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Doom Megapack 26.04.2020

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Apr 25th, 2020
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  1. ______ _____ ________ ___
  2. | _ \ _ || _ | \/ |
  3. | | | | | | || | | | . . |
  4. | | | | | | || | | | |\/| |
  5. | |/ /\ \_/ /\ \_/ / | | |
  6. |___/ \___/ \___/\_| |_/
  7.  
  8. DooM Megapack
  9. 26 April 2020
  10.  
  11. -=Description=-
  12.  
  13. This is a modpack I've made for my friend and decided to post on /vr/ to make it easier for people to get into some old megawads.
  14. Most of WADS (except for Vinesauce wads) have been tested and have a detailed description, a few screenshots and in case of
  15. Cacowards winners a review from DoomWorld. Patches, if found, were applied if needed.
  16. I didn't include multiplayer-only content, this pack is SP oriented. I did, however, include some outstanding DM maps
  17. that can be played with Supreme Invasion mod, that makes use of additional player spawnpoints to spawn enemies in waves.
  18.  
  19.  
  20. -=Contents=-
  21.  
  22. * All Cacowards winners and most of mentioned wads;
  23. * Top 100 WADs of All time;
  24. * Top 25 Missed Cacowards;
  25. * Top 100 Memorable Maps;
  26. * Wads recommended by DoomWorld community;
  27. * 'Abysmal Speedmapping Sessions' series;
  28. * 'Doomer Boards Project' series;
  29. * Most of sequels\prequels to wads mentioned above;
  30. * /pol/.wad, nuts.wad, wow.wad;
  31. * 'Vinesauce Doom Mapping Contest' entries;
  32. * Pre-configured sourceports: GZDoom, Eternity, PrBoom+,
  33. ZDoom, Zandronum, Crispy Doom, So Doom, Skulltag;
  34. * Wads with console levels;
  35. * 'Compendium - Classic Megawad Compilation', a wad that contains 54 megawads, fixed for modern ports;
  36. * A bunch of other cosmetic\gameplay mods;
  37. * Slightly customized version of Doom Launcher 2.7.0 that respects your load order;
  38. * Doom: Complete Edition:
  39. Includes:
  40. - Ultimate Doom
  41. Restored Swastika Room to E1M4
  42. Added E1M4B and E1M8B by John Romero in "Knee-Deep in the Dead (Romero Edition)"
  43. Added "Sewers" secret level from XBOX (access through Secret Exit in E1M1)
  44. Added "Hell Gate" level from PSX (after E3M1)
  45. Added "Hell's Keep" level from PSX (after Hell Gate)
  46. Added "Twilight Descends" level from PSX (after E4M8)
  47. Added "The Marshes" secret level from PSX (access through Secret Exit in Twilight Descends)
  48. Added "Threshold of Pain" level from PSX (after Twilight Descends)
  49. - Doom II: Hell on Earth
  50. Added "Betray" level from XBOX (access through Secret Exit in MAP02)
  51. Added "The Mansion" secret level from PSX (access through Secret Exit in MAP16)
  52. Added "Club Doom" super secret level from PSX (access through Secret Exit in "The Mansion")
  53. Added "Redemption Denied" level from PSX (after MAP29)
  54. - No Rest for the Living
  55. - Master Levels
  56. - Final Doom
  57. - Sigil
  58. Version 1.21
  59. Can optionally enable Buckethead Music
  60. - SIGIL Sprite Fixing Project (v1.21)
  61. https://www.doomworld.com/forum/topic/103430-sigil-v12-new-romero-megawad-released/?page=100&tab=comments#comment-2030098
  62. - TNT Music Tracks by Rengoku-Teien
  63. https://forum.zdoom.org/viewtopic.php?f=46&t=63207
  64. - Plutonia MIDI Pack Project
  65. https://www.doomworld.com/vb/thread/63561
  66.  
  67.  
  68. -=Downloads=-
  69.  
  70. Due to the sheer size of this pack and the fact that Launcher files change, I had to split it into two parts:
  71. - Launcher with a database and sourceports (99mB):
  72. https://drive.google.com/open?id=1fMuVJtbRUQgK-yqbiysL9ZE61HRmeeV8
  73. - Game files (12gB):
  74. magnet:?xt=urn:btih:66ONC2PFNJ6TBYWPUSMV5J6Y3NWWCG3U
  75. or use .torrent file in the archive with launcher.
  76.  
  77.  
  78. -=Installation=-
  79.  
  80. Unpack DoomMegaPack-Launcher.7z and download torrent into the GameFiles folder.
  81. .zip files should be placed right into 'GameFiles' folder with no additional subfolders.
  82.  
  83.  
  84. -=Notes=-
  85.  
  86. - Some wads may still have mentions of my saves and stats that I've created during testing;
  87. - GZDoom was used as a default engine, other engines used only if necessary, but you can launch wads however you want, it's just a default value;
  88. - Due to bug in Doom Launcher adding new wads into load order causes it to remove all flags from "individual files", doublecheck before running.
  89. Similarly, when editing list of mods that runs by default with a sourceport, newly added files appear unchecked in old wads. This has been reported to dev.
  90. - Default resolution is 1366x768 because it's a resolution of my friend I've made this pack for;
  91. - "Favorites" tab is not complete, just a list of wads I recommended my friend to play;
  92. - Don't be afraid to add new mods, obviously, just a shame that after update to the pack you'll have to do it again;
  93. - I'll update it after next Cacowards;
  94. - Some wads have been updated to fix old DEHACKED scripts, but if some shit is still broken - play them in 'Compendium' terawad;
  95. - MIDI packs included for some wads if I managed to stumble upon them;
  96. - Multiple version of some wads are included, pay attention to 'Profile' list when launching some wads;
  97. - Some of packs were made for TNT\Plutonia, I've tried my best to set IWAD properly for them, but I might've missed some;
  98. - Some mods, namely Phobia and Phobia: The Age, weren't included because new Doom Legacy port doesn't support mp3 and converting music into wav
  99. made wad 400mB, too much if you ask me. Old versions of DL didn't work for me at all and in other ports scripts are broken;
  100. - Play more DooM.
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