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Pirate Doom

   (110 reviews)
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About This File

Pirate Doom! A GZDoom TC with:

- 18 maps of good old runnin' and gunnin' action;

- eye patches, bandannas, beards and mustaches for all Doom monsters;

- cutlass, flintlock, cannons and other rusty weapons;

- cool caribbean music;

- compatible with any mapset;

- cooperative and deathmatch modes fully implemented;

- Ships, islands, treasures and rum.


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seed

  

"Me key has been stolen! "

 

And there goes Pirate Doom, played through GZDoom 4.0.0 on UV difficulty. We sure showed 'em how Doom is done, the pirate way, so let's see what we have here.

 

Pirate Doom, as the name implies, is a total conversion for Doom II, featuring a lot of new content and vast modifications to the gameplay. It comes with new textures, sounds, music, enemies, weapons, menu background, intermission screens, and status bar. The player visits caves, ships, temples, forests, circuses, bars, castles, and various building with an architecture and design similar to that of the old days, a 19 maps long experience (18 with actual gameplay + 1 bonus for credits and epilogue).

 

Being a TC, the modifications are extensive. All enemies are re-skinned and have new attacks, the weapons are replaced with various equivalents of that period, with the notable exception of the BFG, which is now a dynamite thrower, no chainsaw, a Cutlass replacement for the fist/berserk, and freelook is recommended. A few entirely new enemies are also introduced, namely a smaller, very weak Arch-Vile, with no hitscan attacks, ghost versions of the Imp and Lost Soul, suicide bombers, yet another version of the Imp, this time equipped with dynamite, and a final boss, the pirate Black Beard. Certain weapons also have mounted versions, such as the pirate cannon, which is the main means of destruction on a level where the player is tasked with sinking a few enemy ships.

 

The difficulty curve is traditional, starting easy and getting more difficult as you advance, but the game never becomes very difficult, in fact the difficulty is very similar to Doom 2 and a few maps from Plutonia. Certainly, fun and immersion are the main elements at work here.

 

The music has atmospheric, ominous, and more action themed tracks, and this would be one of the more intriguing parts of the TC. This is because it contains copyrighted music, namely AC/DC's classic Highway to Hell. No idea how permission was granted to be used in a non-commercial Doom TC, but it sure is a welcome addition.

 

After all is said and done, the journey ends with a battle against the famous pirate Black Beard, in his ghost form and with powerful attacks, capable of summoning minions and using a variety of magic attacks, an expected and well executed final battle. Perhaps the only real problem in the TC are the underwater levels, this is because movement is very slow and difficult there, not to mention that one can barely see a damn thing. Thankfully, these maps are short and straight to the point, so they don't ruin the experience.

 

All in all, Pirate Doom manages to create something fresh, fun, and unique with a surprising theme that fits remarkably well, in addition to preserving the core essence of the original game. It's most definitely worth the time, even if you're not necessarily a fan of pirates, I myself am not. So grab yer Cutlass and prepare to slash some demons, arrrrrrgh!

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SilverMiner

  

0. The peaceful world and sense of Monkey Island was taken and thrown away.

1. The cannibals trying to kill the player, not to discuss the way of healthy nutrition or not to simply catch and eat him. It's really annoying.

2. In some places the textures ain't chording.

3. The main hero is not The Guybrush Threepwood. It's the marine.

4. The chordes of demony creatures don't let me to watch the map.

5. The second map had the script (before I fixed it in mine) killing the player playing in soft.

6. At the Winds Of Hell, the Port Royale and Plunder Island Fort and other large opened places the monsters in crowds gather to shower me with knifes, skulls and chaingunners simply bullet me out.

7. The main hero is an old one-eyed drunkard burping all the way he heals himself by simply drinking.

8. The Circus is the most unwanted place IMHO.

9. No Rollercoaster Of Death at the end.

10. No spitting contest.

11. No Largo LaGrande.

12. The LeChuck voices contain the parts of music. There still is the way to rip them properly, but who will?

13. The LeChuck theme music makes me think the game ends. Then the game quickly becomes boring.

14. The trampolines are cool. But solid. Jumping with falling damage is deadly.

15. When I firstly heard the Largo Theme, I thought he will appear to take my boomstick, but he didn't.

16. Pirate DooM is imp ate door easy speedrunnable.

17. The darkness isn't scary, it simply annoys me.

 

Over all, that's all great work!!!

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Katamori

  
Literally perfect.

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blod

  
It is just... just... KARRRAMBAH!!!

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Guest

  
i like it. very coooooooooool!!!!!!! !11111111111

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Guest

  
This is the best of the best.1000 stars for the author(s).

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Guest

  
One of the best partial conversion mods ever. Very unique, and very nearly perfectly done.

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Guest

  
yaarrrrrr

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Guest

  
SUUUUUPER WAD!!!!!!!!!!!!!!

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Guest

Unknown date

  
Didn't like it.

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Guest

Unknown date

  
I really like this new trend of whimsical, colorful TCs. This is really fun, gorgeous looking and polished TC, hopefully we can expect same from HocusDoom, Golden Souls and Adventures of Square once the get released.

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Guest

Unknown date

  
I sure did like it.:)

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Jaws In Space

Unknown date

  
This wad is truly one of the great TC's, & easily deserved it's 2013 Cacoward. Heavily inspired by the Monkey Island series of games, this wad takes the player across a variety of pirate themed levels to include a portside town, a sunken ship, & a cave of treasures among many other wonderful places. The monsters each dressed in a different pirate costume add to the fun as they shout pirate jargon as they fill you full of lead. Definitely a must see for anyone who calls them self a true Doomer.

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Guest

Unknown date

  
I love it. Great levels

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Guest

Unknown date

  
Third time I'm replaying this, didn't even know it got yet another map. Truly majestic TC, I'm really glad it's finally (and kinda sad because this means author consider it is finished, so no more new maps and weapons:( ).

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Guest

Unknown date

  
I have to say, one of the best TC's made to date.....its got my vote for a Caco. Over 9000/5

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NuMetalManiak

Unknown date · Edited by NuMetalManiak

  

so many abstract ideas in this TC that it deserves full praise. the cutlass is a very good melee weapon on a lot of enemies, and the flying hats from dead enemies were hilarious. very replayable. to put into further detail, this TC reskins all the enemies and does a number on the weapons while giving weird but setting-oriented levels that each have their own ideas. the enemies are mostly reskins apart from a few new ones, like tikimen that are the witch doctor (arch-vile) underlings, some use blowdarts and the gray masked ones are really fast and have a melee attack, while there's dynamite-throwing imps in the later levels. the weapons are certainly appropriate. dynamite is incredibly nasty to use, and the dynamite launcher can flat out murder most enemies in one hit. meanwhile, the cannons are okay, although the fire flash with the main one pisses me off (I think this was a new addition to Pirate Doom, and it's an addition I'm not a fan of). the shotguns are faster, and the dual pistols are okay, while the gatling gun is a love/hate weapon in my eyes.

 

the zaniness doesn't end here, as there's more shit to see in just the levels. ship levels (though the sunken ghost ship is annoying due to enemies always attacking), land levels (a western level, a graveyard level, a tiki level, a few bars here and there), nice ways to introduce new enemies happen in each map. i'm gonna admit, LeChuck is actually a pretty annoying boss, but it's worth it for a nice ending to this thing.

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Doomkid

Unknown date

  
An excellent WAD. Genuis mapping and graphic edits - I used this to get my friend into Doom, it's that good. Play this thing and share it around!

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Dime

Unknown date

  
High quality from start to finish with virtually no letdowns among the set.

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Guest

Unknown date

  
10/10

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Voltcom

Unknown date

  
The best WAD I've seen in a long time.

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Zalewa

Unknown date

  
Legendary WAD. Difficulty in coop on UV is ridiculous but this is still a 5/5.

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Guest

Unknown date

  
The best WAD I've seen in a long time.

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damned

Unknown date

  
Legendary. I loved it from the first map to an epilog. Great new sprites, weapons, scripting, maps, humour... Just try it! 5/5 - Damned

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Guest

Unknown date

  
Played a lot of wads, but this one is in my top 5. Kudos!

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  • File Reviews

    • By P41R47 · Posted
      I struggle to replay this one for a long time. I didn't remember much of this so its was like a first time. Strain is a different beast to anything from the same time. It uses dehacked to great extents adding new enemies and changing the behaviour of some of the weapons.
      Well, first episode is pretty solid, with neat maps and really awesome ideas as the authors of the wad start to unfold their dehacked trickery all around. Second episode its not that good, with some cryptic maps with not so clear progression, but well overall.
      Third episode has some maps like the second, but they are a little more fleshed out and with a lot better visuals also. The end map was somewhat anticlimatic, but anyway, a really great experience through and through.

      Now what i don't liked much is that most ports have to use the Strain Fix to properly been able to play this mapset, and the authors of that fix, don't know why, changed the sky textures of the different episodes.
      Its nothing really bad, but well, it strange that they didn't respected the authors original choice.

      Dystopya 3 maps really stands out from the mapset, or maybe i remember them more as i have fresh memories from a recent replay.   The mood of the megawad is greatly achieved through the use of neat textures and map tricks. I really miss that there are no fake 3D bridges anywhere in the megawad, and i really love them when they are given good use.   The story of is somewhat mixed bag: theres a new invasion, you are the only marine that survived to the Invasion of earth, and they government made some experiments with you. Now you are a bloodthirsty machine that only wants the destruction of the invaders.
      The text screens during game are strange, with a snarky humor and poking fun of some common tropes. Not bad, but i would prefer something more serious as the megawad has really cool details everywhere, like revisiting zones and fully developed reactor areas, etc. making the storytelling side of the maps really awesome to follow. But again, some maps has poor progression hindering the experience a little.   Anyway, this is something that needs to be played and replayed, just to see those dehacked tricks and for theose awesome good maps. I had better memories of this than what i actually play, so i was expecting something more and better, but thats my problem, the megawad is amazing as it is.
    • By vdgg · Posted
      This mapper did create good stuff, pazuzu, diabolos and odyssey. This is way, way below these WADs. I am the first reviewer to mention massive (but massive) HOMs on MAP10! 2 stars for: - awesome grey blocks area in motion in the middle of MAP08 - some occasional decent moments, I guess MAP03 is fine, MAP04 is okayish. - visually it is not bad for 1996. But come on. One motif is: "press switch A to lower a lift, press switch B that opens a door somewhere far, but press it a bit later, just to get in time to the lift, not too early as the door will shut". After that door you often have a wall of monsters, so sometimes you retreat and repeat. This motif is used over and over and over again. You also experience cramped mazy hallways quite a lot and lots of damaging floors. Some of these damaging floors are used for extra spice during combat, but most of them are there to make you think faster about the puzzle solution :) It is not easy for me to pick the worst map, MAP05, 07 and 09 set the bar quite high. And it is me who is writing this, I enjoy cleim20, odessas, some cryptic stuff, but I just can't stand >80% of this creation.
    • By chlef · Posted
      Not the prettiest maps, but very nice to play. Old school goodness.  
    • By chlef · Posted
      Yeah, this is what Doom is supposed to be. Basic and enjoyable, no gimmicks or stupid sound/graphic mods. Just pure Doom. This is a keeper.
    • By Never_Again · Posted
      Another day, another stolen map.   E2M1 of IMMLEV is a ripoff of ARENA, a tutorial WAD David Bruni designed and wrote detailed tutorials for in the 3D Alchemy book. Walbert's edit of it was so incompetent that four times out of five it will crash vanilla seconds into the level with a "P_CrossSubsector" error. Crispy and prboom-plus crash every time.   Oddly enough, Choco loads the map without complaints but you get stuck early on due to the "author" apparently using a paper bag over the head as a map-editing tool.   The second map is largely a barebones crate maze. A secret door next to the first key leads to an unmarked exit that dumps you on the stock secret level. Too bad, as the third level finally shows a glimpse of promise, albeit somewhat marred by HOM and mislabeled key doors. This, too, is apt to an abrupt end with another unmarked exit switch.
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