Because what would c.s.i.p.g.action be without some discussion about
Doom mods? Here are a few I've picked up over the past few weeks:
* Super Ultra Modern Doom
https://github.com/sultim-t/prboom-plus-rt/releases
Classic Doom... but with ray-tracing! Generally, I'm not that
impressed with ray-tracing (it often seems a solution in search of a
problem, since old-school rendering methods usually produce effects
that look as good with a heck of a lot less processing required) but
I'll give this effort a pass. The new lighting often results in a
too-dark game but when everything comes together 'just right', it can
be quite impressive. Still, I'm mostly playing this just to show off
the capabilities of my new video card.
* Doom messin' with your head
https://www.doomworld.com/vb/thread/134292
What looks like a simple tribute mod to a deceased friend turns a lot
weirder the longer you play. It seems uncomplicated at first but keep
at it (hint, keep playing even after it returns you to the regular
doom maps!) and you soon realize things have gotten really strange.
With an incredible grip on map-making techniques and multiple endings,
there's a lot more to this mod than you might think.
* Doom 3 Done Fast
https://www.moddb.com/mods/runners-doom-3/news/runners-doom-3-v141-releasedurgent-for-doom32004-users
I've since come to appreciate "Doom 3's" languid pacing, but when it
was first released my biggest complaint was how it didn't feel like
the Doom games I was used to. This mod fixes that, upping the speed of
both the player and the monsters. It's not quite up to Quake 3's pace,
but it's still a lot faster. Had "Doom 3" released with these
mechanics, I think it would have been better received.
* The Darkest Doom
https://www.doomworld.com/forum/topic/130478-the-thing-you-can%E2%80%99t-defeat-ultimate-doom-wad-for-gzdoom-8-maps/
Doom-guy takes on the one thing he can't defeat: dementia. This
somewhat depressing mod represents the slow decline of a person in
dementia, as even the most familiar things in life gradually become
unrecognizable. It starts slow - wait, didn't those health pickups
used to be armor? - and gradually builds up until the game becomes
unplayable. It does require a good conversance with the original Doom
maps though; you need to be able to recognize the changes to feel the
mod's impact.
Enjoy these, and add any more Doom WADs/mods to the list that have
caught your eye.