Doomworld - AKA Troonworld, a dedicated safe space for pedophiles and megalomaniacs - Corrupting the Doom community since 2016

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Is there a place where you guys have assembled or made lists of your favourite wads? I tried doing a search and didn't find anything immediately so figured I'd ask.
 
Is there a place where you guys have assembled or made lists of your favourite wads? I tried doing a search and didn't find anything immediately so figured I'd ask.
I think I'll make a quick list of horror/spooky wads I have played for Halloween for fun on here when sometime between now and when October begins.
 
this apparently came out over a week ago, I'll have to see if it's good, sometime.

Oh that's pretty cool! I wonder if it will work on anything but GZDoo-
from ModDB page:
First of all, UPDATE YOUR GZDOOM (or Delta Touch)


This mod requires the latest version of GZDoom as it uses functions only added in the newest GZDoom build. You can get it here:


Devbuilds.drdteam.org
Damn.

It really sucks, personally, GZDoom is by far one of the worst sourceports I have experienced. It was when I was playing Extermination Day + Brutal Doom v.22 by Sergeant_Mark_IV, and I got to the hell segment of the wad. Specifically Stronghold MAP25 is when I started to experience HEAVY ASS slowdown. Hell had these massive sprawlling environments. (City of Dis looks wicked). But now came with framerates I had never experienced before. At first I thought it was graphics settings, so I had to go look through the settings for what I think could be causing the issues. Was it hardware rendering? No. Was it my resolution. No! Was it dynamic lighting? No!

I noticed the framerate was because of how many demons i was killing. IN FUCKING DOOM. A GAME ABOUT SLAUGHTERING DEMONS. I can't even make sense of that! How the fuck can your team claim this sourceport is the way to play doom when it has basic issues when more than 200+ demons are killed?! And one might say that brutal doom was causing issues. Regardless of that was even the case (keep that in mind for later) doesn't your webpage claim it's meant for running mods?! In fact here's a quote from the official website:

Limitless Mod Potential​

Experience mind-bending user-created mods, made possible by ZDoom's advanced mapping features and the new ZScript language. Or make a mod of your own!

For the sourceport that claims to be "Beyond Doom" it sure can't run it well at all! I literally have no idea how to fix it on my own, and apparently no-one on the ZDoom or Doomworld forums knows either. This sourceport has been out for like 10 years and no-one could figure out what the damn issue was?! Sometimes the developers/defenders will claim it's because of low-end pcs and that it's YOUR problem. The hardware I'm running is absolutely irrelevant, because doom is a fucking 30+ year old game. I'm pretty sure JOHN CARMACK had the foresight that his game would probably age, along with the advancement of technology so he optimized the fuck out of it.

So I gave up trying to run brutal doom with GZdoom, and went to Zandronum (which is apparently based on an older version of GZDoom) And guess what?!

IT RUNS FLAWLESSLY WITH ZERO SPIKES WITH 400+ MONSTERS KILLED.

Brutal Doom was absolutely NOT the issue, it never was. It was GZDoom's fuckery that barely anyone has a meaningful solution to, other than the obvious: NOT using GZDoom. Even it's developers lie about the cause of the performance issues, claiming it's because of low-end hardware, in order to what? Save face? I have no clue. It only prolongs the issue if you ignore it, so fix it already! Again, hardware is not the issue, because DOOM came out in 1993. The hardware was ass compared to now, but apparently you can't run this 30+ game on GZDoom without performance issues, ON MODERN 2020+ HARDWARE. GZDOOM'S MAIN SELLING POINT

Quoted from themselves:
GZDoom is the latest version targeting current systems with modern graphics hardware. (Vulkan/OpenGL 4.5 capability recommended, but the minimum requirement for the hardware renderer is OpenGL 3.3, the minimum for the software renderer is Direct3D 9)

And with Zandronum, although it runs great, comes with it's own issues. The fact that some mods, just don't work! Literally! I had issues with this problem just today. Forcing me to use GZDoom just to use it. I hate that.
There's this mod right? Called OmniVehicles. Cool fucking mod that helps expand the lackluster vehicle inclusion in Brutal Doom, because vehicles have to be placed in the map editor or manually spawned via console. But with this mod, you get the ability to call in vehicles based on how much monsters are on the map, or how much you killed. Really cool! Problem, it only works with GZDoom.

Why exactly? I wish I knew, but the mod creator decided that because the Zandronum version of the mod was "Outdated" he just deleted that file completely. Gone, POOF! Oh that's just great, I said. So I tried to use older versions before the v.0.34 file. Guess what? DELETED. WHY DOES THIS HAPPEN. You don't just delete a mod because it's "outdated". That's completely fucking insane! Imagine if ALL mod makers did that on nexus. The platform would be dead! You keep mods, you don't destroy them. So what now? I have to manually spawn it in by myself. OR PLAY THE WORST SOURCEPORT OF ALL TIME just to use this pk3 file.
And there are some cool looking wads/pk3s out there that are held hostage by needing to use GZDoom. I saw this Castlevania one just today. Absolutely awesome right? Well it would be better if it didn't need GZDoom. But apparently some features are only exclusive to GZDoom which I would be okay with, if the sourceport wasn't so terribly optimized. If GZDoom has all these neat exclusive features, why not take specifically those that help make great mods, and push it somewhere else? Literally. Is it really that hard? I'm not a coder, I'm just assuming it's easy as shit because of how "genius" the GZDoom team is.

The GZDoom team have to insist that they made "The Greatest Doom Sourceport" And because of that, the doom community has to suffer with a terrible port just to play great mods. What a sad state we're in. I can hope that Zandronum or some other source port team manages to find a way to get around the terrible code of GZDoom in order to implement it's features into their own ports.

Or if none of that happens, I'll just become a fucking coding genius or whatever, get a bunch of other coding geniuses, just to bring this damn community a good sourceport, and extinguish the necessity to use GZDoom Because right now, it's either have cool mods, but terrible performance, or flawless performance without all those cool mods. As it is now, I hate this.

tldr; If there is some holy grail way to play GZDoom exclusive mods, or even a magical way to fix this shitty sourceport's performance issues. Then, holy shit, just spit it out already. Because this sourceport's performance is ASS.
 
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Even it's developers lie about the cause of the performance issues, claiming it's because of low-end hardware
Using the latest hardware to run a decades-old game is ridiculous, not to mention the faggot-loving devs resorting to more complex code to justify the existence of GZDoom/Troonworld's lazy no-life mods. I don't want to use the latest GZDoom to play a map.
I think I'll make a quick list of horror/spooky wads I have played for Halloween for fun on here when sometime between now and when October begins.
It's time to play horror-themed maps once again next month though the enemies that I'd want to use are ones from real-life: violent gun-toting niggers and SJWs.

And I guess Lovecraft-themed maps would do for this year.
 
The problem might be the source port performance but you have to take into consideration that the Doom community gets way too ambitious with their projects. Like WAY ambitious.

GZDoom eliminates most of the limitations but not all. That's why I was always against ginormous maps to be made because Doom was never built for that (there are other reasons too, like how draining it is to play the same map for hours and hours)

Although sometimes, it isn't about a highly detailed huge map that causes the shitty performance. I remember playing Shrine II and the final boss was spamming projectiles that turned the game into a power point presentation. It was literally unplayable and I'm surprised (at the time) this was not found as an issue. I tried to play with graphical settings for a bit to reduce the lag but was unable to achieve better results.
I had to use the inventory power-ups to just rush-kill the boss before it starts to spam those projectiles.

Also, don't be surprised they can't improve the source port in any way. Doom community consists of lazy, underachieving trannies & their allies who constantly infight, seek attention to validate their pathetic existence because 'what is self-improvement?', politics living rent free in their heads, policing opinions, trauma-posting, suicide-baiting..., pretty much everything except focusing on their hobby, which believe me, their mental health wouldn't be in a shitter, if they actually did that.
 
By the way, not sure if anyone cares but Nightdive's Hexen Heretic got a new update.
Update 1 introduces a variety of new features, gameplay changes, fixes, and modding improvements and is available on all platforms

✨New Features

  • Heretic: Added original game's Firemace placement randomization (albeit with 100% spawn chance instead of the original's 75%)
  • Added option to disable cutscene subtitles in Accessibility menu
  • Added option to restore original two-button press behavior when selecting inventory items
  • Added option to restore original behavior where flying forward or backward will keep you at the same height, regardless of looking up or down
  • Added option to disable weapon animation smoothing
  • Added 'look up', 'look down', and 'center view' key bindings
  • Allow use of more buttons to advance through intermission text screens
  • Gameplay Modifiers menu is now accessible from episode and player class screens, instead of just difficulty selection

🔀Changes

  • Hexen: Buffed Bloodscourge damage and adjusted autoaim behavior to work better with large crowds of enemies
  • Hexen: Slightly increased attack speed of Timon's Axe
  • Hexen: Decreased Quietus mana usage from 14 of each type to 10
  • Hexen: Slightly increased Wraithverge mana usage from 18 to 20
  • Hexen: Improved smoothness of weapon attack animations for the weapons: Timon's Axe, Hammer of Retribution, Mace of Contrition, Wraithverge, Sapphire Wand, and Bloodscourge
  • Improved smoothness of weapon raise and lower animations
  • Disable menu ambience if music soundtrack is set to None

🧑‍🏭Fixes

  • Automap now scrolls at a consistent speed regardless of screen resolution
  • Automap now zooms more quickly when using a mouse wheel
  • Strafe left and right keys will now cancel each other out to match original game behavior
  • Monsters can no longer be pushed off ledges by player weapon attacks
  • Triggers can no longer be skipped in certain circumstances when sliding along walls
  • Enemy missiles will no longer fire slightly downward, preventing incorrectly exploding on certain windowsills
  • Monster melee attacks no longer have infinite height
  • Multiplayer scoreboards will no longer show zeroed out stats in certain cases
  • Fixed cases where disabling viewbob would cause weapon sprites to offset incorrectly
  • Locked door messages will no longer print if door is activated from back side
  • Fixed strafe modifier key not working for mouse or controller movement
  • Fixed missing accented glyphs in supported languages when using Classic typeface
  • Prevented messages at the top of the screen from being stuck after loading certain save games
  • Heretic: The Chaos Serpent in Faith Renewed will no longer shoot fireballs over the player’s head
  • Heretic: Gauntlets will no longer push enemies backward
  • Heretic: Fixed status bar not redrawing correctly on level transition if crossfade option is disabled
  • Heretic: Shadowspheres will now correctly penalize enemy aiming at the player
  • Heretic: Fix black box on Firemace sprite
  • Hexen: Fixed cases where weapon sprites for certain melee weapons (e.g. Cleric Mace) would occasionally jitter
  • Hexen: Fixed explosions having infinite height
  • Hexen: Messages for switch sequences in Deathkings will now print properly

🗺️🔀🧑‍🏭Level Changes & Fixes

  • Heretic: Fixed inconsistent blood floor texture behavior; blood floors will no longer deal damage)
  • Heretic: Fixed inconsistencies between types of locked door textures to be consistent with original game
  • Heretic: E1M6: Fixed an instance of overlapping monsters on Hard difficulty
  • Heretic: E2M1: Removed a few Weredragons in singleplayer, for a bit less grind
  • Heretic: E2M2: Remove mid-air floating stalactite
  • Heretic: E2M5: Fixed non-damaging lava sector around yellow key
  • Heretic: E2M7: Remove unreachable enemies from disabled green key track on easier difficulty modes
  • Heretic: E3M5: Fixed gargoyles getting randomly stuck on hanging corpses
  • Heretic: E3M6: Remove out-of-bounds Quartz Flask which caused 100% items being unobtainable
  • Heretic: E4M2: Fixed softlock caused by skipping triggers for lowering the yellow key pyramid
  • Heretic: E5M1: Fixed unobtainable secrets; add additional Tome of Power to maze area
  • Heretic: E5M2: Fixed missing texture on waterfall steps after blue door
  • Heretic: E5M3: "Pod-walk" and "Barrel-walk" sections are no longer required to reach the non-secret exit
  • Heretic: E5M5: Fixed unobtainable secrets
  • Heretic: E5M6: Fixed sky-pillar cutoff when viewing the starting area from the secret ledge outdoors
  • Faith Renewed: E5M1: Fixed unobtainable secret
  • Faith Renewed: E1M3: Fixed softlock caused by progressing beyond the green doors without a green key
  • Faith Renewed: E1M6: Fixed non-lava damaging floor sector
  • Faith Renewed: E1M7: Fixed unintended skip to yellow key and softlock caused by leaping into firepits near start
  • Faith Renewed: E1M9: Fixed being able to escape beyond the playable bounds of the map in certain areas
  • Vestiges of Grandeur: Serpent Temple: Fixed portals to Garden of Medea and Korax's Domain only being usable one time
  • Vestiges of Grandeur: Korax's Domain: Fixed softlock when choosing incorrectly for the final puzzle switch
  • Vestiges of Grandeur: Korax's Domain: Fixed co-op shortcut teleporter only being usable one time
————————————————————————————————————————————————————

🪟Microsoft Store

✨New Features

  • Added support for using the Windows virtual keyboard for text inputs

🔀Changes

  • Removed option for exclusive fullscreen to fix some issues with Game Bar overlays and to allow virtual keyboard to work
————————————————————————————————————————————————————

🛠️🔀Modding Changes

  • Added warning that the mod uploader is not available when using a controller
  • Heretic: Added a new non-randomized Firemace actor that can be placed in custom maps
  • Heretic: Resolved issue where wand start option was not available when launching Heretic mods
  • Heretic: Removed ambient sound limit
  • Heretic: Removed D'Sparil boss teleport spot limit
  • Heretic: Sector type 4 will now visually scroll again
  • Added WF_AUTOAIMFARTHEST flag for weapons; instructs weapon to priortize the furthest available target for autoaim, rather than the nearest
  • Added A_MStaffAttackEX (customizable Bloodscourge attack) codepointer
  • Fix issue when setting playerclass flags in EXDEFS
  • A_RadiusDamage now has flags for customizing behavior
  • Added 'endpalette' and 'enddemon' UMAPINFO keys, allowing arbitrary maps to use finales for Heretic Episodes 2 and 3
  • Fix crash when loading certain old mods that utilize custom textures
  • Updated order of graphic lumps in IWADs to match the originals, to fix potential HUD display issues in community source ports
  • Moved UMAPINFO lump for Heretic to heretic_ex.wad, for better compatibility with community source ports
  • Only evaluate the -warp commandline option on first launch, not when switching games in the game selection screen
 
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Switch to Crispy Doom or Eternity Engine or something. GZDoom might as well be called TrannyDoom by now. The entire Classic Doom community is fags, trannies and other assorted severely retarded and sick people. I've lost all hope.

Under any circumstance, do not start making your own Doom mod, you'll troon out if you do. I'm pretty sure all of these Doom modders are just so fucking gross that no woman would ever want to touch them so they turn into "women" themselves and cyberfuck each other.
really, really, really old post, but i decided to respond to it anyway due to this message being so fucking retarded. this message appears in "hideous destructor", basically insurgency but in doom (not arma 3 in doom, i find little comparison between the two.) and the developers have been obnoxious about trying to make things accurate...

so when they say "if you're having trouble with this, one stopgap measure is to think of this in the same way guns are loaded." i get so fucking confused. if i try to, lets say, load a stanag mag into a fucking pistol, IT'S NOT GOING TO FUCKING FIT, AND IT ESPECIALLY WON'T FIRE 5.56. to even make that work to begin with, you would have to greatly change and or alter the gun, to the point where the weapon is no longer the same as it's original self anymore.

...oh wait, that's literally all what trannies are about. basically, they self admitted that trans people aren't real women nor men. congratufuckinglations, niggers. good mod, horrible troon community though.
 
New slop just dropped!

- hilarious Steam reviews -

Filtered Edition for filtered faggots:
View attachment 7750143


Nightdive delivers wet shit into my mouth...again <3
View attachment 7750142

This one's my favourite:
View attachment 7750145

If you can't set up a source port in the 30 seconds it takes to set up a source port you're a retarded fucking monkey who shouldn't be allowed near a computer.
The thing about Nightdive is that they're so beloved because they lead their field. Their competition on "studio dedicated bringing back old games to modern systems" is what? Aspyr and LimitedRunGames, and comapred to those, Slopdive has a bigger catalog and better track record. Their best work is on games that don't have source ports like Rise of The Triad or Turok 3, because then their efforts are actually useful. Otherwise, on cases like Doom, Quake, Heretic, Hexen, they are incapable of making a re release that feels as polished and smooth as a great source port, which is par for the course with all official releases of old games. Ie: see Shadow Warrior Classic Redux and DN3D Randy Edition.
 
The thing about Nightdive is that they're so beloved because they lead their field. Their competition on "studio dedicated bringing back old games to modern systems" is what? Aspyr and LimitedRunGames, and comapred to those, Slopdive has a bigger catalog and better track record. Their best work is on games that don't have source ports like Rise of The Triad or Turok 3, because then their efforts are actually useful. Otherwise, on cases like Doom, Quake, Heretic, Hexen, they are incapable of making a re release that feels as polished and smooth as a great source port, which is par for the course with all official releases of old games. Ie: see Shadow Warrior Classic Redux and DN3D Randy Edition.
I thought the Heretic/Hexen remaster was great, but they messed with the maps and hid the setting to set it to the original.

I hope someone remakes FEAR, which is a banger of a classic. I've done as much as I can with mods, HD texture packs, RTU Remix, Optiscaler, and Reshade.
 
I think I'll make a quick list of horror/spooky wads I have played for Halloween for fun on here when sometime between now and when October begins.
I finished Ad Mortem like six months ago and recall enjoying most of it but I'm also new to the politics of trannyworld and don't know shit about the people involved in the project.
 
I noticed the framerate was because of how many demons i was killing. IN FUCKING DOOM. A GAME ABOUT SLAUGHTERING DEMONS. I can't even make sense of that! How the fuck can your team claim this sourceport is the way to play doom when it has basic issues when more than 200+ demons are killed?! And one might say that brutal doom was causing issues. Regardless of that was even the case (keep that in mind for later) doesn't your webpage claim it's meant for running mods?! In fact here's a quote from the official website:
GZDoom's performance problems are a long-standing known issue. Long story short, the engine is less optimized than other sourceports because it has to accommodate for all the shit it must do to accommodate mod support. Namely it implements all existing Doom engine actors in its own native scripting language (ZScript) and that adds some considerable overhead as opposed to the original Doom engine approach of just hardcoding all actors into raw C.

Also yes, Brutal Doom is notoriously an unoptimized piece of shit. It always has been. If that upsets you then get a better computer I guess.

If GZDoom has all these neat exclusive features, why not take specifically those that help make great mods, and push it somewhere else?
You are essentially asking "why don't they just implement advanced features with all of the upsides and none of the downsides?" which is impossible.

There is actually a similar sourceport that focuses on advanced features called Eternity Engine but nobody uses it, namely because it's also a piece of shit that segfaults if you sneeze at it. Probably the worst time I've ever had working with custom sourceport features. I'd just stick with GZDoom despite its shortcomings tbh.
 
I finished Ad Mortem like six months ago and recall enjoying most of it but I'm also new to the politics of trannyworld and don't know shit about the people involved in the project.
Ad Mortem was made in 2021 by /vr/, which is 4chan's retro video games board, which is somewhat doomworld adjacent and run by unironic tranny jannies like much of 4chan is these days. Don't know much else.

Theres one creator whose planning on releasing 2 commercial gzdoom engine games on steam this year. I'll do a mini write up on him when both release.
 
Theres one creator whose planning on releasing 2 commercial gzdoom engine games on steam this year. I'll do a mini write up on him when both release.
Is it jackthemaster101 aka Darsycho by any chance? I find him goofy as hell, especially his Doom mods. Pure insanity. lol
 
Also yes, Brutal Doom is notoriously an unoptimized piece of shit. It always has been. If that upsets you then get a better computer I guess.
Really nigga. If it's unoptimized then the hardware was not purely at fault. It's many other factors, and hardware is just one issue, even irrelevant as I will bring up later. Also, no. Brutal Doom is pretty okay optimization wise. It's just that GZDoom is not. If I can run Brutal Doom with zero issues on Zandronum, 400+ monsters killed, why is it that it runs terribly on GZDoom? Is it now Brutal Doom's fault for being unable to handle GZDoom's bad coding?

This is Doom, a 30+ year old game. Hardware is absolutely not an issue, it's poor optimization like you said yourself. The "get a better computer" argument is the same one used by the GZDoom developers on discord and elsewhere in the doom community against people with modern day hardware that can't run their shit program efficiently. I'm not against the idea of using GZDoom, but to have rather dull performance for a decades old game, that was well regarded for it's excellent optimization, in 2025, is disappointing. It's neat that GZDoom brings all these great features, but at least make the program run good. Is it really that hard?
 
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By the way, not sure if anyone cares but Nightdive's Hexen Heretic got a new update.
https://store.steampowered.com/news/app/3286930/view/529858829083476500
Yeah, they still didn't fix stuff like the menu fonts. If you set them to classic, you still get a mix of classic and modern throughout the UI which looks inconsistent.
1.webp2.webp

Multiplayer lobby settings also lacking tooltips. What does "modern cooperative" do? Who knows... 🤷‍♂️
3.webp

Actually, if you search for "modern cooperative" on the steam forums someone actually answered this.
"Modern Co-op" is an option lifted directly from the Nightdive Doom remaster. It makes it possible to lose, turning it into a game rather than just a way to view maps in 3D with friends. It does this by limiting respawns. Rather than being able to respawn endlessly it lifts the respawning system from Halo. In other words, you can only respawn if a player who is currently alive is not in combat. If all players are dead, the level restarts. It's definitely an improvement, but it's still pretty bad. You can very easily exploit the system by just having one of the players chill in an empty room. I would prefer being able to turn off respawning completely, honestly. The maps are mostly short enough that it works just fine, as seen in other source ports.
Would've been nice to have any notion of that in game without having to dig through the forums a couple weeks after release. They already added tooltips to the game settings menu, why not use the same interface for the lobby settings?

Edit: Idk why this bothers me so much, but the menu UI just looks so inconsistent and half assed and it annoys the hell out of me. If GZDoom can have good looking classic style fonts, why couldn't they design a proper interface too?
 
Is it jackthemaster101 aka Darsycho by any chance? I find him goofy as hell, especially his Doom mods. Pure insanity. lol

Which are they?
Yep, It's Logic Obscure Productions with Unhinged 2 and Enigmatic Worlds



He made Mayhem Mansion and Unhinged which was good shit in my opinion, but let's check on him personally.
Screenshot 2025-09-27 051814_1.pngScreenshot 2025-09-27 051632_1.pngScreenshot 2025-09-27 051359_1.png

Both GZDOOM games are going to be awesome as I've played both demos but sadly I'm going to pirate them.

You know how certain people don't even need to read the early life to know someone is jewish?

I don't even need to read this libhick's tweets, I just see "he/him" in his bio and I just know this guy was Gravedancing in private when Charlie Kirk got shot.
 
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The next weirdo tranny fetish wad, where the Doom roster is replaced with mutated naked women is out, and of course being a troon work, the other troons are already pushing for it to get a cacoward, calling it "the best of the year". Other's have been banned before for fetishizing nude women in their maps, but if it's a fucking troon doing it, then it's art you see...


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I tried one map for about 5 minutes.

Putting aside the tranny shit, it just wasn’t well designed. Way too much visual clutter and the enemy behavior were different enough to warrant a smoother transition (ba dum tss) with levels or encounters that allow you to acclimate to the changes.
 
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