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The DOOM Tribute Project

   (35 reviews)
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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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Dexiaz

  

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 NuMetalManiak · Posted
      here we have a very interesting level that is made from scratch, but resembles a Duke3D map: Tiberius Station. It's for an older version of Zdoom, has a few new sprites and textures, but doesn't really show a lot of the ZDoom features, instead it goes for the traditional Doom gameplay without fancy tricks. the homages to Tiberius station show up a number of times, and you get a feel of it through the level layout. the difficulty is very easy overall with pedestrian enemies in most places with only one real teleporter ambush which is played around the midpoint, plenty of enemies spawn in between the hall with the raiseable bridge and the areas before and after it. It's a small piece, really, not difficult, somewhat fun, but not the most exciting one-level wad.
    • By Teo Slayer · Posted
      One of the best Megawads I've ever played so far. I love both DOOM and Japanese stuff and it feels great to see them coming along. The music is sick + it's fun, challenging and the maps are beautifully made. Good job Japanese Slayers :)
    • By Maya Amano · Posted
      According to the author, this was just an ftp upload test, because he didn't do that before. This wasn't meant to be a serious wad in a first place, so why everyone's expectations are too high? (But I won't give it 5 stars, because it would be unfair compared to other wads.)   I bet everyone who complained about the slowness played in GZDoom or other bad alternatives. Runs perfectly fine in PrBoom+ (but that's probably too much for certain people to download and set up properly).        
    • By Thrustpeak · Posted
      Definitely worthy of the name Plutonia. 
    • By Fairen · Posted
      While it has its flaws, some rooted in its concept, Knee-Deep in ZDoom is an interesting reimagining of the first episode of Doom. As you progress through the levels, you'll see familiar layouts, but there's new areas added and twists to those classic rooms so that the experience does remain fresh—the familiarity will of course help to find secrets and the like, though not every secret has been recreated.   The expansion of the levels is arguably KDiZD's greatest strength and weakness, as while these highly-detailed environments are interesting, they can also become extremely labyrinthine and confusing to explore. The third level is the best example of this, adding on an entirely-original mines area which itself requires finding keys and switches to progress through this segment. I ended up getting lost and missing a switch, figuring the needed key was in the "original" areas of the map, only to proceed through the level and get blocked by the final door because I hadn't reactivated the generator. The game does give the occasional message prompt, but some parts could have benefitted from giving more direction from the outset.   There's some new monsters. Some don't quite feel Doom-y, like the satyrs (basically melee-only barons) and there's a few too many imp variants, but they do give some more variety to monster encounters. The WAD also adds the super shotgun, as well as two original new weapons to replace the plasma gun and BFG 9000 (amusingly, the game still displayed cell count—GZDoom glitch, maybe?). The grenade launcher serves as a bouncy rocket launcher, doing more damage while being trickier to use, though its greatest trick is its tendency for the grenade to bounce off of tiny details on the floor and blow you to kingdom come instead. The other new weapon is...A Rifle. Just...A Rifle. It fires quite rapidly, is perfectly accurate, and you get a decent amount of ammo for it. And each shot does as much damage as a super-shotgun blast. It is ludicrously overpowered—it can take out tough enemies in just a handful of shots from a long distance, in mere seconds. Even the final bosses, a pair of "bruiser" demons and a giant demon in a pit of lava, go down like chumps provided that you come into these fights with a good amount of ammo for A Rifle.   One thing that does deserve special mention for frustration, though. The game provides an "action indicator" option, to show things in the environment you can use that aren't obvious switches, stuff like consoles and the like. But Z1M3 has a particularly frustrating instance of this, where in order to reach a secret area, you have to interact with a small box sitting on a ledge, which causes the Doomguy to pick up this box so you can then place it on another ledge to jump up into the hatch. Nothing gives any indication that the box in question can be interacted with, and to make it even worse, this secret area is required in order to access the secret level (which is all-important because it gets you A Rifle that much earlier!).   In the end, Knee-Deep in ZDoom has its tedious and frustrating moments, but ultimately it was a fun experience that played to and upon the classic and iconic designs of Knee-Deep in the Dead. And it has made me want a mod that replaces the BFG 9000 with A Rifle for any other WAD, because who needs a big fleeping gun when you can eviscerate the hordes of hell with your almighty A Rifle?
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