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Doomkid

BIG Vanilla Wad Pack - Maximum Doom The Way Kid Did! (Updated Aug. 12th)

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I know I uploaded Terrace View on Doomshack a couple years ago or so, but I did finally upload it to Idgames and added the appropriate sky and music. https://www.doomworld.com/idgames/levels/doom2/s-u/terracev

 

There's also Doom Core Delta which is the updated version of the megawad with a few new maps. https://www.doomworld.com/idgames/levels/doom2/megawads/dcdelta

 

Some other mentions:

Cleimos 2

Heroes (Doom)

Heroes 2

Realm of Chaos

Base Ganymede Complete (Doom)

Bob Evan's Odessa Series

Walkabout

Dark Covenant

Somewhere In Time

Kmega1

Urania

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I don't really know if my newest released TMoD project will be allowed to be added but if it's fine by the OP then I'll happily chip in TMoD vanilla. :3

 

 

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These are all great suggestions so far, just the kind of stuff I'm looking for.

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A Vanilla project I worked on: "Oops! All Techbase" despite the title, there's actually a ton of variety in terms of mapping styles, and some real gems in there. I, personally, did map12, and map28. I believe the project coordinator is planning on uploading it to idgames, with a new map29, at that, at some point in the near future. Not sure if its exactly what you're looking for- but it is a vanilla compatible megawad.

 

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@Doomkid

Post... The Mini-Episode

Debut

 

Tangibly related, i do have a in-progress list of WADs that suggest modifying the exe using Dehacked to create a new one containing a new name, it may very well be that lesser known Vanilla stuff is in there (I weeded this out). Due to it being quite a mess, please PM me for more details. I reckon there are some oddball suggestions in there that aren't that known. (Most episode replacements.)

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You could count the seconds until I mentioned Realm of Chaos, a full megawad of 1996 vanilla maps. The 1999 date, which has tended to color the community's opinion of this wad, is actually for the 1.4 final revision and bugfix . . . which didn't fix all the bugs. ;D

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Thank you all, these recommendations are perfect so far. The overall quality of the pack is definitely increasing with all these new additions, and there are some suggestions I can't believe I forgot, like the vanilla smooth doom weapons.

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Posted (edited)
21 hours ago, Doomkid said:

Plutonia and TNT wads:

 

PCRP

 

Its PRCP (Plutonia Revisited Community Project) not PCRP. Also, if possible, can you write names of projects alongside wad file names, like I did for PRCP.

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Definitely will do as I update this, the filenames alone are sometimes not nearly descriptive enough, but going through and naming each one will be a slog so it might take a short while before I get it done. I've also decided to leave "Oops, All Techbase" out for now, once it's complete (or is as complete as it will ever get) that's when I'll go ahead and truly add it in.

 

Keep em coming friends.

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Posted (edited)
On 5/27/2020 at 3:27 AM, Xyzzy01 said:

Would my wad be accepted? I'm unsure since it needs Chocolate Doom's -merge command for the custom sprites. Otherwise, it's 100% vanilla.

 

https://www.doomworld.com/idgames/levels/doom2/d-f/fricasse

 

The -merge command basically just replaces DEUSF. I'll include DEUSF in Fricasse's directory along with some instructions on how to load it (since it's way easier in Choco than in Dos)

 

Quote

To play Fricasse in Dos (or DosBox)
1 - Copy the contents of the 'FRICASSE' dir to your vanilla Doom2 dir.
2 - Use DEHACKED.EXE to load 'fricasse.deh'. Press 'w' to write it to a new exe called DOOMHACK.EXE
3 - Exit DEHACKED
4 - Use DEUSF to merge doom2 flats/sprites into 'fricasse.wad'. Type 'DEUSF -append fricasse.wad'.
5 - Type 'DOOMHACK' and enjoy Fricasse!

 

It's a shame this trick for custom sprites in vanilla isn't more well known, the oldschool DEUSF approach is ever so slightly more of a pain in the butt for the end user!

Edited by Doomkid

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Posted (edited)

And to think just yesterday I learned to put flats at the top of the WAD lumps. Thanks for the info, Doomkid! 

but the damage by that numpty named numlumps has already been done to me T_T

 

On another note, I've just finished converting most of my old Confinement 256 maps to vanilla!

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Posted (edited)

@Obsidian's Countdown To Extinction (ticktock.wad) should be Vanilla compatible, partly at my insistence -- there were just a few maps that weren't when I got it for beta testing. I say should be because I don't think it's been tested in actual Vanilla Doom, "only" Chocolate, and there's a bit of Dehacked stuff for the last boss,  that I would want to test in Vanilla before 100% confidently saying it's compatible. But even outside of that, the other 31 maps are definitely Vanilla.

 

He's also done Operation Hydra and probably some other stuff.

 

Outside of that, there's also Perdition's Gate, which you may or may not want to include because of it's history as a commercial project even though no one actually cares anymore.

Edited by plums

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SPECTRUM has a new boss monster but is a -complevel 3 UitDoom episode so I believe it would meet the definition?  It's limit removing if that matters: you'd visplane it in the original engine (but you can do that in Requiem too!)

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City of Doom

Garrulismo

#1 Kill The Next Generation

Baker's Dozen

WolfenDoomed

Osiris

Phobos Relieve the Nightmare

Real World 1, 2

Realm of Chaos

Return to Daro

Scientist 2

Sector 666

System Vices

The Devilz Work (can't find it in your list)

The World of Deth: From Heaven to Hell

Witness of Time (two maps have boom actions though)

Wonderful Doom

1K Lines CP

 

How delicious these are is in the eye of the beholder, they're all vanilla as far as I know, maybe one or two may not run in choco but who knows. You can take a look at this if you want to find more obscure vanilla stuff.

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Mass Extinction by Nicolas Monti, for Doom 2. Vanilla textures, great difficulty, and low amount of monsters in every level (80-140). Very recommended. Works on Chocolate Doom.

 

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Posted (edited)
10 hours ago, Capellan said:

SPECTRUM has a new boss monster but is a -complevel 3 UitDoom episode so I believe it would meet the definition?  It's limit removing if that matters: you'd visplane it in the original engine (but you can do that in Requiem too!)

I'm glad you mentioned this. As long as it doesn't go extremely far over the limit, I'm content simply chucking a copy of DOOMP or DOOM2P in with a few limit removing sets. I'd prefer the vast bulk to be "true vanilla" but I see no harm in sneaking in a limit removing set or two

 

EDIT: Updated the list on the "what's been added" section. Loads of new content on top of the ton that was already there - exactly what I wanted to achieve. If anyone has any more suggestions, I of course welcome them.

Edited by Doomkid

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I especially appriciate that you seperated the deathmatch maps from the single-player ones.

You should call this Maximum Doom: The Way 'Kid Did

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18 minutes ago, Moustachio said:

Any room for one more?

 

Atonement

I didn't saw any new notice about this work. Glad you brought it up, Moustachio!

Hows the progress on the next chapters?

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