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16 files

  1. LinBoom source code

    Early port of Boom 2.01 to Linux, source code

    7 downloads

       (5 reviews)

    Submitted

  2. LinBoom

    Early port of Boom 2.01 to Linux, binary version

    6 downloads

       (4 reviews)

    Submitted

  3. BOOM 2.02

    The release of Boom on 11 October 1999 has no functional changes whatsoever, and is provided to show the change to GPL licensing only. If you are a player, this will mean nothing to you. If you are a developer, this gives you certain freedoms to use Boom in your own development. See the included ABOUT.TXT and other files for details.

    115 downloads

       (60 reviews)

    Submitted

  4. BOOM 2.02 source

    The release of Boom on 11 October 1999 has no functional changes whatsoever, and is provided to show the change to GPL licensing only. If you are a player, this will mean nothing to you. If you are a developer, this gives you certain freedoms to use Boom in your own development. See the included ABOUT.TXT and other files for details.

    26 downloads

       (6 reviews)

    Submitted

  5. PRBOOM v2.02

    an official port to WIN32 of the released BOOM source
    -This port is based upon BOOM v2.02
    -This port was written by Florian "Proff" Schulze, member of TeamTNT http://www.teamtnt.com
    -DOOM is copyright ID software (www.idsoftware.com)
    -This port is not endorsed by id software, so don't bug them about it
    -I am not responsible for any damage that may be done by this program

    470 downloads

       (16 reviews)

    Submitted

  6. PRBoom version 2.02 source code

    This file contains the source code and ancillary files for PRBoom version 2.02. If you don't plan to use the source code, you won't need this. The ancillary files are also available with Boom in BOOM202.ZIP.

    29 downloads

       (1 review)

    Submitted

  7. BOOM.WCF - WadAuthor configuration file customized for BOOM

    5/11/98 - For Phase I release version of BOOM only

    4 downloads

       (2 reviews)

    Submitted

  8. DCK BOOM configuration files

    Linetypes for Boom engine (TeamTNT)

    Contact killough@classicgaming.com for questions about this file (not DCK generally), as Ben Morris no longer maintains DCK, and does not use Boom.

    No linedef types > 255 are supported with DCK versions starting with DCK3.0. Use DCK2.2-f if you want to use linedef types > 255, as DCK3.* will ruin wads that use such linedefs.

    2 downloads

       (0 reviews)

    Submitted

  9. utilsrc.zip

    This archive, UTILSRC.ZIP contains the sources for the following BOOM utilities:

    8 downloads

       (2 reviews)

    Submitted

  10. cvtthing.zip

    The CVTTHING.ZIP archive contains a kit to change wads written for the release version of BOOM to the maintenance release 1 version of BOOM. The only change is that the point source wind things 4001 and 4002 had to be renumbered to avoid conflict with DosDOOM's Player Start 5 and 6 things.

    2 downloads

       (0 reviews)

    Submitted

  11. Rage

    Well done level to show some off the great features of BOOM.

    5 downloads

       (3 reviews)

    Submitted

  12. Dawning

    4 downloads

       (1 review)

    Submitted

  13. Boom Edit Example Wad

    The wad shows many of the effects possible with the BOOM engine, and uses text signs to label them, and where appropriate the linedef type number used to produce them. Reference information on specific linedefs can be found in BOOMREF.TXT in EDITUTIL.ZIP at http://www.teamtnt.com.

    21 downloads

       (16 reviews)

    Submitted

  14. DETH v4.16b

    1) Upped local limit on number of levels loaded from 64 to 100

    7 downloads

       (1 review)

    Submitted

  15. BOOM editing utilities

    A collection of editing utilities for Boom.

    CLED v4.88 - a commandline editor for DOOM

    CMAPTOOL - a colormap generation utility

    CVTTHING - a kit to change wads written for the release version of BOOM to the maintenance release 1 version of BOOM

    MAKTRLMP - a tool to turn a TRANMAP.DAT file made by BOOM into a TRANMAP.LMP file that can be included as a custom translucency lump

    MUSPUT - used to put a music source file into a wad

    STAT - a program used to inspect the general nature of a wad

    SWANTBLS - a tool that will generate both the SWITCHES and ANIMATED lumps from a text file

    TRIGCALC - a tool for for calculating numbers for generalized linedef types

    6 downloads

       (0 reviews)

    Submitted

  16. TNT BOOM Phase I Source Release

    These are the TNT BOOM sources for the final Phase I release, May 27, 1998. They were based on the DOSDoom .20 release, which was in turn based on the Linux DOOM sources released by John Carmack around Christmas 1997.

    7 downloads

       (0 reviews)

    Submitted


  • File Reviews

    • By D3rpyD00dlez · Posted
      I genuinely enjoyed this mod with its level design and music. It was challenging and interesting and it kept me playing a while after beating it to try to find anything. though I would say it was slightly repetitive and overwhelming with enemies at some moments.
    • By LouigiVerona · Posted
      Writing a review for Darkening 2 is tough. It's a beloved megawad, and for good reason. As many other reviewers have said, it is historically a very important project.   It was an important megawad for me personally. I fell in love with the first level in particular. The music, the realistic architecture, so reminiscent of the video games of the 90s... It all left a lasting impression. And it was one of the most beautiful wads I've seen at the time.   But I rarely played anyt
    • By Ofisil · Posted
      A competently made map, for sure, but fun? It's way too long and repetitive, with same-y combat & ambush scenarios used again and again, and with way too much enemies, and not that much of a challenge, even for me who isn't exactly fond of "SUPER HARD WAD #9263!!!!11!. You can cut the whole thing in half, and then cut THAT half in half, and it would be a better map. Is it bad? No, just a little bit above average, mostly because it drags a bit too long.
    • By MrSkeltal · Posted
      Generally good map design, but the difficulty as is the case with pwads tends to be uneven even on HMP, especially when you mix them with what slaughtermaps tend to be (monster spam). Too many parts where, after pressing a switch, you'll spend some time killing enemies only to realise the map maker tried to get cute and spawned a bunch of hidden archviles somewhere to start reviving everyone while you were busy wasting ammo. This is especially unfun in parts with very little cover where you'll b
    • By Ranger Qwerty · Posted
      I like the part where I pay for the numerous murders I committed by getting beaten up by either a Mancubus or an Arachnotron, it changed my outlook on Monster Priority. Thank you "Problematic" Revenant #7, I have yet to find a way to repay him.
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