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DoomonstrationGame

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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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Guest

Unknown date

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

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Guest

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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Unknown date

  
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 Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
    • By Summer Deep · Posted
      Played on UV, GLBoom+   This is a very decent map for its era, but is not without its flaws. Plenty of enemies and traps, but more than enough health, armour and ammo to deal with them. The trickiest bits are the section near the beginning, where a couple of the chaingunners appeared to be able to shoot through solid barriers, and an 'infinitely tall' imp can cause problems, and the encounter with a couple of archviles later on, which needs to be dealt with promptly and effectively.   The lyrically-related puzzles are an interesting element and work pretty well. The elevator device near the end is clumsy though - it takes an eternity to go up and down, and the situations it engenders are predictable and tame.   If you want to experience a more challenging and polished map by this author, try his later Hidden Mountain Factory wad.   Around 65/100 for this level though.
    • By pritch · Posted
      I can't in all conscience not give Sunlust 5 stars.   This was my first run through, I'm late to the party but don't have as much time for Doom nowadays. But if something like this were released every week, I'd probably never play any other game again.   I've gotten so used to playing such great maps and megawads created by this community that I can honestly say commercial games routinely feel lacklustre in comparison. And these are free - the best things in life truly are.   Sunlust isn't perfect. I dislike the glut of killed-to-end maps in the late teens and twenties - I think once an episode is enough to rebuild from a pistol start, especially when most of the weapons are given to you anew quite quickly due to the difficulty. I do get it though - the mappers want that BFG back at times, to force you to do it the hard way. I personally don't like too many maps that prevent you backtracking for health or armor that you save for later. Some of the later maps are, in my opinion, a bit too hard, and a bit too hit-switch-for-slaughter, too soon. Some of them are only average for design and visual appeal and I dropped below 60fps in places with a relatively fast CPU.   These, though, are minor niggles in context. This is a great mapset, and in particular one of, if not the best map 30s I've ever played. Map 30s are usually so constrained by the need to have a demon spitter - it's just not a very good final boss and we've seen every variation on a demon spitter map under the sun now. Far better to do a grand set piece finale with a four figure monster count - and that's what we get here. The final arena when the lost souls spawn above the main battle is visually one of the most impressive experiences I can remember in years of playing thousands of wads. It's not just the final arena - the entire map has a deeply impressive and imposing ambience and deceptively simple yet awesome architecture. It was a fitting end to a great set.   Too many good maps to state them all. I guess a special mention to map 13 - I love the flow and feel of this one, and it has a banging track. The music is very good throughout, and feels tailored to a lot of the maps. They modified one of the PSX Doom tracks for map30 and it is just perfect.   4.9/5 then - I wish they'd do it all over again...
    • By yourusernamee · Posted
      the whole package is pretty great. the progression of themes, the music, weapon and enemy replacements. i'll remember this one for a long time. 
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