Another thing I’m not sure if you mentioned: Mod search bar. Too many mods/wads have been uploaded the past 3 days, and it would help to have a search bar.
Also it always dumps you back on the first page when you go back from looking at an individual mod, which is kind of an issue now that there are something like 41 pages of mods to scroll through (and on console- I'm playing the PS5 version- you have to use the shoulder buttons to go through them).
It's also difficult to find a proper working wad if you look for the more recent popular ones, some are directly uploaded without testing which break some levels. Also duplicates, it gets confusing.
There actually is a search functionality... on the Bethesda website. It's actually pretty good, allowing you not only to search for wads by name but also to filter based on what changes they bring. The only 2 issues with it are that mods only download when you restart doom and that it's not in the game.
I think this is huge for people who want to get going with custom Boom Wads, who aren't too computer savvy or only have a console. Accessibility for custom content like this is awesome to see.
@@CoffeeRampage Nah, those ports are incredibly easy to set up. But if you are someone like me who has a set-up exclusive for work/hobby related activities, this console release was well needed. I spent 10 bucks on the Switch eshop, and I think it was a great decision.
Unfortunately so many boom features are broken right now. Most of the big names: Eviternity, Going Down, etc. have gamestopping problems due to broken level features. It's a shame Dwars doesn't mention the nightdove doom bugs list thread on Doomworld that makes the star wars theme play in your head as so much text flies up your screen as you scroll through it.
I'm a PC player, but I'm loving this update for playing these wads on the big screen, relaxing on my couch, not to mention the co-op. and without freelook, it plays great on a controller imo. I'm a happy camper
Nice demonstrative video, just one timeline issue I have with it - Skyrim was *Doomified*, not the other way around. 15 years before Skyrim even released for the first time Doom was already officially ported to 10 if not more systems. The youngings should know the true order of events!
Yeah, if I'm not mistaken, an official port of Doom has released on every single console generation since 1993 - with the exception of the 6th generation. Even if the latest official port was only for one particular console. Every few years, there's always a new official port of Doom.
@@DeadPixel1105 like EnvyOmicron said there's an official port for Xbox but there's also the GameBoy Advance port which can technically be played on the GameCube using the GBA player. There's also unofficial ports for the Dreamcast and the PS2.
I also thought part of the reason people are frustrated with Skyrim's re-releases is that it's been so long but there's still no sign of a new mainline Elder Scrolls any time soon. Meanwhile, DOOM is hardly lacking for sequels, between IV/2016, Eternal and the upcoming Dark Ages. Admittedly my logic may not apply as well to the pre-DOOM 3 and post-DOOM 3 pre-DOOM IV years, but if someone told me "man they're turning DOOM into Skyrim/GTA V", I'd totally be like "my man there is literally an announced sequel in production right now with more footage than TESVI, and you got a whole new game just a couple years ago".
I like that this port now properly supports 4:3 resolutions so I can play it without issues on my old CRT monitor. Unity port lacked that feature and game was locked to 16:9 resolutions, making it... awkward.
Some of the user addons are (literally) unreal, it's very chaotic rn. It's also awesome they left an option to come back to the Unity port, it wasn't bad after the 2020 update, but it still had plenty of room for improvements that Bethesda didn't bother with after 2021
6:54 holy shit, someone uploaded my Lizard Squad mod onto this source port? First off, I'm flattered someone liked my mod enough to do that. Second, there's no way that mod's going to actually work on it since it was designed for the ZDoom/GZDoom source port.
@@Rex705Gaming I'm glad you enjoyed my mod. It still warms my heart seeing people who played it lol. I've pretty much moved away from the whole Lizard Squad stuff ages ago. I've pretty much focused on mapping these days. I am currently working on a 7-map Doom 2 episode that makes a direct reference to that Lizard Squad mod along with some subtle and not-so-subtle references to the Make A Good Mega Man 3 level I had made.
Well, Doom is the most ported game ever made. Think about it, it's on toilets, calculators, prego testers, and microwaves lol. It's been repacked so many times on numerous consoles since the 90s. Skyrim has nothing on Doom when it comes to porting. This re-release is the best bundle I have ever seen yet. It's much better than the last one that came out for Steam and console. One thing right off the bat that I liked, is the fact that internal resolution now scales like it should when you play at 4k. As before it only scaled at 640x480 no matter the res you play on. Which made the game look muddy and blurry. Low res on modern monitors just looks awful. So that is a nice touch, Now we can change the HUD too. So many more cool options.
I bought this version for a friend who hasn't played Doom and I know wouldn't bother to figure out co-op in Zandronum or anything like that. So now I can get one more person into the greatest game of all time. And we got a review on it from the greatest source port reviewer of all time!
Proper raw input for mouse and more choice in deathmatch are top priority imo. I'm glad someone found the cause for the backpack bug. There's many weird bugs in this port, but I've really enjoyed multiplayer thus far.
another about this update is that they changed the dos version, now it uses dosbox staging (an updated fan project of dosbox) instead of regular dosbox, and has a list which has all of the classic doom games from ultimate doom - final doom. And now you can now access the config menu through this list and a CRT option
I have hope that most of these issues will be fixed pretty soon if the prior Unity port was anything to go off of. id, Bethesda, or whoever is responsible has been doing a pretty good job at trying to maintain these two games, and I imagine it will only get even better now that Nightdive is involved, which surprisingly took them awhile despite doing work on Doom 64, Quake, and Quake II. I'll pessimistically give it another month or two for some of the worst aspects to already be patched. …Now I wonder if and when Nightdive is gonna get hired to work on Wolfenstein 3D? That game in particular could use a much better port by now since it's long overdue. I hope they can someday work on Quake III Arena and/or Quake Live too if all the deathmatch stuff is anything to go off of. Maybe we can somehow get those combined like they did here with the first two Doom games? Who knows. Turok Rage Wars could be cool too but Nightdive doesn't want to do it iirc, I guess it's too much work or something since they didn't even bother giving Turok 3 its own multiplayer. Wolfenstein, Doom, and Quake are much bigger names though, so I'm sure they'll keep doing more stuff for them. Also, minor complaint that barely means anything for most people, but having Doom + Doom II and Quake II with an id Vault and *not* the original Quake kinda feels weird now. I ca excuse Doom 64 since it was made by Midway so idk if they can find all of their remaining archives now that they're long gone, but I'm pretty sure Quake has a good amount of cut content to still go through too, especially since it was originally supposed to be a completely different game at one point. I hope they can update that game again someday to add that in, it doesn't need to be a big update overall, I just think having an id Vault for that would help make things more uniform.
The most annoying part about the mod aspect of this port is that you can’t (or at least I haven’t been able to find a way) to add your own WADs offline so you can just drag and drop. I get why this isn’t on the console, but it feels really weird that there isn’t any real support for it on PC. Plus you can only have ONE mod active. So no stackable mods which seems disappointing. Like it be nice to be able to download music mods and have them stack with texture or other kinds of mods. Have the PSX soundtrack going but with the N64 sprites or something. Overall it’s a decent port, and it’s nice that they gave it out for free to people, but at the same time, there’s ideas here that needed more fleshing out.
I think it's pretty good port. Finally got online MP for consoles. Shame Sigil 2 wasn't made "canon" like Sigil 1 was but that's probably a timing thing and it's in the mod browser anyways. Overall I'm kinda a Nightdive fanboy at this rate. Love to see Quake 3 and 4 get the treatment next and Wolfenstein 3D, if only just so I can comfy couch play those games on my Xbox.
yes but the diffrence to the skyrimification is: you get the update for free. and also the wad's so you can play it in every source port you want. the online mode is also very awesome!
Not giving any time to Rum & Raisins Doom is perfectly valid, given it's not meant to be used for regular play currently. The projects' Github page says as much, no builds are provided and it should currently be treated as an academic project, because besides the significantly improved software renderer, it's just Chocolate Doom. I'm not downplaying how much work has been put into it, that's just what it is.
The keyboard movement felt funky at first, like Doomguy was running through butter, so I turned off acceleration. That didn't seem to do anything until I rebooted. I use the E key for the use action, but, when I bound it, the UI said I bound it to Numlock. And then pressing Q, W, or E (maybe some others) would constantly press use in the background. If I just walked up to a door, it would open automatically. I honestly thought this was an accessibility thing, and frantically looked for an option that didn't exist. It took awhile before I noticed that if I ran up to a wall and just held W to slide along the wall, Doomguy was humping. When I unbound E (aka Numlock) that bug went away. The whole thing crashed on me once while playing and twice while trying to quit. It's a real mess right now. I'm surprised how many people are happy with it. I'm glad I got Legacy of Rust working just fine in MBF21 mode on dsda-doom. But, aside from some wow moments, I really don't care for it. It has the aesthetics of the beta and the difficulty of Sigil 2, both things I don't care for. Pretty disappointed with this port overall. And that really surprised me after how well Nightdive did with DOOM 64 and Quake. Both were excellent, and the new levels in Quake were awesome. It makes this release all the more disappointing.
Another strange bug is with the co-op stuff added: no matter what, if you load a state with this enabled the difficulty will switch to Nightmare, always. Apart from that, if they fixed these issues then this would become the best official sourceport ever
I think with the amount of additions and changes, it was bound to have issues -- especially since it's the doom community and they all have different tastes. I bet they'll make updates to it like they did with the unity port.
The slippery movement and the delayed input for next/previous weapon kinda kills it for me. A shame because the performance is so clean in this port, but the gameplay is too clunky for me after sticking with GZDoom for so long. Still, a good and accessible option for newcomers.
@@comments473They should've copied the weapon swapping from PSX or PsyDoom: Where it's as fast as PC, but the HUD keypad numbers light up accordingly so you know what you're changing to.
Came here to see if you’d mention anything about the mouse movement, I couldn’t bring myself to play it because of that but I’ll try tweaking the settings some more
The weaponbob and FOV options amidst all the other modern accessibility options combined with the easy co-op connections means that I can finally play DOOM with my best friend after a decade of trying to get 'em set up with a proper source port. So at the very least, I'll give this port that. It's extremely accessible to the general population.
As with other Nightdive releases, I dunno why but the Vulkan renderer is kinda borked. Input lag is immediately noticeable. Using D3D11, fullscreen (not borderless) and of course v-sync off is a workaround, and with these settings I'm happy to say it's a really good port. Probably my favorite way to play vanilla Doom now.
So....what are we officially calling this new port? DooM + DooM II or does it have a shortened name now? Just picked this up yesterday with my first Scythe II video
Don't know if it's happens in the other wads, but in Legacy of Rust, when saving and loading: - The midi restart. - monsters that were alerted to you, but didn't have clear sight of you when you saved, would go back to sleep.
Not being able to run brutal doom in this hurts my soul, I havent played vanilla doom in 10 years but the new features are nice enough for this to be worth playing every now and then
Did they fix that issue of the game letting you save while you're dead from the Unity port? Also, I own a real SC-55, an option to throw MIDI data straight to whatever device available in your system would be ideal (like a Roland UM-ONE USB to MIDI adapter), those recordings of the SC-55 that don't loop really piss me off. For some reason, official ports always end up always being a bit rough on the edges when it comes to the more minute details that feels like unofficial ports have worked out years ago. I recently found a port called Nugget Doom which seems to be a far better fit for me than this new port, honestly. Also, you not being able to run Brutal Doom on this is honestly a fantastic thing.
Must say that like the quake ports it has official mouse and keyboard support on consoles. The unity port on consoles for some reason has keyboard only support. You can’t have the “classic” control scheme
Welp, I have finally made it into a dwars video (I uploaded KDIKDIZD to the mod menu, 1st result on page 8 in the video, had to learn umapinfo to make it work). I will absolutely take it down once the original creator makes an official upload because they deserve the recognition. Heck, I even added the official release's URL because I know the mod's not mine.
Can I ask how you got around KDIKDIZD being two seperate wad files? I've not been able to figure out yet how to run mods with more than one wad file, and I'm not sure .deh files work either?
@@Edditaur As for outside of this port, I made a batch file that links to the source port executable, set the iwad through -iwad and added -file %* to the end. All you need to do is ctrl+click on the wads and drag them to the batch file. Now if it's gzdoom, you just need to do the ctrl+click and drag
I own Quake enhanced and it definitely doesn't have this many mods also they don't call mods they call them add-ons. The amount of add-ons on Quake enhanced reminds me of the custom levels that were included in the Nintendo 3DS port of VVVVVV. It's a curated list versus just having access to everything.
There are soooo many games of Doom Ports that I don't even know where to begin. But I do thank you so much for pointing out for Mouse Sensitivity & Smoothing that I am doing very well at this game right now. 🙂Looks like 2024 for Doom franchise is looking even brighter than before! ☀ Anywho, welcome back once again Dwars! 😄👋🐇
I don't really like how text on the intermission screen just appears and disappears. In original Doom, melting effect worked on text too, so that looks bad in this port. Like they seriously couldn't do something in 2024 that was done in 1993?
One bug is that there isn't an easy "in engine" way I've yet seen to bind controls to play with keyboard only or to use a controller setup more like the PS1 / N64 versions that just uses face buttons instead of a second thumb stick. I'm sure it's fine on console, but it's a big issue on PC. It assumes you're gonna use mouse & keyboard, but I found the mouse really weird and floaty even turned down to 36%. I have a layout for laptops where I can circle strafe and still play pretty well on keyboard only, but that's not an option on this port yet.
I think the midi being quiet may have somethinf to do with your sound mixing settings. Assuming its an actual midi player, midi sound (googles...) ....*used* to be? its own sound setting in windows sound mixer. Maybe it still is and its set very low?
The bug where you load a save and the enemies will still be alerted but just will NOT come after you at all (until you start shooting them) is annoying. Hope they fix it.
7:49 on that note, loops are messed up *just like that* in crispy doom if you choose to use a sf2 file for your music. seems like they might use soundfonts too, or at least some code from crispy. weird
My one and only complaint was finding out that all achievements could easily be popped by using cheats. It made me feel like my work the past few days was for nothing, but I'm overall very happy with this and Legacy of Rust. Also, you can just select the last levels and cheese the completion achievements...
If you still want PrBoom+, get DSDA as it's recommended by literally everyone since it's a fork of it, but it's much more updated and it even have Heretic and Hexen support
One of my main gripes with this release one of one which wasn’t an update to the unity version and I’m not sure if I’m able to get my saves from those versions to this one and I’m on Xbox btw so let me know if that’s an option
Im not sure if its a bug, but the Status Face actually has an update delay. Whenever you pickup enough health to change it, the Status Face actually takes like a full second to update to the current status.
"modern coop" mode is really good and has been a great way to play coop with friends less familiar with doom what happens is when a player dies, they are "waiting to respawn" and they can respawn when living players are out of combat for a while - if all players die, the level restarts - not too punishing and not as baby-easy as having infinite lives weapons and keys remain for everyone to pick up but other items are one-off and you all need to figure out who needs what having an awesome time doing some 2P coop
I find myself annoyed at modern coop, I didn’t know what it did at first but once I did I immediately disabled it because it was very unintuitive and frustrating. Can’t the options have a little box explaining what they do? Also I wish it worked by having a revive mechanic instead of being out of combat for a while.
@@plankera I get the idea behind it. Infinitely instantly respawning kind of breaks the game. it also makes dying a punishment, you lose all of your stuff. And can be a little annoying to sit and wait, especially since you have to just look at your corpse. I don't think their is a way to watch the active players. Modern is a nice option but not for everyone. And yeah, a revive system would be cool, but would be a lot more game changing than just delayed spawns.
so far the only issue i’ve had is that net play for me seems to have some of the worst input lag I have ever seen from a video game. this seems to be an issue with the engine itself because the kex ports of quake 1 and 2 seem to have the same issue.
It might be the ping being too high, I have like either 90 or 100+ ping in both Q1 and Q2 remasters and in Q1 it's very noticeable, because it uses the NetQuake netcode instead of QuakeWorld one and Q2 is kinda better on high ping because Carmack could do only so much to make 100+ ping feel somewhat tolerable
My only complaint is that a mod needs to be preset to a specific version of the base game You want to play plutonia with smooth doom? well you’re out of luck until someone uploads a version of smooth doom that is set to work with plutonia It’s annoying and it clutters the mod browser even more then it is with all the repeated mods Just let us select which version of doom we want to play a mod with after you select a mod, it can’t be that hard of a fix
you have a standard console where you can bind keys, but there doesn’t seem to be any “left” or “right” commands. only “strafeleft” and “straferight” i’m guessing they didn’t know keyboard looking existed or forgot about it
Playing this port right now for achievements, and I think it's great! The movement doesn't feel "floatier" like it did in the original unity port, and that was way too much for me. Only the mouse was a bit of a problem for me, but I could get used to it. Pretty neat port afterall. Also, there is a bug with the IDKFA soundtrack on ep. 3 of doom one. For some reason, E3M9 does not play "Hiding The Secrets" properly, it plays the original midi version. I don't know why that happens, but it is a similar thing that happens on ROTT: LE when using Hulshut's renditions of the OST.
Uh, I can't keep up with all those Doom versions. Can anyone help me? Is this the ultimate pack to get, if I just want to play Doom 1 & 2 in it's original form (with minor improvements like the framerate, widescreen support etc.)? And if I already own Ultimate Doom on GoG, I just have to wait a bit, download it again, and it will be THIS final best of the best version? So, no more Chocolate Doom, x86 emulators, virtual machines with DOS 6.22, DOSbox forks, community patches, sourcing WADs from all over the place, comparing the pros and cons of all those different versions, etc etc? I can just get this, have the ultimate best version, and forget about it until I die?
One thing I miss is being able to change the view screen size on the fly using - and =, instead of having to go into the options menu to do it. One weirdness I encountered - raising the resolution from 1080p to 4k skyrocketed the CPU usage on my puny i7-920. That doesn't usually happen. Is KEX engine so strongly CPU-bound?
I hadn't played Doom in a while and the day after I thought about it, this unexpected update came out. Without thinking I started playing.. PS: John Romero's Sigil became official and the new wad has a wider titlepic and a cool M_Doom
At first when I saw the bug with the ouchface occuring a lot after picking up a supercharge/megasphere, I initially thought that nightdive patched in the ouchface behavior from the press release beta, to where if you walk on damaging floor, doom guy makes the ouchface.
I miss a decent CRT shader but just added reshade for this. pretty great port tbh. Love that theyre reviving everything. Still hope for a new Quake 1 tho
Dwars is cursed to review sauce pots for eternity.
Petition for dwars to review sauce pots for april fools?
Petition to skyrimify Dwars
Crock pots better
i demand nobody but dwars be the designated sauce pot guy
hmm, needs more garlic
Nothing beats the original music, but having an official way to play with the IDKFA remixes and idiotproof multiplayer is a W.
I Agree 👍
Is a what?
@@Ellzyboy W for Win buddy
@@adriaticvenetians zoomers.....
>idiotproof
Me standing in the exit door or on the edge of E1M8 elevator strongly disagrees
Another thing I’m not sure if you mentioned: Mod search bar. Too many mods/wads have been uploaded the past 3 days, and it would help to have a search bar.
That would be very useful!
Also it always dumps you back on the first page when you go back from looking at an individual mod, which is kind of an issue now that there are something like 41 pages of mods to scroll through (and on console- I'm playing the PS5 version- you have to use the shoulder buttons to go through them).
It's also difficult to find a proper working wad if you look for the more recent popular ones, some are directly uploaded without testing which break some levels. Also duplicates, it gets confusing.
@@esmerylan honestly hated it, i really hope that would be fix but I doubt this would get updated often
There actually is a search functionality... on the Bethesda website. It's actually pretty good, allowing you not only to search for wads by name but also to filter based on what changes they bring. The only 2 issues with it are that mods only download when you restart doom and that it's not in the game.
I think this is huge for people who want to get going with custom Boom Wads, who aren't too computer savvy or only have a console. Accessibility for custom content like this is awesome to see.
@@CoffeeRampage Nah, those ports are incredibly easy to set up. But if you are someone like me who has a set-up exclusive for work/hobby related activities, this console release was well needed. I spent 10 bucks on the Switch eshop, and I think it was a great decision.
Unfortunately so many boom features are broken right now. Most of the big names: Eviternity, Going Down, etc. have gamestopping problems due to broken level features. It's a shame Dwars doesn't mention the nightdove doom bugs list thread on Doomworld that makes the star wars theme play in your head as so much text flies up your screen as you scroll through it.
I'm a PC player, but I'm loving this update for playing these wads on the big screen, relaxing on my couch, not to mention the co-op. and without freelook, it plays great on a controller imo. I'm a happy camper
Nice demonstrative video, just one timeline issue I have with it - Skyrim was *Doomified*, not the other way around. 15 years before Skyrim even released for the first time Doom was already officially ported to 10 if not more systems. The youngings should know the true order of events!
Yeah, if I'm not mistaken, an official port of Doom has released on every single console generation since 1993 - with the exception of the 6th generation. Even if the latest official port was only for one particular console. Every few years, there's always a new official port of Doom.
@@DeadPixel1105 Doom was on the original Xbox, bundled with Doom 3. So the 6th gen is *not* an exception.
@@DeadPixel1105 like EnvyOmicron said there's an official port for Xbox but there's also the GameBoy Advance port which can technically be played on the GameCube using the GBA player. There's also unofficial ports for the Dreamcast and the PS2.
I also thought part of the reason people are frustrated with Skyrim's re-releases is that it's been so long but there's still no sign of a new mainline Elder Scrolls any time soon.
Meanwhile, DOOM is hardly lacking for sequels, between IV/2016, Eternal and the upcoming Dark Ages.
Admittedly my logic may not apply as well to the pre-DOOM 3 and post-DOOM 3 pre-DOOM IV years, but if someone told me "man they're turning DOOM into Skyrim/GTA V", I'd totally be like "my man there is literally an announced sequel in production right now with more footage than TESVI, and you got a whole new game just a couple years ago".
@@DeadPixel1105 no (official) port of doom to the Wii IIRC, so 7th gen is a dud as well
I like that this port now properly supports 4:3 resolutions so I can play it without issues on my old CRT monitor. Unity port lacked that feature and game was locked to 16:9 resolutions, making it... awkward.
I assume that just like Quake there's an option to turn on a CRT filter so I wonder what that looks like on a CRT? CRT inception lol
Some of the user addons are (literally) unreal, it's very chaotic rn. It's also awesome they left an option to come back to the Unity port, it wasn't bad after the 2020 update, but it still had plenty of room for improvements that Bethesda didn't bother with after 2021
they couldn't really make fixes after 2021, since nerve software shut down that year
@@donowa5637 damn... that sucks
I guess they really did want to bring us back in the 90s, gadaym
dwars must be begging for mercy when another popular doom sourceport appears
The Skyrimification of Dwars
6:54 holy shit, someone uploaded my Lizard Squad mod onto this source port? First off, I'm flattered someone liked my mod enough to do that. Second, there's no way that mod's going to actually work on it since it was designed for the ZDoom/GZDoom source port.
Time to update it
Get back in the fight soldier.
I loved your Lizard mod and did a few videos with it. I always wished you continued work on it and did more.
@@Rex705Gaming I'm glad you enjoyed my mod. It still warms my heart seeing people who played it lol. I've pretty much moved away from the whole Lizard Squad stuff ages ago. I've pretty much focused on mapping these days. I am currently working on a 7-map Doom 2 episode that makes a direct reference to that Lizard Squad mod along with some subtle and not-so-subtle references to the Make A Good Mega Man 3 level I had made.
It was the Doomification of Skyrim.
"The skyrimization of Doom" sounds...terrifying.
There's already official Doom on a lawnmower (for a limited time), it's happening right now!
the previous "official" rereleases of doom always kind of... sucked, this one looks genuinely looks good though
Brutal doom is the perfect example of that because it's a feature creep
Well, Doom is the most ported game ever made. Think about it, it's on toilets, calculators, prego testers, and microwaves lol. It's been repacked so many times on numerous consoles since the 90s. Skyrim has nothing on Doom when it comes to porting. This re-release is the best bundle I have ever seen yet. It's much better than the last one that came out for Steam and console. One thing right off the bat that I liked, is the fact that internal resolution now scales like it should when you play at 4k. As before it only scaled at 640x480 no matter the res you play on. Which made the game look muddy and blurry. Low res on modern monitors just looks awful. So that is a nice touch, Now we can change the HUD too. So many more cool options.
At least Doom can run decently on any computer. Skyrim? Not so much. x3
I bought this version for a friend who hasn't played Doom and I know wouldn't bother to figure out co-op in Zandronum or anything like that. So now I can get one more person into the greatest game of all time.
And we got a review on it from the greatest source port reviewer of all time!
How was the coop with your friend? Any issues with it? I'm interested in it for the same reason.
@@MattKimura It's worth it I played with my bros 10/10 great way to spend a Friday night I highly recommend some pizza to go with it
I'm so glad an official doom port finally has ultrawide support, also Andrew Hulshult's remixes are awesome.
Proper raw input for mouse and more choice in deathmatch are top priority imo. I'm glad someone found the cause for the backpack bug. There's many weird bugs in this port, but I've really enjoyed multiplayer thus far.
The green cross incident persists... The curse is still alive... 😔
Some say the spirit of the late painbow is still dashing
another about this update is that they changed the dos version, now it uses dosbox staging (an updated fan project of dosbox) instead of regular dosbox, and has a list which has all of the classic doom games from ultimate doom - final doom. And now you can now access the config menu through this list and a CRT option
I have hope that most of these issues will be fixed pretty soon if the prior Unity port was anything to go off of. id, Bethesda, or whoever is responsible has been doing a pretty good job at trying to maintain these two games, and I imagine it will only get even better now that Nightdive is involved, which surprisingly took them awhile despite doing work on Doom 64, Quake, and Quake II. I'll pessimistically give it another month or two for some of the worst aspects to already be patched.
…Now I wonder if and when Nightdive is gonna get hired to work on Wolfenstein 3D? That game in particular could use a much better port by now since it's long overdue. I hope they can someday work on Quake III Arena and/or Quake Live too if all the deathmatch stuff is anything to go off of. Maybe we can somehow get those combined like they did here with the first two Doom games? Who knows. Turok Rage Wars could be cool too but Nightdive doesn't want to do it iirc, I guess it's too much work or something since they didn't even bother giving Turok 3 its own multiplayer. Wolfenstein, Doom, and Quake are much bigger names though, so I'm sure they'll keep doing more stuff for them.
Also, minor complaint that barely means anything for most people, but having Doom + Doom II and Quake II with an id Vault and *not* the original Quake kinda feels weird now. I ca excuse Doom 64 since it was made by Midway so idk if they can find all of their remaining archives now that they're long gone, but I'm pretty sure Quake has a good amount of cut content to still go through too, especially since it was originally supposed to be a completely different game at one point. I hope they can update that game again someday to add that in, it doesn't need to be a big update overall, I just think having an id Vault for that would help make things more uniform.
I own the Wolfenstein on the 360 and when I bought it on PC (GOG) I was surprised that you can't strafe while looking around.
The most annoying part about the mod aspect of this port is that you can’t (or at least I haven’t been able to find a way) to add your own WADs offline so you can just drag and drop. I get why this isn’t on the console, but it feels really weird that there isn’t any real support for it on PC. Plus you can only have ONE mod active. So no stackable mods which seems disappointing.
Like it be nice to be able to download music mods and have them stack with texture or other kinds of mods. Have the PSX soundtrack going but with the N64 sprites or something. Overall it’s a decent port, and it’s nice that they gave it out for free to people, but at the same time, there’s ideas here that needed more fleshing out.
Turning vysnc off also fixed the floaty mouse feel for me
The only videogame that matters.
I think it's pretty good port. Finally got online MP for consoles. Shame Sigil 2 wasn't made "canon" like Sigil 1 was but that's probably a timing thing and it's in the mod browser anyways. Overall I'm kinda a Nightdive fanboy at this rate. Love to see Quake 3 and 4 get the treatment next and Wolfenstein 3D, if only just so I can comfy couch play those games on my Xbox.
Nightdive always knocks it out of the park, glad to see them finally loop around to DOOM after all the other shooter love they've given.
fingers crossed they just add it in there in an update, it's literally sitting in the featured mods.
DecceD is such an awesome youtuber, thank you for the recommendation Dwars!
One thing i would love support for officially, is rooms above rooms. That would really be a game changer for map making.
It's always the beaks, huh. Awesome video, thanks for the summary! (lol 1:39 )
This port is now my preferred way of playing DOOM on Windows. I'm glad they updated the game and even made new episodes/maps and online play.
yes but the diffrence to the skyrimification is: you get the update for free. and also the wad's so you can play it in every source port you want. the online mode is also very awesome!
I swear, every QuakeCon it's a full on buffet dinner for like 10$ I spent on Doom and Quake games on discounts years ago
Not giving any time to Rum & Raisins Doom is perfectly valid, given it's not meant to be used for regular play currently. The projects' Github page says as much, no builds are provided and it should currently be treated as an academic project, because besides the significantly improved software renderer, it's just Chocolate Doom. I'm not downplaying how much work has been put into it, that's just what it is.
The keyboard movement felt funky at first, like Doomguy was running through butter, so I turned off acceleration. That didn't seem to do anything until I rebooted.
I use the E key for the use action, but, when I bound it, the UI said I bound it to Numlock. And then pressing Q, W, or E (maybe some others) would constantly press use in the background. If I just walked up to a door, it would open automatically. I honestly thought this was an accessibility thing, and frantically looked for an option that didn't exist. It took awhile before I noticed that if I ran up to a wall and just held W to slide along the wall, Doomguy was humping. When I unbound E (aka Numlock) that bug went away.
The whole thing crashed on me once while playing and twice while trying to quit. It's a real mess right now. I'm surprised how many people are happy with it.
I'm glad I got Legacy of Rust working just fine in MBF21 mode on dsda-doom. But, aside from some wow moments, I really don't care for it. It has the aesthetics of the beta and the difficulty of Sigil 2, both things I don't care for. Pretty disappointed with this port overall. And that really surprised me after how well Nightdive did with DOOM 64 and Quake. Both were excellent, and the new levels in Quake were awesome. It makes this release all the more disappointing.
Don’t know if what you hit was patched, but I bound E to use last night and it worked perfectly
While the port has some problems, I'm very happy that Multiplayer finally works now. I've done nothing but playing Deathmatch for three days.
Been refreshing your channel waiting for a new video since they rereleased it
Didn't expect mbf21 support, that's awesome for console players
The fact that this has online multiplayer already makes it an instant winner in my book
Another strange bug is with the co-op stuff added: no matter what, if you load a state with this enabled the difficulty will switch to Nightmare, always.
Apart from that, if they fixed these issues then this would become the best official sourceport ever
Whenever I hear the term source port my brain immediately thinks oh hey it's a game that's been ported to the half-life 2 game engine lol.
The port is so close to being the definitive version for me. yet also so far...
I think with the amount of additions and changes, it was bound to have issues -- especially since it's the doom community and they all have different tastes. I bet they'll make updates to it like they did with the unity port.
@@SeanSMSTI do have decently high hopes for that given the quality and support for ID remasters as of late but you never know.
It's an improvement over the unity port, but I still prefer Crispy Doom.
The slippery movement and the delayed input for next/previous weapon kinda kills it for me. A shame because the performance is so clean in this port, but the gameplay is too clunky for me after sticking with GZDoom for so long.
Still, a good and accessible option for newcomers.
@@comments473They should've copied the weapon swapping from PSX or PsyDoom: Where it's as fast as PC, but the HUD keypad numbers light up accordingly so you know what you're changing to.
Came here to see if you’d mention anything about the mouse movement, I couldn’t bring myself to play it because of that but I’ll try tweaking the settings some more
Good to hear from you again Dwars.
The weaponbob and FOV options amidst all the other modern accessibility options combined with the easy co-op connections means that I can finally play DOOM with my best friend after a decade of trying to get 'em set up with a proper source port. So at the very least, I'll give this port that. It's extremely accessible to the general population.
This port made it easier to plug and play with friends and casual players.
@6:29 The skybox is also a bit funky in vanilla Doom, but not as obvious as in this port.
I was happy to see this and glad they added achievements as well.
Yes, you can copy/paste over the IWAD in the folder to make the +'s red again.
And you still gotta review the SNES Doom remaster when that comes out
As with other Nightdive releases, I dunno why but the Vulkan renderer is kinda borked. Input lag is immediately noticeable. Using D3D11, fullscreen (not borderless) and of course v-sync off is a workaround, and with these settings I'm happy to say it's a really good port. Probably my favorite way to play vanilla Doom now.
It makes them look rather incompetent, which is just weird considering how good the rest of this release is.
this is genuinely an actual good source port
I've only played a little of this and it's extremely good from what I've played.
So....what are we officially calling this new port? DooM + DooM II or does it have a shortened name now? Just picked this up yesterday with my first Scythe II video
Don't know if it's happens in the other wads, but in Legacy of Rust, when saving and loading:
- The midi restart.
- monsters that were alerted to you, but didn't have clear sight of you when you saved, would go back to sleep.
4:43 - can it be that Dwars finally developed a sense of humour?
Not being able to run brutal doom in this hurts my soul, I havent played vanilla doom in 10 years but the new features are nice enough for this to be worth playing every now and then
One thing I don't like about brutal doom is how difficult it makes the games. Same goes for project brutality.
@@MattKimuraIt’s call “Brutal” Doom for a reason.
Did they fix that issue of the game letting you save while you're dead from the Unity port? Also, I own a real SC-55, an option to throw MIDI data straight to whatever device available in your system would be ideal (like a Roland UM-ONE USB to MIDI adapter), those recordings of the SC-55 that don't loop really piss me off. For some reason, official ports always end up always being a bit rough on the edges when it comes to the more minute details that feels like unofficial ports have worked out years ago. I recently found a port called Nugget Doom which seems to be a far better fit for me than this new port, honestly. Also, you not being able to run Brutal Doom on this is honestly a fantastic thing.
Somehow I've only now just heard of this, nice to know the multiplayer for this has been modernized
Thanks Doom bnnuy
Must say that like the quake ports it has official mouse and keyboard support on consoles. The unity port on consoles for some reason has keyboard only support. You can’t have the “classic” control scheme
achievements being ez to get with cheats is a blunder on this port. Oh well, makes it simpler for achievement hunters like me :)
Reminds of that Terminal Velocity remaster that allowed to get some achievements by just watching demos in the main menu lol
what is the point of achievement hunting if you're going to cheat? that makes no sense.
@@ManDudeMcHumanGuy ¯\_(ツ)_/¯ ez dub
Then what exactly are you achieving?
Fun fact Xaser and Gooberman worked on this source port.
I'm SOOOO happy that you can now turn off the silly bar HUD at the bottom. I've always wanted to do that to see more of the guns!
Welp, I have finally made it into a dwars video (I uploaded KDIKDIZD to the mod menu, 1st result on page 8 in the video, had to learn umapinfo to make it work). I will absolutely take it down once the original creator makes an official upload because they deserve the recognition. Heck, I even added the official release's URL because I know the mod's not mine.
Can I ask how you got around KDIKDIZD being two seperate wad files? I've not been able to figure out yet how to run mods with more than one wad file, and I'm not sure .deh files work either?
@@Edditaur i just used slade and just...moved the contents of both files into one file. Works perfectly to my knowledge
@@Edditaur As for outside of this port, I made a batch file that links to the source port executable, set the iwad through -iwad and added -file %* to the end. All you need to do is ctrl+click on the wads and drag them to the batch file. Now if it's gzdoom, you just need to do the ctrl+click and drag
I own Quake enhanced and it definitely doesn't have this many mods also they don't call mods they call them add-ons.
The amount of add-ons on Quake enhanced reminds me of the custom levels that were included in the Nintendo 3DS port of VVVVVV. It's a curated list versus just having access to everything.
The bluetooth headset audio is awfull after update😢, hope they fix
There are soooo many games of Doom Ports that I don't even know where to begin. But I do thank you so much for pointing out for Mouse Sensitivity & Smoothing that I am doing very well at this game right now. 🙂Looks like 2024 for Doom franchise is looking even brighter than before! ☀
Anywho, welcome back once again Dwars! 😄👋🐇
4:50 That fart version of At Doom's Gate kills me every single time I hear it. Never gets old 😂
for those wanting a 35fps cap, disable vsync and set cl_engineFPS 35 on the console.
all I need is vertical aim
N o
This is so good!!! The multi-player is amazing way to spend a Friday night with friends. Just make sure to grab yourself a good pizza to go with it
I don't really like how text on the intermission screen just appears and disappears. In original Doom, melting effect worked on text too, so that looks bad in this port. Like they seriously couldn't do something in 2024 that was done in 1993?
One bug is that there isn't an easy "in engine" way I've yet seen to bind controls to play with keyboard only or to use a controller setup more like the PS1 / N64 versions that just uses face buttons instead of a second thumb stick. I'm sure it's fine on console, but it's a big issue on PC. It assumes you're gonna use mouse & keyboard, but I found the mouse really weird and floaty even turned down to 36%. I have a layout for laptops where I can circle strafe and still play pretty well on keyboard only, but that's not an option on this port yet.
I think the midi being quiet may have somethinf to do with your sound mixing settings. Assuming its an actual midi player, midi sound (googles...) ....*used* to be? its own sound setting in windows sound mixer. Maybe it still is and its set very low?
The bug where you load a save and the enemies will still be alerted but just will NOT come after you at all (until you start shooting them) is annoying. Hope they fix it.
Better than I thought it would be
7:49 on that note, loops are messed up *just like that* in crispy doom if you choose to use a sf2 file for your music. seems like they might use soundfonts too, or at least some code from crispy. weird
This is weird considering that same sourceport backported(?) some features from its best fork, SoDoom (Widescreen for example).
My one and only complaint was finding out that all achievements could easily be popped by using cheats. It made me feel like my work the past few days was for nothing, but I'm overall very happy with this and Legacy of Rust. Also, you can just select the last levels and cheese the completion achievements...
I love this port but damn, I really hate having to redownload mods all over again bc this port breaks when you have too many on console 🤬
Also, is the player faster in this new port or I'm just imagining things? Like, is SR50 always on or something? Did anyone else felt that?
I didn't notice it myself, but I did see a few other people on the Doomworld forums saying they feel like Doomguy moves slightly faster in this port.
"You can get the mouse movement working like any other port with relative ease." Makes crushing demons such a breeze.
Finally, An Official Source Port I Recommend! This Is Also The Successor PRBoom+ Needed Since Being Discontinued.
If you still want PrBoom+, get DSDA as it's recommended by literally everyone since it's a fork of it, but it's much more updated and it even have Heretic and Hexen support
One of my main gripes with this release one of one which wasn’t an update to the unity version and I’m not sure if I’m able to get my saves from those versions to this one and I’m on Xbox btw so let me know if that’s an option
Very nice vid dude, subbed
Im not sure if its a bug, but the Status Face actually has an update delay. Whenever you pickup enough health to change it, the Status Face actually takes like a full second to update to the current status.
"modern coop" mode is really good and has been a great way to play coop with friends less familiar with doom
what happens is when a player dies, they are "waiting to respawn" and they can respawn when living players are out of combat for a while - if all players die, the level restarts - not too punishing and not as baby-easy as having infinite lives
weapons and keys remain for everyone to pick up but other items are one-off and you all need to figure out who needs what
having an awesome time doing some 2P coop
Is there any way to play coop without the multiplayer weapons? I've always hated have the extra weapons during coop.
@@ManDudeMcHumanGuy I think there'd a tickbox for "multiplayer items" when making the game?
I find myself annoyed at modern coop, I didn’t know what it did at first but once I did I immediately disabled it because it was very unintuitive and frustrating. Can’t the options have a little box explaining what they do? Also I wish it worked by having a revive mechanic instead of being out of combat for a while.
@@plankera I get the idea behind it. Infinitely instantly respawning kind of breaks the game. it also makes dying a punishment, you lose all of your stuff. And can be a little annoying to sit and wait, especially since you have to just look at your corpse. I don't think their is a way to watch the active players. Modern is a nice option but not for everyone. And yeah, a revive system would be cool, but would be a lot more game changing than just delayed spawns.
@@ManDudeMcHumanGuy If only the port had more configuration options for multiplayer like Zandronum.
Any tips on how to play the IDKFA soundtrack for Doom 2 on GZDoom??
Good news, they fixed most of these bugs that you mentioned.
I love Playing this on my PS5 !
so far the only issue i’ve had is that net play for me seems to have some of the worst input lag I have ever seen from a video game. this seems to be an issue with the engine itself because the kex ports of quake 1 and 2 seem to have the same issue.
It might be the ping being too high, I have like either 90 or 100+ ping in both Q1 and Q2 remasters and in Q1 it's very noticeable, because it uses the NetQuake netcode instead of QuakeWorld one and Q2 is kinda better on high ping because Carmack could do only so much to make 100+ ping feel somewhat tolerable
@@Quiver333_real yeah, it probably is.
My only complaint is that a mod needs to be preset to a specific version of the base game
You want to play plutonia with smooth doom? well you’re out of luck until someone uploads a version of smooth doom that is set to work with plutonia
It’s annoying and it clutters the mod browser even more then it is with all the repeated mods
Just let us select which version of doom we want to play a mod with after you select a mod, it can’t be that hard of a fix
7:06 *Leonardo pointing*
Also I wish they would let us bind the arrow keys for movement for us keyboard players.💥
you have a standard console where you can bind keys, but there doesn’t seem to be any “left” or “right” commands. only “strafeleft” and “straferight”
i’m guessing they didn’t know keyboard looking existed or forgot about it
Playing this port right now for achievements, and I think it's great! The movement doesn't feel "floatier" like it did in the original unity port, and that was way too much for me. Only the mouse was a bit of a problem for me, but I could get used to it. Pretty neat port afterall.
Also, there is a bug with the IDKFA soundtrack on ep. 3 of doom one. For some reason, E3M9 does not play "Hiding The Secrets" properly, it plays the original midi version. I don't know why that happens, but it is a similar thing that happens on ROTT: LE when using Hulshut's renditions of the OST.
I've never understood the appeal of 'achievements' but to each their own...
Just a note, but no Buckethead for Sigil.
Is there a way to get the doom 1995 ost as a fan of the earie atmospheric psx soundtrack
I am sure decino will be happy
I wonder why they didn't seem to include the GBA death match levels, considering it seems like almost every other classic DOOM thing is here
Uh, I can't keep up with all those Doom versions. Can anyone help me?
Is this the ultimate pack to get, if I just want to play Doom 1 & 2 in it's original form (with minor improvements like the framerate, widescreen support etc.)?
And if I already own Ultimate Doom on GoG, I just have to wait a bit, download it again, and it will be THIS final best of the best version?
So, no more Chocolate Doom, x86 emulators, virtual machines with DOS 6.22, DOSbox forks, community patches, sourcing WADs from all over the place, comparing the pros and cons of all those different versions, etc etc? I can just get this, have the ultimate best version, and forget about it until I die?
Pretty much. The OG versions are still there for you to mess with source ports
One thing I miss is being able to change the view screen size on the fly using - and =, instead of having to go into the options menu to do it.
One weirdness I encountered - raising the resolution from 1080p to 4k skyrocketed the CPU usage on my puny i7-920. That doesn't usually happen. Is KEX engine so strongly CPU-bound?
Bring back the red cross for the med boxes.. who cares if they say it infringes on their trademark. It’s just a plus sign.
Not gonna happen. You can replace the wad but doing so messes up other things.
In Liverpool we call trousers kecks.
One thing i wish they would add is some sort of retro filter like what Crispy Doom does without having to play at a lower resolution.
I hadn't played Doom in a while and the day after I thought about it, this unexpected update came out. Without thinking I started playing..
PS: John Romero's Sigil became official and the new wad has a wider titlepic and a cool M_Doom
At first when I saw the bug with the ouchface occuring a lot after picking up a supercharge/megasphere, I initially thought that nightdive patched in the ouchface behavior from the press release beta, to where if you walk on damaging floor, doom guy makes the ouchface.
We are so back boys
Is this port objectively better in all ways vs the 2020 Unity engine version? Or is there anything that the unity version does better than this one?
I consider it a direct upgrade over the Unity port, but as far as I know you can always switch back and find out for yourself
I miss a decent CRT shader but just added reshade for this. pretty great port tbh. Love that theyre reviving everything. Still hope for a new Quake 1 tho
What’s wrong with the current remaster?
Wait! Where are the Cheats? How come they removed the cheat Options?
On the PC (or supposedly with a keyboard on the consoles,) you have to type them in.