Doom.
Quake. These words evoke images of wrath and destruction. Cracked landscapes of whithered life and shattered civilizations. Across these worlds of smoldering destruction stride avatars of eternal conflict, shotguns in hand. These beings scan the bloodsoaked horizon, searching for the next conflict they can engage. Utilizing reconstructed engines they wage a war against the eldritch unknown, against hell itself. Or maybe they go on a Chex Quest. There's a lot of
nuts stuff out there.
https://www.youtube.com/watch?v=mt8kGiFBe_I
Doom and Quake both have amazing communities that span decades of unceasing activity. Whether you are looking for single player or multiplayer content you have a realm of riches before you. So let's discuss source ports, map packs and mods. I'll list a few of my favs for each game to get things started.
Doom Source PortsGZDoom: The cutting edge for single player content. GZDoom brings OpenGL graphics acceleration and a host of new features.
Chocolate Doom: If you are after a vanilla Doom experience this is it. Everything is lovingly recreated from color pallettes and lighting to bugs for exploitation. It even shows the endoom screen on exit. What nostalgia! This is also a great port for watching old demos that aren't compatible with ZDoom and its many branches and variants, recreating classic speed runs and playing ancient maps from the dawn of modding. They also provide binaries for playing Heretic, Hexen and Strife.
Zandronum: Once upon a time there was Skulltag. It was good and the people rejoiced. Then things happened. After much wailing and gnashing of teeth Zandronum was born, picking up Skulltag's abandoned code and moving forward.
Zdaemon: A ZDoom based client, with server browsing, IRC and other community features. Not just a great multiplayer client but a great community to play with. I'm not sure what the current activity levels are but I still see them promoting events on Doomworld.
PrBoom+: A limit removing source port with great features for speed running and demo recording. Doom with uncapped framerates. Need I say more?
Quake Source PortsQuakespasm: A Fitzquake branch that is still under development. Lots of great modern features and some nice graphics upgrades. Great for running single player content.
Qbism Super8: An 8bit client for super crunchy pixelated carnage. It's a neat look.
https://www.youtube.com/watch?v=IvNkK-7rdy4eZquake/
nQuake: A no nonsense quakeworld client for getting your frag on. nQuake is a preconfigured eZquake with some extras like bots.
classicQ: Another quakeworld client that uses Fodquake.
ProQuake: A NetQuake multiplayer client with tons of esport oriented features.
Doom maps, mods and conversions.
This is a partial list that highlights some of the newer stuff that doesn't get a lot of mention outside the Doom community.
Ancient Aliens: This masterpiece comes to us from Skillsaw, a formidable mapper. It's a complete Doom 2 replacement pack of 32 colorful maps and truly exciting gameplay.
Back to Saturn X ep1: A collaboration of community giants, this is the first part of a three episode Doom 2 total conversion. A delectable Doom experience for newcomer and gourmet alike.
Reelism: A total conversion for Doom 2. A little bit Invasion, a little bit Remix Mod. You pick your map and the slot reels spin. The first reel is a gameplay modifier like low gravity or heavy fog. Reel two determines the enemies you face and reel three picks the weapons pack. If fighting Sectoids from XCOM with Wolfenstein 3D weapons and zero gravity in a candy land themed map sounds like a good time then this is your jam.
https://www.youtube.com/watch?v=4BowvffJX68Community Chest 4: A triumphant collaboration from the Doomworld community. This 32 map megawad has something for everyone.
Quake maps, mods and conversions
Mostly single player stuff here, once again highlighting the gems that don't get much mention outside community circles.
Quoth: Quoth's aim is to extend Quake modding so this is more a foundation for other maps. It does feature a good chunk of its own content, mostly remakes of maps from the classic episodes.
Arcane Dimensions: An alternate Quake universe. Gorgeous mapping and subtle tweaks and changes. A must play partial conversion.
Unforgiven: A three map pack featuring huge battles, new enemies (and some visitors from other games), runes, great geometry and scalding difficulty.
https://www.youtube.com/watch?v=9hyI1ltUFHoDimensions of the Past: A whole new official episode from Machine Games and Bethesda. Free stuff from Bethesda? I think my head might explode. :P
So there we have it. A very slight sampling of the vast vistas of pain that await. I know I didn't mention some stuff, so fill in the gaps. I don't know much about Quake 2 modding for example, more information there would be great. I've focused on the id games classics. Doom, Doom 2 and Quake, but if you have any good stuff for Doom 3, NuDoom or Quake 2,3 or 4 pile it on.
And Now For Some Useful Links
The Doom WikiThe ZDoom WikiThe Quake WikiQuaddictedDoomworldThe idgames Archives at DoomworldDoomshack.org (Their archive of ancient 90s Doom websites is beyond belief)
Doomed: Doom Wad Reviews
Posts
I think I'm on level 10? I've got all the runes, anyway.
What's this last one about, though? Something about a second chance when you're on critical health? I've been ripping and tearing a little too well, apparently, as I've not come across anything but getting murdered instantly when I died.
Since getting the runes giving me infinite ammo with 75 armor and armor drops on glory kills, fights haven't really been an issue. Enter room, shoot an unending stream of micro missiles, until the music changes, repeat. Most of my deaths have been from messing up jumps, which I guess that rune won't help with.
What's a good way to grind out the upgrade for that rune?
I too started playing the new Doom this weekend. I never played the older ones much; I got the original on the 360 and had good fun with that, but that was about it.
This one really is a masterpiece, though. There is something so beautifully simple about Doom guy's wild ride: there are things in your way and so you must shoot them so you can get to more things to shoot. Do you help S. Hayden preserve the research at the risk of further harm to humanoh you've punched it to pieces. Can we shut down the demonic invasion without damaging theoh you blew it up. Portal to hell opens up? Run straight in because there are definitely more things to shoot on the other side.
I was downright irritated when you meet Hayden and aren't allowed to shoot him. I think if they really wanted to have that cutscene you should be allowed to blow him up and have him continue talking over the loudspeaker or something. It felt very jarring to be forced to not shoot something.
I'm already looking forward to the next run through on the higher difficulty; I figure it'll be slower going and thus better suited to combing through the levels for everything rather than just whatever is nearby.
I've always felt that Quake's SP was overshadowed by Doom before it and Quake's Multiplayer after it. There's something about the weird, grungy hodgepodge of Quake that no other game has been able to really capture for me.
Probably because Quake 1's SP was kind of an accident where they meant to make an entirely different game but through creative squabbles, technical and time limitations, they wound up turning it into an FPS.
Well it was a wonderful accident that I never played until a few years ago. Once I started it up I didn't want to stop, so I put it on a thumb drive and played it every night at work until I finished both it and it's two expacs. It was so, so good.
That map pack that was released last year by Machine Games was pretty good, maybe worth adding to the OP.
And I'll go ahead and add it to the OP.
Oh man, do they go into the third and fourth books? Thise were some weird ass books to come out of the "Doom" franchise.
Literally and figuratively.
Edit; between the novels for Doom, Resident Evil, and Halo, I think there's a fairly distinct pattern in terms of what garbage I'm willing to read. Add in the Robotech novelizations and it comes into even sharper focus..
The first two books are basically version of Doom 1 or 2, and the first one was fairly faithful to the concepts, though they often go to hilarious levels to explain some of the game mechanics and designs.
The third and fourth books, not being directly based on any game, go completely off the rails and could have easily been rewritten to not have a damn thing to do about Doom. Like..
(Serious spoilers ahead. Don't read if your actually planning on reading the books, because this stuff is something you should see for yourself.
Enter humans, who CAN die. One group of aliens (Dubbed the Freds) decides to destroy humanity and creates the demons, as I said based on the monsters humanity believed in. But due to the fact that FTL travel is impossible (just near-light speed, and relativity still applies) so by the time they send their hordes to destroy humanity like a thousand years have gone past, so instead of a superstitious feudal agricultural society, there's a high-tech global society with guns and nukes who can put up a fight. The Freds got caught off guard because humanity's tech level grows at an accelerated rate (possibly due to the fact they actually die.)
The fourth book is even weirder than THAT.
Cool to get to play on the new maps. Had never seen the low-grav one before.
I really, really wish that, considering it's an ongoing joke how many things you can play classic Doom on, I could play classic Doom on my PS4. Where's my Doom collection?
It has that Ep3 Stroggy feel that's the basis for Q2. Nice pacing between exploration and combat too.
http://www.pcgamer.com/the-most-ambitious-quake-map-ever-built-has-just-been-released-in-2017/
holy stones. Like, this right here is basically all I really want when it comes to doing something with Quake 1.
http://www.pcgamer.com/the-new-dusk-trailer-is-all-about-high-speed-violence-and-loud-music/
https://youtu.be/tsu9uDMlIMM
Looks like it's leaning right into the Quake and surprisingly Rise of the Triad side of things. Getting pretty excited for this one! Still no release date yet outside of "2017"
Also, while it's not Doom or Quake, Deathwish is a pretty slick episode pack for Blood.
https://youtu.be/Ruyu8aL4vPs
https://www.youtube.com/watch?v=ffcNqv3HV9Y
Big releases that are easily moddable would cut far too much into the contemporary trend of churning out sequels with minor modifications every year or two. If people can just mod in good new content, why would they bother to release the 1.1 version of the game being released as a sequel?
Gotta keep that shit locked down so people don't have any choice about where the content comes from.
Eh, I dunno. I mean the 90s were pretty good time for game developers plopping out sequels. Doom 2, as great as it is, is pretty much that.
Chocolate in my peanut butter peanut butter in my chocolate...
Other than that, it kinda speaks for itself.
But I'd be surprised if there wasn't some kind of attempt to rogue-up a Doom game out there some where. Maybe something like a random wad generator, that Arsenal mod and DoomRPG would do it.
edit: Yeah DoomRL Arsenal looks like a good place to start. And you can go to Soulsphere.org to grab an Automatic SLIGE Megawad. A new one is generated every day, so you can get that whole daily run thing going. I bet if you wanted to get fancy you could use something like Oblige and some scripting to make a bat file that would roll up a level and then fire it up in ZDoom along with DoomRL Arsenal.
Pretty cool!
I also played some of that Forgotten Sepulcher map, it's pretty good. It's a little confusing because the health pickups have been completely changed in look so I didn't even know they were health pickups. They also like having monsters break walls, including tiny pissant ones.
Seems kinda nice, but needs strafing. And, although I know this would be a lot more work, more unique animations for the DoomGuy now that he's third person would really help.
When is id going to release the rebooted Quake 1 I so obviously deserve
I just don't know. The owners of the IP obviously disagree and I'm not trying to start an IP discussion, but I feel that the spirit of Quake 1 belongs in the hearts of the community that continues to support it.
There's so many ways to do a remake of the original Quake, in truth the unofficial permutations of the original are the best reboot we can have. I just don't see a way to make some definitive, especially since some people see the aesthetic as a brilliantly precise thing that's difficult to define, whilst others see it as something cobbled together from disparate parts, and it's hard to resolve that difference of opinion.
It's like...Doom is 70's arena rock, and Quake 1 is black metal. Quake 2 is thrash metal when it crossed over, and Quake 3 is like...well, the analogy falls apart a little but I think it holds in respect to Quake 1. It's divisive and weird and ahead of its time, and would take significant retooling and revamping to be made into something with enough mainstream appeal to be the kind of triple A title Bethesda would want it to be.
It should be like the Dark Souls of FPS games with its cthulian heritage and medieval industrial sense of things, but at the same time, there's all these weird things that hold it up for me. Like, I don't think that Quake 1 should have furniture. Like there may be some freestanding braziers in parts of it, but you won't see a table or a chair. The human technology that exists is broken, malfunctioning at best, and always inelegant, bulky and unclean. It gets very weird the further I go, trying to determine what can and what should not belong in something attempting to advance and revisit the distinct vibes of what made Quake work as a place and a feeling, and set it apart from the gormless also-rans of aspiring FPS titles with monsters and dungeons and also guns.
In short, Quake 1 is a mountain, and chasms at its many feet yawn and throb in hopes the unwary attempt to scale it. I love it and fear for anyone attempting to undertake remaking it as the odds of honoring it 'correctly' and with sufficient passion are almost impossible in my eyes.
At best, I'd go for a spiritual successor, that can define itself on its own terms, and with a soundtrack by Sunn 0)))
Give me all of the cool lighting though, which is already happening with sourceports and mapping.