DOOM

I'd never seen this before. 2:12 made me laugh out loud.

Apparently there's a second one. I did not know this.

These are actually gzDoom mods created by this really talented Doom modder. You can actually download them and play them through yourself if you want.

They were also both largely inspired by this video


Has anyone here tried Oblige! ? It's basically an automated .wad generation tool which allows you to shart out new DOOM levels and entire episodes pretty easily. The downsides of course are that it cannot make keycard squads and it really lacks the care and detail of hand-made maps but it's pretty good if you just want to kick back and have some DOOM fun,and can't think of any .wads to download.

I have played more well designed maps generated by Oblige than I have surfing through doomworld's archives.

I love Oblige. The only downsides I can think of is occasionally it reuses the same geometry every so often. So you'll start remembering that a room has a particular ceiling or bridge across it.

It also supports most Doom games, including Heretic and Hexen (and with Hexen it even generates hubs) and non-Doom games like Quake.

It really is like generating a higher quality late 90's Doom map on demand. And it lets you tailor things to your own personal taste. Like if you dislike having to fight cyberdemons or lost souls, you can make it so they're never generated.

Unfortunately it's Quake map generator in earlier versions of the program isn't as good. And I hope the guy making it irons all the kinks out of it.
 
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In case anybody else here is interested in the history and early builds of Doom, John Romero recently posted some material on his Twitter that was from some of the earliest alpha versions. There's some really interesting stuff in it, some of which was thought to have been gone forever, like the extra angles they had for the marines/zombies that had been cut to save storage space.

You can check it out here: http://forum.zdoom.org/viewtopic.php?f=37&t=47280
 
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Oh shit, Doom turned 21 on the 10th? How did I not notice?
 
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I've managed to locate a program that converts Doom maps into Duke Nukem 3D ones
4EB7A57277A89494E0280DFC215C85203312A86F

It's a very buggy program that was originally compiled for DOS. I had to run it in Dosbox.

It seems to work but it's prone to giving errors and very frequently triggers and textures appear broken. The level end trigger is also always broken and doesn't work. It also picks sprites depending on how they are listed in the files so you'll randomly spawn and there'll be 5 jetpacks around you.

But because you can edit Duke maps with Mapster32 it's very possible to fix these problems by manually fixing each map. I'm currently testing it with Oblige. But if you have any suggestions for maps to try and convert I'm all ears.

Also. I found out there was actually a converter program Ken Silverman (the guy who coded the Build engine) made and actually shipped on Duke Nukem 3D's disk for converting Doom maps.
 
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I've managed to locate a program that converts Doom maps into Duke Nukem 3D ones
4EB7A57277A89494E0280DFC215C85203312A86F

It's a very buggy program that was originally compiled for DOS. I had to run it in Dosbox.

It seems to work but it's prone to giving errors and very frequently triggers and textures appear broken. The level end trigger is also always broken and doesn't work. It also picks sprites depending on how they are listed in the files so you'll randomly spawn and there'll be 5 jetpacks around you.

But because you can edit Duke maps with Mapster32 it's very possible to fix these problems by manually fixing each map. I'm currently testing it with Oblige. But if you have any suggestions for maps to try and convert I'm all ears.

Also. I found out there was actually a converter program Ken Silverman (the guy who coded the Build engine) made and actually shipped on Duke Nukem 3D's disk for converting Doom maps.
Why not just give us a link to the program?
 
Why not just give us a link to the program?
http://www.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-build/

Here it is. The one I used is called "DOOM/Heretic to Duke V1.30". Alternatively you can also use Ken Silverman's original program which is above it called "WAD2MAPpack"
Note that for the first one the guy also extracted the original Doom textures and put them into Duke Nukem 3D's art format. However he encrypted it with a password. Which is the file size for Doom 2's wad file. Which is "14604584". Extracting those into your Duke Nukem 3D folder will get textures to work properly.

I think both programs are designed for Duke Nukem 3D version 1.30. Ken Silverman created another program available on the same site that updates a map to the Atomic version (which is the version of Duke Nukem 3D everyone uses). It's called BUILD Map converters v4/25/2012 This can help fix errors. He apparently updated this program as recently as 2012 and it apparently runs in 64 bit systems so you can just use the default Windows command line with it.

Another thing to note is that a lot of maps will just not convert. I've only managed to get vanilla Doom 1 and Doom 2 maps to convert successfully. Zdoom based maps won't run at all.

Also both of these map converters you need to use Dosbox. They won't run in the default command line (at least they didn't for me. They both ran in Dosbox).
 
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Trailer and release date for Brutal Doom v20

One can only wait until it comes out. Who wouldn't want to dual wield assault rifles on a hoard of pinkies? Also gotta love how some of the animations and sprites have more detail such as the burning former humans.
 
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So there was this time I gave a guy I knew a ride to get a car, chatting with his kid while he finishes paperwork.
We bs about video games, I mention how a billion years ago I played Doom. He mentions how he saw replicas of the weapons from it in a gmod server.

It recently dawned on me that he basically said the video game equivalent of "oh, I saw that in a museum".
 
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http://www.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-build/

Here it is. The one I used is called "DOOM/Heretic to Duke V1.30". Alternatively you can also use Ken Silverman's original program which is above it called "WAD2MAPpack"
Note that for the first one the guy also extracted the original Doom textures and put them into Duke Nukem 3D's art format. However he encrypted it with a password. Which is the file size for Doom 2's wad file. Which is "14604584". Extracting those into your Duke Nukem 3D folder will get textures to work properly.

I think both programs are designed for Duke Nukem 3D version 1.30. Ken Silverman created another program available on the same site that updates a map to the Atomic version (which is the version of Duke Nukem 3D everyone uses). It's called BUILD Map converters v4/25/2012 This can help fix errors. He apparently updated this program as recently as 2012 and it apparently runs in 64 bit systems so you can just use the default Windows command line with it.

Another thing to note is that a lot of maps will just not convert. I've only managed to get vanilla Doom 1 and Doom 2 maps to convert successfully. Zdoom based maps won't run at all.

Also both of these map converters you need to use Dosbox. They won't run in the default command line (at least they didn't for me. They both ran in Dosbox).

This kinda reminds me of a tool that would convert very minimal Vanilla format Doom 1 maps to the 32X version of Doom, which I played around in. Something like that could potentially be used on the GBA version of Doom/Doom 2 as well. Going on the BUILD engine games though, if you can convert to Duke Nukem, then there's converters for the more popular games based on BUILD such as Blood and Shadow Warrior that will re-convert the converted maps to those respective games, so if you're wondering how some old Doom map you threw together in 1994 would work under an entirely different engine or whatever, then it's entirely possible without having to completely rebuild the maps from scratch, you'd only have the rough geometry of the map and you'd have to remake the gameplay by hand due to the vastly different ways the BUILD and Doom engines work. You could also potentially use a converter or Doom Builder to reformat a Zdoom map for vanilla Doom for said processes, though you'd have to recreate the gameplay by hand in this situation as well, due to the vastly different map formats between the archaic, limited vanilla Doom format and the vastly flexible ZDoom formats.

32X/PC map converter: http://www.sega-16.com/forum/showthread.php?9573-DOOM-PC-32X-WAD-Converter

Relevant discussion I found regarding differences in vanilla and ZDoom formats: http://www.doomworld.com/vb/doom-editing/60501-convert-zdoom-to-vanilla-level/

Shadow Warrior/BLOOD map tools:
http://dukertcm.com/knowledge-base/downloads-rtcm/swarrior-tools/
http://blood.freeminded.de/index.php?section=mapedit
 
That new Revenant looks badass. And the detail work on the shotgun is lovely.
The double-barrel does look lovely. Hope it's as good as higher tier weapons when the game comes out.
*I just love using the double-barrel shotgun. On tier with the likes of the plasma rifle.
 
With Bethesda's track record, I'm a bit worried this is gonna be Doom's 'Duke Nukem Forever'.

I want to be proven wrong, but I will reserve getting hyped until actual gameplay is shown.
 
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With Bethesda's track record, I'm a bit worried this is gonna be Doom's 'Duke Nukem Forever'.

I want to be proven wrong, but I will reserve getting hyped until actual gameplay is shown.
I'm willing to give Bethesda the benefit of the doubt. But their hesitation to release any actual footage is very troubling and it makes me assume there's something about the game they really don't want to show until they have to.
 
Don't mean to double-post but I found something noteworthy: the canned version of Doom 4's trailer.
http://www.doomworld.com/vb/doom-4-...play-footage-of-the-canned-version-of-doom-4/
I really hope this was just Zenimax holding id at gunpoint or something, because if this was id's idea of a Doom game, then my hopes for this game have plummeted. Yeah, they got rid of all the garbage in this trailer (I hope), but this still means that someone had to say to the devs, 'id, what in God's name is this? This isn't Doom! What were you guys thinking? Fix this shit!' Even if they did get their act together, the talent is gone from id. All that's left is the team behind Rage, and because of that, I feel like they'll probably just pull a Shadow Warrior and turn the game into a Painkiller clone in their attempt to make the game "retro."

Don't get hyped just yet, there's a very good chance this game is going to suck.
 
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