DOOM THREAD

I forgot to tell this thread that I've done Doom 2016 on the Switch and Doom Eternal on PC (yeah I'm late).

The Dark Ages is still expensive to me and I haven't played The Ancient God Part 1&2 yet so I don't see myself doing the "prequel" (more like an interquel) beforehand.

Also I've yet to do Legacy of Rust and Doom 64 Lost Level as official wads.
 
okay after running "rigorous" testing (playing a few maps with each) I can say, out of the main Br00tal Doom mods, the one I'm enjoying the most right now is Project Brutality
between the latest PB, Brutal Doom v22 and Brutal Pack v10, that's what I pick

Brutal Doom is the OG, the vanilla of the mods. No fuss, no bloat all killer. Just powerful guns and gorey animations
Project Brutality is the endpoint of what most people ended up modding their GZDoom with: it comes in with a ton of addons to create it's own experience already seasoned to taste. Good solid fundamentals, cool good guns and extra functions like grenades, quick melee, Glory Kills, weapon upgrades and higher tier monsters that you see the longer a mapset goes on.
Brutal Pack is somewhere in the middle with the guns and monsters, but what it does focus on is, bringing the Doom Eternal mechanics into play. So Glory Kills are way more focused on, you have dashes, the flame belch, chainsaw on cooldown, grenade all that stuff. If that's what you want, great I think it's the best implementation of those mechanics towards classic Doom (that isn't just straight up being GZDoom Eternal) but that's not what I want. The other two have some of these in, but they feel more optional, unlike Eternal and Brutal Pack.

I played Brutal Doom v21 so much that at one point it felt like vanilla Doom to me on GZDoom. Feels nice to finally have something else cohesive for that kind of gameplay. Project Brutality spent too long with a bunch of addons and optional files that ended up all integrated into the latest version, properly now.
 
I should try playing Brutal Doom again but I kinda prefer the V17 - V18 builds before it became... cluttered.

I've also done Doom 1 in PB but to be honest it adds even more stuff to the point I'm saturating.

I think there are BD-like mods meant for Dehacked and are more vanilla friendly.
 
Yes there are, actually! I've found a few Dehacked/MBF21 Brutal style mods.

And well, I have an old brutal doom v20 build that I really like too, and from what I can tell, that's the direction v22 is going back to, less clutter.
 
Yes there are, actually! I've found a few Dehacked/MBF21 Brutal style mods.
Pardon me but I'm still confused about the whole "limit removing", "boom-compatible" and "MBF" mods.

All I remember is that GZDoom had DECORATE and Zscript to allow more advanced stuff but at that point should it still be considered to be the original Doom game and not a remake of the game under a new engine like KEX?
 
Pardon me but I'm still confused about the whole "limit removing", "boom-compatible" and "MBF" mods.

All I remember is that GZDoom had DECORATE and Zscript to allow more advanced stuff but at that point should it still be considered to be the original Doom game and not a remake of the game under a new engine like KEX?
you are somewhat on the money with that. Yes, GZDoom is pretty much a completely new game engine that was built using Doom as base. It can do way more than the original game, at the cost that it doesn't even *try* to play like the original game (unless you go out of your way to set strict compatibility options and control remapping) And that's why the mods can do so much. And why it annoys me so that uninformed people keep crying they can't Brutal Doom in the new Doom+DoomII release.

"limit removing", Boom, MBF are sourceport capability standards, used to codify what a custom mod can and can't do, depending on which sourceport it was made for. These are way less radical than DECORATE and Zscript and mostly stick to classic vanilla Doom rules, just extended. Most modern sourceports (GZDoom and the rerelease included) support running all of these. Basically, it means the map was made with a specific set of features in mind (and might break if played in another set)
When in doubt, the Doom wiki always has the answers! https://doomwiki.org/wiki/Compatibility
 
you are somewhat on the money with that. Yes, GZDoom is pretty much a completely new game engine that was built using Doom as base. It can do way more than the original game, at the cost that it doesn't even *try* to play like the original game (unless you go out of your way to set strict compatibility options and control remapping) And that's why the mods can do so much.
This is why I encourage people to have both GZDoom for the mods while having a Boom fork source port like PrBoom+ (now DSDA that basically replaces it) or even Chocolate/Crispy Doom for an even more purist approach since GZDoom even in strict vanilla cannot 100% replicate every intricacies of the original engine. 60 FPS, higher res and widescreen are the only modern luxuries I prefer with Doom but other than that I'd keep the gameplay as close as possible with no vertical camera and no jumping/crouching.

I'm also not fan of GZDoom in the last years regarding the dynamic resolution and how the menus are so cluttered you get a search bar (at least) and even worse: the textures and sprites are blurry by default and I find it to be an aberration for that kind of game (like xRBZ on emulators).

And why it annoys me so that uninformed people keep crying they can't Brutal Doom in the new Doom+Doom II release.
Either that, wanting 360° camera movements or even jumping/crouching when the originals maps aren't made with them in mind. It also mildly annoys me when there's someone telling why a gameplay mod isn't compatible with BD or that a map is getting too hard with BD when it's not made with it in mind.

Sure, the 2019 Unity and 2024 Kex ports aren't perfect and honestly I'd rather stick to the sourceports yet I still think they're doing a good job at what they're doing on consoles.

"limit removing", Boom, MBF are sourceport capability standards, used to codify what a custom mod can and can't do, depending on which sourceport it was made for. These are way less radical than DECORATE and Zscript and mostly stick to classic vanilla Doom rules, just extended. Most modern sourceports (GZDoom and the rerelease included) support running all of these. Basically, it means the map was made with a specific set of features in mind (and might break if played in another set)
When in doubt, the Doom wiki always has the answers! https://doomwiki.org/wiki/Compatibility
Decino being great at explaining complex thing while being clear. Easily one of the top tier "Doomtubers".
 
Doom 1-3 + EX are awesome . With mods : godlike !

Doom 2016 was cool .

Doom Eternal was .... a bit too much chaotic for my taste while it comes to me as repetitive overall .

Doom : Dark Ages is alright .... nothing particular impressive but surely not bad . Its .... alright.
 
Doom 1-3 + EX are awesome . With mods : godlike !

Doom 2016 was cool .

Doom Eternal was .... a bit too much chaotic for my taste while it comes to me as repetitive overall .

Doom : Dark Ages is alright .... nothing particular impressive but surely not bad . Its .... alright.
What's Doom EX? And Doom 3 has mods? I remember modding the og Doom 3 to give the shotgun and pistol their beta sounds.

I agree about Eternal being sometimes a bit too chaotic (even Ultrakill was less despite being more unhinged). And repetitive I agree, especially when it's slightly longer than 2016 and how you have to constantly use the flamethrower, grenades and the chainsaw once you're out of ammo (because of the small pool you had)...

I always felt like they wanted to make it 10x more "arcade-like" than the previous game with the floating elements and colourful HUD.
 
Yeah that's my opinion with Eternal too. It has harder combat overall and better encounters than 2016, but it's a "spinning too many plates" simulator for me and I get overwhelmed. There's too many goddamn buttons to be constantly pressing, watching for their cooldowns in the middle of combat. It gets tiring. I finished the game twice, looked at the DLCs, then uninstalled it.
 
What's Doom EX? And Doom 3 has mods? I remember modding the og Doom 3 to give the shotgun and pistol their beta sounds.

I agree about Eternal being sometimes a bit too chaotic (even Ultrakill was less despite being more unhinged). And repetitive I agree, especially when it's slightly longer than 2016 and how you have to constantly use the flamethrower, grenades and the chainsaw once you're out of ammo (because of the small pool you had)...

I always felt like they wanted to make it 10x more "arcade-like" than the previous game with the floating elements and colourful HUD.
Doom Ex is reffered to Doom 64 which was its own game entirely .

Doom 3 had mods too and some really cool ones to find . One mod was a project to make an own Hexen game which sadly was cancled . But dont know how it looks now about the doom 3 modding scene.
 
The last Doom that came out really disappointed me. Apart from great graphics, this part didn't have much to offer.
 
Doom Ex is reffered to Doom 64 which was its own game entirely .

Doom 3 had mods too and some really cool ones to find . One mod was a project to make an own Hexen game which sadly was cancled . But dont know how it looks now about the doom 3 modding scene.
Oh right. I would've said Doom 64.

On the other hand Doom 3 is the black sheep of the franchise (even if Resurrection of Evil was nice and fixed issues from the original).

Shame about Hexen though.
 
Oh right. I would've said Doom 64.

On the other hand Doom 3 is the black sheep of the franchise (even if Resurrection of Evil was nice and fixed issues from the original).

Shame about Hexen though.
Yeah .... the hexen games were great but were forgotten very fast while never got any sequels to evolve that formula more as an fast-paced action RPG .
 
Doom fucking rules!!!! even I don't like eternal and doom 3, the good dooms (1,2 and 2016) are violent master pieces!!!
doom 3 GIF
 

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