DOOM Franchise Community Thread: That's one doomed space marine!

#1




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Purchase
DOOM Classic Complete on Steam

What is the difference between DOOM and The Ultimate DOOM?
Doom is the first release of the Doom series. The game is divided into three nine-level episodes. It was first released on December 10, 1993, when a shareware copy, containing the first episode, was uploaded to an FTP server at the University of Wisconsin.

The Ultimate Doom is an expanded version of Doom released on April 30, 1995, that adds a fourth nine-level episode to the game, Thy Flesh Consumed, which contains seven regular levels, one secret level, and one boss level. The enhanced version was made as an incentive in the distribution of the boxed game through retail stores and venues, although to be fair to fans who had previously registered Doom, id Software provided them with a freely available patch to upgrade their copy of Doom version 1.9 to The Ultimate Doom.

Master Levels for DOOM II
The Master Levels for Doom II was released on December 26, 1995 by id Software as an expansion pack for Doom II. The PlayStation version of Final Doom includes 13 levels from the Master Levels.

No Rest For the Living
No Rest for the Living is the title of the new Doom II episode developed by Nerve Software for the release of Doom II on the XBLA. It is also included in the Doom 3 BFG Edition.











Chocolate Doom
It aims to accurately reproduce the experience of playing Vanilla Doom. It is a conservative, historically accurate Doom source port, which is compatible with the thousands of mods and levels that were made before the Doom source code was released. Rather than flashy new graphics, Chocolate Doom's main features are its accurate reproduction of the game as it was played in the 1990s.
PrBoom
This port started out as the official GPL Win32 port of TeamTNT's Boom, and has since merged with LxDoom and LsdlDoom. Compatible with Boom features and "most" of MBF, plus high resolutions, IP internet play and OpenGL rendering. Linux rpm/source also available.
PrBoom+
Modified PrBoom port with uncapped framerate, variable gamespeed, re-record, walkcam, chasecam, full mouselook, fov, aspect ratio, smart totals and many other features, all without loss of compatibility. Also features autoloading of wads for demo playback, improvements in compatibility with original Doom, Boom and MBF, and options for "compatibility with common mapping errors" and for playing back "incompatible" demos.
ZDoom
Win32 Doom port with high resolutions, translucency, up/down looking, a console, true key bindings, TCP internet play, completely compatible with TeamTNT's Boom source port, a particle system and has ACS, hubs and polyobjects from Hexen.
GZDoom
GZDoom is a Doom source port based on ZDoom. It features an OpenGL renderer and lots of new features such as 3D floors, Dynamic lights, skyboxes, True color textures and models.
Skulltag NO LONGER DEVELOPED!
Skulltag is a deathmatch/cooperative/CTF internet mod based on. Includes bots, custom levels, skins, several new weapons and OpenGL rendering. Sadly, it is no longer being actively developed but is still available for single player and archival purposes.
Zandronum
Zandronum is a multiplayer oriented port, based off Skulltag
Doomsday Engine
The Doomsday Engine is a greatly enhanced DOOM source port available for Windows, Mac OS X, Ubuntu and most other Unix platforms (source code is provided).

Doomsday supports many games including the classic first-person shooters DOOM, Heretic and Hexen.

We aim to retain the original feel of the games yet leverage modern techniques and technologies, including hardware accelerated 3D graphics and client/server networking. A lot of emphasis is placed on good-looking graphics.
Risen3D
Risen3D is an advanced, stand alone Doom port by Graham Jackson based on Jaakko Keranen's Doomsday port. The engine has popular features such as Full Boom and MBF compatibility, slopes, 3D floors, MD2 models, particle effects, high resolution texture options and R3D scripting.
DOOM RETRO
DOOM RETRO represents what I want DOOM to be today, in all its gritty, unapologetically pixelated glory. It’s a meticulously crafted expression in restrained design. I’ve strived to implement a set of features and a certain level of attention to detail that isn’t necessarily present in other source ports, but still upholding a deference for that classic, nostalgic DOOM experience we all hold dear. DOOM RETRO’s extensive release notes list what I’ve accomplished so far in an attempt to achieve this goal. DOOM RETRO is based on Chocolate DOOM.
ScoreDOOM
Sourceport based on GZDoom which adds a score system. Points are scored when shooting/killing monsters, achieving map objectives, finding secrets & map items in the quickest time possible (as well as scoring points in other ways), etc.
Doom Legacy
Doom port with high resolutions, Glide/OpenGL support, mlook with up-and-down shooting, jumping, translucency, key bindings, 32-player TCP/IP multiplayer with player-selected names and colors, skins, true-height sprites and the ability to load outside WADs while running. Supports TeamTNT's Boom port.
Odamex
Open source doom sourceport specialized in oldschool multiplayer features. Also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Full Boom compatibility. Launcher and server browser included, nothing else needed!
ManDoom created by Tain
ManDoom is a slightly modified ZDoom Windows build made to make every player death permanent by disallowing abuse of the save and load features of the Doom engine. ManDoom can also provide randomly-generated maps every session.

Mods
Brutal Doom
In development since 2010, the 18th Cacoward winner and Moddb 2012 MOTY Editors Choice of Creativity Award Brütal Doom takes Doom into a whole new level. It makes the game much more violent than before. There's much more blood, plus it adds unique gibs, death animations, dismemberments, headshots, executions, fire and explosion particles, flares, shadows over all objects, and much more.
Doom Expanded
The purpose of this modification is to add a number of graphical, sound, and gameplay enhancements as well as other tweaks and additions to the classic Doom experience while keeping the original gameplay intact. This mod keeps the fast and fun style of the original Doom series, but adds an "Expanded" overall presentation to the classic games.
Reelism: A Doom Mod by 300 Pounds
Each game is divided into five sixty-second rounds. In between each round, this slot machine in your HUD activates, changing the rules set for the next round. One minute you're rolling around in an absurdly large tank crushing Hell Knights beneath your treads without a care in the world, the next you're desperately fleeing at half speed while firing Wolfenstein weapons futilely at an invulnerable hellbeast, then the next you're flying around lobbing petrol bombs at Imps. The choice isn't yours, it's all up to chance and a cruel, unforgiving RNG. And if you survive all five rounds...?
Pirate Doom!
Pirate Doom! A GZDoom TC which features:

- 16 maps of good old runnin' and gunnin' action;

- eye patches, bandannas, beards and mustaches for all Doom monsters;

- cutlass, flintlock, cannons and other rusty weapons;

- cool caribbean music;

- option to combine monsters, guns, items and music with any wad;

- Ships, islands, treasures and rum.
Doom Hi-res Texture Pack
Every texture in this pack is recreated by hand in high resolution to match the original low resolution textures of Doom.
mXHairs 2.0
90+ crosshairs
OBLIGE
OBLIGE is a random level generator for various classic games, including DOOM, DOOM II, and Heretic. The goal is to produce high quality levels which are fun to play.
Freedoom
The Freedoom project aims to create a complete free content game based on the Doom engine.

Combined with the engine, Freedoom is also compatible with game modifications (‘mods’) made for the original Doom games, made by Doom fans and artists over the decades.
Real Guns Hardcore
This mod combines Doom's fast and varied gameplay with more intense and tactical approach of Call of Duty.
Samsara
This is a multiplayer project inspired by crossover fighting games, designed to bring these games that people love so much and give them a second life on the multiplayer front, taking the heroes and the weapons and pitting them all aside (and sometimes against) each other. When you play Samsara, you pick a hero from a classic FPS game, spawn in the battlefield with abilities and weapons from their original game, and then proceed to lay waste among all those that stand in your way in whatever iwad or levelset of your choice. Each of the heroes are strictly limited to their own weapons, so you won't have a nonsensical random mash-up of people wielding weapons just not suited for them.
Popular Megawads
Eternal Doom
The culmination of over 2 years of work and many sleepless nights is now ready for you to enjoy and hate. As with the earlier 2 releases, this third one manages to create a world unparalleled in complexity and interest. Not only are there a full 32 levels, but you've got to play CyberSweeper a few times--it's different every time. Then take a tour of the Credits level and see all the folks who were involved in making this product what it is.
Hell Revealed
Hell Revealed is a 32-level megawad for Doom II. It is possibly the best known example of an ultra-hard WAD, and has received the most attention by speedrunners of any PWAD. Hell Revealed was created by Yonatan Donner and Haggay Niv and released in May 1997.
Hell Revealed II
Hell Revealed II (HR2) is a 32-level megawad for Doom II and the sequel to the legendary Hell Revealed. The WAD was authored by a team of 14 members led by Jonas Feragen. It was released in December of 2003. Many have admired this megawad for being quite possibly one of the most difficult wads to date.
10 Sectors
Doomworld’s 10 Sectors competition was held in 2000 and is widely regarded as one of the most successful editing competitions in the history of Doom. It was inspired by a similar competition in the Unreal community called the 5 cubes competition.
Alien Vendetta
Alien Vendetta (aka AV) is a megawad that contains 32 new and hard levels. The levels are full of details and monsters. It is also one of the few PWADs that are allowed to be used in Compet-N speedruns.
Scythe
Scythe is a 32-level megawad released by Erik Alm in April of 2003. The most distinguishing feature of Scythe is that its levels are smaller than average. Also, it was created in a matter of a few months, 31 levels by Alm, and Map 32 by Kim "Torn" Bach.
Scythe 2
Scythe 2 is a 32-level megawad for Doom II. Released by Erik Alm in June of 2005. It was re-released July 10th 2009 with the 3 missing levels. It has been regarded by many as a spiritual successor to Scythe rather than a direct sequel. While the original featured small, action-packed levels, Scythe 2 is filled with large, complex and detailed maps, and is sometimes compared to the style of Alien Vendetta.
DTWID (DOOM The Way id Did)
This project asks the contributors to carefully study the original maps and try to make them as John Romero and Sandy Petersen did.
D2TWID (DOOM 2 The Way id Did)
Hot on the heels of the super fun and challenging Doom project that pushed mappers to get inside the minds of revolutionaries in game design comes the natural sequel to Doom The Way id Did. Join us as we continue on the exciting journey to recreate retro-authentic mapping gold. This time there will be more map designer styles to emulate, more abstract warped-reality levels to explore, more monsters to thwart the player in new, devilish ways, and new mapping design concepts to rediscover and draw from as we meticulously strive to recreate the Doom II experience. If you're up for a different kind of mapping challenge and missed the first DTWiD project, try your hand at a map for Doom II The Way id Did.
TNT 2: Devilution
TNT 2: Devilution is a fan-made sequel to TeamTNT's TNT: Evilution that started in mid-2009
Serenity Series (Serenity, Eternity, Infinity)
Serenity (SERENITY.WAD) is a Doom episode replacement mod of eight levels, created by Bjorn Hermans and Holger Nathrath. As part of their 10 Years of Doom feature, Doomworld named it one of the ten best WADs of 1994.

Eternity (ETERNITY.WAD) is a Doom episode replacement mod of eight levels, created by Bjorn Hermans and Holger Nathrath. As part of their 10 Years of Doom feature, Doomworld named it one of the ten best WADs of 1994.

Infinity (INFINITY.WAD) is a Doom episode replacement mod of eight levels, created by Bjorn Hermans and Holger Nathrath. As part of their 10 Years of Doom feature, Doomworld named it one of the ten best WADs of 1995.
Memento Mori
Memento Mori is a 1995 megawad that contains 32 new levels, designed by two members of the Innocent Crew, Denis and Thomas Möller, along with 19 other authors, including Tom Mustaine and both Dario and Milo Casali. In contrast to most megawads, it is designed especially for cooperative multiplayer gameplay, although it can be played in single-player as well. It is also one of the few PWADs that are allowed to be used in Compet-N speedruns. The soundtrack was composed by Mark Klem, who also designed one level and co-designed another. The phrase Memento Mori is Latin, and translated it reads, "Remember that you will die."
Memento Mori II
Memento Mori II is a 1996 megawad that contains 32 new levels, plus 2 top-secret levels that are not contained in the .WAD file itself (see Top-secret levels). It is the sequel to the 1995 megawad Memento Mori, with many of the same designers involved, including Denis and Thomas Möller of the Innocent Crew. Like its predecessor, and in contrast to most megawads, it is designed especially for cooperative multiplayer gameplay, although it can be played in single-player as well. It is also one of the few PWADs that are allowed to be used in Compet-N speedruns.
Installation Instructions
Instructions by Raptomex
Since ZDoom, GZDoom, Zandronum, Skulltag, and ScoreDoom can all be set up the same way and are probably some the most popular source ports for Doom, these instructions will apply to these source ports only. There are tons of source ports for Doom and each one should contain instructions so be sure to read them before installing anything.

The very first thing you want to do is install your copy of any of the Doom games. Whether it's on Steam, copying the files from the disk, or elsewhere. Once you install the game open up the game directory. For Steam users, go to your SteamApps\Common directory:
C:\Program Files (x86)\Steam\SteamApps\common\Ultimate Doom\base
C:\Program Files (x86)\Steam\SteamApps\common\Doom 2\base
C:\Program Files (x86)\Steam\SteamApps\common\Final Doom\base
This next part is easy:
For The Ultimate Doom, copy or move the DOOM.WAD out of the base folder to wherever you want.
For DOOM II, copy or move the DOOM2.WAD out of the base folder to wherever you want.
For Final DOOM copy or move PLUTONIA.WAD and TNT.WAD out of the base folder to wherever you want.
Now you can uninstall everything else. These are the only files you need. These specific WAD files are called IWADS.

The DOOM 2 IWAD that comes with the DOOM 3 BFG Edition contains the extra episode "No Rest For the Living". It is also named "DOOM2.WAD". Not all the source ports support this IWAD yet as far as I know. Browse around to make sure your source port supports it before playing it. I'd recommend keeping this IWAD separated from the rest.

Now download any of the source ports. Zandronum includes an exe that will auto install for you. The rest you can download and just extract the contents from the zip or rar into a folder. Name the folder whatever you want. If you want to use all of these source ports I would recommend creating separate folders for each port. Now run the source port exe (zdoom.exe, gzdoom.exe, etc.) It should ask you to set a path to your IWADS. Also, running the exe should create an ini file for configuration.

Please read carefully. Close the source port and locate the the ini file (zandronum-[your name].ini, zdoom-[your name].ini, etc.) It should be in the same folder as the exe. Open the ini file using any text editor. I use Notepad. At the top you should see the following:
[IWADSearch.Directories]
Path=.
Path=$DOOMWADDIR
Path=$HOME
Path=$PROGDIR
Right below Path=$PROGDIR add PATH=[location of your IWADS]. If you have all of your IWADS in one folder you can just type in the path to that folder. If you have each IWAD in different folders than create a PATH= for each one. I keep all my IWADS in one folder so my set up looks like this:
[IWADSearch.Directories]
Path=.
Path=$DOOMWADDIR
Path=$HOME
Path=$PROGDIR
Path=C:\Program Files (x86)\Doom\IWADS
Once you launch the source port again it should bring up a menu asking you which game you want to play. Select the game (WAD) and click "Play".

Mods are usually in the WAD file extension but some are in PK3. Either way running either one works the same way. Chances are if you've done this before most of the instructions you find online is to drag and drop the mod onto your source port exe and play. This is the simplest way to run any mod or megawad. Some mods only work with certain IWADS so be sure you read the mod instructions. Launching the wrong game won't break anything, it may just give you an error, or just launch the vanilla game.

Now if you enjoy a mod so much that you want it to launch all the time this is where autoloading comes in. For example I keep Zandronum dedicated to Brutal Doom. So everytime I run Zandronum and play any Doom game it will always load Brutal Doom. You can still drag and drop other wads onto your exe if you want to run multiple mods. To autoload a mod open up your ini file again. Scroll down until you see:
[Doom.Autoload]

[Doom1.Autoload]

[Doom2.Autoload]

[TNT.Autoload]
You will use the same Path structure as described above for the IWADS. Placing paths underneath these will autoload any mods you wish to run for whichever game. For example, any mod path under "Doom.Autoload" will load that mod for all the Doom IWADS. Any mod path under "Doom1.Autoload" should load any mods for DOOM, "Doom2.Autoload" = DOOM 2. "TNT.Autoload" = TNT, etc. So as I stated above I use Zandronum to autoload Brutal Doom and several other mods so my set up looks like this:
[Doom.Autoload]
Path=C:\Program Files (x86)\Doom\Mods\brutal19.pk3
Path=C:\Program Files (x86)\Doom\Mods\iconboss.wad
Path=C:\Program Files (x86)\Doom\Mods\DoomMetalVol4.wad
Path=C:\Program Files (x86)\Doom\Mods\BDMutator_DannyGloverOriginalFuckYourself.pk3
Path=C:\Program Files (x86)\Doom\Mods\BTSXHUD-Brutal.pk3
Path=C:\Program Files (x86)\Doom\Mods\mXhairs_1.8.pk3
As you can see I'm loading both WADS and PK3 files. Also important to note, some mods may be compatible with other mods, so again read the instructions from wherever you get them. It may require a specific load order to run correctly.


Information & Resources
id Software
The Doom Wiki
Doomworld
Doomworld /idgames database (largest Doom WAD database)

Doom Editing
Doom Builder
SLADE

DOOM 64
Doom64 EX

DOOM 3 Mods
Phobos
The Dark Mod
Perfected Doom 3
Classic Doom 3
Last Man Standing

Other Games
DoomRL (Doom, the Roguelike)

 
#2
Awesome OT. Fitting for the best game ever made. Can't wait to try out all those mods and sourceports.

I'd like to recommend Ultimate Torment N' Torture, that's a really astonishing achievement, imo.
 
#3
Nice OP.

For anyone confused about source ports, just pick up GZDoom and see how you get on. Most new wads are compatible with it specifically and it's got probably the best emulation of the old software lighting effect.

Also, ZDL is a handy launcher tool for loading multiple wads - it's a very simple GUI which lets you drag and drop the files you want to load.

Edit: also a few suggestions for map packs. Back to Saturn X is a great level set with some really nice art and music. Also for old school Doom fans, The Ultimate NMD is one of the best vanilla-esque level sets around.
 
#5
One issue I have with ZDoom and GZDoom is that they seem to run a little too fast - when I play the originals or the BFG Edition versions, they have a lower framerate but it just feels right that way, to me. Is there any way to make the sourceports run it at the original framerate?
 
#8
So much Rip and Tear!

I am currently beat doom 64 again (slowly sadly due to school work). You should IMO add doom 64ex (extremely accurate PC doom64 port) and perhaps beyond hell and earth, a brutal doom wad. It is still in production, but the levels play really well with brutal doom (hence why they are designed around it). But thanks for the well designed and informative OT!
 
#10
This OT is awesome!!! I make sure to replay Doom and Doom 2 on Chocolate Doom regularly. :D

One issue I have with ZDoom and GZDoom is that they seem to run a little too fast - when I play the originals or the BFG Edition versions, they have a lower framerate but it just feels right that way, to me. Is there any way to make the sourceports run it at the original framerate?
I can't recall any option off the top of my head, but ZDoom and its derivatives have a TON of options in them, so look around. If you can't find it, then you'll probably have to use Chocolate Doom to emulate this behavior.

EDIT: Found it. The CVAR you're looking for is "cl_capfps"

Open the console using ~ and type in "cl_capfps 1" to enable it.
 
#11
It's 4:32am. An hour past my bed time. I'll read over any suggestions here and add more stuff to the OP tomorrow night after work. Good night, all.
 
#15
£10 off Steam for the daddy? Seems like a bargain.

Can't remember which version I used to have of Doom that had Mouselook and everything. What is best that will give me a close feel to the original with mouselook? Chcoolate Doom?
 
#17
INCREDIBLE OP I love it! You did a damn fine job. I'm subbed.

I'd like to also recommend everyone the PSX ports of DOOM and Final Doom. Theres a total conversion out there in beta form at the moment.


also in addition to your great list I thought everyone might appreciate this one as well

I am currently trying to finish TNT with Extended Doom mod
 
#18
This OT is awesome!!! I make sure to replay Doom and Doom 2 on Chocolate Doom regularly. :D



I can't recall any option off the top of my head, but ZDoom and its derivatives have a TON of options in them, so look around. If you can't find it, then you'll probably have to use Chocolate Doom to emulate this behavior.

EDIT: Found it. The CVAR you're looking for is "cl_capfps"

Open the console using ~ and type in "cl_capfps 1" to enable it.
The thing is, good doom ports should interpolate between engine updating, so a higher framerate should not actually mean a faster game. That seems like a bad port.

Doom 64 is really spectacular. Only if they added in the reload animation frames for the shotguns and plasma gun perhaps. Then it would be scary satisfying (I think they were limited by cartridge space oddly enough: Thx N64 for being so shit!).

But I can understand the desire to play doom at its original 35 capped FPS... if you are looking for the original experience. But now adays, doom feels really snappy running at your refresh rate.
 
#21
Good work OP, thanks to this thread i found out about the high res texture pack for Doom :D
I now have pretty much my ideal doom setup: Brutal Doom, High res textures, and the PSX soundtrack
 
#22
wow crazy timing, i recently bought Doom 3 BFG edition for PS3 a few weeks ago and finally opened it up and started playing Doom 1 on Monday.

Game is just as great as i remembered and looks good on the PS3.
 
#23
The thing is, good doom ports should interpolate between engine updating, so a higher framerate should not actually mean a faster game. That seems like a bad port.
Yeah, you're right. ZDoom and it's derivatives have a lot of stupid default options like that, which is why I don't use them anymore for simply playing the original games.
 
#25
DOOM 3 BFG Edition is the ultimate collection of games that defined the first person shooter including DOOM, DOOM II, DOOM 3, and DOOM 3: Resurrection of Evil, and The Lost Mission.
Do the Doom and Doom II versions included with BFG have all of the content of the Doom Classic Collection or are there some missing levels? It seems like a good way to own everything if nothing is missing from the BFG set.

The only version I own is the PSX version, are all of the levels from that on PC? I remember a rave level and some others (I think!)

Edit: Nice thread btw, op! You've got me hankering for some Doom again
 
#29
Based on the OP, probably should've called this thread "Classic Doom OT."

I'm still amazed at how well the original Doom plays today. The absolute definition of a classic video game.
 
#30
I dont own a PC so i can't play emulated games.

I really hope some company re-releaseDoom 64 to XBLA, PSN and those types of platforms. Its the only official Doom game out there that seems haven't been re-released as many times as the original Doom games have been, and I would really like to play Doom 64 :)
 
#33
Do the Doom and Doom II versions included with BFG have all of the content of the Doom Classic Collection or are there some missing levels? It seems like a good way to own everything if nothing is missing from the BFG set.

The only version I own is the PSX version, are all of the levels from that on PC? I remember a rave level and some others (I think!)
The BFG versions are based on the XBLA versions. There are some major differences, like the Wolfenstein levels of Doom 2 are censored (wolfenstein ss replaced with zombies, swastikas removed). The red cross on medikits is replaced with a pill, and the bonus levels included with the original Xbox version are in the iwad, but inaccessable. Some assets are removed so its not compatable with some source ports.
 
#34
Pretty sure the PSX version also has altered levels for performance reasons.
That's right as in my playthrough here of the original doom http://www.twitch.tv/slashbane/c/3674744 (please try to ignore my talking) Lots of levels were altered drastically to fit in with the engine running on the PSX and Saturn ports.

Also in the cut levels from doom 2 including Downtown and suburbs it's hilarious how the buildings are super short rather than the tall ones on the PC version
 
#37
Hey, the OT's finally here. For the occasion, I think I'm gonna try to get my ass back to work and actually properly finish one Doom map in my lifetime, and maybe persuade y'all to relentlessly nag me until I actually get it done, heh.
 
#41
This OT is awesome!!! I make sure to replay Doom and Doom 2 on Chocolate Doom regularly. :D



I can't recall any option off the top of my head, but ZDoom and its derivatives have a TON of options in them, so look around. If you can't find it, then you'll probably have to use Chocolate Doom to emulate this behavior.

EDIT: Found it. The CVAR you're looking for is "cl_capfps"

Open the console using ~ and type in "cl_capfps 1" to enable it.
Thanks a lot!

Would it be possible to enable this by default? I don't really console, so that's probably a very basic thing...
 
#43
Unexpected but extremely informative thread.

This could make me replay my first online fps :)

Lanparty in an office over Novell network all night long, those where the days.
 
#48
Subscribed.

God damn though, this OT is a berserker packing OT and a half with a 12.0 on a 10.0 scale of damn good OTs. Nice work.

Such a good game, Doom. Always have a copy on my memory stick so I can play at any time (along with some editing tools, as that's half the fun of Doom, in my eyes!).