Обзор игры «Doom: The Boardgame»

Technical details[edit]

A screenshot of Level 17: Crater in Final Doom showing the colored lighting (pale blue) in the crate room and slighty different HUD, asphalt gray colored graphics.

Support was added for the PlayStation Mouse, offering a potentially more PC-like control experience than was possible with its predecessor.

Maps are still stored in individual files, albeit with a ROM file extension – these files are WAD files, and use the same LZSS compression algorithm established in the Atari Jaguar version.

The super shotgun, which had suffered severely from the down-scaling needed for the prior game, was redrawn for the American and European versions of this game, giving it a “sleeker” appearance. However, for some reason, the Japanese release continues to use the same graphics as PlayStation Doom.

The Final Doom PLAYPAL is even larger than Doom’s, with 26 palettes:

  • Palette 16 is used for the DOOM and STATUS graphics.
  • Palette 17 is used for TITLE and BACK graphics.
  • Palette 18 is used for IDCRED1.
  • Palette 19 is used for WMSCRED1.
  • Palette 20 is used for CONNECT, NETERR, LOADING, BUTTONS, PAUSE, and TILE.
  • Palette 21 is used for the SKY02 texture.
  • Palette 22 is a perfect copy of palette 0.
  • Palette 23 is used for the SKY04 texture.
  • Palette 24 is used for the SKY05 texture.
  • Palette 25 is used for the SKY06 texture.

Though all of the resources for the Spiderdemon are included in the game’s data files and it appears in the cast call at the end of the game, it is not found in the Final Doom levels. System memory restrictions completely prevent it from being used in any of the included maps, based on calculation of the amount of memory available for sprites in each level.

About DoomWiki.org

The Doom Wiki is an extensive community effort to document everything related to id Software’s masterpiece games Doom and Doom II, other games based on the Doom engine, Doom 3, Doom (2016), Doom Eternal, and more. We have created 13,915 articles to date.

This site is a wiki, so everyone is encouraged to create and edit articles. New contributors should read our FAQ first. If this is your first time using a wiki, be sure to check out the basic editing instructions as well. If you need additional help, or wish to discuss general aspects of this wiki, pay a visit to the Central Processing discussion board.

See the news board to read and post news about ongoing or upcoming events in the Doom universe.

Правила

1. В начале игры необходимо рассортировать жетоны. Улики отправляются в банк улик, врата складываются около поля. Остальные жетоны распределяются по типу и образуют отдельные кучки.

Игровое поле

2. Определите ведущего игрока. Выбрать его можно наобум или кинув игральные кости. Именно первый представитель будет ходить первым в каждой фазе.

3. Все участники выбирают листы сыщиков. Прочитав их вы узнаете как имущество необходимо для начала игры и стартовую локацию. Первичный набор включает в себя активы и заклинания. Рассудок и здоровье детектива так же указаны на карте.

4. Необходимо выбрать Древнего, который пытается пробудится. Определить его можно вслепую или путем взвешенного решения. Каждый Древний имеет свои особенности и одни считаются слабее других. На листе вы увидите предписания по подготовке к игре в раунде именно с этим потусторонним божеством.

5. Возьмите все жетоны чудовищ, кроме эпических (определить их можно по красному фону), и сложите в непрозрачный сосуд и перемешайте.

6. Рассортируйте карты. Уберите из колоды все лишнее. Какие карты будут использоваться в этом сражении указано на листе Древнего. Полученную стопку размещают рядом с игровым полем.

7. Разместите начальные эффекты. Рядом с Мифами необходимо разместить памятки для актуального количества игроков. Безысходность кладётся на шкалу, которая указана в в описании зла этой партии. Жетон Знамений определяется на специальный круг с кометой. Из колоды активов 4 карты необходимо поместить в резерв в раскрытом виде. Количество открытых врат на старте так же указано в памятке. Жетон экспедиции располагается в той части поля Древнего Ужаса, которое предписано в листе. Количество начальных улик так же прописано. Одна тайна располагается рядом с ужасом этого кона.

Operation Guide[edit]

The Operation Guide contains two stock operations, each consisting of six missions.

Operation: Black Bishopedit

Mission Description
1: Knee Deep in the Dead A containment breach has occurred at the Lazarus Labs. Recover all assets with minimal losses.
2: Molten Retrieval An Argent containment failure has occurred at the Ganymede Foundry. The UAC wishes to recover any surviving personnel for interviews so that they can learn from the incident.
3: Spring Cleaning The Tharsis Labs have been overrun by a hostile force. Destroy all the gore nests.
4: Leaving the Nest Your fireteam has been assigned to a Lazarus Manned Expedition to the Great Steppe in Hell.
5: Territorial Dispute Hostile forces have been detected approaching a valuable UAC tethering site in the Kadingir Sanctum. An Argent energy storm has knocked out the automated defenses. Defend the site until the defensive protocols are rebooted.
6: Breaking and Entering The UAC has located the powerful demon responsible for the recent rash of attacks deep within the Titan’s Realm. Eliminate all hostiles.

Operation: Exodusedit

Mission Description
1: To Whom It May Concern Investigate the last fireteam’s disappearance in the Titan’s Realm and recover any combat data they may have left behind.
2: All You Can Eat The tethering site in the Kadingir Sanctum has been overrun and the demons are consuming your fireteam’s Argent energy supplies. Repel the invaders and recover the energy you need to survive.
3: Collect Call Disturbed by your findings, you need to get the truth out. Find parts from busted drones on the Great Steppe to construct a transmitter that can communicate through the Fracture to alert your comrades on the mortal plane.
4: Out of the Frying Pan The distorted message you received two weeks ago has been proven true – the UAC is insane. Your fireteam has planned an escape from Tharsis Labs.
5: Bringing Down the House Rendezvous with the other fireteams at Phobos Station, the heart of the corrupt UAC experiments. Your mission is to escort an Argent explosive to the station’s power core.
6: End of the Line Cancel the lockdown at the Ganymede Foundry by eliminating all hostiles so that the marines can procure a long-range space ship and escape.

Описание и сюжет

Группа людей путешествует по миру, изгоняя жутких тварей из Иных Миров. Каждый из двенадцати уникальных персонажей имеет свои игровые особенности, навыки и свою личную историю. В процессе борьбы с монстрами, вы узнаете все нюансы о своем герое: какие цели он преследует, что ищет, на что надеется и как распорядится судьба в его путешествии и исканиях.

Авантюра начинается в тысяча девятьсот двадцать шестом году, когда Древнее божество неожиданно решает пробудиться. На Земле начинают открываться зловещие Порталы. На свет выползают невиданные твари, норовящие разрушить планету. Как истинные герои, вы путешествуете по всем уголкам земли и изгоняете чудовищ восвояси.

Как можно заметить, игра действительно является доработанным, более глобальным вариантом Ужасов Акрхема.

Герои сражений с миром нечисти

From DoomWiki.org

Wonderful Doom
Starting area of E1M1
Author Eugene Guschin
Port Vanilla Doom
IWAD Doom
Year
Link
This mod was a runner-up for the Cacowards on Doomworld!

Wonderful Doom is a 2007 megawad for The Ultimate Doom created by Eugene Guschin (Wraith777), containing 36 levels created in the style of the original levels. It was originally released in 2007 and named a runner-up in that year’s Cacowards. It has been updated a few times since then, with the final release on November 23, 2011. The megawad is intended as a precursor to Doom the Way id Did.

Levelsedit

Knee-Deep in the Dead:

  • E1M1: Hangar
  • E1M2: Nuclear Plant
  • E1M3: Toxin Refinery (Exit to secret level)
  • E1M4: Command Control
  • E1M5: Phobos Lab
  • E1M6: Central Processing
  • E1M7: Computer Station
  • E1M8: Phobos Anomaly
  • E1M9: Military Base (Secret level)

The Shores of Hell:

  • E2M1: Deimos Anomaly
  • E2M2: Containment Area
  • E2M3: Refinery
  • E2M4: Deimos Lab
  • E2M5: Command Center (Exit to secret level)
  • E2M6: Halls of the Damned
  • E2M7: Spawning Vats
  • E2M8: Tower of Babel
  • E2M9: Fortress of Mystery (Secret level)

Inferno:

  • E3M1: Hell Keep
  • E3M2: Slough of Despair
  • E3M3: Pandemonium
  • E3M4: House of Pain
  • E3M5: Unholy Cathedral
  • E3M6: Mt. Erebus (Exit to secret level)
  • E3M7: Limbo
  • E3M8: Dis
  • E3M9: Warrens (Secret level)

Thy Flesh Consumed:

  • E4M1: Hell Beneath
  • E4M2: Perfect Hatred (Exit to secret level)
  • E4M3: Sever the Wicked
  • E4M4: Unruly Evil
  • E4M5: They Will Repent
  • E4M6: Against Thee Wickedly
  • E4M7: And Hell Followed
  • E4M8: Unto the Cruel
  • E4M9: Fear (Secret level)

Built-in demosedit

This WAD features a full set of . All four end with the player’s death. All demos require Ultimate Doom v1.9 to view them. The demo levels are:

Demo Level Tics Length
DEMO1 E1M4: Command Control 4 2163 1:01.80
DEMO2 E2M6: Halls of the Damned 4 8658 4:07.37
DEMO3 E3M4: House of Pain 4 4582 2:10.91
DEMO4 E4M5: They Will Repent 4 5638 2:41.09

Compatibility modes[edit]

DSDA-Doom supports various of compatibility settings to adjust its behavior, much like those initially implemented for MBF. In addition to individual settings for each difference in behavior, it allows the user to set compatibility levels to behave like earlier versions and modifications of the Doom engine. With the compatibility levels DSDA-Doom may provide almost flawless compatibility with regular demos, as well as those recorded with Boom engines.

To change compatibility levels, the tntcomp can be used ingame. The game can also be launched with the parameter, or with default_compatibility_level in the config file, followed by one of the following numbers:

LevelEmulated engine
1
2
3 & Doom95
4 (emulates exclusively the release with bugged teleports)
5 DOSDoom
6 TASDoom
7 Boom’s compatibility mode (emulates the inaccurate vanilla mode of Boom)
8Boom v2.01
9Boom v2.02
10 LxDoom v1.4.x
11 MBF
12–16PrBoom (old versions)
17Current PrBoom-plus
21 MBF21
  • If a custom wad has “BOOM compatible” in its description, use “9 – Boom v2.02”.
  • If a custom wad has “MBF compatible” in its description, use “11 – MBF”.
  • If a custom wad has “MBF21 compatible” in its description, use “21 – MBF21”.

From DoomWiki.org

This article is a list of unofficial Doom-based and Doom-related games and modifications created by fans.

Gamesedit

  • ATTE
  • ATTE2
  • ATTE3
  • cDoom
  • Chacal 3D
  • Doom (ZX Spectrum)
  • Doom 2D
  • Doom 2D – Knee deep in the dead
  • Doomed VR (Android VR Game)
  • Doom: Fall of Mars
  • Doom: Gates of Hell
  • Doom-like minigame
  • Doom II Remake (Unreal Engine 4)
  • Doom Reloaded
  • Doom Role-Playing Game
  • Doom: The Battle For Mars
  • Doom: The Next Chapter
  • DRL
  • Enter the Doom Chapter I: Lucido Attack
  • Enter the Doom Chapter 2: Legacy
  • FooM
  • Freedoom
  • IDKFA (video game)
  • MiniDOOM
  • PocketStation DOOM
  • RooM
  • Various homebrew projects for Texas Instruments graphing calculators
  • S-DOOM
  • WolfDoom

Modsedit

  • Classic Doom for Doom 3
  • DOOM: Legions of Hell
  • Dungeon Doom
  • Generations Arena
  • Korax Mod
  • Klooni
  • Unreal Doom for Unreal Tournament
  • Wolfendoom
  • Your Path of Destruction

Non-Doom games using the Doom engineedit

  • Action Doom 2
  • The Adventures of Square
  • Breadmonster Invasion
  • Brutal Fate (in development)
  • The Cenote
  • Chex Quest
  • Delaweare
  • The Fold
  • The Forestale
  • Foreverhood (cancelled)
  • Fury’s Sky
  • Hacx
  • Harmony
  • Hedon
  • Legion Of Demigods: Deathmatch
  • Lycanthorn & Lycanthorn II: Rain of Beasts
  • Mega Man 8-Bit Deathmatch
  • Membrane
  • Project Osiris
  • REKKR
  • Retroninjacyberassassin
  • Rise of the Wool Ball
  • Selaco (in development)
  • Shadow of the Wool Ball
  • Shrine & Shrine II
  • Snap the Sentinel
  • Sonic Robo Blast 2 (in development)
  • SRB2 Kart
  • Soulcrusher
  • Total Chaos
  • Virus TC
  • Vomitorium (in development)
  • ZBlood

Fan-made Doom movies

From DoomWiki.org

About DoomWiki.org

The Doom Wiki is an extensive community effort to document everything related to id Software’s masterpiece games Doom and Doom II, other games based on the Doom engine, Doom 3, Doom (2016), Doom Eternal, and more. We have created 13,915 articles to date.

This site is a wiki, so everyone is encouraged to create and edit articles. New contributors should read our FAQ first. If this is your first time using a wiki, be sure to check out the basic editing instructions as well. If you need additional help, or wish to discuss general aspects of this wiki, pay a visit to the Central Processing discussion board.

See the news board to read and post news about ongoing or upcoming events in the Doom universe.

Atlas

Main games
  • Doom, The Ultimate Doom
  • Doom II, Final Doom, Master Levels, No Rest for the Living
  • Doom 64, PSX Doom, Jaguar Doom, and others…
  • Doom 3, Resurrection of Evil, BFG Edition, The Lost Mission, Doom 3: VR Edition
  • Doom (2016), Doom VFR
  • Doom Eternal; The Ancient Gods, Part One; The Ancient Gods, Part Two
Related games
  • Heretic, Hexen, Deathkings of the Dark Citadel
  • Strife, Veteran Edition
  • Chex Quest, Chex Quest 2, Chex Quest 3
  • Hacx, Harmony, Urban Brawl
  • Freedoom, Blasphemer, Zauberer
  • Doom RPG, Doom II RPG, Doom Resurrection, Mighty Doom
  • All games…
  • id Software, Raven Software, Rogue Entertainment
  • Timeline
Community
  • Doomworld, Cacowards, Top 100
  • Editing tutorials
  • Fan-made Doom games
  • The idgames archive
  • People and Quotes
  • Speedmapping
  • Speedrunning
  • Texture packs
  • WADs and mods
  • Websites, Forums, IRC
Media
  • Artwork and Cover art
  • Music
  • Official merchandise
Gameplay
  • Automap
  • Bots
  • Cheat codes
  • Easter eggs
  • Environmental hazards
  • Items: powerups, weapons, bonuses, and more.
  • Levels: maps, walkthroughs, and speedruns.
  • Monsters
  • Multiplayer games
  • Player character
  • Player controls
  • Skill levels
  • Weapons and Ammo
Technical
  • Bugs and quirks
  • Command line arguments
  • Demos
  • Doom engine
  • Environment variables
  • Executable hacks
  • File formats
  • Lumps
  • Networking component
  • Release versions
  • Rendering engine
  • Source code
  • Source ports
  • Source modifications
  • WAD file format
All content
  • Alphanumerically
  • By category

Did you know that Doom’s automap was originally intended to include a minigame as an Easter egg?

(More trivia…)

Featured article – November 2021

Doom comic

The Doom comic is a sixteen-page comic book written in 1996 by Steve Behling and Michael Stewart, with art and color design by Tom Grindberg and lettering by Edd Fear. All contributors were credited with gory nicknames to fit the theme of the work. It was initially produced by Dana Moreshead for Marvel Comics as a giveaway, according to former id Software business manager Mike Wilson, for the Electronic Entertainment Expo in 1996.
(read more)(feature nominations)

Guides and Tutorials

Find out how to get into the world of Doom quickly with these step-by-step guides:

  • Help and how-tos
  • How to download and run Doom
  • How to play Doom on Windows
  • Walkthroughs for each level
  • Comparison of source ports

DoomWiki.org needs you!

Looking for something to do? Here are some of the Doom Wiki’s greatest needs:

  • Add citations to articles
  • Add information on Hacx , and
  • Add to article stubs
  • Clean up articles
  • Complete walkthroughs for all stock levels
  • Create wanted articles
  • Doom editing tutorials
  • Doom 3 material, especially Doom 3: BFG Edition content
  • Doom (2016) and Doom Eternal material
  • Investigate unclear image copyrights
  • Replace screenshots using an incorrect aspect ratio
  • Review articles with disputed content
  • Review pages marked for deletion or merging
  • Write about Doom II RPG topics
  • Write about PWADs, especially winners of major awards, or complete unfinished map articles

Useful articles

Find critical information for editing the wiki with these resources:

  • Administrators
  • General source material
  • New articles and files
  • Special pages
  • Upload images (see the Special:Upload page)
  • You can find a list of useful templates on Category:Templates
Affiliates Other Doom-related Wikis
More: See our WikiNode

Elements[edit]

Monstersedit

The following demons occur in the game:

  • Possessed soldier
  • Imp
  • Pinky
  • Cacodemon
  • Revenant
  • Mancubus
  • Baron of Hell
  • Cyberdemon

Weaponsedit

There are three categories of weapons in the game: those available to marines in their loadout, those which can only be found on the map (indicated by gray stripes on the weapon token), and grenades, which have special mechanics.

Weapon Category
Combat shotgun Loadout
Super shotgun Loadout
Heavy assault rifle Loadout
Plasma rifle Loadout
Burst rifle Loadout
Static rifle Loadout
Rocket launcher Map-only
Chaingun Map-only
Chainsaw Map-only
Gauss cannon Map-only
BFG 9000 Map-only
Frag grenade Grenade
Siphon grenade Grenade
Decoy grenade Grenade

Gameplay

The game being played

Players in Doom: The Boardgame are on one of two teams: the Invaders and the Marines. All of the Invader pieces are controlled by one player, and the rest of the players each control one marine piece. Before each game begins, the players must choose a scenario to play in. A campaign consisting of five scenarios is included with the game, each of the scenarios is named after the episodes from The Ultimate Doom (Knee-Deep in the Dead, The Shores of Hell, etc.) and five more included in the Expansion Set as well as an extra scenario not part of the campaign available for download at fantasyflightgames.com, and many more have been created using freeware scenario editors. The scenarios can be played separately, or consecutively as a campaign where Marine players can keep their weapons and stats for the next map.

Before the game starts the Marine players must pick 2-3 random cards that will give them special powerups. In a similar fashion the Invader gets to pick 5 cards from the Invader deck. The Invader cards can be used against the Marines in various ways and the Invader player also draws additional cards each turn, the number depending on the number of Marine players. The Invader deck also works as a timer and each time the cards run out, the Invader gets a free frag against the Marines. The Invader player must get six frags to win, and the Marines must reach the exit to win. A frag is given to the Invaders if a Marine dies. When a Marine dies, it must respawn at least eight, but no more than sixteen spaces away from where they were killed.

For their turn, each Marine player gets to choose an action, either advance 4 spaces and shoot once, or stay put but shoot twice, or advance 8 spaces but not shoot, or an execution of a special command combined with either advancing 4 spaces or shooting once. On the Invader player’s turn the Invaders can move several spaces according to their movement rate and make one attack.

As the Marines explore the level, they discover event markers such as computers or corpses of other marines that trigger actions and events such as providing the Marine with a keycard. The Invader player, on top of moving the Invaders along the board, gets to play the cards from his hand to create traps and surprises for the Marines, such as spawning more Invaders or upgrading Invader pieces.

A common opinion is that the game is biased in favor of the Invaders – especially with four players. The designer of the game, Kevin Wilson, claims that he can win equally well no matter which team he is playing .

Like many board games, it is common to develop house rules (called “mods” to fit the video game theme) to balance the game to players’ liking. The first (and only) official “mod” was the difficulty levels, also named after classic Doom skill levels, available for download at the game’s website.

Invaders included in the original game are Zombie, Imp, Trite, Demon, Mancubus, Arch-Vile, Hell Knight and Cyberdemon. Additional Invaders included in the expansion are Commando, Cherub, Revenant, Cacodemon, Maggot and Vagary.

From DoomWiki.org

Russian Doom

Codebase Chocolate Doom
Developer(s) Julian Nechaevsky
Initial release1.0 (2016-09-16, 5 years ago)
Latest release5.0 (2021-09-16, 55 days ago)
Development statusActive
Written in C
Target PlatformCross-Platform
License GNU General Public License v2+
Website
Source Repository

(Git)

Russian Doom is source port forked from Chocolate Doom and Crispy Doom by Julian Nechaevsky, with additions from Doom Retro (with permission from Brad Harding), which aims to provide a full and proper Russian translation of Doom, Heretic and Hexen games, as well as the setup executable and online help. Additionally it has numerous vanilla bug fixes, enhanced 640×400 display resolution, improved game palettes, removed limits and offers many optional aesthetic game enhancements.

Language choosing between English and Russian is available in the game options menu, as well as in the Setup executable.

Supported gamesedit

The following games are supported:

  • Doom (Press Release Beta, shareware, registered, The Ultimate Doom)
  • Doom II
    • No Rest for the Living
    • Master Levels for Doom II
  • Final Doom
  • SIGIL
  • Atari Jaguar (as a recreation)
  • Freedoom (Phase 1 and 2, FreeDM)
  • Heretic (shareware beta, shareware, commercial, Shadow of the Serpent Riders)
  • Hexen (shareware, commercial, Hexen: Deathkings of the Dark Citadel)

Press Beta is available by command line parameter “-beta”, Atari Jaguar is available by command line parameter “-jaguar”, additional downloads are not required.

Gameplay enhancementsedit

Russian Doom offers many different visual enhancements like colored blood, transparency, mouse look and brightmaps. All of them can be toggled in Gameplay options menu.

Most of features are available for Doom, many features are available for Heretic, and just few are available for Hexen.

Besides, there is also available “-vanilla” command line parameter, which will disable all enhancements without any changes in configuration file, making the game visual appearance as close as possible to original executables.

External linksedit

Windows version is compatible with XP/7/8.1/10/11 (32-bit binaries compatible with both x86 and x64 editions).
DOS version is compatible with MS-DOS, FreeDOS and DOSBox emulator.

Russian Doom 5.0 (released: September 16, 2021)

Russian Heretic 5.0 (released: September 16, 2021)

Russian Hexen 4.2 (released: July 3, 2021)

Russian Doom for DOS 1.8 (released: June 9, 2020)

Other

Source code genealogy
Based onChocolate Doom Russian Doom Active
Crispy Doom
Doom Retro
Doom Vanille
PCDoom

Кому не советуем

Игровой процесс занимает в среднем два часа, так что набор не подойдет для пятиминутного перерыва между делами. Так же стоит задуматься о целесообразности такого развлечения людям, которые боятся тематики потусторонних миров и древних чудовищ.

Похожие игры

Токайдо – увлекательная ролевая игра.

Если вам понравилась настольная игра Древний Ужас, то этот набор точно придется вам по вкусу. Вас ожидает ещё одно путешествие по мотивам рассказов Говарда Лавкрафта. В Ужасах Акрхема Вас ожидают встречи с потусторонними существами и борьба по спасению мира. Авантюра так же рассчитана на группу до 8 человек, которая совместно сражается полчищем чудищ. Хардкорные игры будут интересны любителям мистики и страшных сказок. Наборы гарантируют полное погружение в сюжет.

  • Пандемия – ещё одна жуткая игра, в которой все участники борются с одной проблемой сообща. В мире злорадствуют четыре разных болезни. Станьте героями, которые найдут вакцину от них. Набор стал настолько популярен, что в России уже скупили почти все переведенные комплекты.
  • Токайдо – увлекательная ролевая игра. Действия происходят в Японии. Путешествуйте по средневековью, общайтесь с местными жителями и набирайте очки для победы. Почувствуйте себя древним туристом, который гуляет по новым городам, а вечером сравнивает набранные очки, рассказывая о приключениях, пережитых за день.

В некотором царстве – сказочное путешествие для компании до шести человек. Рассказывайте свою собственную историю о волшебном мире, приводя к выпавшей вам концовке.

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Levels[edit]

Knee-Deep in the Dead:

  • E1M1: Hangar
  • E1M2: Nuclear Plant
  • E1M3: Toxin Refinery (Exit to secret level)
  • E1M4: Command Control
  • E1M5: Phobos Lab
  • E1M6: Central Processing
  • E1M7: Computer Station
  • E1M8: Phobos Anomaly
  • E1M9: Military Base (Secret level)

The Shores of Hell:

  • E2M1: Deimos Anomaly
  • E2M2: Containment Area
  • E2M3: Refinery
  • E2M4: Deimos Lab
  • E2M5: Command Center (Exit to secret level)
  • E2M6: Halls of the Damned
  • E2M7: Spawning Vats
  • E2M8: Tower of Babel
  • E2M9: Fortress of Mystery (Secret level)

Inferno:

  • E3M1: Hell Keep
  • E3M2: Slough of Despair
  • E3M3: Pandemonium
  • E3M4: House of Pain
  • E3M5: Unholy Cathedral
  • E3M6: Mt. Erebus (Exit to secret level)
  • E3M7: Limbo
  • E3M8: Dis
  • E3M9: Warrens (Secret level)

Thy Flesh Consumed:

  • E4M1: Hell Beneath
  • E4M2: Perfect Hatred (Exit to secret level)
  • E4M3: Sever the Wicked
  • E4M4: Unruly Evil
  • E4M5: They Will Repent
  • E4M6: Against Thee Wickedly
  • E4M7: And Hell Followed
  • E4M8: Unto the Cruel
  • E4M9: Fear (Secret level)

From DoomWiki.org

DSDA-Doom
Standard Doom, Boom, MBF, MBF21
Codebase
Developer(s) Ryan Krafnick (Kraflab)
Initial release0.1.0 (2020-11-11, 11 months ago)
Latest release0.21.3 (2021-08-29, 2 months ago)
Development statusActive
Written in C, C++
Target PlatformCross-Platform
License GNU General Public License v2+
Website
Source Repository

(Git)

DSDA-Doom (also Doom Speed Demos Archive – Doom) is a source port based on the 2.6.x fork of PrBoom+ by Ryan Krafnick (Kraflab). It can currently be compiled in Windows, Mac OS X and Linux environments. The current version is 0.21.3. It has extra tooling for demo recording and playback, with a focus on speedrunning. It also implements several new standards for mod and map authors alike.

DSDA-Doom featuresedit

In addition to all PrBoom+um features, DSDA-Doom offers:

  • A unified executable, supporting both OpenGL and Software renderers
  • A rewind feature
  • UMAPINFO support
  • Heretic and Hexen support
  • Many new parameters useful for speedrunning
  • More accurate perception of spectres in both OpenGL and Software mode
  • QOL improvements
  • Support for several new mapping standards:
    • DEHEXTRA
    • MBF21
    • DSDHacked

Compatibility modesedit

DSDA-Doom supports various of compatibility settings to adjust its behavior, much like those initially implemented for MBF. In addition to individual settings for each difference in behavior, it allows the user to set compatibility levels to behave like earlier versions and modifications of the Doom engine. With the compatibility levels DSDA-Doom may provide almost flawless compatibility with regular demos, as well as those recorded with Boom engines.

To change compatibility levels, the tntcomp can be used ingame. The game can also be launched with the parameter, or with default_compatibility_level in the config file, followed by one of the following numbers:

LevelEmulated engine
1
2
3 & Doom95
4 (emulates exclusively the release with bugged teleports)
5 DOSDoom
6 TASDoom
7 Boom’s compatibility mode (emulates the inaccurate vanilla mode of Boom)
8Boom v2.01
9Boom v2.02
10 LxDoom v1.4.x
11 MBF
12–16PrBoom (old versions)
17Current PrBoom-plus
21 MBF21
  • If a custom wad has “BOOM compatible” in its description, use “9 – Boom v2.02”.
  • If a custom wad has “MBF compatible” in its description, use “11 – MBF”.
  • If a custom wad has “MBF21 compatible” in its description, use “21 – MBF21”.

Bugs[edit]

Inaccessible secretsedit

  • In MAP09: Nessus, there is a wall that can be walked through, and behind this wall is a ledge with a revenant on the other side of a drop. This ledge — which is above the corridor containing the four teleport pads — holds a megasphere on Ultra-Violence skill level and a supercharge on lower skill levels, as well as a BFG9000 behind a hidden doorway. The doorway is marked as a secret, but because that sector is too thin for the player to actually enter it, the secret is never registered as being found. (This bug also affects the PC version of the level, and causes the intermission screen to be stuck at 0% secrets.)
  • In MAP29: The Death Domain, a secret in the south-west corner of the map cannot be reached, as the texture which opens the entrance to this secret is missing.

All other secrets are fully accessible.

Level conversion errorsedit

Red key in MAP19: Deepest Reaches, used to open an optional arsenal room in PC version, is useless in this version, as that room was removed entirely.

Name[edit]

Before the expansion’s release and before the name The Ultimate Doom was chosen, the game was referred to as The Definitive Doom Special Edition. References to the original name can be found in the source code and in the DOS installer of the game, which features the shortened name DOOM: Special Edition on the titlebar and suggests DOOM_SE as the default installation directory.

In the 2015 Doom source data release, an early version of the Ultimate Doom executable is included in the DoomMapsSE folder of the doom-maps.zip file. When run, its startup displays the title “DOOM System Startup 1.9 Special Edition” in black characters on a cyan background, instead of “The Ultimate DOOM Startup v1.9” in dark gray on light gray background.

References[edit]

  1. Erick194 (14 June 2020). . Doomworld. Retrieved 16 July 2020.
Games in the Doom series
Classic Doom
Doom 3 Doom 3 • Doom 3: BFG Edition • Doom 3: VR Edition

Expansions: Doom 3: Resurrection of Evil • The Lost Mission

Related: id Tech 4

Doom (2016) Doom (2016) • Doom VFR • Doom Eternal

Related: Development of Doom (2016) • id Tech 6

Mobile games Doom RPG • Doom II RPG • Doom Resurrection • Mighty Doom
Canceled games Doom Absolution • Doom 4 1.0
Related: Commercial games • Expanded universe • List of books • List of commercial compilations
Williams Entertainment • Midway Games
Source code genealogy
Based on Name Base for
Doom for Sony PlayStation Final Doom for Sony PlayStation Closed source

Atlas

Main games
  • Doom, The Ultimate Doom
  • Doom II, Final Doom, Master Levels, No Rest for the Living
  • Doom 64, PSX Doom, Jaguar Doom, and others…
  • Doom 3, Resurrection of Evil, BFG Edition, The Lost Mission, Doom 3: VR Edition
  • Doom (2016), Doom VFR
  • Doom Eternal; The Ancient Gods, Part One; The Ancient Gods, Part Two
Related games
  • Heretic, Hexen, Deathkings of the Dark Citadel
  • Strife, Veteran Edition
  • Chex Quest, Chex Quest 2, Chex Quest 3
  • Hacx, Harmony, Urban Brawl
  • Freedoom, Blasphemer, Zauberer
  • Doom RPG, Doom II RPG, Doom Resurrection, Mighty Doom
  • All games…
  • id Software, Raven Software, Rogue Entertainment
  • Timeline
Community
  • Doomworld, Cacowards, Top 100
  • Editing tutorials
  • Fan-made Doom games
  • The idgames archive
  • People and Quotes
  • Speedmapping
  • Speedrunning
  • Texture packs
  • WADs and mods
  • Websites, Forums, IRC
Media
  • Artwork and Cover art
  • Music
  • Official merchandise
Gameplay
  • Automap
  • Bots
  • Cheat codes
  • Easter eggs
  • Environmental hazards
  • Items: powerups, weapons, bonuses, and more.
  • Levels: maps, walkthroughs, and speedruns.
  • Monsters
  • Multiplayer games
  • Player character
  • Player controls
  • Skill levels
  • Weapons and Ammo
Technical
  • Bugs and quirks
  • Command line arguments
  • Demos
  • Doom engine
  • Environment variables
  • Executable hacks
  • File formats
  • Lumps
  • Networking component
  • Release versions
  • Rendering engine
  • Source code
  • Source ports
  • Source modifications
  • WAD file format
All content
  • Alphanumerically
  • By category

Levels[edit]

Master Levels
Level 01: Attack
Level 02: Virgil
Level 03: Canyon
Level 04: Combine
Level 05: Catwalk
Level 06: Fistula
Level 07: Geryon
Level 08: Minos
Level 09: Nessus
Level 10: Paradox
Level 11: Subspace
Level 12: Subterra
Level 13: Vesperas
TNT: Evilution
Level 14: System Control
Level 15: Human Barbeque
Level 16: Wormhole
Level 17: Crater
Level 18: Nukage Processing
Level 19: Deepest Reaches
Level 20: Processing Area
Level 21: Lunar Mining Project
Level 22: Quarry
Level 23: Ballistyx
Level 24: Heck
The Plutonia Experiment
Level 25: Congo
Level 26: Aztec
Level 27: Ghost Town
Level 28: Baron’s Lair
Level 29: The Death Domain
Level 30: Onslaught

Engine[edit]

For the release, the programmers involved made some small tweaks to the source code as required for the new episode, adding the necessary text strings, a fourth-episode demo to the demo sequence, and modifying the boss death triggers to accommodate for new boss situations in the sixth and final levels. This last change had the side effect of making the modified executable that depended on the old trigger behavior. Additionally, the programmers also fixed a glitch existing in previous releases where lost souls would not bounce on the floor or ceiling as intended. This change caused some demos previously recorded on levels including these monsters to .

In other respects the engine performs like Doom version 1.9, and in fact is still marked and internally considered as “v1.9” regardless of the changes mentioned previously, which produce occasional incompatibilities. As such it can run the 1.9 versions of Doom and Doom II, although when doing so the additional fourth demo is still requested by the executable, resulting in the termination of the program immediately following the third demo of the looping demo sequence. Also, when running the non-Ultimate 1.9 version of Doom the executable still expects the M_EPI4 lump, so that the engine will crash when showing the “Which episode?” screen.

Overview[edit]

The game plays much faster than its predecessor, with quick exploration and invasion mechanics. It has been compared favorably to similar board games such as Star Wars: Imperial Assault by critics. Up to four players take on the roles of UAC marines in a fireteam and oppose a single invader player who controls the game’s monsters. A significant departure from the earlier game is the lack of ammunition; instead, players can attack based on the cards in their action deck.

It has especially been noted for the quality of its figures for the players and demons, which are large, detailed, and neutrally colored.

Game contentsedit


Demon and marine figures.

The following pieces are included:

  • Rules reference
  • Operation guide, containing two prebuilt operations consisting of six missions each
  • 37 figures (4 marines and 33 demons)
  • 6 dice (4 red and 2 black; all six-sided)
  • 8 demon cards
  • 36 event cards
  • 73 action cards
  • 12 invasion cards
  • 3 threat cards
  • 10 initiative cards (4 marine cards, 6 invader cards)
  • 4 marine cards
  • 6 objective cards
  • 24 class cards
  • 12 glory kill cards
  • 4 squad cards
  • 4 stun cards
  • 18 portal tokens
  • 7 stun tokens
  • 55 damage tokens (35x 1-damage, 20x 3-damage)
  • 9 health pack tokens
  • 6 teleporter tokens
  • 6 objective tokens
  • 21 frag tokens
  • 18 Argent power tokens
  • 23 weapon tokens (6 grenades)
  • 16 progress / threat tokens
  • 24 double-sided map tiles
  • 8 doors
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