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Asking4Id

What wads do you play on the go?

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This topic is for those user made wads you consider must haves as well as the ones that run well on portables (pc is a given). Here's one that doesn't run well. I was playing codlev.wad (Caverns of Darkness) and some graphical oddities were noticeable, like the posts on the first bridge were invisible unless I was up close to them and even then only from certain angles. I believe there's also a grate of some kind blocking the first hell knight but it appears to the player as an invisible wall. 

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47 minutes ago, TheNoob_Gamer said:

I believe any good wads is playable on lower difficulty settings. (HNTR/HMP/ITYTD)

 

I agree, I tried to play some megawad I don't remember the name of on HMP. However, I got my ass kicked too often and switched to a lower difficulty.

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9 hours ago, Asking4Id said:

Here's one that doesn't run well. I was playing codlev.wad (Caverns of Darkness) and some graphical oddities were noticeable

That would depend a lot on what port you are using (some homebrew handheld console port? the new Unity re-release? Delta Touch? the PrBoom port from F-droid? the PrBoom core for Retroarch?).

 

I think Caverns of Darkness was designed for a custom source port based on Eternity, so perhaps it has glitches even on PC, depending on what port you use. There's also a version compatible with ZDoom, are you using that one?

   https://doomwiki.org/wiki/Caverns_of_Darkness

 

I expect WADs designed for ZDoom might not work well if the port you are using is not ZDoom-based.

 

Is the question which WADs work without glitches or which WADs have gameplay that's suitable for awkward controls?

Edited by Ferk

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Ruinbros.wad (Brotherhood of Ruin) runs very well for the most part. This is on Vita's retroarch prboom core (floor textures always look abysmal, but on the other hand it seems very, very rare to get dips in frames per second). By the way, I don't recommend Vita to anyone, I just happen to have one and use it for Doom and other games.

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On 2/4/2020 at 5:48 PM, Asking4Id said:

floor textures always look abysmal

 

Are you referring to this bug? Try disabling the "wiggle geometry fix" option, it's doing also some floating point arithmetic for texture alignment that seems to cause havoc in some CPUs, Vita apparently has one of them.

I should try to commit a fix for it when I find the time... or at least disable the use of floats for ARM.

 

Other than that, Ruinbros.wad is boom compatible, any boom compatible wad should work well in Retroarch PrBoom core.

There's a list of many of them in Doom wiki: https://doomwiki.org/wiki/Category:Boom-compatible_WADs

 

Also MBF compatible ones should work (Eviternity and Valiant are great): https://doomwiki.org/wiki/Category:MBF-compatible_WADs

Limit-removing ones too: https://doomwiki.org/wiki/Category:Limit-removing_WADs

And vanilla ones: https://doomwiki.org/wiki/Category:Vanilla_WADs

Edited by Ferk

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On 2/4/2020 at 5:48 PM, Asking4Id said:

This is on Vita's retroarch prboom core

I committed a fix for the issue you were having.

It'd be great if you can confirm it's fixed by testing out the newest nightly version. I do not have a Vita.

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Been playing Back to Saturn X on HNTR through Delta Touch and it's very enjoyable (Currently on MAP 15).

Other wads that I find good to play on the go are: DTWiD 1/LE/2, Enjay DooM 2, Switcheroom, Zone 300, DooM 2 Reloaded, 2002 a DooM's odyssey, Wonderful DooM, Darkening Ep1, Reverie...

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