UZDoom 4.14.3 released
I believe this is the first official fork after the GZDoom drama
Helion: A modern fast paced Doom FPS engine
cross-posted from: https://lemmy.world/post/34900257
A modern Doom engine written from the ground up with a focus on performance.
Content creators have created maps that struggle to render at high framerates with even the latest and most expensive hardware. With Helion, Doom's most complex maps are no longer stressful on modern GPUs and playable on old hardware that was previously impossible.
Helion uses static rendering with a state management system to reconcile dynamic map changes in Doom. In contrast to the typical BSP tree rendering that requires significant CPU processing, Helion is able to manage dynamic changes and optimally utilize the GPU resulting in dramatic performance increases.
Helion supports WADs targeting vanilla, Boom, MBF, MBF21, UDMF (partial support), and ID24.
Minimum requirements are Windows 7 or Linux and an Open GL 3.3 capable GPU.
Poom - 8 bit Doom
Always interesting to see people doing builds of Doom with various constraints just for the novelty factor.
Dev page with dl links here
https://freds72.itch.io/poom?ac=jXdAbFQF
Handheld DOOM on my new R36H
£35 delivered. Rocknix running GZDoom. AimAssist mod. Smooth Doom. Metal Soundtrack
https://github.com/RicardoLuis0/AimAssist
https://doomwiki.org/wiki/Smooth_Doom
https://www.moddb.com/mods/brutal-doom/downloads/doom-metal-soundtrack-mod-volume-5
I never actually finished Doom back in 93. Lets fix that. Plays like a dream, really enjoying working my way through the original
The Dark Ages - My thoughts so far (Story- and Gameplay-Spoiler Free)
I've seen surprisingly little about DOOM: The Dark Ages across Lemmy so far even though the game has been out for almost a week. I thought I'd post my thoughts here.
My personal context:
About a month ago I wanted to get back into the DOOM mindset so I replayed The Ancient Gods (on Nightmare) for the first time since the first time I played through them and it reminded me just how much I loved the visceral challenge of DOOM Eternal.
Since that took me all of like a week, I installed DOOM 64 since it came with Eternal and realized I had never played through it, let alone even got familiar with what it added to the old DOOM games. Holy hell what a cool game. The lighting, the colors, the sounds, the level scripting. The game is a technical improvement in so many ways over the original DOOM and DOOM II. But hot damn is it difficult: a bullet hell in so many ways (those fucking arachnotrons EVERYWHERE). However, rewatching the promotional material for DOOM: The Dark Ages I realized this is a good way to get into the mindset of what was about to be released.
My thoughts on The Dark Ages
I cannot sing the praises of ID enough for refusing to just make more levels for DOOM Eternal. This game is such a cool change to the formula. Giving the Slayer a shield and the weight of a fucking boulder really immerses you in the sense that the Slayer is the legend that Samuel Hayden respected and that Olivia Pierce feared. Honestly, I can't not think about how ID must have been heavily inspired by God of War (2018), and God of War Ragnarok while working on the sound design, control mechanics, and art direction for this game. The only thing I think is a little ridiculous, gratuitous and goofy is how everytime the Slayer touches the ground it sounds like there's an earthquake starting. But it's a video game, it can be goofy.
The new mechanics in the game are extremely fun and I would say they're all gracefully redesigned to fit the new tone of the game. Demons are repurposed so well and I love seeing the design inspirations from various older games return (like the revenants remind me heavily of those from DOOM 3 and the imp stalkers are so similar in behavior and sound to those from DOOM 64). The melee weapons are as satisfying as they should be in a DOOM game, and throwing the saw shield around feels exactly how it should. I can't find any kind of fault with the mechanics of the game. *chef's kiss*
I'm about halfway through the game right now on Ultra Violence, and I'm stuck wondering when the challenge will come. There are so many life sigils littered around the game that I have yet to die and be sent back to a checkpoint. Maybe that's part of the narrative point, or maybe I'm still in the phase of the game where mechanics are being introduced (which is a theory only reinforced by how I just reached the Ancestral Forge where you get a new [spoilers redacted]).
On the other hand, both DOOM (2016) and DOOM Eternal waited until maybe 2/3 or 3/4 the way through the campaigns to take the training wheels fully off and throw the full force of hell at you. That's what I want. That's what I need. If I don't get that, I will remember my time in the Dark Ages fondly since it's fun, it's indulgent, and it's satisfying. It's just not scratching the same itch that "VEGA Core" and the "Mars Core" master level do.
Overall, loving the new game. I just don't think I'll end up loving it, or replaying it, as much as I do the previous 2.
Please Help with the MyHouse QR Code Thing
Does anybody have the MyHouse QR code thing that you are supposed to download? I tried for several months but the download was always at capacity and now the link is seemingly expired. Can a charitable community member just share whatever that is supposed to be with me? Thanks, y’all.
Recommended Campaign difficulty megawads?
Title, basically.
I'm looking for megawads that are on-par with the first three episodes of Doom 1 or Doom 2 in terms of difficulty.
Just finished PSX Doom Reloaded and Doom64 Reloaded that are mostly campaign maps remixed.
Doom ported to a standalone Microsoft Word document — plays well but there's no sound
A software engineer has ported Doom to a standalone Word document. The single 6.6MB document file, available via GitHub, contains a source port of doomgeneric. Users will need a modern version of Microsoft Office/Word on an x86 computer system, and eschew security warnings, to enable the VBA macro in the document to run.
https://www.tomshardware.com/video-games/retro-gaming/doom-ported-to-a-standalone-microsoft-word-document-plays-well-but-theres-no-soundOpen linkView original on lemmy.worldTIL: "Doom + Doom II" defines a new standardized compatability level for mods, ID24
I had wondered about how some things were done with the new episodes. I'm glad they released some documention and kept the standardization so that the rest of the broader Doom community can build off the new release.
Ashes: Hard Reset OST by John S. Weekley
cross-posted from: https://lemmy.world/post/16392555
Ashes: Hard Reset OST by John S. Weekley
I saw over the weekend that the soundtrack had been released ahead of the upcoming (!) prequel (‼️) to the amazing series of Doom mods. The Ashes series rules, play them if you haven't. The soundtracks also rule and I had the Afterglow OST in heavy rotation all last year.
This one is pretty good. Very heavy with callbacks to the previous OSTs and to the original Doom's music. "Romero Waiting for the Train" is particularly fun for it's mix-in of my favorite OG track. I can't wait to wander more post-apocalyptic subways to this groovy tune!
https://music.youtube.com/playlist?list=OLAK5uy_kDI7DVtxDOznHfMlS2SR1FhrlDKoD5R5k&si=el305r3W7m4dZqiBOpen linkView original on lemmy.worldDoom: The Dark Ages | Official Trailer
Here is what TechRadar said
The game is billed as a prequel to the modern Doom series, which includes 2016's Doom and Doom Eternal. It will focus on the origins of the enigmatic Slayer and feature a never-before-seen medieval war against hell. Judging from everything shown in the trailer, it looks like a pretty radical departure from the more futuristic, sci-fi look other the other games.
Like the two previous installments, Doom: The Dark Ages is being developed by id Software and is powered by the idTech game engine.
A recent post from the official Doom X / Twitter account has also confirmed that the game will be available as part of an Xbox Game Pass subscription. It will be launching for Xbox Series X, Xbox Series S, PC and, rather surprisingly, PlayStation 5.
Here are some other articles about it but I imagine most of the information is the same:
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https://www.polygon.com/24171213/doom-dark-ages-microsoft-xbox-games-showcase-sequel
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https://www.theverge.com/24172041/doom-the-dark-ages-xbox-summer-game-fest-trailer
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https://www.gamingonlinux.com/2024/06/doom-the-dark-ages-announced-for-steam-in-2025/
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https://www.doomworld.com/forum/topic/145433-doom-the-dark-ages-doom-6/
What do you think? Do you believe it will play similar to DOOM Eternal?
Anyone know where I can find a decent collection of curated Doom mods?
The link attached to this post contains all Cacoaward winners from 2004 to 2020. I have seen a few others on Archive.org such as this one but they seem more focused on backing up everything.
I am wondering if there is a collection of total conversion mods like Total Chaos, Trench Foot, and Ashes 2063 for example.
I imagine there are a lot of best Doom WAD lists out there but it would be nice to not have to go through the effort of downloading them individually.
https://archive.org/details/all-of-cacowardsOpen linkView original on leminal.space[TAS] Final Doom: The Plutonia Experiment in 8:54 by almostmatt1tas and RockyGaming4725
cross-posted from: https://programming.dev/post/13796508
excerpt from the description:
This TAS is an improvement of 3:01 over the older 11:55 TAS by ClumsyDoomer from 2017. It is the result of 490 (we made a point of counting) hours of work spanning 1 year, 10 months, and 15 days. However, we made the decision to not count the hours spent running brute forces long enough to walk away from our computers, and so only counted the hours spent “actively working on the run”. It also does not count quite a bit of time spent with routing and experimenting with test maps. Taking into account all of that, the time taken would probably be around 600 hours.
[Vinesauce Vinny] MyHouse.wad - A touching custom Doom map to pay tribute to a childhood friend.
MyHouse.wad has a Doom Wiki page which can be found here and the Doom World page can be found here. Here is a download link if you want to try it yourself.
The author says the following on the Doom World page
Excited to finally release this tribute map. Last August I lost a good childhood friend of mine and took it pretty hard. When I was visiting my hometown for his funeral, I connected with his parents who shared with me some of his old belongings. Among them was a copy of an old map of his backed up on a 3.5” floppy from high school. Thomas and I were into amateur Doom mapping in the early 00s but I had never seen this map of his prior to uncovering it on one of the old floppy discs. As a way of paying tribute to him and all the great memories we had together, I took the plunge and installed Doom Builder in order to polish up his map and add a few modern amenities just for convenience sake.
I haven’t touched an editor in over 15 years so it was quite a surprise to find out how easy mapping has become. I may have gotten a little carried away with these new UDMF features and, as such, the map is designed for GZDoom. From the text file:
Doom 2 - GZDoom, hardware renderer
1 map: Not much of a challenge and roughly 10 minutes of play time. All difficulty settings implemented.
Jumping & crouching disabled, freelook is fine
Lots of Doomcute!
Making maps of your house was all the rage back-in-the-day, but I feel like this is a pretty adorable and detailed tribute to my friend and a great way to share something of him with a community we loved. Miss you, Tom.
The TL:DR is this is a really touching tribute that I'd recommend people experience. I linked the Vinny Vinesauce video because some people might not want to go through the effort of setting it up in GZDoom and might miss one or two Easter eggs playing on their own. He does a decent job exploring it. It's so touching in fact that the creator of Doom John Romero played it.
I'd recommend not reading the Doom Wiki or anything else about it because it really takes away from what makes it special.




