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About UnknDoomer

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  1. 154. Innocence X3 (2018). The last and final wad in Innocence trilogy. Consists of 7 levels (1 secret). Settings and features: * GzDoom 4.10.0, UV difficulty. * M7 is a sort of a reference to one of the most difficult maps in history - https://doomwiki.org/wiki/No_Chance (2008). * Complete completion will take ~1 hour. Secret level. M3 -> M7. Access opens upon reaching the regular exit, the secret one is easy to spot on the map. Pros: + M3 - "Deep Six". At this level in a secret you can find a local variety of unmaker, more reminiscent of a plasma gun. Rune, apparently, not provided. + Soundtrack. + In the context of atmosphere this part can be called the best of the three.
  2. 153. Innocence X2 (2016). Screenshots: https://www.old-games.ru/forum/attachments/ix21-png.298194/ https://www.old-games.ru/forum/attachments/ix22-png.298195/ https://www.old-games.ru/forum/attachments/ix23-png.298204/ https://www.old-games.ru/forum/attachments/ix24-png.298209/ https://www.old-games.ru/forum/attachments/ix25-png.298208/ https://www.old-games.ru/forum/attachments/ix26-png.298210/ A sequel to the previously reviewed wad and its plot continuation. Like the original it consists of 10 levels (3 secret) and generally adheres to the same parameters. Among the innovations can note cacodemons firing bursts of three charges, as well as soldiers and Wolfenstein 3D hiding on a secret M10, among whom there are rocket launchers. Settings and features: * GzDoom 4.10.0, UV difficulty. * Complete completion will take ~ 2 hours. Secret levels. https://www.old-games.ru/forum/attachments/ix2_secret_1-png.298193/ M3 -> M8. The solution is rather not obvious. You need to shoot at two walls from a certain height and angle. If the hit is scored, the texture will change color and a passage will open in the east. 1 - point for shooting at the wall, designated under 2. 3 - point for shooting at the wall, marked under 4. 5 - exit. On this map you can find an unmaker, although to pick it up you will need to perform a rather non-trivial jump. https://www.old-games.ru/forum/attachments/ix_secret_2-png.298203/ M5 -> M9. The exit is located on the right side of the main one. Apparently there are no special triggers here and it opens to achieving the main one. You can find a rune here. As in the previous wada, combining it with unmaker will significantly simplify the final battle. M9 -> M10. The normal exit will lead to M10. Pros: + High-quality performance, compared to the first part, has reached a new level. + M10 - "The New Order". A level that combines the style of Doom and Wolfenstein 3D, the action of which takes place in a huge, mobile fortress on tracks. + Successfully implemented final boss.
  3. 152. Innocence X (2016). The first wad from the Innocence trilogy, presented by @jazzmaster9, which, on the one hand, draws basic elements from PSX, and on the other, part of the atmosphere and sound effects from 64. Consists of 10 levels (3 secret). A distinctive feature of the wad is the small number of opponents - on any map it does not exceed 150. There are custom varieties, the regular chainsaw has been replaced with a double one. Settings and features: * GzDoom 4.10.0, "Watch Me Die!" difficulty. By analogy with TOP II - in fact, this is the same UV, but with some shortage of cartridges. I wouldn't compare this difficulty to that of Doom 64. * Complete completion will take ~ 1 hour. * The final boss is identical to that from The S-Project, with the difference that his behavior pattern is slightly different and is easier to deal with here. Secret levels. https://www.old-games.ru/forum/attachments/ix_secret_1-png.298148/ M3 -> M8. If you approach a curb / barrier in the southeast of the map, the wall nearby will lower. https://www.old-games.ru/forum/attachments/ix_secret_2-png.298168/ M5 -> M9. Apparently there are no special conditions here. At the end of the level, just turn around and go back - you will notice an open teleport. As a result of visiting these two cards, you can find an unmaker and one rune for it. Finding them will make the final battle on M7 much easier. M10. Apparently, this map can only be accessed by entering a command in the console, although indirect evidence suggests that the output could be located on M1, but it is not.
  4. 151. The S-Project (2011 / 2014). https://www.moddb.com/games/doom-ii/addons/the-s-project Screenshots: https://www.old-games.ru/forum/attachments/tsp_1-png.298136/ https://www.old-games.ru/forum/attachments/tsp_2-png.298137/ https://www.old-games.ru/forum/attachments/tsp_3-png.298138/ A wad of 6 levels (1 secret), presented by @CarpetolA, to a certain extent similar in atmosphere to the "Threshold Of Pain" duology, with the difference that there are no global custom elements here, with the exception of the final boss, textures and sound replacement. Settings and features: * GzDoom 4.10.0, UV difficulty. * The secret level will require jumping. * Complete completion will take ~ 1 hour. Secret level. https://www.old-games.ru/forum/attachments/tsp_secret-png.298139/ M3 -> M10. It occupies the tenth map slot, although there are six levels in the game. It is not clear whether this is a trigger for accessing the secret exit, or whether this fact only affects the appearance of new opponents, but, one way or another, upon reaching the end of the level, you can go back and activate the teleporter marked in the screenshot.
  5. 150. Threshold Of Pain II (2012). https://forum.zdoom.org/viewtopic.php?t=32519 Screenshots: https://www.old-games.ru/forum/attachments/topii_1-png.298031/ https://www.old-games.ru/forum/attachments/topii_2-png.298032/ https://www.old-games.ru/forum/attachments/topii_3-png.298033/ https://www.old-games.ru/forum/attachments/topii_4-png.298080/ https://www.old-games.ru/forum/attachments/topii_5-png.298081/ A continuation of the previously reviewed wad, which was also supposed to consist of 10-12 levels and, like the original, 4 acts, and the release of the final build was planned for 2015. As a result, the process went differently, the build available to the public was stuck at the level of 7 levels (1 secret), 2 acts, and the project was frozen and there has been no news about it for the last 8+ years. In addition to the generally familiar features from the first part, new elements were added, inspired in particular by Doom 64 and, to a significant extent, Doom 3, as well as a three-dimensional floor and the ability to swim in flooded segments. The variability of the themes of the levels has increased, and the choice of difficulty level now inherits the character of that of 64. The plot, as will become clear in the process, is largely a retelling of the events of Doom 3, and the last, sixth map, completely identically quotes individual moments, such as the battle with one from intermediate bosses. Among the innovations can note: - enemies with double-barreled guns and rocket launchers, including cyborg barons, spiders and teleporting creatures from Doom 3. - protective sphere. - a grenade launcher that specifically throws grenades, not rockets, and they can bounce off walls. Settings and features: * GzDoom 4.10.0, "Watch Me Die!" difficulty. In fact, this is the same UV here, but with some shortage of cartridges. I wouldn't compare this difficulty to that of Doom 64. * Jumping and squatting must be on. *Complete completion will take ~3 hours. Secret level. https://www.old-games.ru/forum/attachments/topii_secret_1-png.298041/ https://www.old-games.ru/forum/attachments/topii_secret_2-png.298042/ https://www.old-games.ru/forum/attachments/topii_secret_3-png.298043/ M4 -> M13. You will need to find several error screens and disable them. Screens vary in color. After this a passage to the secret level will open. The pattern of behavior of a hostile crystal at such a final stage may seem impossible to pass, but the issue is leveled by the fact that you can go straight to the tower and here none of the attacks will reach the hero, while there are enough leftover cartridges for a double-barreled shotgun to cope with an unusual opponent.
  6. 149. Threshold Of Pain - Special Edition (2010 / 2014). #114. Cacowards 2010. Screenshots: https://www.old-games.ru/forum/attachments/topsp_1-png.297933/ https://www.old-games.ru/forum/attachments/topsp_2-png.297941/ https://www.old-games.ru/forum/attachments/topsp_3-png.297942/ https://www.old-games.ru/forum/attachments/topsp_4-png.297943/ https://www.old-games.ru/forum/attachments/topsp_5-png.297944/ https://www.old-games.ru/forum/attachments/topsp_6-png.297950/ https://www.old-games.ru/forum/attachments/topsp_7-png.297951/ The first part of the wad duology in PSX style, presented by @scalliano. Consists of 12 levels (2 secret). There are two new types of weapons, a minigun and an unmaker, as well as one new sphere, which, similar to that from Quake, increases damage several times. The standard roster of monsters has been expanded with modified, read enhanced, variations; in addition, there are custom varieties drawn from Realm667 and ZDCMP. There is an original boss at the end, and a couple more in one of the bonus levels. The difficulty is stated to be increased to the standards familiar on the PC, as opposed to what could be observed in the original console version. It is also worth noting the presence of archvilles, which were not present in either PSX or 64. As for the “Special Edition” console, it is distinguished from the original release by the correction of a number of bugs and even greater use of the capabilities of GzDoom. Finally, I’ll add that this wad is considered, and not without reason, to be one of the standards for embodying the atmosphere of PSX on PC, therefore, among other things, it can serve as a good start for getting acquainted with this area of modding as such in a fairly short time frame. Settings and features: * GzDoom 4.10.0, UV difficulty. * Jumping and squatting must be enabled. * Unmaker uses its own projectiles. * Complete completion requires ~ 4 hours. Unmaker. Can be found on the M7 - "Bedlam". 1 - secret passage to the yellow skull. 2 - yellow skull. 3 - secret passage to the door, where you will need the mentioned skull. 4 - platform with a gun. It will also be possible to pick it up on the M8 without any problems. A characteristic fact is that there is a type of enemy that is also equipped with similar weapons. Secret levels. M2 -> M11. I missed the exit during the playthrough, so to record this level, as well as M12, I needed to use the console. It is located behind a small gray door in the south of the map, but I haven’t figured out how to open it. Maybe I missed something, or maybe one of the triggers is just broken, because... ever when all the secrets are found, the door remains closed. M11 -> M12. Pros: + Atmosphere. + Balance combined with well-chosen new types of opponents. + Nice bonus levels. One clearly refers to a puzzle level from Doom 64, the second... is a kind of joke on the topic of "super secret" levels.
  7. *. Fusion of Realities (2016 / 2019). https://www.moddb.com/mods/doom-64-fusion-of-realities/downloads/fusion-of-realities-v10-doom-64-ex A little-known wad that began its history in 2016, at a time when the release of any creations in the Doom 64 theme, on the one hand, was a rare occurrence, and on the other, as a rule, the matter was limited to single maps. FoR version 0.2 was something similar at the time of publication on iddqd. I tried to run version 1.02, released three years later and consisting of 10 maps. The name is justified by a small plot plot: Settings and features: * DOOM64 Super EX+ V1.0.0.6 / DOOM64 EX+ In its original form, the wad is tied to the original EX port and has not been really tested by anyone on its modern variations. Testing on both variations was unsuccessful - the game crashes on startup. Therefore, FoR remains to be skipped for now and moved on. ------------------------------------------------------------------------------------------ 148. Ethereal Breakdown (2022). Screenshots: https://www.old-games.ru/forum/attachments/eb_1-png.297636/ https://www.old-games.ru/forum/attachments/eb_2-png.297637/ https://www.old-games.ru/forum/attachments/eb_3-png.297638/ https://www.old-games.ru/forum/attachments/eb_4-png.297706/ https://www.old-games.ru/forum/attachments/eb_5-png.297727/ https://www.old-games.ru/forum/attachments/eb_6-png.297728/ https://www.old-games.ru/forum/attachments/eb_7-png.297776/ https://www.old-games.ru/forum/attachments/eb_8-png.297777/ https://www.old-games.ru/forum/attachments/eb_10-png.297817/ https://www.old-games.ru/forum/attachments/eb_11-png.297857/ https://www.old-games.ru/forum/attachments/eb_12-png.297863/ https://www.old-games.ru/forum/attachments/eb_13-png.297864/ Wad of 31 levels (taking into account the fact that some are occupied by the introduction or credits), of which 3 are bonus, presented by @Neigh Winny. From the hub 27 are initially available, while access to “Blood Temple” is initially blocked, which, apparently, is a bug. Noclip won't help here. because the teleport doesn’t work either, you need to enter the code “idclev21”, which will move you to level number 21. And enter it not in the console, but simply on the keyboard. In addition it is worth keeping in mind that if some artifacts have already been collected by this moment, they will disappear - you must either complete the level before collecting them, or save the game in a separate slot for the purpose of a purely separate visit. EB is the collective work of several authors who came together to celebrate the 25th anniversary of the original game by releasing something iconic. Looking ahead, I’ll note that the initiative was a success. There is a background: The style, structure of the maps, as well as the time required to complete them, varies significantly. From typical, but intricate, tech. bases and huge fortresses to the first levels of Wolfenstein 3D and Duke Nukem 3D, fog-filled locations, an ice arena, somewhere in another world and pure, otherworldly surrealism. Levels can be visited repeatedly, the main task is to find three artifacts. Second video, Third video. Settings and features: * DOOM64 Super EX+ V1.0.0.6, difficulty "I Own Doom!". * Levels can be completed in any order. * Because the central hub is used, collected weapons are not saved. * If before exiting the level you enter the code “noclip” in the console, ~, then you will not return to the hub and you will be able to see the following image: https://www.old-games.ru/forum/attachments/eb_9-png.297778/ * Complete completion requires ~11 hours. * I didn’t find a way to directly get to the bonus levels, so the commands “idclev2”, “idclev3” and “idclev4” were used. Artifacts. I counted the numbering of levels from right to left, if we take it from the initially blocked central passage, starting from the level in the style of Wolfenstein. 1. The first artifact, without any problems, can be found on M4, "Switchless". Hidden in one column. 2. The second one is on M9, "Dark Retrospect", where you need to press the switch in the room in front of the cave with teleporters, and then quickly run into the second one in order to pick up the artifact before the wall near one of the platforms closes. https://www.old-games.ru/forum/attachments/eb_artifact_3-png.297729/ 3. Third on M13, "Castle of the Damned". Quite not easy. First you need to find a small room and press the switch in it - the artifact will drop into the dungeon. Having reached it at the end, you will need to press the switch - the artifact will move to the starting point. Returning to it, you will notice a small hint - a white texture. By going back and going around the nearest rooms in the mansion, you will find a similar background behind a candle - you need to shoot at it, then go back again and click on the portrait. You can finally pick up the artifact and head out of the level through the gate. Artifacts can also apparently be found on other maps, but in my opinion, these three are the easiest to find. Pros: + The Ethereal Breakdown compilation is probably one of the three best megawads for Doom 64 ever created, along with Community Chest 64 and The UnMaking, as well as one of those in general, if we talk about the global top, including Doom I / II, Heretic, Hexen. + Variety of styles. + "Frostwave". + "Hollywood Holocaust". The first level from Duke Nukem 3D, transferred without any special changes to the reality of Doom 64. + "Death Gate". + "Castle of the Damned". The name speaks for itself. You have to explore a gloomy castle full of secrets, where occult research by the owner of parallel worlds did not end well, and paintings like Alone in the Dark (1992) can come to life... Among the shortcomings, can note the finale of the level, where, having a low HP reserve, passing the trap system without cheat codes actually becomes impossible, and with 100 units in stock you can still die from one shot. + "Visions of Hostility". A good map in a technogenic style, not overloaded with unnecessary elements. + "Living Walls". Interesting combination of color palette. + "Templum Mortis". A tomb with many ingenious traps and a pile of enemies. There will be two protracted battles in the arenas. In the case of the final one, three bosses are applied in succession. + "Override". A good example of branched technogenic corridors. + "The Mephitic Aqueduct". "Arena" type location. Structurally, it is one of the most interesting, at the same time, the easiest in the context of passing due to the excess of cartridges and items. Here, in one place, there are 3 artifacts at the same time, but I haven’t figured out how to pick them up. + "Blood Temple". A gloomy temple, lost somewhere in the caves. ++ "Consumitur Insania". The final level, combining several aspects at once. Platform elements, interesting puzzles, traps, battles both regular and in arenas. At the end, a protracted battle and a colorful boss awaits. + "Deja Vu". The map, which begins as another variation on the theme of the original E1M1, turns into a long journey through a mixture of man-made bases and demonic inclusions. Other familiar elements will also appear. Among the shortcomings, a certain repetition can be noted - in the final, once again, you have to fight four bosses. If you do not use items very wisely, without knowing this feature, as well as if you miss the secret with artifacts, then the battle promises to drag on. As a result, I entered the cheat code "god". The fragment with puzzles was not included in the video due to recording problems, so I will describe it briefly here. You need to solve several puzzles while avoiding unkillable ghosts. In particular, run under the presses, from catching missiles, and also, in another place, to the switch. Walk correctly on the tiles to avoid activating the trap. Consistently, but quickly, block the mother of demons on four sides so that you can activate the next plate with symbols. Not far from the gate that leads to the exit from the level you can see the inscription “Exit” in a column, blocked at the time of the finale. If you return to the level again, it will be open, the exit returns to the hub and, apparently, does not affect anything. Contras: - "Haunted Eye". Wandering in the dark looking for switches, unkillable ghost monsters and not the most logical puzzle with platforms make this map rather tedious rather than interesting. - "Map Not Found". A map consisting entirely of references to the Internet phenomenon "behind the scenes". What in theory may sound interesting to one degree or another, in practice sometimes turns into a protracted wandering with the question “where to go next?” - finding the right portal often turns out to be quite problematic and in this regard the map is conceptually inferior to clearly more interesting solutions, like the ones I considered in the surrealist cycle. - "Residence of Evil". An attempt to implement a potentially iconic level in the style of the first part of RE1 turns out to be a complete failure due to the unknown reason for the changed control scheme - it is almost impossible to pass the map in this form. After a couple of attempts I gave up and moved on. - "Ring of Fire". Another arena, another battle with waves of opponents. The map does not stand out in any way from the others presented in the selection, incl. two other bonus ones, one of which occupies the same niche. The only difference here is that the degree of hardcore here is significantly increased - a shortage of ammunition and a protracted battle with opponents cannot be avoided, and in the end you still have to dodge homing projectiles for quite a long time. In a word, it may be of interest only to those who have not had time to get tired of this kind of activity, incl. time to complete the main content.
  8. UnknDoomer

    Obviously very true Doom facts thread

    If you will write "I Own Doom!" difficulty from Doom 64 as "IOD" and then translate it "indirectly" on russian then it will sounds like "ЙОД", which is IODINE on english: Also. In this article it's looks like a flask from Heretic / Hexen series, while other coloring fit into 64's color scheme.
  9. About 2,5 years ago, I began reviewing the console theme with, at that time, a rather rare phenomenon - the release of a large, full-fledged wad for Doom 64, which was initially tied to a generally obsolete EX port that dates back to 00's. Later, a version for the 2020's remaster arrived, as well as other adaptations, including the CE port, which I talked about in detail in the before. I liked it for two reasons - the possibility of fine-tuning, in particular in comparison with the original EX port, and also compatibility with GzDoom, which I use by default for most of the wads. 1,5 years have passed since then, but subsequent adaptations, a number of old PSX-oriented wads in particular, have not yet followed CE. The same can be said about 64, the modding of which has been actively developing lately, but the port developer, and those else who involved, clearly cannot keep up with the pace of the release of new wads, which cannot be said about the updated revision of EX under the subtitle EX+, as well as its suddenly emerging offshoot Super EX+, in many ways, they have now become “default” ports - often support for the official remaster may not be declared, which, to a certain extent, is quite clumsy, and the only supported port at the time of release is EX+. To summarize all of the above. Next, it is planned to consider 2 new and 1 old wad in the Doom 64 setting in combination with the Super EX+ port, and then, gradually, about 9 wads in the spirit of PSX, tied to working with GzDoom, 8 of which were originally released in the period 2010-2018, and one back in the 90's. The last wad, as well as one of the mentioned “eight”, received fresh revisions this year. -------------------------------------------------------------------------- Combine 64 EX Plus / 64 Super EX Plus with Steam. Permanent instructions for launching all the main ports that are mentioned here are... here. Nevertheless, let's look at the question separately again. 0. You can download this or that port here - https://github.com/atsb/Doom64EX-Plus/releases and here - https://github.com/Styd051/DOOM64-Super-EX-Plus/releases/. This time I settled on the second one. 1. Place all files in \Steam\SteamApps\common\Doom 64. 3. For testing purposes you can run DOOM64EX+ Launcher.exe once to check the resolution, but in general it will not be needed further. 3. Rename DOOM64EX+.exe to DOOM64_x64.exe. 4. Open Steam, Doom 64 properties, write in the launch parameters, for example -file "ea64_100.wad". 5. Done. -------------------------------------------------------------------------- 147. Elegant Agony 64 (2023). Screenshots: https://www.old-games.ru/forum/attachments/ea64_1-png.297567/ https://www.old-games.ru/forum/attachments/ea64_2-png.297568/ https://www.old-games.ru/forum/attachments/ea64_3-png.297569/ https://www.old-games.ru/forum/attachments/ea64_4-png.297573/ https://www.old-games.ru/forum/attachments/ea64_5-png.297574/ https://www.old-games.ru/forum/attachments/ea64_6-png.297575/ https://www.old-games.ru/forum/attachments/ea64_7-png.297598/ https://www.old-games.ru/forum/attachments/ea64_8-png.297599/ https://www.old-games.ru/forum/attachments/ea64_9-png.297600/ A wad of 13 levels (1 secret), presented by @isthisnametaken. The levels have a fairly diverse style, which is not so common in small wads, but at the same time they have an intricate structure. There are a large number of secrets. Settings and features: * DOOM64 Super EX+ V1.0.0.6, difficulty "I Own Doom!". * Complete completion requires 3,5 hours. * I’ve already seen levels M12 and M13 (29) somewhere before... I just don’t remember where. Pros: + M9 - "Kalachakria". The specifics of level construction and the shortage of ammunition will make you think about how to outwit a vast mass of enemies. + M10 - "Cathedral". Secret levels. M4 -> M13 (29). One of the three runes, unmaker, as well as the exit to the secret level are located on the fourth level. It is difficult to say unambiguously which sequence of switches plays a role here. I will only note that here you can find a map of the location, as well as the fact that some of the switches need to be shot / a number of walls open when passing through a certain sector. The alternative exit is located next to the main one. One of the runes is on the thirteenth level. To get it you need a red key, which I was unable to get, but this is not significant, because... in fact, this rune duplicates another. The second one is on the fifth, you will need to solve a rather simple puzzle with a running start - the door closes after a few seconds when entering the room in front of the room with the rune. The third on the sixth - you will need to figure out a series of switches, correctly combining shot accuracy and running speed. However, all three runes will also be available at level eight without any problems.
  10. 146. Deep Breath (2023). A wad of 6 levels, presented by @EduardoAndFriends, the action of which takes place underwater, similar to BioShock - on the bottom of the ocean. The textures are taken from Quake, the general style is reminiscent of the BTSX dilogy, and the protective suit was replaced with a scuba gear from Duke Nukem 3D. The mechanics of passing certain moments are built around the latter, but otherwise the wad is quite standard in the context of the narrative and, in my opinion, does not stand out as anything special. Settings and features: * GzDoom 4.10.0, UV difficulty. * ~ 1 hour to complete.
  11. UnknDoomer

    Obviously very true Doom facts thread

    Later, at same day he added: "Watching porn movie with your girlfriend is like playing Doom in cooperative mode - double amusement".
  12. UnknDoomer

    Obviously very true Doom facts thread

    Each time, when someone publish another extra controversal (and funny) topic, such song starting to play somewhere, in secret a lair, known as "Doomworld's HQ" (this is why moderators doesn't miss any of those): You know I'm born to lose, and gambling's for fools But that's the way I like it, baby, I don't wanna live forever And don't forget the joker! Pushing up the ante, I know you got to see me Read 'em and weep, the dead man's hand again I see it in your eyes, take one look and die The only thing you see, you know it's gonna be The Ace of Spades The Ace of Spades (directed by @Doomkid).
  13. UnknDoomer

    Obviously very true Doom facts thread

    Id Software originally planned to release 64 sequels to Doom (which Sandy Petersen didn't like very much). During the summer trip of '94, lying thru Michigan swamps, whick been took for speedrun purposes by Sandy's recommendation, developers been attacked by crazy local rednecks with chainguns. The whole team managed to leave the ambush, but all the master discs, which they been took with themself, were forever lost in this swampy fields. Rednecks tried to play around with their new treasure, but it's ended up badly - demons were called to the swamps. Later, partly based on this events, Team TNT released a wad called "The Plutonia Experiment". Leaving the lifeless swamps, one of the cyberdemons decided to take one disk with him as a trophy and with an idea in mind to sell it for huge amount of bucks later. Few years passed away. The story been forgotten until... Until '97, when Doom 64 released. Few people know, but the same cyberdemon manager to complete his evil plan by selling the only remaining master disk to company called Midway. He not only obtained what he wished, but also gave the developers a note with concept sketches. This is why Doom 64 looks so scary and different in compare to original titles.
  14. 29, *. Welcome to die PSX, Devil May Die (2023). https://www.doomworld.com/forum/topic/138801-welcome-to-die-psx-psydoom/ https://www.doomworld.com/forum/topic/138813-devil-may-die-psydoom/ The collection ends with a dilogy of two compact and simple maps, with an emphasis on high complexity, presented by @DoodlesGDX. The first, according to the author, is more of a "pen test". The second one is distinguished by the presence of two unique, for PSX, monsters - archvile and soldiers from Wolfenstein 3D, but I could not try it out due to the specifics of the launch, which is discussed in more detail in the topic. Settings and features: * PsyDoom 1.1.1, UV difficulty. * It takes 1 minute to complete the first map if you collect the skulls and immediately proceed to the exit.