Jump to content
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

DOOM: Threshold Of Pain

   (92 reviews)

Guest

8 Screenshots

About This File

Threshold of Pain is a ZDoom episode which attempts to recreate the look and feel of Midway's famous PSX conversion of Doom whilst maintaining the core elements of the PC versions and a level of difficulty PC players would expect.

PSX Doom fans will know that ToP gets its name from the final level of PSX Ultimate Doom. Like many others, my first proper Doom experience was on the Playstation, so when fenderc01 released the PSX TC last year I was excited to get to play these levels again, only this time with PC controls! Whilst he did an amazing job, I found it to be way too easy, even on UV setting. This was not fender's fault, merely a testament to the compromises Midway had to make in bringing such a game to a console.

ToP attempts to redress the balance whilst maintaining the brooding atmosphere that Midway brought to the game. It is NOT a PSX TC - many features which were missing from the Playstation remain, so expect to encounter the Archvile!

This is my first real attempt at a releasable WAD, so I wasn't too concerned with highly detailed levels, more on decent gameplay, set pieces, and a few puzzles. That said, I have tried to make them look halfway-decent, despite the coloured lights :P

New features include:

Tons of coloured lighting, but nothing too garish.

The infamous PSX burning sky, given a ZDoom makeover.

PSX/N64 audio.

New Weapons - the Minigun and the Unmaker.

The PSX Final Doom SSG.

A new powerup - the Doomsphere.

New monsters - the nightmare class monsters from PSX Doom and Doom64, a handful from the Realm667 Bestiary and ZDCMP, plus a new final boss...

A few other PSX/N64-style gameplay tweaks.

User Feedback

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest

Guest

Unknown date

  
It starts off really good. A bit too many lab levels, although there is a cavern, and the later hell-like levels are certainly not lab-like. In fact the fiery background on those levels are the best I've ever seen. The last cyber boss was original and cool. What's worse than a cyber demon's missile? A homing cyber demon's missile. My only complaint is that the author doesn't vary the level themes quite enough, but the themes he does use are executed well. 4/5

Share this review


Link to review
Guest

Unknown date

  
amazing WAD really well put together both visually and in terms of fights/monsters. My only complaint was that even though I played on UV I found it incredibly easy, she sheer volume of health and ammo are the only reason I am not giving this a 5* rating. 4/5

Share this review


Link to review
Guest

Unknown date

  
I really like this style of visuals. Never played console Dooms, but I really like how colored lightning looks. It really do wonders for the atmosphere, its a shame that so few wads use that feature. Episode itself is really fun and well made, would be good even without pretty lightning and with regular Doom soundtrack, however those features make it really special.

Share this review


Link to review
Guest

Unknown date

  
the best wad i have ever played more psx style wads should be made great new monsters with great gameplay please make a part two

Share this review


Link to review
Guest

Unknown date

  
I wish it had the updated weapon animations from http://www.doomworld .com/vb/doom-editing /46131-smoother-weap on-sprite-animations -released/ I tried using both together but the chaingun breaks for some reason. It's a good mod so far but I wish these two wads were compatible.

Share this review


Link to review
Guest

Unknown date

  
OK, this is fucking brilliant. The maps are really moody (thx to lighting/sounds/reve rb etc.), and the new monsters work really well, too, especially in the hellish levels. Minor bug: picking up the Unmaker at the end of level 8 triggers a script error ("cannot start script 0" or so) in GZDoom 1.5.05. Still, 5/5, and deserves a Cacoward!

Share this review


Link to review
Guest

Unknown date

  
Stupendous set of levels - gorgeous, addictive, and fresh. Easily one of the best episodes released in years - the only problem is that now I want more!

Share this review


Link to review
Guest

Unknown date

  
It's PSX-themed with Doom64 *elements*, like the monster fade-in and the Nightmare Imp ;). Also, for anyone having weapon-selection problems, CLEAR THE WEAPON MODS OUT OF YOUR SKINS FOLDER. I'm using the latest GZDoom SVN with no problems.

Share this review


Link to review
Guest

Unknown date

  
Brilliant wad with a nostalgic feeling. I already said enough on the forum topic, so you'll have to settle for an obligatory 5/5. A must have. - Moti

Share this review


Link to review
Guest

Unknown date

  
Ignore the ZDoom haters, it's the gameplay that makes this work as well as the features...although adding a MAPINFO with "ammofactor 0.5" in the skill definition might make things tougher. Certainly a blast to play, and stands out a bit from the other episodes made this year.

Share this review


Link to review
  • 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.
×
×
  • Create New...