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DOOM NG (New Generation DOOM)

   (16 reviews)
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4 Screenshots

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get yourself some new tools, without forgetting the old ones...


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Guest

Unknown date

  
You have to work on it. Too many weapons -- the set is not solid. Try different sprites for dual pistols (check good old Neodoom). But most importantly remove certain weapons. Like second chaingun or mines or this plasmagun-like thing (or actually things). They don't fit and they shatter the balance. There shouldn't be many guns, and every gun has to have its place. There are good ideas and good work here though. -Jekyll Grim Payne

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Guest

Unknown date

  
Honestly, I found the /newstuff review of this way too harsh. Nobody cared to spend a word on the great spritework and fluid animation coding that's been done here - and I assure you it's really good, even if done on well-known resources. So, even if it's not my favourite mod, I'm gonna grant it a 5 just for the sake of balance...

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Guest

Unknown date

  
There's some okay weapon, and some nice sfx. But it's a confusing setup and I don't understand why I can't hold both shotguns.

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Guest

Unknown date

  
Meh. Skip this.

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Guest

Unknown date

  
so good it actually looks like 'alpha dog' of DOOM weaponsets. almost every weapon genre is in, and in excellent fashion - only so-so is std chaingun imho. didnt encounter any weapon reload bug, DLed version #3 ***** trOllhAtEr

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Guest

Unknown date

  
{GZdoom 1.5.3.990} You can't switch weapons, even when your current weapon is out of ammo. Boo, hiss.

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Guest

Unknown date

  
There are some good ideas here, but you need to make sure that your weapons are not making each other obsolete (the pistols are worthless once you get anything else), that picked up weapons do not refill the magazine (you'll never have to reload the shotgun, ever, as long as you can keep picking up more shotguns), and that you don't flag all of your weapons with CHEATNOTWEAPON. I know you don't like people cheating, but you can always just use Dumpclasses Weapon from the console and summon them manually.

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Unknown date

  
^ Well, not sure if picking up primary ammo with each shotgun is a mistake or a feat (at least, the game is kept more close to vanilla style, shotgun-wise). And you can always summon all weapons using the custom console command indicated in the textfile... You didn't read it, did you? :-) To me, this mod is his best so far! 5/5 -Maceo89

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Unknown date

  
^ Uuuh... But the textfile says you have to use GZ version 1.5.6... Anyway I played it, and it's quite varied and with little surprises here and there. Only thing I didn't quite like was that ditching thing. Aww cmon, lemme keep my shottie! ;-) 4 out of 5 starz.

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Unknown date

  
Maybe it's the wide array of weapons, or maybe it's the smoothness of everything... This sounds almost like a cross-breed between Immoral Conduct and Zero Tolerance. Heavily recommended to any GZDOOM fan. 5/5 --- P.S. Didn't notice any shotgun bug... :-)

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Unknown date

  
Came for re-downloading Revenge and found this new modification of yours. Since then, I never went back! Astounding polish and creativity as usual, even with old and much-seen resources... 5/5 -- x_MaimerFagen_x

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Unknown date

  
Very interesting... 4/5

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Unknown date

  
Mediocre weapon pack. Nothing that stands out from the crowd. 2 stars minus 1 for using CHEATNOTWEAPON.

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  • File Reviews

    • By P41R47 · Posted
      I actually used this files MORDETHfb97-dsf but its the same wad with lumps properly organized.    Simply... WOW!!!   Love it from start! I really like exploratory maps with clever puzzles and secrets and pretty good encounters. The maps are neat, detailed, have a really good atmosphere and great architecture. The resources are used in a way that one can't ignore; its just really organic and nothing standouts as unfitting. Perfect texture work, indeed. (Don't know why, but while playing it, Suspended in Dusk by Espi comes to my mind... maybe some of the texture usage remind me of that amazing work).
      The dehacked monsters are good and interesting alternatives.
      I love the fog effect and how it dissapeard when you are near and then appeard again when you look at it from afar. If this was the demo, and after seeing some juicy screenshots, i just can drool dreaming about this long awaited mapset finally being released.

      Thanks MORDETH for this demo, its something really inspiring.
      I doesn't care to wait another twenty years to finally play the complete version ;)
       
    • By aargh · Posted
      Slaughtermap for beginners. Simple but effective level design, impressive architecture, great lighting. Arch-viles are a bit overused.
      Played with Meatgrinder mod.
    • By elend · Posted
      What a set of maps. At first I only expected random maps that use use Mario textures, but this is so much more. From the cutesy bullet puffs of the weapons, to the plasmagun sprites, there have been more changes than "just" textures. All together they form a very, very coherent picture which makes you almost disappointed, that there are no Mario enemies in the game.   Even then, the actual quality of the maps surprised me quite a bit as well. Very, very fun to play from the beginning to the end, with admittedly frustrating parts (the map featuring only Archies and Revenants or the map featuring ice and wind. Oh god, the ice...). These are not just simple techbases given a Mario texture paint, these maps are well thought out and tailored to the textures, ranging from grass lands, over desert to impressive castle scapes and even an air ship. I played on TYTD not only because I am a wimp, but also because those maps are really, really hard and have some frustrating moments. It speaks for this mapset's quality, though, that you can live with those moments and still enjoy the maps.   Try it out at least.
    • By P41R47 · Posted
      I really dig it! Its feel like a Ultimate Doom take of TNT, but its not at that level either.
      Its a great adventure mapset, leaning more to the  atmospheric and realistic architecture.
      First and second episodes are amazing. Introducing the new enemies as the maps unfold. But midway around episode three it start to lose steam, with a serie of really short maps and then maps really similar to the originals, this is not bad at all, just feels a little uninspireds. Fourth episode on the other hand, feels extremely rushed, with a lot of monotexturing and undetailed areas. Its not bad, but coming as the ending episode it could be much better, specially with the degree of detailing the author showed on the precious episodes.

      All the episodes offers a good challenge, even on Hurt Me Plenty, but don't expect anything near the difficulty of NEIS.   All in all, being one of the few complete Ultimate Doom megawads, its pretty good and i liked the new enemies sprites and the music used, almost all the time.
    • By chlef · Posted
      No, this is not good by any stretch. First 25 levels feel like they are all the same - colorless, flat, dull and bland. Next 3 look like deathmatch arenas with a handful of monsters. Again, all pretty much the same. The last two are pitch black mazes - oh what fun. As for the secret levels - I abandoned both. Map31 is a maze alternating between pitch darkness and flashing primary colours and map 32 is simply an incomprehensible mess. Possibly acceptable if you just want to kill some time with mindless point and shoot, but not what I would call an enjoyable Doom experience. At least it avoids degenerating into slaughter.
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