Raptomex
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DOOM Classic Complete on Steam
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
PrBoomIt 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.
PrBoom+This port started out as the official GPL Win32 port of TeamTNT's Boom, and has since merged with LxDoom and LsdlDoom. Compatible with Boom features and "most" of MBF, plus high resolutions, IP internet play and OpenGL rendering. Linux rpm/source also available.
ZDoomModified PrBoom port with uncapped framerate, variable gamespeed, re-record, walkcam, chasecam, full mouselook, fov, aspect ratio, smart totals and many other features, all without loss of compatibility. Also features autoloading of wads for demo playback, improvements in compatibility with original Doom, Boom and MBF, and options for "compatibility with common mapping errors" and for playing back "incompatible" demos.
GZDoomWin32 Doom port with high resolutions, translucency, up/down looking, a console, true key bindings, TCP internet play, completely compatible with TeamTNT's Boom source port, a particle system and has ACS, hubs and polyobjects from Hexen.
Skulltag NO LONGER DEVELOPED!GZDoom 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.
ZandronumSkulltag is a deathmatch/cooperative/CTF internet mod based on. Includes bots, custom levels, skins, several new weapons and OpenGL rendering. Sadly, it is no longer being actively developed but is still available for single player and archival purposes.
Doomsday EngineZandronum is a multiplayer oriented port, based off Skulltag
Risen3DThe 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.
DOOM RETRORisen3D is an advanced, stand alone Doom port by Graham Jackson based on Jaakko Keranen's Doomsday port. The engine has popular features such as Full Boom and MBF compatibility, slopes, 3D floors, MD2 models, particle effects, high resolution texture options and R3D scripting.
ScoreDOOMDOOM RETRO represents what I want DOOM to be today, in all its gritty, unapologetically pixelated glory. It’s a meticulously crafted expression in restrained design. I’ve strived to implement a set of features and a certain level of attention to detail that isn’t necessarily present in other source ports, but still upholding a deference for that classic, nostalgic DOOM experience we all hold dear. DOOM RETRO’s extensive release notes list what I’ve accomplished so far in an attempt to achieve this goal. DOOM RETRO is based on Chocolate DOOM.
Doom LegacySourceport 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.
OdamexDoom port with high resolutions, Glide/OpenGL support, mlook with up-and-down shooting, jumping, translucency, key bindings, 32-player TCP/IP multiplayer with player-selected names and colors, skins, true-height sprites and the ability to load outside WADs while running. Supports TeamTNT's Boom port.
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.
Mods
Brutal Doom
Doom ExpandedIn development since 2010, the 18th Cacoward winner and Moddb 2012 MOTY Editors Choice of Creativity Award Brütal Doom takes Doom into a whole new level. It makes the game much more violent than before. There's much more blood, plus it adds unique gibs, death animations, dismemberments, headshots, executions, fire and explosion particles, flares, shadows over all objects, and much more.
Reelism: A Doom Mod by 300 PoundsThe purpose of this modification is to add a number of graphical, sound, and gameplay enhancements as well as other tweaks and additions to the classic Doom experience while keeping the original gameplay intact. This mod keeps the fast and fun style of the original Doom series, but adds an "Expanded" overall presentation to the classic games.
Pirate Doom!Each game is divided into five sixty-second rounds. In between each round, this slot machine in your HUD activates, changing the rules set for the next round. One minute you're rolling around in an absurdly large tank crushing Hell Knights beneath your treads without a care in the world, the next you're desperately fleeing at half speed while firing Wolfenstein weapons futilely at an invulnerable hellbeast, then the next you're flying around lobbing petrol bombs at Imps. The choice isn't yours, it's all up to chance and a cruel, unforgiving RNG. And if you survive all five rounds...?
Doom Hi-res Texture PackPirate Doom! A GZDoom TC which features:
- 16 maps of good old runnin' and gunnin' action;
- eye patches, bandannas, beards and mustaches for all Doom monsters;
- cutlass, flintlock, cannons and other rusty weapons;
- cool caribbean music;
- option to combine monsters, guns, items and music with any wad;
- Ships, islands, treasures and rum.
mXHairs 2.0Every texture in this pack is recreated by hand in high resolution to match the original low resolution textures of Doom.
OBLIGE90+ crosshairs
FreedoomOBLIGE is a random level generator for various classic games, including DOOM, DOOM II, and Heretic. The goal is to produce high quality levels which are fun to play.
Real Guns HardcoreThe Freedoom project aims to create a complete free content game based on the Doom engine.
Combined with the engine, Freedoom is also compatible with game modifications (‘mods’ made for the original Doom games, made by Doom fans and artists over the decades.
SamsaraThis mod combines Doom's fast and varied gameplay with more intense and tactical approach of Call of Duty.
This is a multiplayer project inspired by crossover fighting games, designed to bring these games that people love so much and give them a second life on the multiplayer front, taking the heroes and the weapons and pitting them all aside (and sometimes against) each other. When you play Samsara, you pick a hero from a classic FPS game, spawn in the battlefield with abilities and weapons from their original game, and then proceed to lay waste among all those that stand in your way in whatever iwad or levelset of your choice. Each of the heroes are strictly limited to their own weapons, so you won't have a nonsensical random mash-up of people wielding weapons just not suited for them.
Popular Megawads
Eternal Doom
Hell RevealedThe culmination of over 2 years of work and many sleepless nights is now ready for you to enjoy and hate. As with the earlier 2 releases, this third one manages to create a world unparalleled in complexity and interest. Not only are there a full 32 levels, but you've got to play CyberSweeper a few times--it's different every time. Then take a tour of the Credits level and see all the folks who were involved in making this product what it is.
Hell Revealed IIHell Revealed is a 32-level megawad for Doom II. It is possibly the best known example of an ultra-hard WAD, and has received the most attention by speedrunners of any PWAD. Hell Revealed was created by Yonatan Donner and Haggay Niv and released in May 1997.
10 SectorsHell Revealed II (HR2) is a 32-level megawad for Doom II and the sequel to the legendary Hell Revealed. The WAD was authored by a team of 14 members led by Jonas Feragen. It was released in December of 2003. Many have admired this megawad for being quite possibly one of the most difficult wads to date.
Alien VendettaDoomworld’s 10 Sectors competition was held in 2000 and is widely regarded as one of the most successful editing competitions in the history of Doom. It was inspired by a similar competition in the Unreal community called the 5 cubes competition.
ScytheAlien Vendetta (aka AV) is a megawad that contains 32 new and hard levels. The levels are full of details and monsters. It is also one of the few PWADs that are allowed to be used in Compet-N speedruns.
Scythe 2Scythe is a 32-level megawad released by Erik Alm in April of 2003. The most distinguishing feature of Scythe is that its levels are smaller than average. Also, it was created in a matter of a few months, 31 levels by Alm, and Map 32 by Kim "Torn" Bach.
DTWID (DOOM The Way id Did)Scythe 2 is a 32-level megawad for Doom II. Released by Erik Alm in June of 2005. It was re-released July 10th 2009 with the 3 missing levels. It has been regarded by many as a spiritual successor to Scythe rather than a direct sequel. While the original featured small, action-packed levels, Scythe 2 is filled with large, complex and detailed maps, and is sometimes compared to the style of Alien Vendetta.
D2TWID (DOOM 2 The Way id Did)This project asks the contributors to carefully study the original maps and try to make them as John Romero and Sandy Petersen did.
TNT 2: DevilutionHot on the heels of the super fun and challenging Doom project that pushed mappers to get inside the minds of revolutionaries in game design comes the natural sequel to Doom The Way id Did. Join us as we continue on the exciting journey to recreate retro-authentic mapping gold. This time there will be more map designer styles to emulate, more abstract warped-reality levels to explore, more monsters to thwart the player in new, devilish ways, and new mapping design concepts to rediscover and draw from as we meticulously strive to recreate the Doom II experience. If you're up for a different kind of mapping challenge and missed the first DTWiD project, try your hand at a map for Doom II The Way id Did.
Serenity Series (Serenity, Eternity, Infinity)TNT 2: Devilution is a fan-made sequel to TeamTNT's TNT: Evilution that started in mid-2009
Memento MoriSerenity (SERENITY.WAD) is a Doom episode replacement mod of eight levels, created by Bjorn Hermans and Holger Nathrath. As part of their 10 Years of Doom feature, Doomworld named it one of the ten best WADs of 1994.
Eternity (ETERNITY.WAD) is a Doom episode replacement mod of eight levels, created by Bjorn Hermans and Holger Nathrath. As part of their 10 Years of Doom feature, Doomworld named it one of the ten best WADs of 1994.
Infinity (INFINITY.WAD) is a Doom episode replacement mod of eight levels, created by Bjorn Hermans and Holger Nathrath. As part of their 10 Years of Doom feature, Doomworld named it one of the ten best WADs of 1995.
Memento Mori IIMemento Mori is a 1995 megawad that contains 32 new levels, designed by two members of the Innocent Crew, Denis and Thomas Möller, along with 19 other authors, including Tom Mustaine and both Dario and Milo Casali. In contrast to most megawads, it is designed especially for cooperative multiplayer gameplay, although it can be played in single-player as well. It is also one of the few PWADs that are allowed to be used in Compet-N speedruns. The soundtrack was composed by Mark Klem, who also designed one level and co-designed another. The phrase Memento Mori is Latin, and translated it reads, "Remember that you will die."
Memento Mori II is a 1996 megawad that contains 32 new levels, plus 2 top-secret levels that are not contained in the .WAD file itself (see Top-secret levels). It is the sequel to the 1995 megawad Memento Mori, with many of the same designers involved, including Denis and Thomas Möller of the Innocent Crew. Like its predecessor, and in contrast to most megawads, it is designed especially for cooperative multiplayer gameplay, although it can be played in single-player as well. It is also one of the few PWADs that are allowed to be used in Compet-N speedruns.
Installation Instructions
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)