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97 files

  1. Doom Debug Menu

    This adds an debug menu which give you the ability to change any monster, weapon, item, decoration, dead thing, and key to any others that are similar to it. So you instead of a zombieman, you can choose to have an cyberdemon in that monster's place for example.

    I was going to make this just as close to Doom 2 as possible, but decided to also add all of the ZDoom extras within the menu. The menu has stealth variations of all monsters, dead bodies of most monsters, and three extra weapons with one of them including the beta version of the BFG 9000, and the Doom beta score items that were eventually scrapped from the final product.

    18 downloads

       (16 reviews)

    Submitted

  2. DeathManager! v1.5 extra configs

    This is a set of configuration files for DeathManager! v1.5 (DM.EXE). This version of DM was included with later versions of Heretic, Hexen and Final Doom, but requires a special configuration file (DM.DAT) in order to operate. This is a set of such configuration files for Ultimate Doom, Doom II, Strife and Chex Quest.

    2 downloads

       (0 reviews)

    Submitted

  3. Doom Batch file creator/Doom launcher v1.3

    Please note: this archive has been updated to include a version of Doombat that features a sort of console, password protection, and the ability to jump to sections of the program from the command line. Unfortunately, it's not very polished, and some of the commands will send you back to the start of the program (don't worry, you can still jump back to the section you were at, and the values you entered will be untouched). Though you can go anywhere in the program at just about any time, you still have to select whether you want to make a doom batch file or launch doom when you are ready to do those things, or the program won't work (you'll only see the neat previewing feature before the program exits :) Please keep in mind that there may be some other minor bugs in this program. This modified Doombat is for Doom and Doom2 only, but the regular Doombat and Doomhere programs are still included and unchanged.

    10 downloads

       (2 reviews)

    Submitted

  4. Master Levels Menu Interface

    The Master Levels Menu Interface is an ingame menu that serves to replace the old DOS program that would launch the chosen wad of the MASTER LEVELS FOR DOOM II. The Master Levels themselves ARE NOT INCLUDED in this package (they are a commercial release by id Software and must be purchased separately.)

    Effectively, this file serves as a new frontend for the MASTER LEVELS, allowing you to play them in one sitting without restarting ZDoom. It also gives you a few extra options (keeping inventory between levels, varying the music so more than half the levels aren't playing D_RUNNIN, ...)

    Detailed instructions for using this file are recorded below the upload template. Likewise, the PK3 itself contains an INSTRUCTIONS.txt file which is a duplicate of the same information. If you are not familiar with PK3's, it's just a Zip file and you can open it with any standarding archival tool that supports such (or rename it to ZDMLMENU.zip in Windows to browse it in Explorer.)

    The scripts use to drive the menu system are in MenuLevelScripts.txt in the PK3, if you wish to use or study that as a basis for your own.

    MasterLevelsLibrary.txt is the source script for the script library used in the menu interface (it is only tangentlly related to the menu scripting. It is mainly used for recording the player's progress which is why it is a script library and not level scripts.

    66 downloads

       (54 reviews)

    Submitted

  5. MALESE MAster LEvels SElector

    (Set the mood here but put any long story at the end)

    16 downloads

       (14 reviews)

    Submitted

  6. The Ultimate WAD.BAT

    This is a batch file I wrote years ago to start Doom. Instead of tediously having to type "doom2 -file foo.wad -warp 1" when testing a file, you can just type "wad foo". The batch file is quite clever, though. You can specify a bunch of WADs on the command line, each with or without the '.wad' extension. You can also specify extra command-line parameters. "stuffbuf" is included, so that you don't need to press enter at the "you are playing a modified version of Doom" screen.

    The original documentation is included below.

    I wrote this years ago, before the Doom source was even released. Suffice to say I don't use DOS any more :-)

    7 downloads

       (1 review)

    Submitted

  7. Grabbag

    A bunch of utilties for the Markmenu aka Doombat

    3 downloads

       (2 reviews)

    Submitted

  8. Zdoom as Markmenu Shell

    A program which uses Zdoom as a shell for

    3 downloads

       (2 reviews)

    Submitted

  9. Doom/alt markmenu "skin"/shell for the Photo.bat program

    An alternative Markmenu shell for the

    2 downloads

       (1 review)

    Submitted

  10. Doombat and Markmenu

    A doom batch file creator and menu program

    3 downloads

       (2 reviews)

    Submitted

  11. MAPRUNNER - Visualizator and Invoker of Maps.

    Principal Functions The program permits to invoke a WAD file of constructions, open it to visualize and then start a game session, in the one the number of level is correctly invoked.

    1 download

       (0 reviews)

    Submitted

  12. A Superior Front End

    This is the windows 95 version of A Superior Front End. Version 1 was DOS and missing a few components. This has IRQ setting and many other enhancements and fixes. Also there is a place to add custom settings.

    2 downloads

       (1 review)

    Submitted

  13. The Quick DooM Launcher

    The Quick DooM Launcher is made to quickly launch a single-player game without having to type all the options at the command line. If i will ever finish them, this program will be part of both The DooM Launcher and The DooM Hacking Toolkit, both made by me, where i am both working on.

    3 downloads

       (1 review)

    Submitted

  14. PrBoom Frontend 2.2 Friday the 13th Edition - VB6 SOURCECODE

    A frontend for my favorite Doom port.

    Main features:

    - All you Doom files (file lists) managed in databases (WAD / DEH / BEX / LMP / TXT) - You can chose default database for an IWAD - Creates savegame folders for every WAD list - You can select to load your saved games by clear text - Level warp by level title - Pr/glBoom Config file management (as much as you want) - Plug Ins (Programs to start before/after Doom, additional DEH / BEX / WAD Patches) - Cheat editor to override standard settings - Server adressbook for multiplay - Database import / export - Database reorganization and integrity test - I'm too lazy now...figure it out by yourself ;-)

    1 download

       (0 reviews)

    Submitted

  15. PrBoom Frontend 2.2 Friday the 13th Edition

    A frontend for my favorite Doom port.

    Main features:

    - All you Doom files (file lists) managed in databases (WAD / DEH / BEX / LMP / TXT) - You can chose default database for an IWAD - Creates savegame folders for every WAD list - You can select to load your saved games by clear text - Level warp by level title - Pr/glBoom Config file management (as much as you want) - Plug Ins (Programs to start before/after Doom, additional DEH / BEX / WAD Patches) - Cheat editor to override standard settings - Server adressbook for multiplay - Database import / export - Database reorganization and integrity test - I'm too lazy now...figure it out by yourself ;-)

    4 downloads

       (1 review)

    Submitted

  16. WNETDOOM

    WNETDOOM, is a program that it is good to either play in Cooperative Modality, or in DeathMatch Modality." The objective is to allow the players, to obtain a quick connection and without problems; since using the on-line commands can be tedious many times and it's very possible the margin of errors while transferring the parameters.

    2 downloads

       (1 review)

    Submitted

  17. DOOM Level Manager v3.5

    the best DOOM frontend for Windows

    6 downloads

       (3 reviews)

    Submitted

  18. NETDOOM Version 3.1 for DOS

    NETDOOM3, is a program that it is good to either play in Cooperative Modality, or in DeathMatch Modality." The objective is to allow the players, to obtain a quick connection and without problems; since using the on-line commands can be tedious many times and it's very possible the margin of errors while transferring the parameters.

    3 downloads

       (2 reviews)

    Submitted

  19. csDOOM Wizard

    This Server Launcher List Servers csDOOM servers and you can connect and ping them.

    1 download

       (0 reviews)

    Submitted

  20. KING DOOM Frontend 1.06

    - loads automatically deh or bex files included with the WAD by name or any.
    - shows WAD Info file (txt)
    - loads "wadname.warp" files (a simple txt file, which includes the warp position)
    - handels two different WADs (i.e. resource.wad and levels.wad)
    - creates a different savegame folder for every WAD automatically, so you never have to worry about your savegames. Note: This feature works only with xxBoom !
    - supports ervery IWAD
    - contains multiplayer support
    - integrated MP3 player if you think the original MIDI sucks.
    - supports different ports

    3 downloads

       (1 review)

    Submitted

  21. A Superior Front End

    Works with Doom, Doom2, Heretic, and Hexen

    Allows use of almost every option, including:

    -unlimited PWADS!
    -unlimited DeHackEd/HereticHackEd patches!
    -devparm (screen shots with F1)
    -extensive modem/serial/network options
    -all possible combinations of every command line option!
    -EVERYTHING ELSE YOU WOULD EVER NEED!

    4 downloads

       (2 reviews)

    Submitted

  22. Heretic Launcher

    A Windows 95+ compatible front-end for the game "Heretic." It allows you to easily play add-on maps, warp to specific levels, play and record demos, and set several other options. It will work with the original DOS-based game as well as wHeretic. This version supports only single player options.

    14 downloads

       (4 reviews)

    Submitted

  23. RC Doom Launcher

    3 downloads

       (1 review)

    Submitted

  24. DEMON v1.0

    DEMON is a third-party add-on for id Software's Doom-style series of games. It organizes all your .LMPs in different categories, thus enhancing your overview over your collection. It also lets you play and record demos. DEMON supports Ultimate and Final Doom and Doom II. DEMON also has built-in support for replaying DHT-exams. The .ZIP contains the sources (TP6.0)

    1 download

       (0 reviews)

    Submitted

  25. Doom Batch file creator/Doom launcher v1.3

    Doom.bat is the easy way to create batch files to run doom wads with. Once it's setup, all you have to do is type Makebat and answer the prompts. After your batch file is created, just type in the name you gave the batch file to run the wad you want. This program now allows you to launch Doom directly.

    3 downloads

       (2 reviews)

    Submitted

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  • File Reviews

    • By galileo31dos01 · Posted
      Done on UV/continuous/saves.   This is a fine story-telling megawad. Aesthetically, I don't have much to complain, the new textures, while not being the best looking, succeed in their context, and I was more fond of the second episode (newer maps) where I noticed an advance in terms of visuals. Tons of eye candies, such as frozen or burning marines, waving flags, boxes on false conveyors, portraits of monsters, and much more. All these little details are rarely seen in other wads, one just doesn't see a machine that produces cacodemons every day, that's one the funniest things I've ever seen in a Doom wad. About light variation, the author played a lot with darkness, most if not all the maps have various sections where it's quite dark to see what's going on. This can be a disadvantage against enemies, particularly hitscanners, caution is suggested in these cases, or gamma correction. However, darkness in caves was visually pleasing, personally speaking, and you'll probably deal with it better than the poor marines that hold the candles. The music selection is generally cool, but some midis are way too loud.    On a gameplay side, unless you check the release date, this could totally pass as a wad from the 90s. What I mean is, there's clearly a focus on adventure+action, and while I'm not very familiar with old FPS games, this felt at times like playing a total conversion. Your objective is to punish the scientist for bringing hell into earth, so this guy is the new enemy, which you'll meet at many points and will teleport out of the place upon killing him. The combat is mostly incidental, a great portion are hitscanners of all sizes, plus a few traps here and there, either with monsters or things. The thing is the pistol starts, more often you'll start with shotgunners or chaingunners in front of you, which you'll have to trade guns with first, something very common in old wads. It's not always easy to find important resources, like armor or blur spheres, and ranged weapons usage is limited overall. I had no issues with grinding through tanky monsters with only hitscan weapons, but that may not be suitable for other people. About the weapons, I mostly liked the flamethrower and crossbow (plasma rifle and rocket launcher respectively), the AK47 was cool too, but the sound was kinda annoying at times. Double shotguns were awkward to use, due to the sprite frames being mirrored shotguns. Last but not least, the flamegrenades, these weren't as bad as others implied, I found them powerful, much like rockets but faster and effective at close range, perhaps they should have been way more potent, to one-shot barons or archviles for example, given they occupy the seventh slot... Anyway, the maps are built so progression goes on par with the story, there's linearity above all, but an interesting side of it is how the layouts lead the player to previously explored territories, nothing about going from one extreme to the other, except one or two maps. The rest is to recognize the switches and doors, which aren't always so obvious.   The secrets are very important, like I said before, when there are tons of hitscanners, the best shield is a blur sphere. Unfortunately, it's hard to spot a single secret in this mapset. Some are hidden behind random non-hinted walls, others via crossing certain linedefs, which then have you backtracking all the way to the start. A few maps have unreachable sectors marked as secrets for whatever reason. Whatever, no favourite maps this time, since I liked and disliked them all pretty much the same way.    Overall, not too exciting, or recommended to everyone. I had fun probably because of playing on continuous, which made the starts more bearable against hitscan attrition. So, if anything I said above sounds good for you then try it. My rate is 6/10. 
    • By Meril · Posted
      Design and archiecture - wow! But gameplay is a bit worse. Map is large and confusing. Cyberdemon in dungeon part is in my opinion imposible, becouse you need to go back there, and then he waits in front of elevator... Minor issue in room next to exit door, if you get in there and don't have key, you are stucked. Difficulty is HARD. I had problem to finish it in HMP. Overall: Good visuals, gameplay ok, but with minor issues, good 1995 wad!
    • By Walter confetti · Posted
      A really extremely useful little wad patcher from the 90s, still using it for compiling many wads in one single file, works great for dosbox, it not works on more modern "dos" versions, like windows prompt command. A must in for everyone!
    • By Agent6 · Posted
      Another classic megawad has been finished.   Since it's obviously going to be compared with Alien Vendetta, one of the first things I noticed during the progression is that it's pretty well balanced, there's no surprise levels where the difficulty spikes, it's consistent from start to finish. It has aged well, perhaps even a tad better than AV, but there isn't really anything remarkable about the layout or the texturing of the levels, and as expected the gameplay is the focus which, for the majority of Hell Revealed, is solid. However, there are a map or two which have mediocre gameplay, most notably MAP18 Hard Attack. The problem of this map are the ill designed enemy encounters, which take place in a few cramped spaces at the beginning, and the focal point of the map relies on an extremely poor kind of infighting. You have to climb a wall using an elevator, and the said wall is full of Revenants, Hell Knights, and Barons. The most efficient and economical method of passing this area seems to be allowing the Cyberdemon to take care of the enemies who come down when you activate the elevator, but takes a lot of time, not to mention that there are a few waves of enemies, at least one when you need to reach a room, and another one after you return from it. There are also 4 Cyberdemons in a room with a switch who keep teleporting and occasionally fire a rocket at you. At least it's a rather short level which looks decent at the very least, but these are the only qualities of the level...   Either way, with the exception of MAP18 there aren't any other poorly designed levels, all the others are fine and fun enough, save for, perhaps, a few rooms here and there that are almost completely dark in MAP26 and MAP29. MAP26 also features ghost Imps and an intriguing design, seemingly taking place somewhere in space, but extra care is advised here since loads of enemies are present and the encounters themselves are rather brutal. However, the usage of the previously mentioned ghost Imps is not very good. In fact, Icarus did a better job with them in a map which used ghost enemies for almost its entirety. Here, they're little more than an annoyance. They don't add much to the experience and also feel out of place, an attempt at adding something more unique and unexpected that ultimately doesn't pay off.   The levels are more or less created in slaughter style, therefore they all share a couple hundreds of enemies but the numbers don't go into the thousands from what I remember. Some of the encounters are rather merciless, and the authors surely loved using Hell Knights, Barons and especially Arch-Viles, this combination being one of the toughest in Hell Revealed. And towards the end the Cyberdemons make a significant amount of appearances, but shotgunning them was quite fun, and more exciting than Barons. You could also rely on the Rocket Launcher and the BFG to take them out, but the maps don't seem to offer enough ammo so that you can keep using them for almost their entirety, and that's actually a good thing, it wouldn't be fun otherwise. On the other hand, they most certainly offer copious amounts of shotgun shells.   My favorite level is probably going to be MAP28. It's a rather short and straightforward level despite its size, but I enjoyed the atmosphere of the map and the textures used, and it was neither very difficult or easy. This level is followed closely by MAP16 which features lots of browns and red, but not particularly exciting encounters so it doesn't stand out in this respect. Still, I loved its look and overall gameplay nonetheless, there's some really beautiful bloodfalls, although technically there are better maps in the megawad. MAP30 of Hell Revealed is a typical Icon of Sin level, but it's a fitting conclusion to the journey.   While the encounters are generally good, certain enemies are underused, while others are overused. Hell Revealed seems to mostly rely on boss tier or just generally tough enemies. This means that enemies such as the Arachnotrons, Chaingunners, Zombiemen, Shotgun Guys, Spectres, Pinkies, and Imps are encountered much less frequent than Hell Knights, Barons, Revenants, Arch-Viles, Mancubi, and Cyberdemons, with the Pain Elementals and thus Lost Souls on the middle ground. If you hate hitscanners or otherwise just these enemies in general you're probably going to like this, however due to overusing the strongest demons the encounters do become predictable, and on a few occasions boring. Luckily, their placement and usage is still good most of the time so the encounters themselves are still exciting, preventing them from falling into boredom, keeping you focused and careful, yet they could've used more variety. This is something that AV avoided and in consequence, the enemy usage there is slightly superior.   The megawad also introduces a few new music tracks which are combined with the vanilla Doom soundtrack, so it's not a complete replacement. It also features a new red status bar, intermission screen, menu background, ENDOOM screen, and a couple new sky textures which are just gorgeous. However, there are no new sounds or enemies introduced.   As about the difficulty, having played Alien Vendetta as well as Ancient Aliens before (and I must mention that AA tops both AV and Hell Revealed) it wasn't very difficult for me, except for the occasional unforgiving encounters. Despite this, it's certainly not targeted at average players but most certainly can be completed by them, even on UV since it's not nuts, regardless of whether you're going for it blind or not. It also doesn't involve a lot of trial and error, especially compared to the other 2 megawads I've already mentioned, save for MAP24 perhaps, which takes a while to understand the first time you're playing it, but after that it's fine. It's perfect for experienced players but in no way impossible or ridiculously hard for everyone else.   All things considered, it's a solid classic that's definitely worthy of its status. It's fun, challenging, beautiful, but most of all fair, and it has aged pretty well, some of the levels doing this even better than AV, although I consider the latter superior overall, which is why I'm giving Hell Revealed 4/5 stars, while Alien Vendetta got 5/5. And despite my comparisons between the two, I'd very much let them stand on their own and speak for themselves.
    • By Summer Deep · Posted
      Pretty decent stuff. Over 200 monsters, and you might take two or three attempts to complete it without saving, especially if you don't locate the blue armour, which is fairly well concealed.   The only things which annoyed me about this were the fact that I never worked out how to get the chaingun, thus having to fire bullets solely with the pistol, and also that there was a small nukage pool which looked like an interesting place to explore, but turned out to be inescapable...
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