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DoomonstrationGame

   (21 reviews)
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About This File

It's not easy to explain what is this all about. Well,. right the moment you are reading this, a nomonster version of this WAD will have already been presented through an LMP as a wild demo at the Pixelshow demoparty. By running the batch file inside the bonus folder (provided that all these files are in your Zdoom directory) you will see how exactly it was presented at the party. Then again, I thought it would be a good idea to fill these maps with monsters to make it playable for Doom freaks. So I also edited doomonstration_game.wad for you.

Trying to be as brief as possible, a demoparty is a computer gathering for demoscene geeks. Demoscene is a community of geeks, coding graphics algorithms, drawing pictures and composing music in our computers. A demo is a combination of all these three forms (Check www.pouet.net for some of them) Normally, the main rule about demos is that they should be realtime graphic demonstrations coded in any programming language availiable.

This LMP/WAD combinations isn't applying for that!

Except from the demo compo however, there is a wild demo compo at many demoparties, where there are no rules and you can release anything crazy or obscure at the stage (we have seen videos, 3d animations, mobile and mini pockemon demos, demos on selfmade hardware, even shows on the stage, either funny or serious stuff involved.) And then I have thought, it would be a good idea to add one more obscure platform in those wild competitions. Doom itself :)

There are some cool stuff like 2d and 3d stars, plasma effects and texture warping inside. These effects are famous in oldschool demos, there are also inside scene jokes and a building of the university of Patras where the greek demoparties Gardening, ReAct and Pixelshow took place.

I had more wild ideas for this presentation, but I had to finish it right here, for the deadline of the party is too close and I must also finish some OpenGL code for a regular demo. Expect also a more serious Doom2 WAD which is in the workings..


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Unknown date

  
Yes design could be much better and I usually suck at that, but for the rest, that was for the wild compo where they release videos and other stuff without rules. I am aware about demos being realtime and I have even made few in the past (my last one is entitled CloseGL at the same demoparty), but it was the wild idea of some obscure platform to show demoeffects that counted and many sceners liked it. (Not just the ones from the small demoparty :) [Optimus]

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Unknown date

  
Absolutely amazing, so now Doom is the next Demoscene frontier?

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Unknown date

  
Quite unusual use of the Doom's engine, too bad it had no following. A version residing withing vanilla Doom's limits would be great (mostly, cutting on the excessive number of linedefs)...it may however run with Doom2+

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Unknown date

  
Beautiful work! I'd like to see you team up with some serious mappers, or even devote the time to, and make your own maps. You have some great potential. 4/5

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Unknown date

  
Interesting texture effects, but that's all. 2/5

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Unknown date

  
This deserves nothing short of 5/5 for the pure genius and novelty of the effects. Sadly, this failed to make an impact, and thus the effects shown are underutilized. 5/5

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Unknown date

  
Excellent idea to use Doom for a wild compo. The hall with all the computers cracked me up. To all people who have never been at a demoparty: you have no idea how cool this wad is. Just another way to keep Doom alive. 5/5 - Belial

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Unknown date

  
How about a Future Crew's Doom next ? 5/5 for the idea

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Unknown date

  
This is just fucking amazing :-o For whoever wonders how the effects are done, almost all of them are done via scrolling textures and splitting each wall in 1 or 2 unit wide linedefs, and then cleverly using texture offsets. The result is smooth animation from a SINGLE texture, not even from animated ones. These dudes deserve my and your respect, period. 5/5 -Maes

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Unknown date

  
Awesome! I hope somebody expands on the idea...

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Sorry, but that was crap, really - and it wasn't even an actual demo, either. All you did was create a few animated textures with effects that would've made people yawn even in '92, and at least back then, things were actually CALCULATED instead of premade. What's more, the design etc. sucked as well; it was unimaginative, sloppy, and just showed a lack of skill, so you probably wouldn't have a chance even in an art compo (at least not at any serious party). 0/5.

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Doom textures can't hold more than 4 animation frames, so they were probably not animations.

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  • File Reviews

    • By guitardz · Posted
      Some very cool techbases with a nice texture set and pallette.  The music is pretty epic.  And it all runs in vanilla! (Or so it is said, I played it in GZDoom)
    • By Philnemba · Posted
      I honestly can't believe that this whole megawad is 100% vanilla compatible and its only the first of THREE episodic megawads! Esselfortium and her team of creative energetic mappers has done an amazing job from the unique texture set, the music, the maps & even the tweaked color palette that fits the mood of the whole thing.    100% highly recommended! 5/5 
    • By Erick · Posted
      A pretty straightforward map to run through, packing in tons of enemies in rooms both big and small. Most of the monsters you'll be killing are E1 monsters such as Zombiemen and Imps, so while there isn't much in monster variety, there are plenty of ways to get them to fight each other which I like. It might be better to try and get as many monsters to start attacking at the same time since once you get the Chaingun, not even the groups of Spectres are much of a threat. Overall though, the map is still fun to blast through if you just want to kill tons of monsters in packs.
    • By NuMetalManiak · Posted
      this is a strange wad, with assets similar to Darkest Hour and other Star Wars-themed wads, many of the maps focus on small killings, as most of the maps are actually small. Pinchy's finale sure makes this worth it. oh yeah, quite a few custom stuff was done. the flamethrower marines were quite annoying, while other monsters gained multiple attacks, new ones, it's all so zany. the maps are pretty well done overall and this is worth a try.
    • By Doomkid · Posted
      Okay, I get it, it's a megawad mainly for speedrunners who are intricately familiar with the mechanics of the game down to the nitty-gritty. A series of challenges/obstacles that, for the most part, seem to be possible but are generally ludicrous (and sometimes outright laughable, in a good way).   This was is not a "pile of junk" as a few have said however it's really, really lacking in a lot of ways. I get that the wad is meant to have a fun-and-not-serious tone despite it's overall extreme difficulty but the texturing looks like the insides of a toilet bowl after a Taco Bell buffet. Seriously, these maps are jealous of how beautiful and futuristic maps like UAC_DEAD look. The DWANGO series looks like fucking Ancient Aliens compared to this.   The MIDIs are lighthearted, silly and fun, which adds a layer of appeal for me personally. I loved seeing Patrick Stewart at the intermission too, rofl   I had some fun with this IDCLEVing through the whole wad and giving each map a try or 2 before moving on to the next but I seriously doubt I'll ever be back. The same idea with better texturing and overall taking itself just a tiny bit more seriously would warrant a higher rating. Ass-ugly texturing, silly MIDIs and a silly titlepic/interpic are fun in their own right so don't take me the wrong way but a lot of it crossed into "looks like the authors gave 0 fucks" category and I just have to take points away for that.   Also,   lol wtf is this bullshit is this a terrywad or somethin i mean jeeeezus   Overall, this is worth a peek just for some fun but unless you're a highly skilled speedrunner that also doesn't mind looking into a crapchute map after map, this probably doesn't really have much for you.
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