Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

The DOOM Tribute Project

   (36 reviews)
Sign in to follow this  

Guest

11 Screenshots

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.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Blacklight

  

For a long time I have outplayed Most of the Reinterpretations! Two years ago I dedicated a Review to him before May 9, the Victory Day of USSR in the Great Patriotic War!

 

https://doomguy.ru/community/topic/the-doom-tribute-project-prekrasnyj-podarok-doomguy-veteranam

 

And I still consider The Work of Alando1 To Be The Best Reinterpretation Of the DOOM Dilogy! I will be happy to play with his Other Projects! I recommend it to everyone!

Share this review


Link to review
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!

Share this review


Link to review
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.

Share this review


Link to review
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.

Share this review


Link to review
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.

Share this review


Link to review
Notlea

  
Super intense and detailed work! Must play.

Share this review


Link to review
Zalewa

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

Share this review


Link to review
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.

Share this review


Link to review
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.

Share this review


Link to review
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!

Share this review


Link to review
  • File Reviews

    • By ETTiNGRiNDER · Posted
      This one is all over the place with several disparate "chapters" to how it progresses linked vaguely by themes of texture choice, and it's mostly not good; at times I felt like the author was trying to make the most infuriating level possible.  One of the biggest issues is the seeming obsession with timed door scenarios, where you trigger a switch, then have to run somewhere else to get through a door before it closes again.  These are placed over and over again across the map, and the first couple, before you work out that they're the main gimmick of the map, are pretty cryptic in trying to figure out what the switches do.  From then on it's kind of "oh, it's THIS again, couldn't it be something different?"  As the fighter, none of them were bad enough to force speedrun tactics, but they were tight enough to be annoying and would probably be even more so as one of the slower classes.   In the beginning, you're in sort of a dark labyrinth of waterways and caves, and it's a bit difficult to navigate where you're going in the darkness; there's a torch that you might want to burn early, but there are later parts of the map where it would also be useful so there's a tradeoff in saving it or not.  This part of the map is also pretty brutal when it comes to count and nastiness of monsters vs. the available resources, tending to result in the hard beginning, easier later type of issue though it never quite gets generous enough to be super easy.   Breaking past the start you come across the dam proper, which is huge, and has some fiddly jumping and ledge hugging (along with the timed door gimmick, which here can potentially kill you if you don't get through certain tunnels before the polyobject comes back and crushes you).  There's a section that's like Doom 2's Chasm, with the addition of having to jump between the platforms and dying to fall damage if you miss, but at least this part isn't on a timer.  A few switches are retriggerable and can block your progression if you hit them more times than needed.  At least one of the essential timed actions is rather hard to figure out, too.   In the second half of the map, after completing the dam, you get the Wings of Wrath and can fly around some big spaces battling a big mass of creatures, which might be the most fun part of the map, but it's not enough to really redeem it and soon enough you're on to some dark, confined catacombs where the timed door gimmick comes back in force.   Finally you break free into some larger and better lit arenas where you fight a couple of class bosses and their minions.  After that you get a message that you won the map, but that you can still explore if you want to; at this point you have wings and a loopback is open, so I did so, found and killed a couple of optional sort-of-hidden bosses (with not much reward for doing so beyond beating them for its own sake), but ultimately couldn't find the last four monsters.  So I issued the console "kill monsters" command to see if any final scripted thing would happen if you wiped everything, but nothing apparent did; the "you win" script line is all the ending you get, with no formal exit.   There are also some missing texture errors; they reference flats from the Hexen beta version so if you load a texture pack that includes them, it'll fix the issue, but it's puzzling why they weren't included with the WAD.  There's some other weird texturing that almost feels like some walls were missed in the process of changing texture choices, and the way the ZDoom skybox feature was used is a bit weird and ugly.   I've seen worse by a lot but I would not recommend this one.
    • By Horus · Posted
      Impressive use of custom monsters, textures and sprites, considering the time period. The Mission Impossible-derived soundtrack fits the goofy nature of the map well. First map is my favourite, final map drags a bit.
    • By Logamuffin · Posted
      I'm so thankful that they changed the ugly red and white pill symbol to a green cross in the Doom Classic Unity port.   The text file going into incredible specificity with why it needed to be changed originally gave me a good chuckle though, so I won't give it 1 star.
    • By Horus · Posted
      Oppressive amounts of hitscan, tunnels and paths of limited lighting, plus very little health, turn this into a cover-shooter in the extreme
×