The first link is Doomsday (aka JDoom) and has the best graphics/sound features. You can use HD textures, remixed WAV/mp3 music, HD skyboxes, and there are a lot of added effects, like dynamic lights and flares.
The second link, Zandronum, some of the same graphics/sound features, but not all. It makes up for this with vastly improved netcode and support for mods like Brutal Doom which won’t work with Doomsday.
The first link is good if you just want to play the most “upgraded” version of the original Doom. The second is better if you want to get into mutliplayer or mods.
My top 5 Doom remixes/remakes:
Thumpmonik’s Hiding the Secrets for Classic Doom 3:
Scott Peebles - Synthetic Demon (E1M5/Suspense)
Sonic Clang’s E1M4 for Classic Doom 3
Analoq - Demonik Elektronik (E3M2/Donna to the Rescue)
bIlIy iDoL - FLESSSSHHHH for FNASTYYYYY (Doom 2 Map08 Dave D Taylor Blues)
…but seriously any given Classic Doom 3 track not already mentioned could have filled the #5 spot. I’m partial to E1M2 and E1M3 cause they’re the most nostalgic to me.
I like Quake 1 and Quake 3 the most. Quake 1 had it all.
Quake 2’s pacing is slow as fuck compared to Quake 1/DOOM games, and we all know how outsourced Quake 4 to Raven --> then Splash for Quake Wars: Enemy Territory turned out.
Recently, though, I played a mod for Quake 2 that made the textures ridiculously detailed+added a speed toggle boost to Quake/DOOM speeds(there’s a Doom 3 mod that does this, too.) Thing is, with DOOM 1/Quake 1 run speeds, it breaks the game since you can zip around everything instead of kind of having to respect enemies because you move like a turtle in Quake 2 compared to the other games and it was purposely designed this way.
In the 2nd secret level of Doom 2, you exit the level by shooting several Commander Keens. John Romero really hated the Keen games, so that was his way of spoofing it.
That’s funny, cause some people see Quake 2 as being more like Doom, while Q1 is more of a black sheep in the family.
A lot of it is in the structure - Q1’s structure is more similar to Doom’s hell levels and rife with random traps, while Q2 feels more like Doom 1’s military base areas, where keycards and switches get you from point A to point B. Q2 also feels closer to Doom in its use of military/scifi weaponry. You’ve got a pistol, chaingun, and BFG, which were all trademark Doom weapons, as well as a plasma rifle equivalent, and a machinegun which functions more closely to the original Doom chaingun. By comparison, Q1’s arsenal is rather small and imperfect… the shaft’s hitscan, full-auto nature makes for a very mindless, boring uber weapon, the 2 nailguns are identical except for per-hit damage, their damage does not make up for their low velocity quite so much as Doom’s plasma rifle, etc etc.
The running speed in Q2 also never bothered me since you can gain speed by strafejumping. In fact, I’d actually say that since Q1’s air physics have a higher learning curve, you can actually achieve higher speeds in Q2’s air physics with less effort.
Either way, I don’t think Q1 or Q2’s campaigns hold up nearly as well compared to a Doom source port with mouselook and fastmonsters turned on. This probably has to do with the fact that Doom has always existed as a straight-forward, fast-paced survival horror game, whereas multiplayer showed us that the ultimate evolution of Quake’s action was a far more outlandish, acrobatic, dodgeball-style of deathmatch combat. Since Q1 and Q2 lack a fastmonsters option, they are capped at a much lower combat speed than Doom, and they attack in much smaller hordes… the end result being that the enemy threat never holds a candle to what the player’s mouse skills and bunnyhopping speeds are capable of under the Quake combat system.
I think it’d be possible to conceive of a Quake campaign with fast-paced arena-style combat and enemies which dodge all around the level hurling rockets and grenades like Q3 players, but no one has delivered that yet.
@Gnalvl From what I’ve seen, the majority of people prefer Quake 1 over Quake 2 mainly because of its pacing and amazingly dark and gritty atmosphere. That’s not to say Quake 2 isn’t atmospheric in similar ways, it very much is, but to me Quake 2 feels kind of dull compared to Quake 1 in its gameplay.
It’s still a good game though, and I still enjoy it, but to me, it feels like one of iD’s more cinematic games like Doom 3 and RAGE(although I also liked both of these games as well, because even though the pacing can be slow at times, the gunplay makes up for it.)
Quake 1 and 2 have Nightmare settings that produce faster monsters with higher health in some cases. They just don’t respawn like in Doom. And neither are slow if you know how to bunny hop / strafe jump. You could consider even Doom to be slow if you just walk straight and not use running / straferunning / ect.
I think Quake 2’s pacing is slow compared to the crack-fast speeds of DOOM 1&2 and Quake 1. Quake 2’s slow compared to other games like Duke and Shadow Warrior too.
Quake 2 on its own or compared to most modern shooters? Crack fast.
I don’t get what you mean by “pacing”. I’m going to assume you just suck at Quake 2 deathmatch me fool settle it in the ring.
Look at us, arguing over Quake. We’re fighting about the Alpha series all over again. Alpha 2 being the Quake 2 of its series in this case. Slow and sucks.
I wish I knew about demos and I would have taken one of this time on Plutonia map 6, has the Cyberdemon at the end. Started the fight with him at 200/200, and while moving around his room my movement suddenly stopped and I realized I had moved myself with my back against a wall. Also the fucker was right in my face. 3 rockets between the eyes later I came out with no armor and 1 point of health. You hear that, demon? You didn’t kill me. You suck cocks.
@Sonicabid - I actually think Quake 2 is not atmospheric at all, and Quake 1 did a way better job in that area. The Q1 soundtrack is some of Trent Reznor’s best work, with a lot more subtlety and dynamism than most of the “industrial” stuff he’s known for, and really sets the tone. The visual aesthetic is also a lot more unique and moody than Q2’s generic military look. I just think both campaigns really leave a lot to be desired in the gameplay department when you go back to them, and Q2’s gameplay aged slightly better.
There’s a pretty awesome texture pack for Q1’s monsters called Quake Reforged which really brings the designs to life. They don’t come with new models, but seeing HD textures on low-poly geometry has a surreal effect that almost makes them creepier.
I just double checked on this and you’re right. I think I had tried the Nightmare mode of Q1 a few times, but maybe not enough to notice since they hid the entrance I couldn’t always remember where to go to get the modes I wanted. On the other hand, I never knew about Q2’s Hard+ mode at all. I’m excited to try these out and see how much it improves the game. If it’s good, it might be worth a co-op run through with my gf, cause we co-oped through all of Doom 1, 2 Plutonia and TNT a couple years ago and it was fun as shit.
That’s still child’s play compared to a more modern Doom slaughtermap:
I actually enjoyed Quake, but more due to its unique level architecture and movement mechanics (rocket jumping, bunny hopping). Aside from your aforementioned complaints about Quake’s weapon design, I also felt its monster design was a step backwards from Doom 2 in many ways. The Vores felt like a bunch of dumb turrets compared to Doom’s fast and versatile Revenants, Doom’s Archvile was a much more interesting “take cover or die” monster due to its unique ressurrection mechanic and higher attack damage damage than Quake’s Shambler, the melee monsters in Quake (Rottweilers, Knights, Death Knights) felt redundant and not quite as good at restricting the player’s mobility as Doom’s Pinky Demon hordes, and in Quake there are no powerful hitscanners like Doom’s Chaingunners and Spiderdemons nor monsters capable of covering wide and far angles with fast projectiles like Doom’s Mancubi and Arachnotrons, respectively. Also, whoever came up with that stupid suicide bombing blue slime that appears in the last levels of the fourth episode deserves to be punched in the face.
They made a game that played more or less like this back in 1998. It’s called Unreal, and it had enemies that could use the same weapons as the player and even reliably dodge his rockets and projectiles, so the single player campaign at times genuinely felt like a fierce multiplayer deathmatch against intelligent opponents. And of course, everyone forgot about it as soon as Half-Life was released and now people only remember its multiplayer focused sequels.
I couldn’t agree more. That game is pretty much the Lost Levels to Doom 2’s Super Mario Bros, a criminally underrated sequel that does not add much to the table in terms of enemy design or game mechanics, but is a massive improvement over its predecessor when it comes to level design, while also bringing a more challenging experience to even the most diehard players who have mastered the previous game. I reccomend it wholeheartedly to all Doom fans.
Bump-mapping textures on low-poly models was done for Doom 3 and Unreal Engine 2 games as well. Older games that now use them can look ridiculous, especially if you can use real-time lighting on high-res textures that are bump-mapped. My system can. It maxes out at < 10 frames / second, but it can.
It’s similar to how Doom makes enemies work in Nightmare, where most will barely move, staying in one spot and just keep shooting you as long as you’re in their sights, while making some projectiles faster / more damaging. You’ll see this more often in Quake with Ogres and Shamblers. Both will just stand in one spot and keep firing at you if you don’t move. Becomes funny if an Ogre can see you but can’t hit you. Or sad.
Thread needs more Doom 64. How about some Cat And Mouse, featuring a teleporting Cyberdemon.