Necrodoom

   (1 review)

Author

Xaser Acheron

About This File

Gameplay modification for Doom(2).

You're the pilot of the experimental AS-66K Necrosuit, an assault exoskeleton developed for heavy- duty military operations. Asskicking and name-taking are your daily duties, so when the Union Aerospace Corporation wisely decides to open a gateway to Hell one fateful day, you decide to do what you do best: suit up and kick some demon ass!

The mod serves as a 'conversion' of sorts of the arsenal from Raven Software's obscure car-combat shooter "Necrodome," featuring a stylish set of suit-mounted guns loosely inspired by their Necrodome counterparts. Melt the competition with laser cannons, heat-seeking missiles, twin chainguns, and rocket scatter pods. Kablooey!

See the "Gameplay Notes" section below for a breakdown of the mod's more subtle features, like entering/exiting the Necrosuit and inventory basics.

Credits

Kate: love and sanity Raven Software: Necrodome and CyClones (where I snagged the sabre glove and rocket sprites from). amv2k9: the lion's share of Raven/Strife support. combinebobnt: multiplayer balancing n' LMS support Bouncy: improved shotgun and suit-voice sounds. Jute: posting the original Necrodome rips. Blox: some sprite edits (clawless gloves) Carlcyber: ACS stuffage (quick sqrt function) Cory Whittle: those oh-so-famous casing sprites. Rogue Entertainment for Strife (where I stole the radar-map graphic from ;)

Base

Resources from Necrodome by Raven Software, ripped by Xaser. Code from-scratch by Xaser. Exceptions noted in "Additional Credits" above.

Build Time

Two-ish weeks for release #1, followed by years of endless tweaking and idling. Word.

Editors Used

SLADE, PSP7




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Nems

  • 5
  

I can name three available stompy mech suit mods off the top of my head. Of those three, not only is NecroDoom one of them but the cream of the crop. It's polished and done, for one. Two, the weapons are satisfying to use (but that's been a staple of just about every Xaser gameplay mod I've tried out). Three, it strikes a balance between being fair while also making you feel like a total badass piloting a stompy mech suit blowing up demons. Four, you can even get out of your stompy mech suit and detonate it if you so desire. But don't worry! If you go back to the start spawn of the level you're on there's a shiny new mech waiting for you so you can resume your murderous shooty-bang rampage.

 

If you don't feel like blowing up demons, give D'Sparil's and Korax's minions a beatdown. Yep! You can use NecroDoom in Heretic and Hexen! It also works in Strife for the three people who play that game!

 

If you like gameplay mods like I do, this is a must-have for your download library. <3

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  • File Reviews

    • By Scotty · Posted
      Absolutely top notch. Fun to explore, great combat, and amazing to see how this incredibly intricate level unwraps itself as you progress. Vanilla compatibility just makes it even more impressive.
    • By NuMetalManiak · Posted
      we need more good Ultimate Doom wads. this was nice, plasma gun combat at first, when it opens up, it's chaotically good. the three keys weren't that hard to figure out, although the puzzle for the red key stands out the most. some nice and sharp (yes) ideas overall.
    • By NaturalTvventy · Posted
      Xaser mastery of the highest order, demonstrating his command of architecture, texturing, (sharp) angles, lighting, and mood.
    • By NuMetalManiak · Posted
      well, combat may not be so bad, but there's a surprising lack of variety. this starts off in a mostly pistol-oriented map, where you get a chaingun at the end, and then the next two maps are moderately long. the final three maps can put some of the ones from Eternal Doom to shame, with some puzzling to do, some of it actually more frustrating than I would be led to expect. there's many dubious design decisions that simply must be pointed out. the final secret area in MAP02, what the FUCK? and another secret area in MAP05 with crushers whose sole purpose is to troll you. MAP06 is the best map in a number of ways, feels eerie, has lots of things to it (oh, and lots of items for the item count for each of the maps too). but one particular switch (Linedef 4962) does not work. I actually felt more and more frustrated the more and more I played this, it wasn't challenging, but it sure got me annoyed with how things were laid out.
    • By Jayextee · Posted
      I have rated this three stars.

      However, I feel like this megaWAD often gets overlooked despite what it is: a part of history. I came to it late, pretty much 1999/2000-ish, and was my first megaWAD personally, but I was always entranced by what I understood to be the story behind it; in a scene utterly dominated by the IBM PC-compatibles/DOS crowd and their (relative) wealth of tools, Macintosh DOOMers came together to show that they too can put together a full-length campaign for Doom II that wasn't going to let those DOS guys totally steal the show.

      And they did. Kind of. With the apparently-unstable-at-best HellMaker crashing every single-figure number of minutes at times, a handful of eager mappers (including the still-active-at-time-of-writing Steve Duff), some of which were authoring their first ever maps, delivered an experience that is to me as interesting as it is varied; in terms of both experience and quality, I have to admit. There are some poor maps here (Sewers, by Jim Bagrow - I'm looking right at you) but there are some epic adventures rivalling those of TNT: Evilution, if not aesthetically (hey, some of them come close) then in length and spectacle.

      What you're getting here is almost like a hidden piece of history that I feel stands proudly as an underdog with its peers. An underdog that isn't always well-behaved (many maps can be rendered uncompletable with the wrong actions taken, including one of the secret maps if you dare enter the basement without the three keys) but at its best (which is usually the maps by Rob Berkowitz or Duff himself) is an entertaining and oft-neglected slice of '90s mapping.