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    The /newstuff Chronicles #208


    Xenaero

    'allo! DD_133 here and I am heralded with rains of blessing, oh wait that's not rain! Anyway, we got a handful of wads here for you, and the Doom singleplayer wads make a return in force this week, making deathmatch maps whittle down to a measly 1. This week also contains your regular duds and a couple big releases, one is a Kurt Kesler wad compilation, and another is a very nice TC, by name of Cold as Hell. Also, a lot of these wads have been uploaded to the archives to the first time since they were made in 1994 and 1995, Hooray!

    • ADoom - The Weasle
      Graphics and sound replacement - 439k
      The aim of this mod was to make the imp look like a monster from the Aliens movie. I think it kind of looks like a Royal Imp now. This mod also includes some weapon sound replacements from the movie 'Aliens'.

    • Barney DOOM - Jody Melanson
      Doom2.exe - Graphics Replacement - 81k
      This is a WAD made especially for all you barney lovers. This WAD turns the normal Demon into Barney, singing 'I looove you' when he sees you. If you like shooting Barney the dinosaur up, this one is for you.

    • Base 21 - Andy Hassall
      Doom.exe - SP - 44k -
      Nope, this isn't by the same authors nor is it anything like the same as Base 12 above. That taken care of, this wad is a good Doom level, makes good use of the e2 style, and despite the sudden change in styles throughout the level it plays well, and ammo and health are in good quantities. An average level, but nothing here if you are after details.

    • Big Bad One - Michael C. Davis
      Doom2.exe - SP - 35k -
      This is another one that basically sucks. Poor architecture, bad texturing, poor monster placement, short on ammo, and very poor gameplay. Download it for laughs.

    • Big Juicy Level - Dave DeBaufer & Dennis Bergeron
      Doom.exe - SP - 85k -
      Here's another 1994 wad, and as you might expect in most wads released about this certain year, the gameplay and architecture are horrible. Big Juicy Level is simply a few big rooms combined with bad texturing and cramped corridors, and tons of monsters from afar to snipe at you and slowly piss you off. I don't like this because compared to todays wads and not only todays, but to the doom style, it's a smelly dud.

    • Big MAZE - Jonathan Ryglicki
      Doom2.exe - SP - 21k
      One big 1 texture maze with no detail and filled with every monster you have to fight with a pistol. Have fun.

    • Blast 'Em! - Bill Spratt
      Doom2.exe - DM - 237k -
      A 2 wad DM set, the only DM wad of the week! Not something I would want to play on however. Architecture isn't really that good, there are monsters in the DM maps and the texturing is pretty bland. A good pick if you like running over miles of terrain, but hey, good job for a 1995 wad, at least out of those that I've seen.

    • Blazing Fury - MasterOFDeath
      ZDoom 2.0.63a + Doom2 - SP - 698k -
      Well here's a map by the haunted ZDoom mapper MasterOFDeath. And it is fairly good in terms of scripting and gameplay, architecture is nice. However, you will need Xaser's Fury_X weapon mod to play this or you will be finding yourself fighting off a wave of imps with low health and with a pistol. Good map and worth a download if you are the 'survival' type.

    • Cold as Hell - Jon Washburn
      ZDoom 2.0.63a + Doom2 - SP - 22,449k -
      This wad is an incredible make. The game opens like Action doom, aboard a airplane. And then it continues on a abandoned Greenland base. The action a suspense are quite RTC like, and also it includes weapon reloads! The snow objects used in the maps can considerably slow down the gameplay, but that's really the only complaint I have. If you play this be sure to keep an eye out for your ammo meter, so you might want to reload after each fight, esque Doom3. The health bar also needs immediate attention, as if serious bleeding occurs than you will die slowly, but hey, that's what bandages are for. Of importance is to use the .ini included and set the controls to your liking, although it isn't required to use the .ini, it helps speed up setting it up. If you can get past the slight framerate drops in the snowing areas, this is a must and absolute great play and a sure winner in my book.

    • Cultist - Matt Cibulas (RottKing)
      ZDoom 2.0.63a - Skin - 102k
      Here's another skin by our resident Skulltag player, Rottking. It's basically a Cultist, hence the name, if he's black or white or KKK I can't really tell, but it's a complete skin with a sounds cherry on top, so here's a all around good skin, complete with robe and hood!

    • Danarchy's Heretic Speedmapping 1: The Sewers of D'Sparil - Various authors
      ZDoom 2.0.63a + Heretic - SP - 76k -
      Presenting the first ever Danarchy's heretic speedmapping! The maps are fairly detailed and a couple bugs can be noticed as well. The maps offer a good balance of difficulty and gameplay, although they can be tedious at times on harder skill levels. I'd say a great job for a 100 minute session.

    • Kmega1 - Kurt Kesler
      Doom2.exe - SP - 2293k -
      A compilation of Kurt's first 18 WADs he ever released to the world, so this is a trip to the past of when he had started. Good compilation, nice balance of ammo, health and detail. Some areas are a bit cramped but overall, good wad, and it will keep you busy enough for maybe an hour or two on UV.

    • Map30 Plus - Ian "riki" Chipman
      Doom2.exe - SP - 22k -
      A alternate MAP30. Same old shoot the brain to end the game thing. However you need to get the rocket launcher and then the brain 'wakes up'. Nice little twist to the original MAP30. Quite challenging on UV by yourself, and Coop playability!

    • Reject Map Builder - Jens Hykkelbjerg
      Utility - 140k
      Here's something you don't see everyday, or nearly ever for that matter. A command-line based utility that 'lets you take a PWAD and find out which sectors can be seen from a sector'.

    • Twad - Troy Ochs (SONNY)
      Doom.exe - SP - 13k
      Well a week may not be fully complete without someone's first attempt at mapping now can it? This level is either that or an unfunny joke wad. Take your pick.

    • Waste Processing - XXoXX
      Doom2.exe - SP - 140k -
      Here's a nice level based on TNT map13. Somewhat bland on the detailing and ammo is in pretty short supply for the number of monsters you'll see, so you might not want to try to kill all the monsters, if you dislike taking down chaingunners and mancubi with fists.

    • What Lurks Beneath Base12? - Scott Tingley, Wesley Leong
      Doom.exe - SP - 191k -
      The answer to that question is a billion tunnels in a underground cavern that requires use of a automap if you don't want to be lost for 3 hours. And a different version of a cavern is in about every level in this wad. Health and ammo aren't that aplenty, so on UV you might want to be a lot more cautious about corners. Most of the time you'll find yourself looking for a sole shotgun shell to combat a cacodemon if you aren't careful with your ammo.

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    For some reason CAH runs fine on my Athlon XP 2500+. I guess I'm just lucky. Unfortunately, I don't even like the thing much. Too boring .. give me stuff to kill plz :p

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    Sounds like you played the wad for two minutes and gave up on it. Do yourself a favour and play it again. Shortly after you get inside the recieving centre, you'll find CAH has far more monsters than the average wad :). Trust me, until a level is cleared out you'll never go more than about 10 seconds without coming under attack.

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    My Athlon 2000+, 512 RAm, ATI radeon 8500 can't even handle it. It's unbearable to play. It's just too choppy. Heck, Doom 3 runs better than this. It was so abd it took me ages to get off the plane with the exit just behind me.:(

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    NiGHTMARE said:

    Sounds like you played the wad for two minutes and gave up on it. Do yourself a favour and play it again. Shortly after you get inside the recieving centre, you'll find CAH has far more monsters than the average wad :). Trust me, until a level is cleared out you'll never go more than about 10 seconds without coming under attack.


    fuck, you can't even really clear out the recieving area. that's why it's closed off once you leave it.

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    Blazing Fury was nice. Kmega1 was very nice. I probably would have enjoyed Cold As Hell if I could get it working. After the crash the screen goes dark and even on full brightness I can't see the UI. Tried with both zDoom 2.0.63a and 2.0.94. I have to use ALT-F4 to close zDoom because I can't even see the menu.

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    CaH is running way too choppy to call it playable on my AMD K7-3000, even with snow turned off.
    But i dont think that its the authors fault, rather i think that Randy should improve his scripting language heavely or improve zdoomgl so that the CPU gets less to do, as even all doomers should have a OpenGL capable GFX-Card.
    (GF4MX aprox. 30 Euro)

    So Long, The Werelion!
    (Macht die Tür besser zu ansonsten fliegt euch ne Geforce ins Kreuz)

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    Yeah, what's the deal with the whole damn thing being dark right down tho being unable to see the menu? I turned the gamma right up and still couldn't see shit.

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    The screen goes dark when it's displaying certain text. The extremely slow frame rate means the text can take a long time to appear.

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    It's dark at the start - to represent that you start the mission at night - but after that most of the mod is no darker than usual.

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    I found that in ZDoom when you have repeating scripts at a small interval (delay 1) it will slow things down slightly. Even more if you have more than one repeating script.

    It sounds like the reloading script in CaH would be a delay(1) script, otherwise it wouldn't be able to keep up with ammo depletion as accurate.

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    chopkinsca said:

    I found that in ZDoom when you have repeating scripts at a small interval (delay 1) it will slow things down slightly. Even more if you have more than one repeating script.

    It sounds like the reloading script in CaH would be a delay(1) script, otherwise it wouldn't be able to keep up with ammo depletion as accurate.



    One more reason to release the scripts. I really want to play this WAD but I can't due to the extreme choppiness. It looks like a really awful combination of too many things and too many active scripts at once but I can't verify the second point.

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    Furry: Randy does not code zdoomgl. And I don't think the problem lies in the zdoom coding, if anyone opens the maps in a map editor there's tons upon tons of snow objects. No engine can properly handle billions of objects seen at once, think nuts.wad.


    Edit: Oh and I fixed the link to blazing fury's screenshot. Also, there wasn't supposed to be a screen for Blast Em, so I have no idea how that got in there. o_O

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    DD_133 said:

    Furry: Randy does not code zdoomgl. And I don't think the problem lies in the zdoom coding, if anyone opens the maps in a map editor there's tons upon tons of snow objects. No engine can properly handle billions of objects seen at once, think nuts.wad.

    Oh, ok, then i suppose a rerelease without the snowflake things should do the trick. ;)
    But this would be a nice idea for zdoom... Set a sector with weather effects like snow, rain, heavy wind(conveur belt without moving texture perhaps?) and/or thunderbolts that can damage the player.
    .oO(Next stept towards Party-RPG like Wiz8 with doom engine ^.^ )

    So Long, The Werelion!

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    I have found it to be more like GROVE.WAD in that the lagging gets worse when you see the forest of trees and/or are anywere near it. I have a 2.6GHz P4 with a GB of RAM and that lags like hell playing this WAD - even with snow turned off. Sorry, but CAH is going to the trashcan until it is fixed :)

    @Werelion - the sooner DW forums have custom avatars, the better :) :)

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    Scuba Steve said:

    Cold as Hell would be amazing if it didn't run at 5fps on my computer. I am glad the author included the ability to turn the snow off, but it makes little difference on many levels, it still runs extremely poor. I shouldn't have to deal with this in a mod for a 10+ year old game.

    heh.

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    Given all the fuzz about cold as hell running like molasses, I won't even humor the idea of trying it on my archaic machinery.

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    Bloodshedder said:

    Maximum avatar size is 36x36 or whereabouts. You also need to have 250 or more posts.


    Mmm. Are you sure about the size constraints? Linguica at least's got bigger avatars (that is, his current one is bigger, and I recall past ones that were, too).

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    POTGIESSER said:

    Given all the fuzz about cold as hell running like molasses, I won't even humor the idea of trying it on my archaic machinery.


    It really depends on the area you're in. The worst I've seen (for the Generator Complex and Weapons R&D) is about 2 frames per second (even without snow and without any demons left - I guess it's all the trees), while other parts run at more than 100 frames per second.

    That's on a P4 2.66. I only have 256 MB RAM, but ZDoom only used a maximum of 68 MB so far while playing CAH, so I guess that's not the biggest problem.

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    Schneelocke said:

    Mmm. Are you sure about the size constraints? Linguica at least's got bigger avatars (that is, his current one is bigger, and I recall past ones that were, too).

    I'm sure. Admins have to add avatars manually, and they're not likely to give a normal user one much over 36x36.

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    Bloodshedder said:

    Maximum avatar size is 36x36 or whereabouts. You also need to have 250 or more posts.

    Nor problems with the 250 posts, but why these small avas?
    The vB have options for managin external hosted avas, options for small bandwith users so that they can disable avas and sigs...
    And WTF do i have to press that fscking checkbox so that my sig is being postet >.<

    Ok, back to topic:
    When does the author of CaH gives us bloody leechers something that at least the übercomputers of some people can play at decent FPS? ;)

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    Schneelocke said:

    Mmm. Are you sure about the size constraints? Linguica at least's got bigger avatars (that is, his current one is bigger, and I recall past ones that were, too).


    Not too far back Cyb had TWO images much larger than 36x36 as his avatar (The "Zombie Fever" ones.)

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    Bloodshedder said:

    I'm sure. Admins have to add avatars manually, and they're not likely to give a normal user one much over 36x36.


    Ah, I see. I'll have to get back to an admin some time then when I have a suitable 36x36 picture that still allows others to make out what it displays. ^_~

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    OK, here's a question regarding CAH, and it's not about fps problems. ^_~

    I've completed a number of objectives, and just called for help on the radio at the old base (and drove back to the main base); my objectives are now: 1) search for survivors and intel; 2) find and read Dr Jurgen's notes; and 3) find a way to contact forces and escape.

    The problem I'm having now is that I'm not sure what's left for me to do. I did collect four notes by Dr Jurgensen (I assume that this is a thinko and that he's the same as Dr Jurgen); so unless there's a fifth one (which I haven't been able to find despite looking for an hour), I have them all, yet the objective is not fulfilled.

    I'm not really sure where to go and what to do now. I've gone through all the accessible areas (weapons R&D, isolation complex, staff housing, central transit, power station, barracks) several times, but there seems to be nothing left for me to do.

    That being said, one thing I don't have is the access code for some of the weapons R&D and main R&D facilities, either.

    I'm not sure - am I just missing something, or did I hit a problem with the WAD? Any help would be nice. ^^

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    This is another one that basically sucks. Poor architecture, bad texturing, poor monster placement, short on ammo, and very poor gameplay. Download it for laughs.

    A true and authentic review. No nicecomings, I LIKE THAT.
    I like that someone finally spews out "this wad sucks" (not related to THAT wad, but any map in general) rather than just saying "mmhkay, looks a bit weird, mmh, better skip this one if you're..."

    BTW, Nice to see someone different donig Newstuff ;-)

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    So, does anyone know how exactly to get CAS to run at a playable framerate - or what exactly is causing these slowdowns? I've turned off the snow and it made a difference but if I were to load a saved game, I wrangle one frame per second. My system is more than able to hand this stuff.
    Cheers.

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    Juras_Avis said:

    So, does anyone know how exactly to get CAS to run at a playable framerate - or what exactly is causing these slowdowns? I've turned off the snow and it made a difference but if I were to load a saved game, I wrangle one frame per second. My system is more than able to hand this stuff.
    Cheers.


    Download the two patches (cah_p1.zip and cah_p2.zip) and then run cah_notrees.bat. I never got below about 20 fps that way, and had at least 40 most of the time.

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    With the two patches running, I think Cold as Hell could be one of the most awesome Doom mods I've played. The custom menu is a nice change from the Doom status bar, and the reloading and shell ejecting is very nice. I became really frustrated sometimes with the loading and the weapons, but it wasn't too bad. I would deffinitely consider this one of the best projects of the year, and it's surprising it went so long without any publicity or anything.

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