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DOOM: Threshold Of Pain

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Threshold of Pain is a ZDoom episode which attempts to recreate the look and feel of Midway's famous PSX conversion of Doom whilst maintaining the core elements of the PC versions and a level of difficulty PC players would expect.

PSX Doom fans will know that ToP gets its name from the final level of PSX Ultimate Doom. Like many others, my first proper Doom experience was on the Playstation, so when fenderc01 released the PSX TC last year I was excited to get to play these levels again, only this time with PC controls! Whilst he did an amazing job, I found it to be way too easy, even on UV setting. This was not fender's fault, merely a testament to the compromises Midway had to make in bringing such a game to a console.

ToP attempts to redress the balance whilst maintaining the brooding atmosphere that Midway brought to the game. It is NOT a PSX TC - many features which were missing from the Playstation remain, so expect to encounter the Archvile!

This is my first real attempt at a releasable WAD, so I wasn't too concerned with highly detailed levels, more on decent gameplay, set pieces, and a few puzzles. That said, I have tried to make them look halfway-decent, despite the coloured lights :P

New features include:

Tons of coloured lighting, but nothing too garish.

The infamous PSX burning sky, given a ZDoom makeover.

PSX/N64 audio.

New Weapons - the Minigun and the Unmaker.

The PSX Final Doom SSG.

A new powerup - the Doomsphere.

New monsters - the nightmare class monsters from PSX Doom and Doom64, a handful from the Realm667 Bestiary and ZDCMP, plus a new final boss...

A few other PSX/N64-style gameplay tweaks.


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Unknown date

  
Uninspired design sugar coated with over abundance of (G)Zdoom features. Playable, but nothing special.

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Guest

Unknown date

  
Some missing textures. 2/5

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Guest

Unknown date

  
This wad manages to misuse PSX/N64 resources so bad it actually made me appreciate more how good the official PSX port and Doom64 are. Gameplay, architecture, looks, atmosphere, everything misses the mark here. Randomly throwing colored lights around is seemingly enough to placate people into thinking anything is a masterpiece, which is slightly depressing. 2/5

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Guest

Unknown date

  
5/5 ^where?

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Guest

Unknown date

  
Awesome. Brillant light use. Fantastic music and sound. New monsters. One of the best of the year.

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Guest

Unknown date

  
I am not sure why this is getting so much praise. The WAD emulates the mood and feel of PSX Doom really well, but the actual level design is just so so. If the levels were edited so that all of the colored lights were removed and the monsters/weapons given only their normal sounds then the same people that rate this WAD so highly would only be giving it average scores. 3 stars out of 5 from me.

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Unknown date

  
I deeply appreciate works like this. And the kind of projects I'd like to see more of from the Doom community. PSX/N64 is a sorely underused style (not that I want it to be overused either) and can be used to implement some truly great settings. The creepy atmosphere is all there, with Aubrey Hodges' soundtrack, the colored lighting technique, and some classic gameplay with simple but attractive detail that proves you don't have to R667 resource/detail the shit out of things to be good. 5/5

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Unknown date

  
A perfect tribute to the PS Doom/Doom 64 games. 5/5 -Philnemba

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Unknown date

  
I liked it. The lighting enhanced the mood, and while I'm not crazy about the new monsters they are a nice change. The music and mood are consistent with the design, and it keeps you on your toes. Definitely a fun set of levels to play through.5/5

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Unknown date

  
I never played psx doom, so I don't know how much it's influenced by that. However, I have played doom64. The verdict: I love it! It screams professional level design all over. And I like the moody lighting and had a blast killing the new monsters (fav is probably the one with the alien gun). Negative: When the action slows down, it can get a bit boring; similarly, when the action intensifies, the fights are sometimes boring. Positive: everything else, including some great battles, design, and secrets.

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Unknown date

  
GREAT level set with some fun action, and with a very nice atmosphere. It's always a small vocal minority that will nitpick and will hate something just because it's not BooM, and blame everything on Zdoom features. It's best to not get worked up over them, Scalliano. ;)

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Unknown date

  
If you grew up with PSX port of Doom like I did, then you simply owe to yourself to play this gem!

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Unknown date

  
^^ Its's not a masterpiece because the colored lights (which looks very well), it's a masterpiece because has a decent mapset, a good gameplay, nice sound effects and music, new enemies, and I enjoyed a lot. 5/5

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Unknown date

  
Awesome, mixed bag with DooM64 and PSX DooM shit. Levels are fun and good for me before MAP08, I skipped MAP08 and MAP09 because I feel boring with them, sorry. And MAP10... no comment... well, I guess the unmarker weapon is overpowered for the Cyber prototype... :\ 4/5 -playerlin

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Unknown date

  
Way too many squares and rectangles. Some sub par texturing. Gameplay is ok, but ammo balance leans to the excessive. Decidedly average. 3/5

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Unknown date

  
One of the best wads this year level design is 10/10 excellent music. Loved it Loved it Loved it new monsters Sometimes i get bored of the standerd Doom monsters so I look for Wads with new monsters. The problem is that they do not always fit in. In this wad it was perfection. the new monster additions add so much to gameplay. 10/10 woderfull use of the jump and crawl features all new wads must follow this starndard 10/10

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Unknown date

  
Does a great job replicating the darker atmosphere of D64 and PSX doom. Levels have a great balance between retro feel and modern quality. Uses custom monsters well. just great really. Play it!

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Unknown date

  
Ignore the naysayers, they are full of BS. "Randomly colored lights" WTF? Colors are used to enhance the environment much like PSX did, mainly for doors, mainframes, outdoors and special lighting. The gameplay, map design and architecture are all sufficient to make one hell of a wad. PLAY it! Best to get familiar with Hell since we'll be going there when we die.

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Unknown date

  
Atmospheric masterpiece.

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Unknown date

  
OK, I finished the final maps, I really liked the Dark Cyberdemon boss fight. I made all the 10 main maps without dying once! Although I haven't found any of the secret levels normally, I warped to them with IDCLEV cheat (11 and 12) and I actually died few times in the secret levels because all I had was a pistol and MAP11 had a lot of traps. Oh well, still I enjoyed very much the wad, I'm looking forward to the sequel: Threshold of Pain 2! -FistMarine

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Unknown date

  
I've played both psx doom and the n64 version and this is a good comparison to some of the stuff, you should've used the lazer weapon in the n64 version though. Overall, job whell done. 5/5

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Unknown date

  
Played until MAP09. I have to say you've done excellent job on this wad! I have made my way through until now WITHOUT DYING once! Yes, at end of MAP08 the fight with many monsters once you get the unmaker, almost killed me (I was low on health) but I escaped somehow. My only complaint was in early maps, there were too many green armors. The wad is easy until you reach later maps, from now on it gets tough. BTW I'm playing on HMP skill. I give this wad 4/5 stars! -FistMarine

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Unknown date

  
It's nothing like the Doom 64 style, if you pay more attention to the difference between psx doom and Doom 64 you'd know by know it isn't the same.

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Unknown date

  
This is one of the most epic WADs I have played in my whole life. If I don't see your name on a Cacoward trophy this year I will personally scold the one responsible for the award ceremony. Obviously 5/5. -CarpetolA

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Unknown date

  
5/5, love doom64/psxdoom. Awesome lighting, awesome gameplay.

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  • File Reviews

    • By Mizuki_Jun10 · Posted
      It turned out to be a surprise for me because I didn't expect it to be such a fun level, when he said he wanted a lot of monsters in his level I didn't imagine that amount of monsters, but it was definitely fun.   I consider it a very good map, for its time, for a first map made by him, for a very humble map.   But overall I don't consider it a great or extraordinary experience, I don't see myself revisiting Crusher, but I can't call it Average because what he did is super interesting.   And it's a long level, which I also didn't expect, but to be more precise, the exploration is interesting, the layout was a little diverse, and the action on the map kept me focused and entertained, some rooms had poorly aligned textures and didn't seem to have been looked at at the last minute, which is a bit strange because he said he spent a lot of time developing the map, but I imagine why since at that time there wasn't an "Ultimate DOOM Builder" with automatic texture alignment, or maybe there was one automatic alignment?   And the maze everyone mentioned was annoying, yes I admit it lasted a lot longer than it should have, and I feel like it could have been shortened in Wad's release, it made the level feel longer than it is too, but I don't feel so much that the level it got worse because of it.   The positioning of enemies isn't that great, but they make you take cautious measures at times, but at times I was like... "It could be better..."   But that's it, it's a good level, it hasn't aged well, it could be better, but I feel like it would be unfair to call this level average, it's a level that I enjoyed, did things that weren't that common at the time, and seemed to use of resources that at the time many used wrongly, I don't feel like I wasted my time. I deserve to see more from the mapper.... (If he released something after that of course...)
    • By Mizuki_Jun10 · Posted
      Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
    • By Mizuki_Jun10 · Posted
      I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
    • By Mizuki_Jun10 · Posted
      Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.).   Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately.   The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work.
    • By Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
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