Thing is Doom on PC was a commercial release? so how is that differentYou're not getting the point. If Bethesda allow people to download the WADS - it doesn't matter how, whether said functionality is inside the game or not - for use with their commercially released port of DOOM, they're violating everything the dude above mentioned.
I should've clarified... beyond any extra content, is this port going to be better in terms of framerate, sound, image quality, and controls compared to the one available via Xbox backwards compatibility?You have to answer that question. If you want the extra content plus what I think is soon to be the best port for $5, then absolutely.
Thing is Doom on PC was a commercial release? so how is that different
Given how the Bethsoft community manager in charge of Doom has been covering a bunch of recent award-winners, they're likely going to showcase major Cacoward/10 Years of Doom highlights before moving on to recently lauded stuff.Ok so the actual stream suggests id will curate community WADs itself. If that's the case, I wonder how far it will go. Will it start looking through all award-winning WADs that were built for traditional Doom?
Post-Mortem is the classic "holy shit holy shit HOLY SHIT" slaughtermap, just in terms of how many directions you have to prod and analyze before you can make any ground. It predates the likes of Meat Boy and other modern masochistic games by decades.I finally played through Hell Revealed recently for the first time and man, the jump in difficulty of those levels over the original game will make new players' heads spin.
I highly recommend skimming through Doomworld's Cacowards series, then checking out this thread about Doom WADs ranked by how they develop and rely on player skill. Bear in mind, custom Doom content nearly always skews harder than the IWADs, reflecting the nature of the games' small but dedicated community (which, by and large, produces more than it can quickly consume, thus rewarding creators who make more challenging or intriguing stuff).Are there any good WADs whose "quality" isnt rooted in how hard it is? Just, good level design?
Oh, shit, the color variations in those look amazing. Way more interesting than just more red and grey, despite how much I love base Doom. That Golden Souls one is particularly cute.I understand pointing at a massive playlist isn't incredibly helpful but there are just so friggin' many WADs out there. But if you want a good idea of a cross section of what is out there then I recommend WAD Wednesdays by JP LeBreton where he plays a random WAD each week. With the nature of it being a random pull means it can range from gold to garbage, obviously, but with his understanding of the engine as well as level design means the insightful commentary overrides the garbage.
Otherwise I'd point to the cacowards which goes all the way back to 1994. There is just so much out there and such a range of ideas. People have been making WADs for a long time that you can filter down all sorts of ways.
I'll just grab random screenshots to give an idea even from a visual perspective. Sorry to image dump but there is just so much it really can't be overstated and admitted I didn't bother checking if any of these are viable for the console version, just giving an idea what is out there.
Void And Rainbow
Brigandine
The Adventures of Square
Putrefier
Winter's Fury
Doom : The Golden Souls 2
Shadows of The Nightmare Realm
Rise Of The Wool Ball
While I did the first Doom with decent ease, that one goddamn hand shaped map had me so frustrated that I just dread anything described as super difficult, although yeah knowing it feels less cheap than 2 is a godesend, still havent finished 2 yet because of some of those levels.Luckily not all the greatest WADs are all intense slaughter maps like what you might see in Sunder or the legendary Okuplok, but I do think almost all the great megawads get more difficult than the base Doom games by the end. So for instance both Scythe 1/2, Hell Revealed 1/2 start easy with short maps, but by the end throw maps of a scale and difficulty exceeding the base game that might take dozens of attempts to beat if you aren't saving regularly. The popular megawads of the decade that you'll see every Doom player recommend to their friends like Ancient Aliens, Eviternity, and Valiant still all start simple, but slowly grow into a more involved experience. Even WAD's like Doom the Way id Did which were built to mimic the design intricacies of the original game can't help but turn the dial up on difficulty. It's just a function of the people making these maps having played the game for years.
While the baseline experience of well made WAD's is a bit harder than what you initially played with the original games, I believe the quality of the enemy encounters and map geometry in user content exceeds the originals by so much that deaths very often feel less cheap than many of the maps of Doom 2.
ooooooooooo I'll have to keep a bookmark on that thread, thanks! Ive been craving Doom content lately and these should fill that void.Given how the Bethsoft community manager in charge of Doom has been covering a bunch of recent award-winners, they're likely going to showcase major Cacoward/10 Years of Doom highlights before moving on to recently lauded stuff.
Post-Mortem is the classic "holy shit holy shit HOLY SHIT" slaughtermap, just in terms of how many directions you have to prod and analyze before you can make any ground. It predates the likes of Meat Boy and other modern masochistic games by decades.
I highly recommend skimming through Doomworld's Cacowards series, then checking out this thread about Doom WADs ranked by how they develop and rely on player skill. Bear in mind, custom Doom content nearly always skews harder than the IWADs, reflecting the nature of the games' small but dedicated community (which, by and large, produces more than it can quickly consume, thus rewarding creators who make more challenging or intriguing stuff).
Also, everything Ionic said on the other page. We're pretty astute about these things, though it takes a while to get a broad idea of the Doom custom mod/map scene.
I do love those two, especially Struggle. Although they are quite hard, even in lower difficulties. But man, those two WADs are impressive. Kudos to the creators for making them.I mess around with SCYTHE but only through Doom 4 Vanilla. I guess I should try it normally for once.
Messed around with Eviternity too but that's hard as hell in my experience, even harder than Sigil.
I've also been slowly going through Struggle: Antaresian Legacy for a while.
Luckily not all the greatest WADs are all intense slaughter maps like what you might see in Sunder or the legendary Okuplok, but I do think almost all the great megawads get more difficult than the base Doom games by the end. So for instance both Scythe 1/2, Hell Revealed 1/2 start easy with short maps, but by the end throw maps of a scale and difficulty exceeding the base game that might take dozens of attempts to beat if you aren't saving regularly. The popular megawads of the decade that you'll see every Doom player recommend to their friends like Ancient Aliens, Eviternity, and Valiant still all start simple, but slowly grow into a more involved experience. Even WAD's like Doom the Way id Did which were built to mimic the design intricacies of the original game can't help but turn the dial up on difficulty. It's just a function of the people making these maps having played the game for years.
While the baseline experience of well made WAD's is a bit harder than what you initially played with the original games, I believe the quality of the enemy encounters and map geometry in user content exceeds the originals by so much that deaths very often feel less cheap than many of the maps of Doom 2.
Also, you know, you don't need to play everything on Ultra-Violence. Especially if you aren't super experienced with Doom. Most of the well known wads, with very few exceptions, do actually implement the difficulty settings. I am firmly in the "first playthrough on Hurt Me Plenty for community WADs" camp.
That is actually my biggest problem with the difficulty. Id rather a boost in ammo/health drops or a reduction in damage rather than less enemies. Playing on easier difficulties isnt as fun because it just ends up making the levels barren and boring.Also, you know, you don't need to play everything on Ultra-Violence. Especially if you aren't super experienced with Doom. Most of the well known wads, with very few exceptions, do actually implement the difficulty settings. I am firmly in the "first playthrough on Hurt Me Plenty for community WADs" camp.
Even things like Plutonia. That thing is fantastic, but also a fucking son of a b if the hardest thing you've played is Doom II. If you get annoyed by that, turn down that diff. There is no shame in that, and it's in there for a reason. Doom is a high skill ceiling game that you will get way better at if you keep at it.
Also for those who don't know: Difficulty in Doom only affects monster count and thing placement in maps. It does not affect the game mechanics themselves - with the exception of the easiest one which doubles ammo/halves damage, and Nightmare, which, you know, makes it a nightmare.
So all issues with the Switch version are going the be fixed with that, or was there something else?
That is actually my biggest problem with the difficulty. Id rather a boost in ammo/health drops or a reduction in damage rather than less enemies. Playing on easier difficulties isnt as fun because it just ends up making the levels barren and boring.
Is this something that would be possible in a community WAD?I know there's pretty much zero chance of this happening, but I'd love to see an update to add the enhanced sound effects and soundtrack from the PS1 version of these games. It's so weird how everyone seems to have forgot these improvements were ever made.
I never thought of that. I thought WAD's were just maps though? I don't know enough about the technical details to say whether it would be possible to replace the effects and soundtracks. It wasn't just the effects themselves either; PS1 version had different reverb for the effects depending on the environment you were in (e.g. indoor vs. outdoor), so getting the full effect might be a bit more complicated than just replacing the existing assets with their PS1 counterparts.
I should be complaining that DOOM was released in such a crappy state, but I admit this certainly makes up for it somewhat.Just announced on stream
https://www.twitch.tv/bethesda
Final Doom and No Rest for the Living as well
Community WADs will becoming as well
This applies to the newest releases of Doom/Doom II
- Xbox One, Switch, PS4
Coming Soon (tm)
These content updates will be free
I never thought of that. I thought WAD's were just maps though? I don't know enough about the technical details to say whether it would be possible to replace the effects and soundtracks. It wasn't just the effects themselves either; PS1 version had different reverb for the effects depending on the environment you were in (e.g. indoor vs. outdoor), so getting the full effect might be a bit more complicated than just replacing the existing assets with their PS1 counterparts.
I know there's pretty much zero chance of this happening, but I'd love to see an update to add the enhanced sound effects and soundtrack from the PS1 version of these games. It's so weird how everyone seems to have forgot these improvements were ever made.
PS1 soundtrack was way superior in my opinion. It totally changes the mood of the game for the better.
Also, you know, you don't need to play everything on Ultra-Violence. Especially if you aren't super experienced with Doom. Most of the well known wads, with very few exceptions, do actually implement the difficulty settings. I am firmly in the "first playthrough on Hurt Me Plenty for community WADs" camp.
Even things like Plutonia. That thing is fantastic, but also a fucking son of a b if the hardest thing you've played is Doom II. If you get annoyed by that, turn down that diff. There is no shame in that, and it's in there for a reason. Doom is a high skill ceiling game that you will get way better at if you keep at it.
Also for those who don't know: Difficulty in Doom only affects monster count and thing placement in maps. It does not affect the game mechanics themselves - with the exception of the easiest one which doubles ammo/halves damage, and Nightmare, which, you know, makes it a nightmare.
I should've clarified... beyond any extra content, is this port going to be better in terms of framerate, sound, image quality, and controls compared to the one available via Xbox backwards compatibility?
Okay, great to know! Thank you very much.I mean the new ports were inferior to start just because of borked lighting, slow music and a messed up aspect ratio. The first two of those are fixed with the aspect ratio being fixed in this upcoming patch. The new ports are higher resolution and soon to be higher frame rate. So basically they are now superior in every way.
They made these posts on the slayer's club this morning so it must be happening soon-ish
Live on Xbox. Both play and look great. Can't wait to dive into Sigil.
The level select is a nice touch
Play TNT Evilution and then Plutonia.Which of the campaigns is closest to the regular games regarding level design, difficulty and "feeling"?
Cool, thanks! Found the Doom 3 one too, turns out I just hadn't downloaded the version that added the skins / slayers club stuff (1.0.3).
Those new to the Plutonia missions better get used to Revenants real quickly
Yeah, it's up already. Have to go specifically into DOOM II for it as it takes the slot of SIGIL.I think we're also getting the excellent No Rest for the Wicked from the XBLA Doom 2 port at some stage.
Any reason having them over having it all manually as "buy in GOG/Steam, choose whatever sourceport you need to use with, start exploring fanmade wads"?
Yeah, it's up already. Have to go specifically into DOOM II for it as it takes the slot of SIGIL.