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PalPlus

   (43 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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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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Guest

Unknown date

  
I dont like the result in Vanilla Doom, but in GZdoom looks much better. 5/5

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Guest

Unknown date

  
I actually liked this. However, yes, in effect it's just some subtle colour changes. I think if it was combined with other alterations, like sounds or music or other monster graphics, it would be better at really remaking the atmosphere of Doom (although this would require all kinds of work).

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Guest

Unknown date

  
this wad makes doom look like it did on CRT monitors. i feel the colors are too saturated on modern screens, giving the game that "cartoonish" look. with palplus it seems more real, drab and dirty. recommended. or at least give it a try and compare.

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Guest

Unknown date

  
4 stars, gives the game a run-down, creepy feeling. Though not appropriate for all levels

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Guest

Unknown date

  
gives the game a darker atmosphere, but brown looks like shit, try to see any wood texture

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Average

Unknown date

  
This palette is a permanent part of my Doom gaming. It really adds a depth that was lost when we all moved to LCD monitors. Should be in everyone's load list. :)

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Guest

Unknown date

  
Something I've been trying to pull off for years. ***** -EarthQuake

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Olroda

Unknown date

  
Loving it. This is how things looked like back in the twentieth century. The work is nothing short of legendary. People complaining about darkness and desaturation (AND giving zero stars) are probably infants, or more likely, remain at a similar maturity level. DooM should have a gloomy atmosphere. It's about an invasion from hell, after all. -Olroda

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Guest

Unknown date

  
"Improve Visibility on Modern LCD Monitors"? I was under the firm impression that i was playing "Call of Duty: Modern Warfare - Doom Edition". The Color scheme looks horrible, all the reds are dulled to be purplish or brown, it's too dark (And sometimes i have difficulty seeing even on the "Standard" lightmap setting AND the default palette!). If you're looking for a good alternate palette, i'd suggest Doom Simplicity. But this is just bad 0/5.

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Guest

Unknown date

  
I fired up The Spire with this , just to see what it looks like , and I liked it

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Guest

Unknown date

  
Apparently a vast amount of work has gone into this palette that takes some of the colour out of the game and basically makes it look rather drab.

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Guest

Unknown date

  
I didn't like it, because it made everything much too dark on my LCD. Saturated colors aren't ideal but at least you can see well enough to fight. Oh well, maybe the new LED sceens will be better for Doom...

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Guest

Unknown date

  
My feeling is that the colour selection and colour fading in this palette/colormap is better than in Doom's default, but Doom's graphics would have to be modified to look as good as possible in these new colours. However this is an excellent resource for any modder planning to make all graphics in their project from scratch. -Creaphis

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Guest

Unknown date

  
This is cool ... if you are using an LCD monitor and a hardware-accelerated port then give this a try. For me it fixed the contrast problems I had when I switched from CRT to a LCD monitor (either not enough contrast or way too much) and enhanced the atmosphere of Doom (more gloomy and dark). Sigvatr thanks for all your hard work

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  • File Reviews

    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
    • By BoxY · Posted
      Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. 5/5
    • By Shaii · Posted
      I wanted to try this mod because everyone said it was really good and it won an award, but it must have been corrupted during the upload because it is literally unplayable. Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. Are people rating this 5 and calling it art as a joke or something? If so, I don't get it. :/
    • By Kuma · Posted
      Everyone has a doom game they remember with wistful nostalgia as their first wad. For most, it's Doom II, Doom 1, or for some, Final Doom.

      JPCP is mine, and five years after first finding it I've published my own wad and am working on two more.   Thank you.
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