this is the kind of Doom content i came here for
edit:
Doom, the original Roblox
At last! Final Doom Soundtrack: 20th Anniversary Edition has arrived! Enjoy the final conclusion to my dark and brooding journey into the realms of Doom. This release features nine brand new Bonus tracks and enhanced and remastered level tracks in extra long lengths. Happy Listening! -Aubrey
Iāve been playing through all the WADs available for the Switch version of Doom and Doom 2, so I may as well post thoughts here.
SIGIL: Most of you have played this Iām sure. I love it! Each level feels and looks different. I love the use of vertical space to make levels feel bigger than they actually are. Fun combat scenarios, fun/clever secrets, lots of memorable moments. A bit rough in spots but overall I think itās fantastic. Love the chosen aesthetic, too. Very hellish.
BTSX: Episode 1: This does a great job of making a sense of place and believable environments. It also has really solid combat encounters. Buuttt, I find the sc-fi base aesthetic very boring, and the levels are too large and lack flow so I ended up getting lost constantly and going around in circles. The secrets also depend too much on hitting switches and donāt feel rewarding or interesting to discover, and the maps all end up feeling the same. Oh, and there is far too much of āOkay I hit a switch, time to wander around to see which thing it changedā which is compounded by the size of the levels. It ended up becoming pretty tedious to play through. Not recommended. On a side note, I started playing Episode 2 of the series and so far itās unbelievable how better it is.
NO END IN SIGHT: Top stuff! Levels with good flow, good aesthetics. Each level feels different with solid combat encounters and fun secrets to discover, and clever tricks and traps which keep you on your toes. But the real highlight is the final episode which does some very cool tricks to make surreal feeling environments. There were a few moments that I felt were tedious, but overall I totally recommend this one. Also there is a terrible joke when you finish it, and I loved that.
iām glad to hear someone else say this, because BTSX is a really really well-regarded/hyped set in the Doom community but i never really understood the appeal for most of the reasons you outlined here (the levels all kind of look and feel the same without being too distinctive from each other and i donāt really think the custom textures are THAT good or interesting). itās possible i feel this way because i played mostly episode 1 levels but i kinda felt that way about what i played about episode 2 as well. maybe itās just not my style or something. also as a (certain eras of) Guided By Voices fan i sort of appreciate the bizarre commitment to naming your levels in your Doom wad entirely after their songs, but i donāt really get the connection to GBV beyond that and it feels kind of like a random thing with no purpose.
also glad you played No End In Sight! thatās one that i feel like everyone should play if they play any custom Doom wads at all.
https://dyufufrau.medium.com/the-official-doom-2-strategy-guide-john-romero-interview-616af7fcc699
John Romeroās name is writ big across the world of programming right now. A scant few years ago John and the programming team he is a part of, id Software, were virtually unknown to the mainstream programming elite. If people knew them at all, it was as āthose shareware guys.ā But then they got this idea for a good 3D engine, and decided to slap it on this old game called Wolfenstein , and, obviously, the rest is history.
Catching up with John isnāt an easy task. What with DOOM II and getting ready for the next Id production, Quake , he is more than a little busy. And, of course, thereās the movie thing. Universal has started putting together the cast for the DOOM II movie, with Arnold Schwarzenegger in the lead if idās luck holds. But here is a transcript of a few minutes out of the busy day of the man who made the monsters, John Romero, as he talks about Id, shareware, programming, DOOM II , and the Night of the Living Dead movies.
Having never played it, I always just hear snippets of the BTSX Radio Report whenever it omces up and I am glad I am not the only one of us here.
Goodshot warps the player around to dozens of unique positions in the level per second, scoring each view with an āinterestā value based on geometric, object, and texturing complexity. It then takes screenshots from the top 3 highest scoring spots.
For me my favourite WADs are:
Going Down - Completing this on HMP is one of my big ātough gameā achievements. Unlike most megawads every level is a new concept and it keeps fresh the whole way through. Itās actually by Cyriak (yes that Cyriak) and the music will drive you insane and maybe in a good way.
Paradise - I usually donāt like wads that change weapons/monsters because Doom is so well designed as is, but Paradise has enemy types that beautifully compliment the Doom roster and weapons with a striking amount of nuance. Shmup fans will appreciate the OST.
Breach - Most beautiful wad ever. Has some memorable environmental storytelling and scripted bits without ever ruining the pacing.
ChordG - Itās just one level, takes about ten minutes but itās the apex of 90s wadding imo.
Maybe Iāll do more if I can think of any. Thereās so many wads out there that brevity is a positive.
The voodoo scripting in Going Down is nuts, especially in map 26. I also absolutely loved the sense of continuity.
What? whoa!
Pico-8 is so cool I wish Iād started learning it sooner.
FYI if you bought the racial justice 1000+ game bundle earlier this year it came with Pico-8 so you could be learning game development and making games right now if you wanted!
pico 8 is extremely, extremely cool
Still amazing that you can do that with just 16 colors!
Also glad zep added the ātlineā function, which makes all this 3D stuff actually possible on the pico 8. You could do texture transforms before tline but they were rather slow and only showed up in demoscene stuff.
Yeah, Iām very impressed with how much this feels like Doom given the limitations of pico 8.
Itās probably important to highlight how much this is stretching the system ā this is a massive pico 8 project. Itās a 16 cart multicart, and it took basically the best artist and programmer in the scene to do it. Even with tline there are huge technical hurtles they had to overcome to achieve this.
I canāt wait for freds72 to release more info on how he did it. Pico 8 is barely fast enough to render a scene like this, so it takes so pretty clever algorithms to make sure youāre not doing much or any overdraw. There are also too many sprites in this game to fit in a pico 8 sprite sheet, so they have to dynamically swap sprites in as the player moves around the level. And props to whoever did the music ā pico 8 has 4 channels TOTAL and theyāre probably reserving at least one of those for sfx; itās amazing it sounds as accurate as it does.