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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 valkiriforce · Posted
      This had lots of fun exploratory elements and fancy visuals, but I wasn't so keen on the abundance of dark caves crammed with the larger Doom 2 beastiary. At first it started to feel like a commitment playing this wad with the first few maps leaving much to be desired, but I started having more fun when I reached maps that had more breathing room for running and gunning. The lesser maps really feel like they were early efforts, with some consisting almost entirely of cave crawls - made worse by the fact that many of them have hidden lines on the automap. Another thing to note: Ritenour seems to like putting things very close to the edge like a key or a switch, so make sure you check every corner carefully, as some solutions were very close to a cliff edge. Falling off could spell your Doom, as often the lower cliff ledges damage the player with no escape. There were also very thin ledges which could be climbed, so that was another easy to miss solution. Despite the low points dragging the experience a bit I greatly enjoyed the visual work of crashing waves, a clever skybox and nice island locales with mountainous structures and buildings. It was worth a visit in Doom's earthen vanilla equivalent - and it's quite the achievement for something this old, I just wish I could see where I was going in those darn caves...
    • By NuMetalManiak · Posted
      here for the seventeenth installment of dwspd, the theme is to build a canyon. like the previous installment, this is a relatively common theme for mapping, therefore the maps are expected to be pretty decent, and well they mostly deliver. once again Fredrik's map is the first one, and it blows everything else out of the water. kind of a bad thing to make it the first map to be honest though, because it could make some players believe that the other maps after it would be just as good, but that won't be the case when you play the rest, as they don't really have as much bite as that one does. to further exemplify that, once again the MAP02 slot is disappointing in comparison, while MAP06 and MAP07 are both unfinished (nothing but layout in MAP06, while it's pretty much impossible to get the red key in MAP07. not the worst to offer, and Fredrik's map serves as an insane opening challenge.
    • By NuMetalManiak · Posted
      dwspd's sweet sixteenth installment focuses on the theme of abandoned mines. now that's a good map to make a theme on, MAP26 is a personal favorite of mine for Doom 2, and these maps as a whole do pretty well to capture that theme. of course there's a few weak ones like MAP02, but at least they adhere to the theme. many of the maps have low monster counts and low challenge overall. the exception is naturally Fredrik's map, one of his most unforgiving. pretty ballsy to actually make that the first map to play here (you don't need the blue key by the way). not much else to say overall, other than thematically speaking this did pretty great.
    • By NuMetalManiak · Posted
      here we have the fifteenth iteration of dwspd, which also invokes a specific set of rules known as WYSIWYG or "what you see is what you get". relatively speaking, no doors. which seems like it could be easy, a simple outdoor or cave-like map that completely lacks any doors works well enough. the first map is an example of what I'm talking about. ugly as fuck all with no detailing, but it does what it needs to do. the next two maps sadly actually have doors, which sort of ruins the theme. MAP03 is worse than MAP02 (MAP02 has a problem with the beginning as well as the key door not being marked), while MAP03 you can go through a certain fence. and yeah, there's only three maps, but not one of them is really good. MAP02 comes closest, and just because it has doors, it at least has windows so you can see what's behind. but this is easily a weak dwspd compilation that isn't worth checking out.
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