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The DOOM Tribute Project

   (35 reviews)
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About This File

This is a re-interpretation of the original DOOM & DOOM II levels. It pretty much is a retelling of the DOOM story in a more up-to-date format. This wad contains 34 levels and it is an attempt to recreate the original DOOM maps while still keeping the classic DOOM experience.This wad includes cut-scenes (that are skipable), smooth DOOM weapon animations, a couple of new weapons including the railgun with sniper scope, and a second pistol you can pick up and go Lara Croft on some demon scum. For the most part, it's a tribute to DOOM. Jumping and Crouching may be required. Any addons will be available on www.zdoom.org within the DOOM Tribute thread under the Project portion of the ZDoom forums.


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MuratMikal

  

An excelent work! Even with custom monsters the difficulty of this megawad is very easy due to ammount of power ups given by the author. The maps are very well made and some requires a bit of exploration to progress but nothing- too obscure. Favorite MAPS = 04, 22, 23 and 26. The only MAP I didn't like was MAP 25 because it was way too cramped. What I really liked in the megawad is the additional blood features when you shot enemies. Outstanding work Mr.Alando1! Will certainly replay this one!

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Deⓧiaz

  

People who know me can say that I'm passionate about remaking Doom 1/2. But I'm also interested in playing Doom remakes made by someone else. And this one is really good mod.

 

Alando1 cut off most things I personally disliked in Doom 1/2 IWADS and improved all other things he kept. The mod is well balanced (I didn't liked the idea of taking my inventory off every episode, though), and episodes plays in one breath. It can be seen that after D2 Downtown map Alando1 "run out of steam", but the ending section is still good quality.

 

The really bad thing is a storyplot cutscenes. To be honest, that was like reading a bad Doom fanfic which forces me to facepalm every time I see it. But they happens not so many times, so I can live with it.

 

Must play.

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Burly Jim

·

  

The Doom 1 portion of this is excellent, but by the middle of Doom 2 levels begin to suffer in design. You'll need to pay careful attention to scenery to find hidden switches, and some walls have to be attacked rather than interacted with. However, if you play up to the point where you secure the spaceship hangar, you'll have played some of the best classic Doom level design seen thus far.

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Nems

·

  

I'm biased when it comes to Alando's stuff. I'm a huge fan of his Temple of the Lizardmen series so when I found out he was doing a Doom Tribute project I was excited for it to come out.

 

He didn't disappoint either. This is a damn fine retelling of both Doom and Doom 2 using some ZDoom effects to good measure. It's not bloated with these effects either. Aside from cutscenes (which can be skipped), swimmable liquids, and some slopes, they really didn't get in the way of what I felt like was an authentic classic experience. Some areas can be a bit tough if you're not ready (some of the ambushes get really hectic) or make good use of ammo management as you do restart some episodes with just a pistol despite it being a continuous experience.

 

While I don't see it happening, I'd like to see Alando do the same thing with Final Doom one day. I think he could come up with something really great if he ever decides to venture into those titles.

 

I highly recommend this.

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Notlea

  
Super intense and detailed work! Must play.

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Zalewa

  
Splendid job in nostalgia department. Good job connecting the levels. Plays very good in multiplayer. This is a cacoward candidate. Difficulty: very easy.

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NuMetalManiak

· Edited by NuMetalManiak

  

imagine playing the original Doom and Doom II in a modern limelight, utilizing of ZDoom features, enhanced story, new types of enemies, but keeping the overall core gameplay value the same. Alando's Doom Tribute project does exactly that. it seems like it could be different, but you'll be going through places that will make you say "I know this place!"

 

technically, this is 7 episodes all under one MAP name, but with different letters to differentiate the different levels. it progresses consistently, starting with E1, then E2, then E3, then the Doom II episodes, spaceport, city, hell, final level with IOS. layouts are familiar but don't feel like ripoffs due to their homages being thrown into a lot of places. there's even some levels that seem like level combinations of several levels in the set. the multiple types of zombies will make things troublesome, while other new enemies could turn tables, although for the most part they blend in well with the regular crop. the later levels in the set actually seem rather underwhelming when you compare them to the ones before, I guess steam was running out with design there. there are a few unique levels though, like the one with the two belphegors and the mass of monsters afterwards, along with the large hangar level. overall, this isn't really something to miss, even if it seems to be "play Doom modern-style" type of thing.

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Fonze

  
Great tribute to Dooms 1 and 2! Lotta places very similar to the iWads, yet laid out differently and with nice additional detailing. The custom monsters worked well with this, as did the custom sprites and sounds. Good scripting as well.

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roadworx

  
every place in the game feels like it has a purpose, all while having smooth progression and just in general being very fun to play. good job!

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  • File Reviews

    • By Roebloz · Posted
      Not bad for an early 1994 level to be honest. It isn't good, but not bad. Being a Wolf3d fan I don't mind long corridors in maps that much, although the decoration could have been better that's for sure. If you're into old maps and corridor-esque maps, give it a shot.
    • By chlef · Posted
      Partial truth in advertising - "This PWAD represents the combination of just 27 of some of the best levels I have found on the net." - maybe for a brief 6 month window in 1994. But compared to traditional/old school maps since, this selection would scrape through as a C- if you were grading school homework. Barely a pass. Mostly dull, bland and repetitive maps you have played elsewhere - maps you groan through and forget 2 seconds after you have finished them. Supreme ordinariness, nothing you ever want to see again. This is only of historical value. Not exactly enjoyable play. Nosireebob.
    • By CyberDreams · Posted
      I'm not very good at reviewing so bear with me: If you want a quick and fairly easy WAD then this is for you. It starts out fairly easy as well as being fairly linear and than it gets harder as it goes on. It's also fairly short too as it took me about an hour or two to complete on UV difficulty in GZDoom using the Doom (strict) compat mode.   The new textures were a nice addition although they were only featured in the last few maps. There are a lot of switches and "rising structures" (floors & lifts) but the placement of them is decent so they aren't a nuisance. The switches open doors or activate lifts that are pretty much right in front of you or in an area that you've just past through so the maps aren't that confusing (which is a good thing).   The one thing that i did not like about this WAD was that the exits were not marked. I exited a few levels with only 50% or so of the map explored due to the exit just being a normal looking switch. In a map that has quite a few switches that activate doors and lifts, you need the exit too look different or at least have an exit sign above it imo.   I did notice a few misaligned textures but tbh that's normal for 1994. Also, there are different sounds for weapons and some monsters as well that kind of annoyed me. I don't usually mind sound replacements and i know that a lot of early maps had them but this one just really got on my nerves at times. You'll hear GROOVY! a lot and it's not as cool sounding as Duke Nukem saying it, even though it is the actual sound clip from Evil Dead 2 (i believe).   Other than that this E1 replacement played alright for a '94 mapset, having decent layouts and monster placements. I give it 3 1/2 stars mainly because of the exit issue that really bugged me and the sound replacement not being my favorite.   [Oh btw, i played continuous. I tried playing pistol start only on a few maps but i just couldn't do it. I'm not sure if it's possible tbh. Maybe some of the weapons are hidden in secrets because i often found ammo in levels for some but not the weapon for it.]    
    • By P41R47 · Posted
      Amazing Total Conversion megawad!!!
      Moody, atmospheric, challenging, breathtaking...   Just... WOW! At first the game is really different to the Doom experience, soo different that you will have a rough time trying to understand the mechanics. Just like playing a completely new game for the very first time. But when you finally understand the mechanics, the new weapons, and the possibilities, a marvelously detailed and vast world unfold to you very eyes. It was a long time that a game made me feel real awe. The sense of wonder of this maps are something unique. This Total Conversion really make the unthinkeable and take it to eleven.   Thanks @Revae for this amazing total conversion. Hope you can take this piece of art to the next level. You deserve it!!!
    • By Erick · Posted
      Before Plutonia's Go 2 It, there was Dario Casali's take on expanding Doom 2's MAP01 into a difficult and action packed level. Punisher can be seen as sort of a prototype for Go 2 It in that it was released a year before Final Doom and the map is rough around the edges to play. There are far more many monsters in Punisher than there are in Go 2 It, starting off with about 600 enemies, which is three times more than Go 2 It's initial start of about 200 enemies. It sounds like Punisher is more difficult than Go 2 It for having more enemies and a rougher layout, right? Well, actually no, Punisher is easier than Go 2 It though at the same time, Punisher has its difficulty issues that can make it annoying to play.   In Punisher, a variety of enemies are placed together far more frequently, meaning infighting happens immediately in the areas they are in. There are some rooms where only a single enemy type is in to prevent easy infighting, but even still, you can take advantage of monster infighting far more than you would in Go 2 It. Another thing, you don't always get up close to tough monsters like the Cyberdemon so you can pretty much skip them at times, which is unlike Go 2 It as that map has you getting up close to them or at times killing them to progress.   Despite Punisher encouraging something of a aggressive and fast playstyle like you Go 2 It and other Plutonia maps encourage, it doesn't exactly feel like you can do it as freely here. There's a ton of open space so trying to draw attention of monsters to cause some infighting yourself can be annoying to do, an Arch-Vile can hit you out in the open and Pain Elementals can be very problematic, so you might find yourself peeking in and out of cover often instead of blasting monsters away with rockets and a BFG. That's not to say you can't blast through the level if you played it multiple times much like Go 2 It, but even so, the pacing and fights here feel a bit messy.   Punisher is not bad to play and I found it fun to play despite its gameplay problems. I found it interesting to compare this map with Go 2 It to see the differences and how much more refined an expanded Doom 2 MAP01 turned out in the end. If you're into maps with tons of monsters to kill and don't mind some odd pacing, Punisher is good to play, though it definitely shows its age.
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