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PalPlus

   (68 reviews)
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About This File

PalPlus is a patch WAD for all versions of Doom, including vanilla. Its intended function is specifically to improve visibility on modern LCD monitors and generally to simply make Doom look much better.

PalPlus works by increasing the contrast of luminance and color saturation in Doom's PLAYPAL lump and remapping the COLORMAP lump based on the former under the constraints of exclusive palette index selection.

The original Doom palette has remain constant since the very first alpha versions of the game and was not altered in any further releases or versions. The palette was created for the atypical CRT monitors and television sets of the early nineties which featured far less power and flexibility than modern LCD monitors, and specifically reduced contrast and sharpness. As LCD monitors became the norm, the original Doom palette began to show its age.

There are several different schools of thought regarding how color maps should be generated. The first, which was used in the original Doom, was to make all 256 colors in the palette available to the color map generation algorithm. This method works best with palettes that have a wide range of color tones. However, Doom's palette features relatively few distinct tones, most of which are browns and reds.

The second method, which was utilized in the creation of PalPlus, restricts the color map generation algorithm to close relatives of the color tone currently being generated in the color map. When used in combination with the improved palette, lightness-based color shifts will ideally appear simultaneously smoother and more distinct to the human eye while displaying less artifacts and abrupt color cutoffs.

The creation of PalPlus required tools which did not exist, and software written in C99 were specifically created for the development of this project. The partially finished product was extensively tweaked using the color map generation tool in XWE gradually over a period of over two years and went into testing sporadically during that period until it was deemed ready for release.

Depending on the user and system, PalPlus may or may not make Doom look better to the observer. Extensive testing has shown that there are people who like it and those who don't. If you don't like it, then that's fine.

If you do enjoy using PalPlus, then consider playing some of your favorite WADs with it, as it makes playing them a new experience.

Keep in mind that some WADs feature their own PLAYPAL or COLORMAP lumps which may override those contained in PalPlus, or vice-versa. The order in which they are specified in the command line is important and pal_plus.wad should be specified at the end for best results. The end results when used in combination with WADs that use incompatible palettes are unknown.


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elend

  

I really like this palette edit. I am not sure about the "better visibility on CRT screens" part, since I find it a bit dark at times, but I do love the toned down colors. I don't play everything with this palette, but I noticed that some WADs definitely benefit from it.

 

Regarding the people who don't like it; Well, just check out the screenshots. If this looks cool to you, use it when you play Doom. If it looks crap to you, don't download this.

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Rimantas

  

It just mess up all colors very bad and makes Doom look terrible! If i want Doom look more like on CRT, i reduce brightness in video card settings. 0/5

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Guest

  
Tried it on a Dell U2711 (truely 8-bit IPS panel, the more common TNT panels are truely 6-bit), with different maps like ED4_RFO and Unloved. Surprisingly it gives a bit more contrast. ATOH the colors have faden away (desaturated) quite a lot. Sadly this changes ambiance imo too much in an negative direction. Overall I consider this as an interesting test, but (at least for the U2711) not very succesful because the original palette just looks much better. 2* for the effort.

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Guest

  
Nice pallete, altough i dont think thats how doom was seen back in the 90's, is pretty cool, good with dark mods like, i dont know, the GothicDm levels, Requiem, etc U DID G8, M8! -(MCCO)

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Guest

Unknown date

  
Awesome palette for creating an opressive and dark ambience. I recommend it, though not to the ones that like colour than spooky.

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Guest

Unknown date

  
I felt like I was underwater the whole time, and it gave me a headache. 2/5 for effort, -2 because the guy's a jerk

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Guest

Unknown date

  
Fucking cool! 5/5.

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Guest

Unknown date

  
Interesting. I wouldn't play random mods with this palette but a mod designed with this palette in mind could look very striking.

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Doomkid

Unknown date

  
Cool gloomy palette. Doesn't "improve" the colors as such, but adds a cool new spin that would probably look nice alongside other WADs.

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Guest

Unknown date

  
Screw the comments above, they simply didn't get what this little addon do. ;-) 5/5 for making Doom gloomy, malignant and opressive.

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Guest

Unknown date

  
It's pretty obvious we got some purist talking shit about this wad for weird religious issues. 4/5 for a good idea, and for a different look on vanilla Doom. I need more of these wads.

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Guest

Unknown date

  
Really good. 5/5

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Guest

Unknown date

  
^Thanks for posting a comment or I might not have seen this WAD. Initially I like this. Kinda reminds me of the PlayStation. I'm gonna play a few WADS with it to be sure and I just might keep it. 5/5 to a fellow author who aesthetically appreciates the mood and atmosphere of Doom.

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Guest

Unknown date

  
Cool stuff, really livens up the scenes, and reminds me of the '90s. Great work.

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Guest

Unknown date

  
Obvious troll is obvious, this is a pointless wad.

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Guest

Unknown date

  
A nice and unique custom palette, though I wouldn't have minded a more saturated orange-tan range (as seen in FLOOR0_2).

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Guest

Unknown date

  
Not a super big change, but I do like it. Makes Doom fell gloomy and, as another reviewer put it, oppressive. Wish it was a smidge brighter. Nice feel but no drastic change = 4/5

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Guest

Unknown date

  
Really lame if you ask me, it makes everything look so boring.

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Guest

Unknown date

  
Not bad, but nothing that will change Doom forever. The original palette already look great as it is.

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Guest

Unknown date

  
The scores people are giving this are ridiculous. Yes, it takes away the cartoonish brightness of the original palette, but in return you get a much more solid palette that fades better in the distance and, subject to opinion, is a better fit for Doom. Not to mention some things, such as plasma balls, show up better and brighter. So, download the small package and judge for yourself. Not a fit for everyone, but certainly worth more than 1 1/2 stars. -DuckReconMajor

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Guest

Unknown date

  
Cartoonish? Because it has colour?.. I had a play through with a few maps using this and found it not enjoyable at all.

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Krazov

Unknown date

  
I don't play Doom without this WAD anymore. 'Nuff said.

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Guest

Unknown date

  
I actually quite liked this. It definitely tones down a lot of the color in the game but at the same time it gives the levels a whole different, more dismal atmosphere that I rather enjoy. 4/5

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Guest

Unknown date

  
its me morbidtwatt - i love it -

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Guest

Unknown date

  
Useless. If you want true Doom, use original colormap. If you want true colors, use hardware-accelerated rendering. And PalPlus is the worst of both worlds. 1/5 because of the effort. P.S. Colormap is just a kludge to emulate brightness levels and fog in 8-bit color. And wondering why red color is brown in the distance was always a part of Doom atmosphere.

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  • File Reviews

    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
    • By geo · Posted
      Believe the hype, Sand Chain is indeed a terrible map. Not terrible like oh this must be someone's first map or designed by a team of kinder gardeners and their friend in second grade who can use DoomBuilder, I'm talking hall of mirror walls, coupled with the fact you can go through the game's exit switches. The map is short and sweet, which only adds to how terrible it is. The level is a single hallway with... get this... a bend! Oh stay with me here... and then after that bend, there is a bank of switches! Yeah, that's it. The level isn't meant for Nightmare, but it should become everyone's first accomplishment of, "I can beat this level on nightmare."

      I suppose in an artistic way, the hall of mirror affect on all walls is to disorient the player, so they miss the big twist at the end. Thus costing speed runners valuable seconds on their first play through. The big twist being the bend. Other than that, there are plenty of shotgun shells, shotgun troopers and health to ensure you make it to the end of this brutal and rigorous test of endurance over the course of 5 - 30 seconds.

      This is the level that has become famous, because everyone needs to play it themselves to add their two cents of "it's crap" to the pile of reviews that will no doubt entice more people to play this game. It's a gorgeous display of everything wrong without the annoyance of having to play it for longer than a full minute. Complete with someone from an aol email to spice up it's true 1995 feel... despite being made in 2009.   * slow clap * You've done it. You've found a new twist on terrible.
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