I think just Oblivion Remastered, and a LOT! I wouldn't be playing it
if Justisaur didn't give me a link to the lockpicking cheat!!!!!
How annoying are they! They are everywhere in this game. Never ends!
On Wed, 06 Aug 2025 20:43:28 -0600, PW
<iamnotusingonewithAgent@notinuse.com> wrote:
I think just Oblivion Remastered, and a LOT! I wouldn't be playing itI admit, I did the same with my play through. I found a mod (I don't
if Justisaur didn't give me a link to the lockpicking cheat!!!!!
How annoying are they! They are everywhere in this game. Never ends!
know if it was the same one that Justisaur linked to) that let me open
locks automatically. It wasn't that I found the lockpicking mini-game
that hard (or, at least, not any more difficult than in the original),
but it got /really/ annoying having to do it over and over again. I
think the original conceit was, of course, that some chests would just
be beyond your ability to lock-pick until you leveled up, and that
you'd come back to them later on after you improved your skill, but I
knew that was never going to happen. So I used a mod instead.
It's not like the rewards were ever worth the effort and I got better
gear. You'd struggle with an extra-hard lock for ten minutes and get
three bones, six gold and a potion of minor healing.
While I can't remember exactly HOW, I do remember that this was one
area Skyrim improved on Oblivion; they made the lockpicking less
annoying (though whether this was by changing the mechanics, making
the lockpicking more rewarding, or just changing the frequency, I
don't really remember. Just that it was better in Skyrim).
- Final Doom:
Chocolatey Doom + Community Midi OST + Sound Blaster Audigy with 90s
E-MU soundfonts makes for pure bliss for your ears. The levels
difficulty is absurd, and yet it feels more fair than Thy Flesh Consumed
So is it a WAD for DOS Doom?
As H1M3M specified, they are playing it using Chocolate Doom, anActually, I'm using Crispy. As much as i try to embrace chocolate,
open-source port of the engine whose goal is to maximize compatibility
with the original game while still getting it to run on modern
hardware. It's been a while since I tried Chocolate, but as I recall
it avoided all modern amenities such as (modern) mouse-look, and
limited itself to all the original limitations of the 1994 game.
On Wed, 6 Aug 2025 19:30:03 -0000 (UTC), candycanearter07
<candycanearter07@candycanearter07.nomail.afraid> wrote:
- Final Doom:
Chocolatey Doom + Community Midi OST + Sound Blaster Audigy with 90s
E-MU soundfonts makes for pure bliss for your ears. The levels
difficulty is absurd, and yet it feels more fair than Thy Flesh Consumed
So is it a WAD for DOS Doom?
Yes, and no.
"Final Doom" was a commercially released product (as in, it had a box
and disks and everything!) released in 1996 as an expansion for Doom
II.
But essentially it's just two .WAD files ("TNT: Evilution" and "The
Plutionia Experiment") which added another 64 levels to the base game.
The core gameplay was exactly the same, and while there may have been
a few new textures, there were (IIRC, it's been 30 years) no new
weapons, monsters or power-ups. There was, though, a new soundtrack.
"Final Doom" was noticably harder than the original games. You'd often
face off against multiple cyber-demons, for instance. I also remember
a lot more platforming/navigating over narrow beams. It didn't have
the same jump-in-and-play accessibility of the first game (at least as
far as I was concerned), and was seemingly aimed at people who lived
and breathed "Doom" and thought "Ultraviolence" difficulty was too
easy.
As H1M3M specified, they are playing it using Chocolate Doom, an
open-source port of the engine whose goal is to maximize compatibility
with the original game while still getting it to run on modern
hardware. It's been a while since I tried Chocolate, but as I recall
it avoided all modern amenities such as (modern) mouse-look, and
limited itself to all the original limitations of the 1994 game. H1M3M
did upgrade the music using an improved soundtrack/sound-fonts.
ChocolateDoom is available here:
https://www.chocolate-doom.org/wiki/index.php/Chocolate_Doom
This seems to be the soundtrack update H1M3M used:
https://www.doomworld.com/forum/topic/119301
with the addition of the Audigy soundfonts, which you can pull from
the SoundBlaster Audigy driver CD, available here:
https://archive.org/details/cd-sb-audigy
The WAD files themselves are still proprietary, but if you get pretty
much any version of classic Doom as a digital download*, you'll get
the Plutonia/Evilution files included. Just pull them from Steam or
GOG and you can use them with Chocolate Doom.**
Me, I'll just stick with ZDoom, the Brutal mod, and the original 1993
game ;-)
--- --- --- ---
* including the "Doom + Doom II" remake on Steam; even though it uses
a completely different engine (KEX) it still uses the original .wad
files! https://www.gog.com/en/game/doom_doom_ii
** yaaarrrr, it's possible you may find the WAD files elsewhere on the Internet too, but I'm not providing any links for that option. But if
you _do_ go that route, remember you'll also need the Doom2.wad file
as well. ;-)
Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 21:34 this Wednesday (GMT):
On Wed, 6 Aug 2025 19:30:03 -0000 (UTC), candycanearter07 >><candycanearter07@candycanearter07.nomail.afraid> wrote:
- Final Doom:So is it a WAD for DOS Doom?
Chocolatey Doom + Community Midi OST + Sound Blaster Audigy with 90s
E-MU soundfonts makes for pure bliss for your ears. The levels
difficulty is absurd, and yet it feels more fair than Thy Flesh Consumed >>
Yes, and no.
"Final Doom" was a commercially released product (as in, it had a box
and disks and everything!) released in 1996 as an expansion for Doom
II.
But essentially it's just two .WAD files ("TNT: Evilution" and "The
Plutionia Experiment") which added another 64 levels to the base game.
The core gameplay was exactly the same, and while there may have been
a few new textures, there were (IIRC, it's been 30 years) no new
weapons, monsters or power-ups. There was, though, a new soundtrack.
did you say 64 levels??
candycanearter07 wrote:
It began as a community WAD, then ID Software licensed the work before- Final Doom:
Chocolatey Doom + Community Midi OST + Sound Blaster Audigy with 90s
E-MU soundfonts makes for pure bliss for your ears. The levels
difficulty is absurd, and yet it feels more fair than Thy Flesh Consumed
So is it a WAD for DOS Doom?
it was finished and it became an official retail episode, along with The Plutonia Experiment. The Community OST is an addon WAD that needs to be added on the command line when launching the game.
It's a WAD for any client, but I try to stick to as close to the DOS original as I can possibly tolerate. Other than the 2X rendering
resolution (still pretty pixelated, but not as hard on the eyes as the original 320x200) and not having to load a custom mouse driver to
disable the Y axis movement, it's nearly identical to the original, even keeping the 35fps limit (playing at 144fps gives me motion sickness).
H1M3M <wipnoah@gmail.com> wrote at 08:27 this Monday (GMT):
candycanearter07 wrote:
It began as a community WAD, then ID Software licensed the work before- Final Doom:So is it a WAD for DOS Doom?
Chocolatey Doom + Community Midi OST + Sound Blaster Audigy with 90s
E-MU soundfonts makes for pure bliss for your ears. The levels
difficulty is absurd, and yet it feels more fair than Thy Flesh Consumed >>>
it was finished and it became an official retail episode, along with The
Plutonia Experiment. The Community OST is an addon WAD that needs to be
added on the command line when launching the game.
It's a WAD for any client, but I try to stick to as close to the DOS
original as I can possibly tolerate. Other than the 2X rendering
resolution (still pretty pixelated, but not as hard on the eyes as the
original 320x200) and not having to load a custom mouse driver to
disable the Y axis movement, it's nearly identical to the original, even
keeping the 35fps limit (playing at 144fps gives me motion sickness).
Nice of idsoftware to license it.
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