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PalPlus

   (43 reviews)

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8 Screenshots

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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Robo_Cola

  

Very cool mod that does exactly (for the most part) what it sets out to do.  If you like the more horror/oppressive side of Doom (or even the palette of the original Diablo), this is your pick.  It looks particularly good in Software mode with the diminishing lighting not shifting the reds (as much), and the lighter blues look absolutely *gorgeous* in particular with the Plasma Rifle.

Love it or hate it, it's worth a play-test.

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MadGuy

  

When I play WITHOUT this mod all colors feel washed out. It's a really amazing color pallet mod. 

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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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Loud Silence

  

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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  • File Reviews

    • By abunchoftrash · Posted
      honestly the weirdest wad that ever released. play it if you have the option.
    • By PsychEyeball · Posted
      The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game.   The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable.   This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.
    • By Skittle · Posted
      I think that the combination between shotgun and chaingun combat, and the hitscanner shootouts this WAD offers are really fun and engaging. Pinky Demons are placed in areas where they're not frustrating, (The opposite being something I see very often, nice work Romero :P.) My only issue with this WAD is that one or two of the secrets, specifically those found in the darkened tech room, are sort of esoteric. The one where you have to jump from a platform isn't the worst, but the one for the Mega-Armour is annoying and in my opinion, unfair to find.   Despite these small issues, I think that Phobos Mission Control is an excellent and exciting level to run through, and I applaud Romero for returning to the Doom Community to make new levels.
    • By top10epicfails · Posted
      this wad SAVED MY MARRIAGE. 3/5
    • 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)
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