This thread is for discussing all things classic DOOM, including DOOM 64. Check out the Classic Doom Community Thread: The Leftovers!, created by Redneckerzand Pasokon Deacon, for discussion about significant mods, wads, and the Cacowards.
What is the difference between DOOM and The Ultimate DOOM?
Doom is the first release of the Doom series. The game is divided into three nine-level episodes. It was first released on December 10, 1993, when a shareware copy, containing the first episode, was uploaded to an FTP server at the University of Wisconsin.
The Ultimate Doom is an expanded version of Doom released on April 30, 1995, that adds a fourth nine-level episode to the game, Thy Flesh Consumed, which contains seven regular levels, one secret level, and one boss level. The enhanced version was made as an incentive in the distribution of the boxed game through retail stores and venues, although to be fair to fans who had previously registered Doom, id Software provided them with a freely available patch to upgrade their copy of Doom version 1.9 to The Ultimate Doom.
Master Levels for DOOM II
The Master Levels for Doom II was released on December 26, 1995 by id Software as an expansion pack for Doom II. The PlayStation version of Final Doom includes 13 levels from the Master Levels.
No Rest For the Living
No Rest for the Living is the title of the new Doom II episode developed by Nerve Software for the release of Doom II on the XBLA. It is also included in the Doom 3 BFG Edition.
Chocolate Doom
GZDoomIt aims to accurately reproduce the experience of playing Vanilla Doom. It is a conservative, historically accurate Doom source port, which is compatible with the thousands of mods and levels that were made before the Doom source code was released. Rather than flashy new graphics, Chocolate Doom's main features are its accurate reproduction of the game as it was played in the 1990s.
ZandronumGZDoom is a Doom source port based on ZDoom. It features an OpenGL renderer and lots of new features such as 3D floors, Dynamic lights, skyboxes, True color textures and models.
Doomsday Engine
ScoreDOOMThe Doomsday Engine is a greatly enhanced DOOM source port available for Windows, Mac OS X, Ubuntu and most other Unix platforms (source code is provided).
Doomsday supports many games including the classic first-person shooters DOOM, Heretic and Hexen.
We aim to retain the original feel of the games yet leverage modern techniques and technologies, including hardware accelerated 3D graphics and client/server networking. A lot of emphasis is placed on good-looking graphics.
OdamexSourceport based on GZDoom which adds a score system. Points are scored when shooting/killing monsters, achieving map objectives, finding secrets & map items in the quickest time possible (as well as scoring points in other ways), etc.
ManDoom created by TainOpen source doom sourceport specialized in oldschool multiplayer features. Also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Full Boom compatibility. Launcher and server browser included, nothing else needed!
ManDoom is a slightly modified ZDoom Windows build made to make every player death permanent by disallowing abuse of the save and load features of the Doom engine. ManDoom can also provide randomly-generated maps every session.
Doom Launcher
Mod Installation InstructionsDoom Launcher by hobomaster22 is a Doom Frontend that doesn't only serve as a startup-utility but as a whole database for all your original doom-engine games and all your custom wads, pk3s and projects for Doom and similar games. It can be compared to D-Fend Reloaded (a DOSBOX database frontend) and has similar awesome features to sort, organize and keep track of your collection.
- Direct download and metadata update from /idgames (through API)
- Add mods by drag and drop (ZIP including WAD/PK3/DEH/TXT)
- Automatic scraping of title, author, release date and description from the included textfile
- Importing screenshots directly from the sourceport into the database
- Maintaining demos and savegames
- Scans files for map lump names (e.g. E4M3, MAP20, STR20)
- Add any sourceports to the database
- Selecting specific files within a ZIP file
- Tagging mods with custom unlimited colored tags
- Shows play-statistics (killed monsters, collected items, play time)
- Automatic daily database backups
Instructions by Raptomex
Since ZDoom, GZDoom, Zandronum, Skulltag, and ScoreDoom can all be set up the same way and are probably some the most popular source ports for Doom, these instructions will apply to these source ports only. There are tons of source ports for Doom and each one should contain instructions so be sure to read them before installing anything.
The very first thing you want to do is install your copy of any of the Doom games. Whether it's on Steam, copying the files from the disk, or elsewhere. Once you install the game open up the game directory. For Steam users, go to your SteamApps\Common directory:
This next part is easy:C:\Program Files (x86)\Steam\SteamApps\common\Ultimate Doom\base
C:\Program Files (x86)\Steam\SteamApps\common\Doom 2\base
C:\Program Files (x86)\Steam\SteamApps\common\Final Doom\base
For The Ultimate Doom, copy or move the DOOM.WAD out of the base folder to wherever you want.
For DOOM II, copy or move the DOOM2.WAD out of the base folder to wherever you want.
For Final DOOM copy or move PLUTONIA.WAD and TNT.WAD out of the base folder to wherever you want.
Now you can uninstall everything else. These are the only files you need. These specific WAD files are called IWADS.
The DOOM 2 IWAD that comes with the DOOM 3 BFG Edition contains the extra episode "No Rest For the Living". It is also named "DOOM2.WAD". Not all the source ports support this IWAD yet as far as I know. Browse around to make sure your source port supports it before playing it. I'd recommend keeping this IWAD separated from the rest.
Now download any of the source ports. Zandronum includes an exe that will auto install for you. The rest you can download and just extract the contents from the zip or rar into a folder. Name the folder whatever you want. If you want to use all of these source ports I would recommend creating separate folders for each port. Now run the source port exe (zdoom.exe, gzdoom.exe, etc.) It should ask you to set a path to your IWADS. Also, running the exe should create an ini file for configuration.
Please read carefully. Close the source port and locate the the ini file (zandronum-[your name].ini, zdoom-[your name].ini, etc.) It should be in the same folder as the exe. Open the ini file using any text editor. I use Notepad. At the top you should see the following:
Right below Path=$PROGDIR add PATH=[location of your IWADS]. If you have all of your IWADS in one folder you can just type in the path to that folder. If you have each IWAD in different folders than create a PATH= for each one. I keep all my IWADS in one folder so my set up looks like this:[IWADSearch.Directories]
Path=.
Path=$DOOMWADDIR
Path=$HOME
Path=$PROGDIR
Once you launch the source port again it should bring up a menu asking you which game you want to play. Select the game (WAD) and click "Play".[IWADSearch.Directories]
Path=.
Path=$DOOMWADDIR
Path=$HOME
Path=$PROGDIR
Path=C:\Program Files (x86)\Doom\IWADS
Mods are usually in the WAD file extension but some are in PK3. Either way running either one works the same way. Chances are if you've done this before most of the instructions you find online is to drag and drop the mod onto your source port exe and play. This is the simplest way to run any mod or megawad. Some mods only work with certain IWADS so be sure you read the mod instructions. Launching the wrong game won't break anything, it may just give you an error, or just launch the vanilla game.
Now if you enjoy a mod so much that you want it to launch all the time this is where autoloading comes in. For example I keep Zandronum dedicated to Brutal Doom. So everytime I run Zandronum and play any Doom game it will always load Brutal Doom. You can still drag and drop other wads onto your exe if you want to run multiple mods. To autoload a mod open up your ini file again. Scroll down until you see:
You will use the same Path structure as described above for the IWADS. Placing paths underneath these will autoload any mods you wish to run for whichever game. For example, any mod path under "Doom.Autoload" will load that mod for all the Doom IWADS. Any mod path under "Doom1.Autoload" should load any mods for DOOM, "Doom2.Autoload" = DOOM 2. "TNT.Autoload" = TNT, etc. So as I stated above I use Zandronum to autoload Brutal Doom and several other mods so my set up looks like this:[Doom.Autoload]
[Doom1.Autoload]
[Doom2.Autoload]
[TNT.Autoload]
As you can see I'm loading both WADS and PK3 files. Also important to note, some mods may be compatible with other mods, so again read the instructions from wherever you get them. It may require a specific load order to run correctly.[Doom.Autoload]
Path=C:\Program Files (x86)\Doom\Mods\brutal19.pk3
Path=C:\Program Files (x86)\Doom\Mods\iconboss.wad
Path=C:\Program Files (x86)\Doom\Mods\DoomMetalVol4.wad
Path=C:\Program Files (x86)\Doom\Mods\BDMutator_DannyGloverOriginalFuckYourself.pk3
Path=C:\Program Files (x86)\Doom\Mods\BTSXHUD-Brutal.pk3
Path=C:\Program Files (x86)\Doom\Mods\mXhairs_1.8.pk3
Information & Resources
id Software
The Doom Wiki
Doomworld
Doomworld /idgames database (largest Doom WAD database)
Doom Editing
Doom Builder
SLADE
DOOM 64
Doom64 EX
DOOM 3 Mods
Phobos
The Dark Mod
Perfected Doom 3
Classic Doom 3
Last Man Standing
Other Games
DoomRL (Doom, the Roguelike)
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