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  1. DMPSMU: DooM PostScript Maps Utility

    DMPSMU is an interactive utility on Unix and Windows (source code included) to generate PostScript maps of levels in DOOM, DOOM ][, Ultimate DOOM, Heretic and Heretic: Shadow of the Serpent Riders. It offers several advanced features: - detailed control over layout and appearance of the page(s); - multi-page capability, printing on 2 or 4 normal pages; - detailed control over which Things will be printed; - fading LineDefs that are secret or part of a secret Sector; - shading secret Sector areas, but not their inner Sectors; - linking teleporters and their exits by faint lines. It is derived from DEU, the Doom Editor Utility and retains from this tool all functions that have a read-only effect on the main WAD files, thus allowing examination but not modification of these files under Unix, and it has a new function to display a level's vital statistics. A command-line based utility DMPSMAP with only the map printing function is also included.

    6 downloads

       (4 reviews)

    Submitted

  2. DOOM Regi-Like

    (REQUIRES ZDOOM OR A ZDOOM BASED PORT!)

    An improved version of the WAD i uploaded earlier but requested to remove it so i can improve it. This is for those who miss the Registered version of DOOM. This WAD makes your copy of Ultimate DOOM look much like the registered version.

    Here is what is changed:

    * The Credits picture is back to the one from the Registered version.

    *The Title Screen is back to the one from the Registered version.

    *Removed the Thy Flesh Consumed episode from the episode selection menu.

    *Removed the "NIGHTMARE!" difficulty to make it look like the v1.1 version.

    (There is a separate WAD file that retains the difficulty for those who want it)

    NOTE: NO levels from the Registered Version are included because it would be considered illegal and idgames does not accept levels from Id Software.

    7 downloads

       (6 reviews)

    Submitted

  3. Doom External Control API

    This is some example code that uses Doom's external control API (the -control command line parameter).

    Vanilla (DOS) Doom supports a little-known command line parameter named -control. This parameter allows an external program to inject movement events into the game. The most likely explanation is that it was intended to allow companies manufacturing game controllers (joystick, gamepad, etc) to provide their own custom drivers to control the game. As far as I know, no such driver was ever written before now.

    Full source code (requires Borland Turbo C) is included.

    4 downloads

       (3 reviews)

    Submitted

  4. External statistics driver

    Vanilla Doom has a mysterious command line parameter named "-statcopy". The statcopy parameter allows an external statistics program to capture the intermission screen statistics. However, as far as I know, no such program was ever written. This is, to my knowledge, the first external statistics program ever made for Doom!

    On exit, the program displays the captured statistics to the screen, or alternatively saves the data to a file. There is one caveat in that for statistics capture to work, you must have the mouse enabled in Doom (set use_mouse to 1 in default.cfg, or use setup.exe).

    Full source code (requires Borland Turbo C) is included.

    15 downloads

       (14 reviews)

    Submitted

  5. LMPIT demo editor 1.0

    LMPIT is a Doom demo editor. Features include: * Header editing (change viewpoint, skill level, etc) * Demo extraction insertion (although I don't think this works quite properly) * Statistics display * Shortening demos * Savegame and pause removal

    Full source is included, licensed under the GNU GPL.

    I wrote this somewhere around 1998-2000, it was never released and has been sitting on my hard drive since then.

    8 downloads

       (2 reviews)

    Submitted

  6. Multiple linedefs in vanilla Doom

    A demonstration wad showing how to make multiple-line switches in vanilla Doom. This can be used to make very powerful effects without the need for port features, although it does feature the minor side effect of dealing one point of damage (which can be countered by an inclusion of a health potion in the dummy sector but if this is done the side effect is more noticeable). The effect works by crushing a barrel when a trigger is switched (this could be done with either a switch or a walkover plate). The explosion knocks a voodoo doll into some walkover plates, thus causing multiple effects. This can also be used to do many other things never before seen in vanilla, including: --switch teleporters --a switch that gives the player as many items as you wish --by having a monster telefrag the barrel instead of having it get crushed,you can make teleporters not work until a switch has been activated to 'power' it --by this same technique, an exit that requires three switches --also by this technique, shootable exits, lifts, and even teleporters --again by that technique, you can make switches with a delay (by making the teleporter in the monster sector lower from whatever height you wish) --by replacing the voodoo doll with a monster, it could be used as an ultra fast monster beam-in without any need for it to be activated beforehand --by making the voodoo doll teleport onto another voodoo doll, you can make an instant-death switch (looks like I one-upped you, Nick Baker =P).

    There's no end to the number of ways this demonstration could be used. I hope you can think of some more creative than I :) Note that by using this you waive Doom Legacy support (as the current version doesn't allow voodoo dolls).

    8 downloads

       (7 reviews)

    Submitted

  7. Novert

    NOVERT's a TSR that lets you disable the vertical movement of the mouse in DOOM and similar DOS games or applications.

    311 downloads

       (214 reviews)

    Submitted

  8. Plutonia Easy

    This patch makes Final Doom's "The Plutonia Experiment" easier. I was really annoyed when I started playing "Plutonia" and found that I couldn't even beat it on the lowest skill setting. I'm only an average player (Doom2 on Ultra-Violence is comfortable) so I'm sure I'm not the only person who had trouble with The Plutonia Experiment.

    I wanted to make a simple patch rather than fine-tune every level. I gave up on The Plutonia Experiment after only a few levels mainly because of the Chain-Gunners (long- distance snipers and ambushers who suddenly pop up out of nowhere). So, is all this patch does is get rid of the Chain-Gunners and fix the ammo imbalance caused by the missing chainguns.

    Here's a list of the changes: - changed Chain-Gunners to Shotgun Sargeants - swapped chainguns and shotguns - swapped bullets and shells - added the chaingun back to map01 (otherwise you wouldn't get it until map05)

    52 downloads

       (51 reviews)

    Submitted

  9. Doom95 demo recording bug fix

    There is a bug in Doom95 which prevents demo recording: as soon as you get into the game, Doom95 dumps you back to the desktop with an "I_Error says: demo recorded". I hax0red Doom95's doomlnch.dll and now demo recording works as it is supposed to.

    45 downloads

       (44 reviews)

    Submitted

  10. DOOM CHECKER FILE Version 1.0 for Windows

    DCFWin, is a program that serves for interface to powerful tools that exist in Internet, and that they allow a true variety of options. It is to say that the user now will have the possibility to take a complete ' control ' about the information of the game that he wants to modify or to alter.

    DCFWin is an utilitarian program with a range of functions (some not so well-known) that are of a lot of utility, and that they will allow to combine diverse approaches, to order your files, to look for them easily, to execute them, to modify them, to add additional information to the same ones, among other characteristics that you will get familiarizing with the continuous use of the program.

    2 downloads

       (1 review)

    Submitted

  11. DOOM CHECKER FILE Version 3.0 for DOS

    DCF3, is a program that serves for interface to powerful tools that exist in Internet, and that they allow a true variety of options. It is to say that the user now will have the possibility to take a complete ' control ' about the information of the game that he wants to modify or to alter.

    DCF3 is an utilitarian program with a range of functions (some not so well-known) that are of a lot of utility, and that they will allow to combine diverse approaches, to order your files, to look for them easily, to execute them, to modify them, to add additional information to the same ones, among other characteristics that you will get familiarizing with the continuous use of the program.

    3 downloads

       (0 reviews)

    Submitted

  12. DemoConverter v0.61

    A utility for Win95+ to convert your DooM (II) demos to another version. Easy to use. And the best: FREEWARE.

    1 download

       (0 reviews)

    Submitted

  13. atexconv.zip

    convert and convertp are programs to convert the graphics from the doom alpha and press release beta into bmp files that you could e.g. then use in your own pwads. convert is for the 0_x alphas and convertp is for the press release beta. full source code is included.

    1 download

       (0 reviews)

    Submitted

  14. DOOM2 CONSISTENCY CHECKER (DCC) v3.01

    Many wad editors provide consistency checking, but they provide it to different degrees. My purpose in writing DCC is to provide a single program that can tell you as much as possible about the basic and "fit-and-finish" problems that can (and will) plague map design. It was originally designed for use by TeamTNT on the Bloodlands and Grievance projects, and was used on Final Doom just before publication.

    DCC cares Absolutely Nothing about playability or design choices. It simply looks for problems that may cause DOOM2 to abort, or for problems that just Look Bad.

    DCC _will not_ alter your *.wad file. It writes its output to the screen, unless you redirect it. You can provide options to have DCC correct certain problems for you, and DCC will create a NEW *.wad file with the corrections.

    DCC only handles DOOM2 and BOOM wads. It doesn't deal with DOOM, Heretic, or Hexen wads. There are no plans to make it do so.

    1 download

       (0 reviews)

    Submitted

  15. SPKDOOM.ZIP (SpeakerDoom)

    Doom with Full Sound on the PC Speaker

    3 downloads

       (2 reviews)

    Submitted

  16. SECRETS for DOS v1.04 - DOOM add-ons

    This is a top quality cheat program worth looking at.
    This is the first official web version.
    It includes these DOOM add-ons used in the program.

    4 downloads

       (2 reviews)

    Submitted

  17. TexAlign

    TexAlign is a simple program which tells you the X: coords for aligning textures. It can be quite useful for level designers.

    2 downloads

       (0 reviews)

    Submitted

  18. Doom (high color) Desktop Theme

    This Desktop Theme is for Windows 95 PC's with the Plus! Pack(duh!)

    You must be running in High Color (16k) or True Color (24k) and have 'Show Icons in using all possible colors' checked in your Display | Plus! control panel tab. To do this, right-click an empty area of the desktop, and choose Properties. On the 'Plus!' tab, check 'Show Icons in using all possible colors' and 'Stretch desktop wallpaper to fit the screen'. Now click the 'Settings' tab. On the 'Color Pallette', choose 'High Color'. Reboot your machine to make these changes when it prompts you to. If you don't have High Color available as a choice, you'll need to get an updated video driver first. While detailed instructions on how to do this are beyond the scope of this Readme file, I will say that most video card manufacturers have a web page with drivers available there.

    Unzip all of the files in this archive into your themes directory, usually c:\Program Files\Plus!\Themes. Use Winzip if you have it. Run Desktop Themes from the Control Panel (Start | Settings | Control Panel | Desktop Themes).

    From the Theme drop down menu, choose Doom (high color). Make sure all of the checkboxes are checked, and click Apply or OK. You're done! Enjoy.

    2 downloads

       (1 review)

    Submitted

  19. VIDEO BENCHMARK CALCULATOR using DOOM II

    This program uses the excellent game by id Software, Doom II, to do a video benchmark on your system. The results can be used to "tweak" your system for maximum "frames per second". The faster the video speed, the more fluid the game.

    9 downloads

       (7 reviews)

    Submitted

  20. TextView Version 1.5

    TextView is a very simple text editing program designed by Tranquil Lament Software for means of sharing source code for its members. With the Doom Source Code released and the fact that we now work with Telefragged and Project Doom, we are uploading it for anyone who needs a text editor.

    1 download

       (0 reviews)

    Submitted

  21. LMP Informer

    Extract information out of your LMP files(demo) You'll see the starting level, players etc.

    2 downloads

       (0 reviews)

    Submitted

       (0 reviews)

    Submitted

  22. ZTR compressed .WAD format

    Well I think this program is really sweet... ALOT better compression in WADS so I hope you like it...

    3 downloads

       (1 review)

    Submitted

  23. LMP TOOLS FOR DOOM & DOOM II VERSION 1.12

    This program is similar to LMPUTILS, but it has a few extra options and it's slightly easier to use.

    The main new addition is that can you change the level number that a specific LMP refers to.

    1 download

       (0 reviews)

    Submitted

  24. LMP Master v1.1

    A nice utility for you all DooM/DooM2 players who like to record demos.
    -> add player names to your demos,
    -> add commentary, patch wad names,
    -> launch your demos with the patch wads you used when recording, -timer option set to your demo's length in minutes,
    -> cool directory feature lists all lmp in selected directory showing lots of info plus your comment!
    Works with all versions of Doom, DooM2, and Ultimate Doom. Too kewl!

    1 download

       (0 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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