Caves' episode) that focused on damaging floors that was a nice changeup, the early bits of the wad have some Tyson stuff to them, there's a good mix of really small obvious Scythe 1 callbacks and larger maps (especially with the 'Hell City' episode and the Doomcute Myolden is known for), but on the whole it's just a gentle pleasant experience.
I kinda took this WAD for granted for most of my playtime with it until I started what I'm currently playing, a WAD where playtimes for ILs can pass the 30 minute mark. You will seldom spend more than 10 on these maps, and it usually clocks in around between 4-7 minutes.
What else can I say? Cool "Ancient Aliens" throwback secret maps, solid dooming; it's all there. Good job.
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m39 · 8 months
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Doom WADs’ Roulette (2007): Wonderful Doom - Part 1
As I said in my previous review, we are finally checking out the MegaWAD which has more than 32 maps. Not counting Daedalus since it’s a partial conversion. The last normal WAD with so many maps was 2002: A Doom Odyssey. That WAD was fine, I guess? My memory of playing it is murky at this point in time. Nonetheless, I’m still kind of excited about playing another WAD like this.
S2: Wonderful Doom
Main author(s): Eugene Guschin (Wraith777)
Release date: 2007 (original release)/November 23rd, 2011 (version 1.3)
Version played: 1.3
Required port compatibility: Vanilla
Levels: 36 (standard 8 + 1 per episode)
Wonderful Doom is another WAD that tries to replicate the feeling of the original game, similar to the types Phobos Revisited (2004). Unlike that kind of WADs, however, where they were at most one episode long and focused only on the first episode, this WAD decided to take one, gigantic leap and recreate the feeling of the entire Ultimate Doom with its own spin sprinkled in.
Now, to remind you all that like with the other WADs that were split into episodes, this review will be split into four parts; each focusing on one episode. I do not expect to talk much in this review since Wonderful Doom aims to be a love letter to the original Doom and its fourth episode, and we already have a shit ton of stuff talking about that game to the point of making me wonder if there is still something to talk about.
But who knows? Let’s see what this MegaWAD has to offer.
PART 1
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So starting with the first episode... well... it looks like the original Knee-Deep in the Dead in many places. While there are also many locations where it looks different or is layered differently, it still looks really uncanny. Like another case of if “Doom I” was created in a different timeline.
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The same can be said about how you play these maps. And like in Phobos Revisited, it turns the concepts in many rooms upside down to some degree, without using the original secrets as mandatory locations (at least not is such a high degree).
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The most memorable part of this episode was in the E1M5 clone, where unlike in the original Phobos Lab where you have to cross the pool of toxic slime at the very beginning, here you immediately get damaged by the floor unless you grab a nearby Rad Suit. That’s kind of a dickish move right here.
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Changing the subject, yes, this episode is ridiculously easy. I guess it’s fair to say it’s harder than the original episode, but it was still a cakewalk, even when it had some cheap shots (like the one mentioned earlier). I wouldn’t be surprised if it was easier than the original episode if you pistol-started maps since there are items that weren’t in the OG like Berserk and Rocket Launcher in the E1M8 clone.
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I haven’t encountered any bugs in this episode. Doomwiki talks about this stuff so you can check the site for the information about it. As for me, I don’t think I will be talking about bugs in the following episodes.
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So... Wonderful Doom’s first episode was fun and it was a nice callback to the original game. Hopefully, the rest of it is as fun as this one.
See you next time.
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doom-64-cheats-gp · 2 years
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doom 64 cheats 100% working GYJ#
💾 ►►► DOWNLOAD FILE 🔥🔥🔥🔥🔥 ?TJL BDFW BFGV JVVB. To reach Level Hectic in Doom 64, you must start a new game. Go through Level 1-The Staging Area, and destroy ALL the barrels, except the one to the. Always Have Plasma Rifle, D7 ; Always Have Laser Weapon, DD ; Always Have BFG , DB ; Always Have Bio Suite, 00FF. Button Keyboard --> ` (Open Console Noclip God Map (map ) Weapon (?). Starting statusEdit ; MAP Hardcore, RF68 9BF2 6?GM TBK? RK6R 9BF1 6?G4 RBK? ; MAP Playground, RY48 9BFY 6?JM KBK? R24R 9BFX 6?J4 HBK? ; MAP The Absolution. This is a non-exhaustive list of passwords for Doom 64 , which can be used to start the game on any level with the desired equipment. These passwords begin the player with health, no armor, and 50 pistol rounds. Note that all passwords which target MAP Staging Area will also enable the game's "Features" menu, which allows use of additional cheat codes and the level warp feature. These passwords begin the player with full weapons, ammo, armor, and all three of the Demon Key artifacts. A pistol shot sound will be heard, but nothing else will appear to happen. Exit back to the game's main menu and wait for the title sequence to start. After watching all of the normal demos in the rotation, a special demo demonstrating strategies for successfully completing MAP Hectic will play. Skip to Content Skip to Navigation. Log in Create account. Page Discussion Edit this page History. From DoomWiki. Categories : Cheating Doom 64 Lists. Improve DoomWiki. Terms of Use. Related changes. Permanent link. What links here. Mobile view. Search DoomWiki. Upload a new image. Recent changes Special pages About. Random page Help Disclaimers Recent changes Random page.
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doom eternal cheat codes hack EK47!
💾 ►►► DOWNLOAD FILE 🔥🔥🔥🔥🔥 All weapons are unlocked and mastered, and all equipment is unlocked. Unused Mod Bots will not be accessible. Player has infinite Extra Lives. To use a code, launch Doom Eternal, select 'Campaign' followed by your save. Choose 'Mission Select' to bring up the list of missions you've. There are 14 Doom Eternal Cheat Codes to collect, including one that's not actually found hiding in a campaign mission. City // Infinite Lives cheat code location When you get to the section where you first encounter a tentacle, you'll notice a question mark. Unlike previous games, the cheat codes of Doom Eternal are collectible items that must be discovered before they become usable. They appear as floppy disks with designs appropriate to their corresponding cheat. To activate an unlocked code, choose the Mission Select option from the main menu and pick the desired codes from the "Cheat Codes" menu. Cheat codes can only be used on previously cleared missions and will hide Slayer Keys when active, but any other collectibles found with cheat codes active will still count towards game progression. While a cheat code is active, objects that would conflict with the cheat's function cannot be used for example, runestones cannot be interacted with while the All Runes cheat is in effect. Collecting every cheat code will unlock the ability to play the original Doom on the Slayer 's computer in the Fortress of Doom. It will also complete the "Reforged the Genie Lamp" achievement and tick off its corresponding milestone. Some cheat codes are only available in the main campaign due to their restricted applicability. Cheats are not available when playing Master Levels or in Horde Mode. Skip to Content Skip to Navigation. Log in Create account. Page Discussion Edit this page History. From DoomWiki. Categories : Doom Eternal Cheating Lists. Improve DoomWiki. Quasar made an edit on 15 July Terms of Use. Related changes. Permanent link. What links here. Mobile view. Search DoomWiki. Hell on Earth. Gain the effects of Sentinel armor for the entire mission, significantly reducing damage taken by the player. Staggered enemies die instantly when hit by projectiles, explosions, the flame belch , or dashing. All weapons have unlimited ammo, except for the Crucible as of Update 2 and the Sentinel Hammer. All weapons and equipment are unlocked and mastered. Gain an unlimited Onslaught effect for the entire mission, multiplying all damage inflicted by four. Gain an unlimited Overdrive effect for the entire mission, giving unlimited ammo for most weapons excluding the Crucible, BFG , Unmaykr and Sentinel Hammer and increasing the player's movement and weapon firing speeds. Demons will not drop health or armor on death, forcing the player to rely only on pre-placed pickups to survive. Completing a mission with this cheat and no others active awards the Hell on Earth podium and the "Master of Fasting" achievement. Demons are staggered instantly when hit by projectiles, explosions, the flame belch, or dashing. Does not work on bosses. Gain an unlimited Berserk effect for the entire mission, allowing enemies to be killed bare-handed with one hit. Unlocks all runes. Unlocks all perks for the Praetor suit. Upload a new image. Recent changes Special pages About. Random page Help Disclaimers Recent changes Random page.
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bihet-dragonize · 2 years
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hey Doom anon here. there's a power-up in Doom called the Berserk Pack, new players think because the visual effect is temporary that it's a temporary power-up when actually it persists long after the visual ends
people think the power-up lasts until the end of the level, but it's actually on a timer of around 4.3 billion tics -- which is nearly 4 years. I have no idea why they did it this way instead of as a permanent upgrade, maybe it was planned as temporary at one point? idk
just something I read on doomwiki dot org that I thought was kind of funny
No that IS funny? 4 years?! Does that mean you have the power up when you turn the game off again, or if you left it on for 4 years you'd still have it?
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doomwads · 3 years
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AOL Girls Museum
Game: Doom II Year: 1998 Source Port: Any Specs: MAP01 Gameplay Mods: None Author: "Capone” idgames | doomwiki | onemandoom
A digital gallery full of processed images of women that were found on AOL with handles attached. I haven’t done the work to decipher whether they were posted by the women themselves or by their significant others. There’s even a bit of a check-in desk and security shack. At its most deliciously deviant, monsters actually emerge from the recessed portraits.
Click here if you’d like to read my full review.
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endlessdoom · 3 years
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Sacrament
14 maps by Clan [B0S] of the russian community.
2011
https://doomwiki.org/wiki/Sacrament
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MAP01: Reposa In Pace by Slavius
Sacrament is a particularly special map that stands out for its unorthodox factors to the traditional, and boy does it show it! MAP01 is an interesting environmental proposal with a tight, labyrinthine design that enjoys losing the player in a new world more than throwing him into combat. 3/5
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MAP02: Doxylamine Moon by Lainos
Iconic in the history of the game and I can easily see why. This is a huge map that represents an incredibly detailed city with a deep and vast opportunity for exploration in every area. That, coupled with an excellent setting make this a map that is hard to forget. 4/5
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MAP03: Dirtyllery by Wraith
Confusing at times but with more combat than previous maps and a fairly interesting design that combines a variety of rooms, offering an interesting progress system that, although it gets lost at times, is manageable. 3/5
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MAP04: Phobia by Dr. Max
More direct than the previous ones and with a comprehensive layout that offers exploration and combat under an atmospheric, yet distinctive, presentation compared to the rest of the maps. 4/5
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MAP05: Lavatraz by Wraith
A fortress in the middle of a lava lake surrounded by a large crowd of enemies. This is an intense map with enough combat to satisfy those who want a bit of a fight, while maintaining a good flow and offering excellent presentation for combat. 4/5
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MAP06: Pandora's Box by Archi
Large and expansive, with huge open areas and an iconic start through a shadowy tunnel. Fantastic map, with good combat and many areas to explore as well as many fights to participate in. 4/5
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MAP07: Arena by Dragon Hunter
The most divergent map of all maps. This is a combat arena that ends with a totally unexpected slaughter surprise. It is probably the most traditional map of the whole set, one that differs from the philosophy of the episode but still perfectly satisfying, fun, entertaining and well challenging. 4/5
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MAP08: Zone X by Archi
We return to a realistic map that combines the urban effect with a bit of industrial architecture while offering progress through a palpable and realistic layout. With constant combat and a few surprises, it manages to make its mark. 4/5
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MAP09: Vancouver by Archi
It has nothing to do with Vancouver, but more to do with Doom. This is a map that manages to perfectly combine the atmosphere of the episode with a good puzzle system and exploration without sacrificing combat at any time; offering interesting challenges, varied and progress that flows without pause under a good atmosphere of fun. 5/5
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MAP10: Wood Prison by Azamael
Gigantic wooden (or brick?) fortress with a huge multitude of rooms and scenarios. Combat is intense and almost constant, but the layout leaves something to be desired at times, as well as a few missing textures. 3/5
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MAP11: Seaport by Azamael
A fascinating concept that combines natural scenery with human architecture, giving it a distinctive touch that together with the MIDI and the progress system, create a very palpable atmosphere. 4/5
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MAP12: Industrial Processing by Dragon Hunter
Quite large, dark and ambient. At times it reminds me of the tight maps of Doom 3, combining intense combat in tight corners that encourage tactical combat and be careful with our steps. The visuals are often hidden in the darkness, but it manages to convey a decent idea of abandoned tech-base. 3/5
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MAP13: Controlled System by BeeWen
This is a map to end on a high note... gold. Huge and quite distinctive thanks to the excellent work of detail and ambience, adding a Silent Hill song, this map bleeds atmosphere and releases horrors. With a huge layout, unfortunately, it shoots itself in the foot by creating an almost incomprehensible path system that becomes incredibly complicated near the map, however, the challenging combat and wonderful visuals manage to give it its name. 4/5
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MAP14: LOGOEND by Lainos
And finally, an unwinnable map that works like a credits map, but without the credits. Still, the monument and the skybox is great. Maybe music would have improved this. 3/5
Overall:
» Sacrament (2011) By Clan [B0S]
Deep in the snowy lands, far to the east and hidden in the veil of mystery and poem, lies an abandoned world, without faith, without time; a world where man does not exist and sin reigns, desolate lands, lost lands, home of the devil and battlefield for all those who dare to desecrate the... sacrament. Whoops! I missed the rails. That little paragraph may encapsulate a bit of the idea and excitement behind this 14 map WAD designed to totally blow your mind in the most unorthodox and fantastical way you can find within the confines of Doom. Sacrament is an episode created by the B0S clan that shows how the world of Doom still has much, much more to offer.
Sacrament's story is something that would make a writer's cheeks swell with the desire to make it a novel: The plot follows a "Clan [B0S] fighter" as he wakes up from a nightmare into an apocalypse already in-progress. It is then gradually revealed that "the worthy" have already ascended to heaven, while everyone else have turned into bloodthirsty demons who are left to infight. He journeys into a now-desolate world, searching for answers as to what had happen, and why only he retained his humanity. Extract from the Doomwiki. That alone sounds like something absolutely awesome that inmediatly gathers my attention, and as expected, the rest of the WAD also did. With 14 maps, you'd better be ready to embark on an adventure of your own that is worthwhile in every way and demonstrates with considerable quality how to create a world entirely within the confines of Doom in a creative, inventive and different way to what we are used to. As a result, a kind of environmental son that evokes distant sensations of desolation, added to an explicit combat that sometimes is silent and then surprises you with brutal violence.
Sacrament knows very well what it is trying to achieve and succeeds with flying colors, even if it is not to everyone's taste. The main aspect of this WAD and its distinctive point is nothing more and nothing less than the amazing presentation it has. When I talk about presentation, I mean the shared set of visuals, progressive narration and extra details like music or even the titlescreen. WAD makes extensive use of all these details to create an ironically perfect conglomeration. While presentation is often overlooked or of regular importance in the mainstream Doom landscape, it is an aspect that can still pleasantly elevate the value of a WAD. That's just what happens with Sacrament. @Lainos is the mastermind behind the conception of this work, and he manages to successfully convey the idea of desolation and abandonment that each map possesses. The cohesion is generally understandable, and even though the maps are not dependent on each other, each manages to create a shared atmosphere among the entire WAD, either through the use of realistic architecture combined with muted colors, or even sharing design similarities that evoke a shared history in different areas. Sacrament successfully manages to give that fantastic feeling; that of playing in an environmental adventure like no other.
It is worth mentioning the incredible use of music and colors. Music used to be a factor that ranked as a rear position among the overall quality of WADs in the old days. A positive factor, but not essential. On the other hand, modern times have begun to highlight the essentials of music and how they can pleasantly increase the quality of a WAD. Proof of this is the recent Cacoward for OST. Well, Sacrament makes extensive use of music from different sources and all in an .OGG format, which means that we will hear high quality music in glorious sound true to the way the author intended. While the music is not of original production for the project, the selection of each tune was done with enough attention to create a comprehensive odyssey of ambient symphonies. MIDI breaks the mood at a certain point, yes, but the great job they have taken in choosing songs that match the color palette of the map and the ambiance is a good example of how this format is perfect for drowning us in a world. Add to that an excellent use of skybox, dark blue colors and lots of creepy textures reminiscent of rust and confinement, and surprise, Sacrament is a work of pure ambience.
But not everything that shines blue is sapphire, and here we must see the strange, unorthodox and polemic side of this WAD, the gameplay. Sacrament tells you directly in its structure that it is interested in the environment, leaving the gameplay to take a back seat (not entirely true, but you get the point), something that many would consider sacrilege, but thanks to good management decisions and excellent production, it works under the same aesthetics of this project. Most of the maps make a great focus on exploration and environment, especially the @Lainos maps, which bleed pure desolation and loneliness. The influence of Lainos is felt in most of the maps, especially with the intense use of music and skybox, on the other hand, not everything is generally pure exploration, it would be somewhat detrimental to steal the gameplay completely to this map, and if what we want is action, well there is, in one way or another there is. Intense maps that offer explosive combat like MAP07: Arena by @Dragon Hunter or the huge and challenging MAP13: Controlled System by @BeeWen, both maps that show incredible use of design and devastating gameplay at times. However, if Sacrament is a black sheep, then these maps are Sacrament's black sheep, so to speak.
Sacrament is not meant to be a run-and-gun, nor a kind of traditional WAD. It comes with all the right to break schemes and demonstrate something different and well produced, something that however strange and fascinating it may be, it manages to establish its place within the annals of the history of WADs. While its complex layouts and divergent gameplay may be somewhat detrimental to some players, that doesn't detract from the simple fact that Sacrament is a quality work that deserves to be tried just for the one virtue it possesses, that of allowing us to plunge into a world of Doom.
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jimmyzd · 7 years
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Any advice for beginner Doom Mappers with no ideas for the full picture?
Oops, sorry, didn’t see this until just now. D: Tumblr eludes me a bit.
Anyways, I can vouch for the tried-and-true method of just jumping in and teaching oneself everything about Doom mapping, since it is a very, very accessible medium of creation - seriously, drawing simple lines and shapes is really all it takes. :P At least for the basics.
However, the community itself is rich in resources to help you get off the ground. There are editing tutorials all over the place:
On Doomworld.com there’s an entire section of the forums dedicated to in-depth tutorials from beginner to advanced levels of Doom map design. You can also post questions there if you’re in doubt.
Doombuilder.com also has its own video tutorials which are very short and succinct.
This one by Eevee is definitely worth checking out if you want a no-nonsense tutorial for starting your first map all on one page.
I also organise The Joy of Mapping which is a live communal mapping session that invites beginner mappers to simply show up and make a map in a short amount of time, with help and guidance provided by session tutors live via a public Discord channel. We just got done with our fourth session and it’s pending a final release now.
Of course there’s a lot beyond this - and you might want to make maps, and be able to, but be quite stuck for actual ideas. Again, the community is there to help.
There are name generators and theme generators out there. Of course some of these are ineffably silly, but hey, sometimes a silly idea might stimulate you creatively in ways you’d not previously considered.
OBLIGE is a level generator that can help you gain a general idea of how a Doom map layout can work. It is generally frowned upon to use these layouts “out of the box” though, so use them for inspiration, but don’t go generating a bunch of maps and then releasing them. :P
The Doomwiki is a great resource regarding specifics of the engine.
There are innumerable community projects ongoing at any one time, especially on Doomworld, with specific restrictions like using a certain size of playable area, or specific enemy placement. Limitations breed creativity, so hopefully you’ll find one that stimulates and challenges you!
Just doodle! Find some blank paper, whether it has lines/squares or not, and get sketching. Interesting things are bound to arise.
Play a lot of Doom. Seriously. The maps the community makes are invaluable sources of inspiration. We’re a stupidly creative bunch.
Hopefully this helps! Again sorry for the sheer lateness of this response.
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doom-nerdo-666 · 7 months
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(Pic from Doomwiki)
Something common in both mapsets and gameplay mods is replacing the SS guards and Keen.
It's how you get custom enemies in certain maps or mods with extra/secret enemies.
Of course, if you mix a mod and map that do both, they tend to clash.
But regardless, it's a fun thing so i thought of making a list of some examples.
And specifically about the Wolfenstein enemy and hanging Keen, so Romero's head or the "dead Lost Soul" thing aren't in it.
(Note: feel free to mention some because this list could have more examples)
In case this is long:
The Rebirth: SS guards are replaced with a snowman that can shoot you while Keen is replaced with an hanging Mario in a secret Mario themed area.
Ancient Aliens: SS guards are replaced by armored alien troopers (?) that shoot plasma and turn almost invisible to move around and Keen is replaced by floating skull things that shoot homing rockets (They have the same graphics as the spawn cube in FreeDoom).
Scythe 2: SS guards turns into that one red Doomguy with a Plasma Rifle and Keen becomes the Afrit, flying upper halves of red Barons that throw multiple fire balls.
TNT Revilution: I know the SS become a plasma turret but not sure about the Keens, are they the ones that shoot rockets?
Doom Zero: SS become the "alpha" Lost Soul (That originally had the hitscan attack but ever since the Unity add-on, it now shoots a Caco projectile) and Keen becomes a Dopefish.
Eviternity: Has more custom enemies but the SS replacement is the Former Captain (Who despite being a dual wielding chaingunner, actually shoots projectiles) and Keen becomes the Astral Cacodemon who shoots multiple fireballs.
Doom 2 The Way id Did: Because the secret levels are themed after Commander Keen, both Keen and the SS are replaced with characters from that series (SS becomes the Dopefish and Keen becomes a Yorp).
Epic 2: SS become some invisibility/camouflage alien-like guys that predate the ones we see in Ancient Aliens. Keen has his sound changes because of how he's used in some level.
Jenesis: SS becomes a zombie UAC marine and Keen becomes a fleshy monstrosity with twisted faces that shoots rockets and is the final boss.
Moonblood: SS becomes the Mother Demon from D64, who shoots Manc fireballs, Rev missiles and even a generic rocket.
50 Monsters: SS becomes a Chaingunner that drops an ammo clip, which is something i've seen other mapsets do. Keen becomes the Afrit.
Obituary: Keen becomes a dead player while SS becomes the "high tech guy" who's semi-invisible and has 2 guns.
Hacx: The Roaming Mine replaces the SS it seems.
FreeDoom: Why didn't i add this? SS become French sailors i think? They don't even have a dedicated level, really. And Keen becomes an alien inside a jar you can break, which is treated as a level prop.
4 Seasons of Doom: SS become a zombie with a BFG-kinda that shotos Manc flames (They also explode when they die) and Keen becomes an Imp hiding in a trash can.
Space Hunter: The SS are changed visually/mechanically to reference the Wizzrobes from Zelda (Called the Nazrobes here) and killing them grants access to a magical rod with new attacks. Keen is replaced with Mario stuck on a vine and you can hurt him to change to small Mario before dying in typical Mario fashion.
GMOTA: The SS are skeleton copies of the playable characters who are weak and laughable, sometimes a Revenant appears.
Hard Doom: It brings back other Wolf 3D enemies like the officer with the pistol and the silent mutant. Keen is replaced with a hanging torso-like creature that shoots projectiles so it's a basic threat.
Complex Doom: It gets crazy with the SS because it brings the dog enemies, mutants, some other soldiers and Mecha-Hitler. Keen is replaced with DarkSydePhil.
Demonsteele: SS are some armed Yakuza guys i guess, because they might be based off those Shadow Warrior guys. and Keen becomes an anime girl bodypillow.
MetaDoom: The SS represent soldiers from some ports of Wolf 3D, one of the Mac stealth games and RPG as if Wolfenstein was "Metafied" too. Keen resembles characters from other id titles like Dangerous Dave or Hovertank 3-D.
Doom Delta: The SS are replaced with the more basic Wolf 3D guard/soldier enemy.
Legion of Bones: The SS are replaced with those red skeletons with swords that used to be on FreeDoom and they shoot those firey skulls from Heretic i think.
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thathomestar · 6 years
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something i noticed about the doom wikia is that, because it's more popular, it has content that the good doom wiki doesn't have. it sucks because everyone kept saying "it's the dead wiki" but only for a minority. wished someone could just take some of that stuff and put it in the better wiki, because it's not like they weren't once caught stealing from the good wiki.
i know doomwiki is a little behind on info from doom 4, but they shouldn’t take from the wikia honestly. it’d be better if someone got all that info on there themselves rather than just swiping it from someone else.
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#033: Classic Episode (2000)
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Photo courtesy of the Doomwiki.
Sometimes you're just in the mood for no-frills doom, and Classic Episode delivers on that front. It replaces the E2 slot but half of it is a homage to E1 and from the secret map onwards it fits more in its slot. Layouts are interconnected and simple enough, very vanilla-feeling, and combat isn't too hard sans a few encounters sprinkled throughout the WAD (yes, there are Barons) and the final map (in which I had to resurrect because killing Cyberdemons in OG Doom is annoying). It doesn't have much to offer, but it doesn't need to. What it has on its own merits is a satisfying 'coffee break' mapset that feels like a sensory deprivation tank compared to what we're used to in The Year Of Our Lord 2023.
Bio's verdict: Just goes to show there's nothing wrong with the classics, eh Squidward?
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m39 · 8 months
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Doom WADs’ Roulette (2006): Vae Victus 2
G6: Vae Victus 2
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Main author(s): Derek Braun (Dittohead)
Release date: September 10th, 2006 (original release)/ October 26th, 2006 (updated version release)
Version played: Updated
Required port compatibility: Limit-removing
Levels: 7
Derek Braun was one of the contributors to the Newdoom Community Project that I took a look at a few days ago. His map (Doomsday Machine) was one of the better maps in the project. Now we will be taking a look at his solo project, the sequel to the WAD called Vae Victus.
Let’s see what Vae Victus 2 has to offer.
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Vae Victus 2 looks pretty as hell. I don’t think that it’s the best-looking WAD from 2006 but overall, I really like its looks. Even if it suffers from the Quake Syndrome of having too much brown in like most of the maps, I like how it is diversive with the environment, even if half of it is some variation of a tech base.
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The music, most of the time, is amazing, even though all the new tracks are from the other games and they don’t exactly loop properly. You will hear MIDIfied versions of stuff from Castlevania, House of the Dead (Magician’s theme misses some instruments), Resident Evil 2, and Another Zero. The only old music track is Donna to the Rescue, but at least it’s a track from Doom I.
Even though I think that Blood Relations doesn’t seem to fit quite right and Front Hall is too short, the rest of the tracks are worthy to play in the background when you kill some demons.
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Vae Victus 2 is not complicated. Asides from MAP05, which is a rather confusing castle complex, you won’t really get stuck for a longer period while playing any maps.
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This WAD is also easy in my opinion. The only actual hard parts were with Cyberdemons (especially when fighting two of those at the very end of the WAD). Other than that, if you know what to expect and stay vigilant, you won’t have trouble playing it.
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While I didn’t encounter any bugs, the Doomwiki mentions that you can stuck in one place in MAP07 unless you jump out with the jump command or use noclip.
I don’t really have much to say anymore about Vae Victus 2. It’s a decent WAD worth playing. What’s more to add?
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As for the following two WADs, those are partial and total conversion respectively. The former is... rather disappointing since I played it in the past. But I’ll get to that in a proper (kind of) review.
See you all next time.
Bye!
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funnynewsheadlines · 5 years
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32 Hilarious Reactions To NASA’s InSight’s First Photos From Mars
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mingoboys · 4 years
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The latest Mingo Boys Nerdstuff News! https://t.co/RrfQwGzHSL Thanks to @HamsterRj @doomwiki @AK_Night_Hawk #gaming #videogames
— Mingo (@MBNerdStuff) November 3, 2019
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