DOOM

If this new version plays its cards right, it could be the definitive way of playing Doom as it includes actual online co-op and deathmatch (which the previous one didnt have for...reasons) and it can play mods and wads too.
This is highly optimistic, but would be nice. Would be neat if multiplayer , all mods, ect "just worked", but do you really trust todd howard? ill stick with gzdoom and zandronum for now, til I AT LEAST see brutal doom multiplayer working on it.

I think what "mod support" will actually mean, is including a bunch of boom compatible maps, not actually ALLOWING mods
 
yes I know im already late but why are we giving 1993 doom the skyrim special treatment?

for instance, the original run of doom 1 and doom 2 copies were released over 13 times, this is not including home console releases and ports, just pc.
 
Doom Eternal finally got mod support.
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Interesting little tidbit is that there's now the ID vault which is basically a little behind the scenes/ museum of sprites and assets Ala the quake 2 remaster:
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Some sprite work for an old previously unused enemy called the banshee:
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as far as I can tell, some of these sprites and assets have never been seen or mentioned before by the wider community so its neat to see what ID came up with in their heyday
 
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So far this port seems to be very top notch as expected since Nightdive is involved with this project like with all the previous classic ID remasters so far. Only real glaring issues seems to be an audio glitch that frequently makes audio blare from my speakers for a second even though I have my headphones plugged in, the more serious one is that they seem to have taken out the flashes whenever you pick up items or take damage which makes it a lot harder to notice whats going on when youre in the middle of combat IMO and I haven't been able to find an option to turn it back on.
E: apparently im blind because you can reenable the flashing by going to accessibility and clicking on screen flashing effects
another thing ive noticed is that theres also regular remixes, Midi synth, and FM synth for music in the sound options menu
 
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I decided to try the updated version of Unity Doom, idk if this is a bug with Proton/Wine or a bug with the port but the mouse movement feels wrong and it got me killed on fucking E1M1 Ultra-Violence when normally the level is a breeze for me at that difficulty.
 
This guy did a test, and it takes 110 punches....TO KILL A FUCKING IMP.
I'm going to be honest, I DROPPED doom eternal after playing the start because of this.
its fucking nuts that the melee got such a fucking nerf after 2016, like that shit is so unfair and uncalled for, at least the classics gave you a berserk pack to make melee viable.
 

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is the new episode just a wad you can run in the usual doom engines we all use?

What's the perks of using 1+2?

Is 1+2 free like Quake 2 was?
 
yes I know im already late but why are we giving 1993 doom the skyrim special treatment?

for instance, the original run of doom 1 and doom 2 copies were released over 13 times, this is not including home console releases and ports, just pc.
Now we need Skyrim in Doom.
 
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