Ludicrous WAD (DoomRetro primarily, but most ports/vanilla work)
Spinel last edited by Spinel
This is not a new release by far, but I thought why not post about it on a board after all. Every time someone mentions replacing hitscanners with projectile throwing monsters I have this knee jerk post reaction of mentioning this LUDICR~1.WAD in response.
(PS and if you loath moddb, this is on idgames as well)
So, the premise is simple: no more identical looking former humans, brownish imps and pink, erm, pinkies. Demons lowest ranks are now, well, more daemonic looking with Realm 667 asstets put to use to achieve this.
And ther's no more of endless pump gun shuffle in Doom 1.
And grunts now have slimeball projectile attack, same as imps, but with slightly faster missiles than original imps used to have.
And Doomguy wears gloves all the time... and kicks butt (courtesy of the Innocent Crew)
And there's a boss brain that doesn't break the fourth wall as much (unless one has been trained to hear backwards).
And Doom II secret levels reference pre-release Doom rather than Wolf3D.
And poor fellow Keen is not there anymore, but you can blast 3 Romero's heads at once instead.
And you can do this to the a nice tune by Bobby Prince to add insult to injury.
And... by that time I though I had enoigh of wacking at the annoyances of Doom and Doom II, so thus the WAD was done.
Personally I mostly used this with DoomRetro (for which this has string replacement godies built in, green blood where appropriate and such) and with Doom 1, but it also works with vanilla/DeHackEd, only one needs to pull DEH patch from the WAD and use deusf first. For some reason Choco gets confused with the WAD, so it needs deusf first as well (!) and also -dehlump.
Sounds are not changing, so you will still hear them coming. There are no new maps, nor new enemies.
joe-ilya last edited by
This makes no sense at all, you claim hitscanners are replaced with projectiles, yet that's not the case with the shotgunner and chaingunner replacements.
You claim there's no more identical looking former humans and brown imps, but now there's three sets of identical looking imps, with two of them being brown imps.
You claim there's no more pinkies, but the chaingunner replacements are pinkies with chainguns in their mouths.
The important shotgun pump animation is now replaced with a rifle that has no animation, yet still has the same reloading duration as the shotgun, making it harder to tell when it's ready to fire.
The kicking melee is cartoonish, there are better ones you can find in Realm 667 just like the new enemies.
The boss brain sprite replacement is unnecessary for preventing fourth-wall breaks, because you only see it when cheating.
Spinel last edited by
Hey, @joe-ilya . Thanks for trying it out and sharing your opinion. I get that you don't like it at all, so I imagine there's not much reason in explaining every bit, and also find that what you say sounds logical, especially when it comes to weapon changes made.
One thing I would like to say is that none of the sprites are my work and that I have been using Realm 667 lower tier monsters that I though could be easily altered to fit vanilla enemy slots and brought over from zscript/decorate without much alteration of the frames. 2 of those monsters are likely based on Imp "stencil", one on pinkie and of the other two one seems to be based on the other.