EvaUnit02 on 1/6/2019 at 08:43
(
https://www.romerogames.ie/si6il)
John Romero has released his megawad for Ultimate Doom to celebrate the 25th anniversary. There's 9 SP levels and 9 arena MP maps.
Eh, I've played 6/9 SP missions and it's fine. Not gonna set the world on fire. Be prepared to be activating a lot of hidden switches. Playing it via (
https://www.reddit.com/r/Doom/comments/97ocm9/where_can_a_find_the_latest_version_of_project/e49zftf/) Project Brutality mod makes up for the lack enemy variety of Doom 1.
[video=youtube;3KzQmuedvV8]https://www.youtube.com/watch?v=3KzQmuedvV8[/video]
[video=youtube;ptHurafdCoQ]https://www.youtube.com/watch?v=ptHurafdCoQ[/video]
nicked on 9/6/2019 at 13:01
Played this the other day. It is what it is - a pretty fun Doom episode. It was fun while it lasted!
icemann on 9/6/2019 at 17:30
What I'd like to see is him add even a single new enemy into these levels he does. All the mod makers in the world can add new enemies all they like, but to see what one of the original devs would add, would be quite interesting.
Trance on 9/6/2019 at 20:01
You'd need a source port of some kind to extend the game in that way, such as one of the forks of ZDoom. As far as I'm aware, John Romero has been targeting vanilla compatibility (or at most a limit-removing vanilla-format port like Crispy Doom) with the work he's released.
You can go some way with DEHACKED, but it's quite a limited and labor-intensive medium to do that kind of work in compared to using ZDoom's DECORATE system, and it can't actually append to the list of objects available in the game, only overwrite an entry with modified data. So unless Romero shifts his focus to making ZDoom-only content, we're not likely to see new monsters featured in his Doom releases.
icemann on 10/6/2019 at 04:14
One can dream.