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DoomonstrationGame

   (21 reviews)

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About This File

It's not easy to explain what is this all about. Well,. right the moment you are reading this, a nomonster version of this WAD will have already been presented through an LMP as a wild demo at the Pixelshow demoparty. By running the batch file inside the bonus folder (provided that all these files are in your Zdoom directory) you will see how exactly it was presented at the party. Then again, I thought it would be a good idea to fill these maps with monsters to make it playable for Doom freaks. So I also edited doomonstration_game.wad for you.

Trying to be as brief as possible, a demoparty is a computer gathering for demoscene geeks. Demoscene is a community of geeks, coding graphics algorithms, drawing pictures and composing music in our computers. A demo is a combination of all these three forms (Check www.pouet.net for some of them) Normally, the main rule about demos is that they should be realtime graphic demonstrations coded in any programming language availiable.

This LMP/WAD combinations isn't applying for that!

Except from the demo compo however, there is a wild demo compo at many demoparties, where there are no rules and you can release anything crazy or obscure at the stage (we have seen videos, 3d animations, mobile and mini pockemon demos, demos on selfmade hardware, even shows on the stage, either funny or serious stuff involved.) And then I have thought, it would be a good idea to add one more obscure platform in those wild competitions. Doom itself :)

There are some cool stuff like 2d and 3d stars, plasma effects and texture warping inside. These effects are famous in oldschool demos, there are also inside scene jokes and a building of the university of Patras where the greek demoparties Gardening, ReAct and Pixelshow took place.

I had more wild ideas for this presentation, but I had to finish it right here, for the deadline of the party is too close and I must also finish some OpenGL code for a regular demo. Expect also a more serious Doom2 WAD which is in the workings..

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Guest

Unknown date

  
Yes design could be much better and I usually suck at that, but for the rest, that was for the wild compo where they release videos and other stuff without rules. I am aware about demos being realtime and I have even made few in the past (my last one is entitled CloseGL at the same demoparty), but it was the wild idea of some obscure platform to show demoeffects that counted and many sceners liked it. (Not just the ones from the small demoparty :) [Optimus]

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Guest

Unknown date

  
Absolutely amazing, so now Doom is the next Demoscene frontier?

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Guest

Unknown date

  
Quite unusual use of the Doom's engine, too bad it had no following. A version residing withing vanilla Doom's limits would be great (mostly, cutting on the excessive number of linedefs)...it may however run with Doom2+

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Guest

Unknown date

  
Beautiful work! I'd like to see you team up with some serious mappers, or even devote the time to, and make your own maps. You have some great potential. 4/5

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Guest

Unknown date

  
Interesting texture effects, but that's all. 2/5

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Guest

Unknown date

  
This deserves nothing short of 5/5 for the pure genius and novelty of the effects. Sadly, this failed to make an impact, and thus the effects shown are underutilized. 5/5

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Guest

Unknown date

  
Excellent idea to use Doom for a wild compo. The hall with all the computers cracked me up. To all people who have never been at a demoparty: you have no idea how cool this wad is. Just another way to keep Doom alive. 5/5 - Belial

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Guest

Unknown date

  
How about a Future Crew's Doom next ? 5/5 for the idea

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This is just fucking amazing :-o For whoever wonders how the effects are done, almost all of them are done via scrolling textures and splitting each wall in 1 or 2 unit wide linedefs, and then cleverly using texture offsets. The result is smooth animation from a SINGLE texture, not even from animated ones. These dudes deserve my and your respect, period. 5/5 -Maes

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Guest

Unknown date

  
Awesome! I hope somebody expands on the idea...

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Sorry, but that was crap, really - and it wasn't even an actual demo, either. All you did was create a few animated textures with effects that would've made people yawn even in '92, and at least back then, things were actually CALCULATED instead of premade. What's more, the design etc. sucked as well; it was unimaginative, sloppy, and just showed a lack of skill, so you probably wouldn't have a chance even in an art compo (at least not at any serious party). 0/5.

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Doom textures can't hold more than 4 animation frames, so they were probably not animations.

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  • File Reviews

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