Kaiser (KEX engine lead) believes the input lag is caused by the triple buffered renderer. You could turn off vsync and switch to DirectX or software, but if that doesn't help a patch for this and many bugs are being worked on. Some details you might find interesting: This port has a new compatibility mode, ID24, which is in itself an extension of MBF21, so we actually got way more than BOOM support here, they just didn't update the store blurbs after these changes were made. LoR is actually unfinished, they cut down on the new gameplay features it'd use from ID24 and only used the cosmetic ones so the wad could be compatible with ports that use MBF21, but it seems like they might update it eventually as they still intend to showcase those features once support is wider. ID24 has support for extra weapon slots, so eventually we'll have support for the new weapons to be used without replacing the plasma or BFG. GZDoom lacks support for the custom ID24 skies as well as the map screen, I recommend you check out Coiled City's sky in the KEX port. The port can still load mods through commands, launch parameters or a typical doom launcher, so you don't need to use the in game mods browser to play with them. A big part of the reason the browser is spammed is cause people upload mods they wanna play thinking there's no other way to load them, so I hope this info makes the rounds. The Doomworld forums is keeping a curated list of mods verified to be uploaded by community members so it's probably better to browse there. Asides from Xaser, if I'm not wrong this has been the first time in around a decade anyone in the team has finished work on a Doom map, kinda neat.
This is all great info, thank you! - I've done everything I can, including the suggestions given, to improve movement. I'm still having the issue unfortunately. - a brand new compatibility mode is exciting and from what I've seen on the forums it's got a lot of modders pumped. I just wish I could have gotten the port to work fully to experience it. - I also saw the post in the forums saying LOR was not 100 complete right as I was rendering the video. Considering my issues with LOR were very small I decided to just leave it be. -That certainly explains all the random wads being uploaded to the browser, I hope a more curated way to locate like "verified" wads is added soon for the casual crowd. - dang I was worried I may have missed more due to playing on gz. The sky for coiled city is great. Looking forward to playing ID24 compatible wads in the future, thank you for this information again!
Trying to make a doomworld account but the verification email never comes. I wanted to let skillsaw know that the latest update he did for Ancient Aliens broke it on PS5.
Big if true. And damn cool as well as I was wondering why the Incinerator was a reskin and why we couldn’t have the Plasma Rifle, BFG and new weapons at the same time. Legit thought it was a DeHackEd patch job But in case someone asks for this, a source?
@@aliciapendragon1094 thread on Doomworld: ID24 - a new feature set standard Posted by Gooberman, who got his code licensed for use in the port. It is indeed dehacked but ID24 is gonna expand it a lot, for now it's still on MBF21 dehacked though so you'll have to wait for an update to get the weapons without replacing.
@@isaacwilson8682 Under the doom general discussion forum there's a pinned post of where to dm a moderator so they can enable your account if this happens.
Im not slow to call out companies for their greed. So it was really refreshing to see them offer this as a free update for people like me who bought the last release in 2019. Well done.
Right? We already had a decent official way to play, and when we wanted to multiplayer we had the communities for that too. We had tons of official mods now and all our regular ones. Nobody was asked for this and they dropped it on us anyway as a way to do all those things on an even better official release with new maps. The good will for id right now is off the charts. Doom community has never had it so good.
For how shitty ID has been to Mick Gordon and the Doom Eternal team, they've been shockingly pro-consumer with their older content. The Quake 2 remaster from around a year ago being free for owners of the game comes to mind. I like this business model, especially coming from Bethesda, who will make you buy skyrim 75 times to get every new version. I like that they respect their older content, at least.
While all of the new enemies might not be wholly interesting on their own, I think their inclusion in Legacy of Rust is really what helped make the addon as good as it was to play. After playing so many mods that have the standard DooM 2 enemy roster, it was a very nice change of pace to see a variety of new enemies that function similar yet different to existing enemies and to see them used to great effect in the new maps.
Im amazed that this was on the doom + doom 2 release, just finished it and ohh geezs have I missed playing the old doom, and the MIDI soundtrack just brings me joy, Great video on Legacy of Rust Lagoonatic!!!!
Have you noticed that the Nightdive Doom/Quake ports are getting increasingly ambitious episodes? Doom 64 got a new episode that bridged the gap between classic Doom and Doom 2016, both Quake and Quake II got great expansions that were more impressive, and now LoR contains new weapons and enemies. Could you imagine what Id, Machine Games, and Nightdive have in store for Doom 3 should that get a remaster? I'd love to see what they can do for that game because even with it being polarising within the Doom community, it still deserves the remaster treatment.
I'd imagine developing new content for Doom and Quakes 1 and 2 has gotta be a lot easier than it would be for Doom 3, considering Doom 3's more complex engine and higher level of graphical fidelity, so while it wouldn't be impossible, I wouldn't get my hopes up for something like that either.
One of the few times when 'well' is said 3 times, it means something GOOD!!!! "When someone says 'well' 3 times, it usually isn't good" - Joe Swanson, Family Guy
Lmao I remember that. The wrll well we'll at the start is due to there being another re-release of something beloved. Modern gaming would imply that's bad, but thankfully it's quite the opposite this time around.
...as is Sigil II, and I won't doubt that it, E1M8B, E1M10, the Sony PlayStation 1/Sega Saturn exclusive Doom levels, and a few other Lost Level packs, as well as things like Plutonia 2, Ancient Aliens, and Vendetta, become official DLC down the road as well.
Great video as usual! :D I have only played the first 4 maps, so I skipped the spoilers, but so far I agree with you on most of the points. The soundtrack especially caught my attention, some of the best MIDIs I've heard!
12:56 there are four teleport rooms total there at the end. Two of those rooms are not joined, which means the monsters never hear the player. That's why they stay there doing nothing. So 100% kills is not possible right now, but I'm sure it's known and will be fixed.
@@Lagoonatic8T88 If I had to guess it probably has to do with the QuakeCon deadline. I've seen the developers mention(on nightdive discord or doomworld not sure which was it) about having to rush certain things to get it done in time. Including the fact that the new weapons are replacements instead added as extra weapons. It wasn't an engine limitation. They just needed more time. Will be interesting to see what will still change. Just fixes? Or bigger things like adding plasma rifle and bfg to legacy of rust.
@@Gator159 Yeah, I originally made this channel specifically for Perfect Dark XBLA remaster back in 2010 when it was coming out. If I did it now I wouldn't have named it exactly like this. Makes it seem like it's supposed to be official channel for that game. One of my favorite games of all time and one of the best remasters of all time.
@@pdxbla I would prefer the BFG in rust over the calamity thing. I didn't even like That gun In Doom Eternal, then again I didn't really like Doom Eternal... Unpopular opinion I know. I always hated chasing after me via climb me up walls really fast. Classic doom is my favorite because turning on fast monsters only works on the pinkies and projectiles. I've even beaten fast monsters with plutonia experiment. I tried fast monsters with Legacy of rust and came to conclusion that these levels are just too damn long for that sort of commitment. Plutonia levels were half as big even with the high difficulty / monster count. Oh, and I feel like legacy of rust has a habit of giving me no room to circle strafe which is a crime in a classic Doom game.
I really hope we will have some patches. As amazing as GZDoom (and the whole community ecosystem) is, it *really* should not be necessary for the OG movement experience.
Before the update wasn't the movement a bit slippery (even if you stopped to stand still) which felt like you use to zooooom across the map..? Correct me if I'm wrong but that's how it felt before when playing the game....
Yes it's supposed to feel like "being on roller blades". It still has that but there is something off about it... like the player stops moving just just short of where they typically stop.
I really like the level design in this, it feels a lot more grounded than the base game and has some really cool effects. It almost, _almost_ reminds me of Blood in the way they designed at least the first level, which is a pretty big compliment coming from me. I haven't gotten very far but the quality of this expansion seems like reason enough to get this new port. EDIT: Also, works great in the latest stable build of GZDoom, id1.wad is the wad file you need to run it, didn't require any different settings or anything. I also tried it with the latest version of Brutal Doom and it ran flawlessly, holy fuck it's intense so far though lol. Would recommend.
Legacy of Rust was such a welcomed surprise. As far as Doom Wads go I'd say it's 9/10. Sooo damn good. Pretty challenging, too. I have over 1400 hours of Classic Doom on the PS4 version alone, and yet Legacy of Rust still got me quite a few times. I hope they do more official expansions in the near future. Like the VERY near future lol
I think the bouncing referred here is what happens in vanilla doom, it's due to how momentum works. But the AI is kind of rank from some clips I've seen, though some of it is also vanilla doom Jank, too.
A bit of the weirdness, may just be carryover code from the Unity port that carried over to this version (some maybe truly new issues, others could be chalked up to that port).
The DOOM port on switch has gotten a lot of use for me over the past few years when I’m traveling or can’t access my computer for whatever reason, and while I still have the older versions downloaded, I’m a little miffed about the stability of this new port. It crashes pretty frequently when the console is put in sleep mode during gameplay, and I’ve noticed that flipping through the ID vault too fast can crash the game as well. Not sure if this is an issue on other platforms as well yet, but I’m definitely surprised at the lack of stability in the switch port and hope it gets fixed sooner rather than later
Fun Doom fact, pain elementals cannot spawn Lost Souls if there are more than 20 still alive on the map. This is to prevent an absolute flood of Lost Souls from happening. Though this is only with complevel 2 I think. Anyway, if you were to go around killing lost souls eventually they will start spewing them again.
I feel like there's a missed opportunity with the disembodied head sprites to have a go at making an enemy out of multiple sprites (so, the most basic proof of concept would probably be to use a fireball sprite and have them scripted to move around in 3D space underneath the head to approximate a humanoid figure, kind of like a satanic version of Rayman or Vectorman. I know that it's not in keeping with the established art style, but it could be a really cool idea for a boss enemy - especially if you have the sprites move around the 3D space to give it stretchy arms and/or change shape like a boss from a Treasure game. Even just having the sprites spin around the head like a shield that you need to shoot through (I guess that there might be a problem with the hit detection not being aligned with the perceived height of the target but if you only have a hurtbox for one row of the sprites it might work OK and ensure that you only hit the one closest to you and aren't constantly missing the weak point)
Literally the first thing I said when I played LoR was that if you're on PC , you're better off using whatever source port you already have. I played on PS4 and ran into the same movement issues with the Kex engine, it's not terrible at all but it definitely needs a bit of work. Legacy of Rust is pretty good as a wad though, the level design is really interesting
Doom was my first ever PC game, I purchased it with some allowance money when I was 12 years old in 1994. I was HOOKED. ever since then I still play OG doom. I love the newer ones like eternal don't get me wrong but always play the old ones and with all this new content in in heaven. My 14 year old son makes fun of me constantly how many hours I have in this game, I think its over 500 😆. Great video too brother, loved it. Will check out your other videos too.
I have so many PC games but always go back to Doom. It just instantly boots up and you can start playing, unlike modern games where you have to watch cutscenes after cutscenes to start playing.
The slower response messes with my play. I still love it. I have it on the Series X, PS5, Steam Deck, and Switch. So far, I'm not big on the new campaign. I found a really strange bug... When you start a campaign and select add multi-player items...whatever you do don't restart the map or lose. If you do monsters will start teleporting in like crazy.
I have similar opinions regarding the 2024 DOOM + DOOM II Kex engine release. No mouse look option, no compatibility with the Brutal Doom mods, and very console-ized. I'll just continue using GZDoom with the Project Brutality mod and the old wad files. GZDoom also has Linux and Mac compatibility, which the 2024 Kex engine release lacks.
Yes they do, they're expansions for the original, not Doom II, hence why they don't use monsters or assets from Doom II. And the title of the video says specifically it's an expansion to Doom II
@@Bembel81 if you open Sigil 1 on Gzdoom with the Ultimate Doom.wad it will show up as the official 5th episode for doom. so yes its an official new Episode for doom 1. Sigil 2 is exactly the same. if you open that game wit Gzdoom it will automatically open Ultimate Doom and it will show you as the 5th Episode. so yes its also an official Episode for Classic doom
Damn, even though Final Fantasy 7 Rebirth, Steller Blade and PS5 Red Dead Redemption 1 Remaster are all on my plate right now...I'm completely fixated on this "New" Doom and the Quake and Quake II remasters. (The Quake bundle is available on PS Store for only $7 right now and that seems just too good to pass up...but damn, you can have unlimited games but not unlimited time.)
Yeah it is my understanding that gzdoom specific mods will not work. Though maybe over time, either the port or the mods themselves can be optimized to work together.
GZDoom compatibility would be a ton of work, at that point may as well just fork GZDoom. It'd probably be easier to make a "Project Brutality Lite" that runs on MBF21/ID24.
I cant get any of the mods to load on my Xbox Series S. I just keep getting a notification saying "there was a problem retrieving the mod details. Please try again later" Anyone else having the same problems, or is it just me?
The problem with this port is simple, a lot of input lag. I play on PS5 and I couldn't aim properly. This wasn't the case with old ports, including the very old PS3. Tried to change settings in vain. Intalled DooM PS4 version again and the problem was obvious, I could see it with my on eyes with the controler in front of the monitor, input lag.
Im not entirely sure complaining about movement and then immediately saying you use GZDOOM is the best look given that GZ is well known to have some pretty different feeling movement to DOS doom. Maybe try comparing the new port to PRBoom+ or Chocate Doom, it might feel a lot more similar
I do appreciate the comment but I disagree. 1. Alot of players use GZ, that is what most will be accustomed to. So thats is what i chose to compare in the video. 2. If I'm not using gz I'm on dsda and the movement feels the exact same to me, I've never had an issue transferring over. 3. I'm not the only person complaining about the movement, this has been said by numerous other people. I already knew I'd be judged by a few for using GZ, but the fact of the matter is at the time of playing LOR i only knew of it working in gz and dsda. Its mdf21 based so only a few ports will work anyway. GZ also looks better for video capture so that's what I went with.
it would be really epic if ID eventually gave us GZDoom support / run on that engine in the future. i also hope Kaiser puts the OST of Legacy of Rust on Spotify for all to listen to. my guess as to why there are no secrets in E1M3 is probably the enemy count (500 or so demons) and while other maps also have high enemy counts, i think that for map 3 its a bit more fair to have none.
GZDoom is (fortunately for us), under a license that requires all derivative works to also be free and open-source, so id would probably not touch it if they have the choice
@@qxlf i never bought Doom on steam unfortunately for me, all these years I just kept my Doom Collectors Edition CD from 2001. Pretty obstinate about not giving Bethesda any money especially for a game I already own, just to be able to play potential new MBF21 WADs like this one when they're first released. All the free source ports will eventually fully support these MBF21 wads. Otherwise I'd definitely use the kex engine. Plus I don't like anyone who's in the modern Doom community, they're all completely opposed to anything I believe in.
Now LOR is pretty cool n all but I find the new enemies to be very ugly and uninteresting retextures, would be nice if they were unique and different like the way the enemies doom 2 are, compared to doom 1.
Sigil was developed by John Romero years ago as an UNOFFICIAL expansion of ultimate doom. ID had nothing to do with it. It stayed that way up until the release of this new port at which point Id Software decided to adopt it. Flipside, LOR was SPECIFICALLY developed by Id and Nightdive making it OFFICIAL. Not adopted in, made specifically as an official release just like No Rest For The Living, Final Doom, Master Levels. In the comments section you will see how many times this has been explained by others...
Doom 1 + 2 on consoles needs brutal doom and project brutality as options with ability of hd textures and ray tracing and infinite weapon alternatives made all easy via menu selections across al wads and games and expansions
The player movement is guaranteed to be the same as the attract demo compatibility requires it to be. You may be unusually used to gzdooms movement being different from doom.
Except nightdive is aware of movement problems and it should be fixed in an update. I play on dsda doom as well for alot of wads and have at times through prboom. Many players have said the same as I have on the matter. And after digital foundry's video I think it may have to do with the mouse.
@edward850 scroll through this comment section, go to doom world forums, watch digital foundry's video, go to steam page. I don't think it's possible to not see people are saying something does not feel right with this port.
@Lagoonatic8T88 I'm sorry but the math and demos can't lie on this one, the player doesn't stop any faster than they did on DOS. Doom's demo logic requires that all the mathematics must be identical for them to play back correctly as they are just input commands, and the attract demos play back correctly.
@edward850 ok, I see the problem we're having. To clarify, after some time and seeing a correlation with other players saying the same thing, it seems to be an issue with how mouse look works. Like its response is hitching. Combine that with the players fast movement and it creates awkward playing. And again, I would direct you to digital foundry as they specifically call this out... it's a tiny issue but one that matters during fast paced gameplay which is why I initially felt it had to do with movement.
you, or we, can't expect it to be brutal doom or project brutality which both of it strayed far from the formula. The addition of new monsters and weapons are neat But i wish this as a beginning not end
so is the unity ports completely killed off if you didnt already own them? or is it an option on these new ports its not much lost but that would be the same as if the 3do port just disintegrated! all of these versions hold worth at least for a historical purpose even if they werent the best at there release of the ways to play doom
On Steam at least, you can go to properties, beta participation, and choose the Unity version. The irritating thing is that you seem to have to re-download everything every time you change versions.
If you own any version of Doom, you get all previous and all future (to date) versions of doom. Unity, DOSbox, and the doom WAD are all completely available and totally free if you own any of the others
@@Lagoonatic8T88 Thanks. I'm newly properly getting into classic doom. (I am more familiar with the new games) Jumped in using the new port. I previously had the unity port on my switch several years back, but it was just kind of...bad? And I dropped it. So I intended on coming back later, and then randomly to me they drop this new port. It works like a dream, at least for my newbie perspective. I beat Doom 1 and had a great time, working on 2 right now, and was curious about the new campaign. By the way. Do you happen to also know where to find the music used for the deathmatche modes levels? I played a few games with my bud and was blown away by how good it was. It sounds like some of the same music used in legacy of the rust, or at least the same style, so I was guessing it was the same guy, Xaser. Unfortunately the wiki hasn't been very helpful cause it's the early days I'm guessing. (If they're the same songs i'm going to facepalm lmao)
It makes me very happy to know that you are enjoying classic doom! Welcome to your potential new obsession! Lol You're not the first I've seen say that about the unity port, I think this new port is great for newcomers! Like I said, the issues I have come from a place of decades of playing, they're primarily only noticeable to the seasoned player. As for the deathmatch maps music, I'm not sure as I haven't played them yet. Maybe someone knows and can comment? I do know someone has uploaded the Legacy of Rust ost on RUclips at the very least.
@@Lagoonatic8T88 update the doom wiki finally stated what music was used. A lot of it is legacy of rust. On my doom adventure btw, i'm on the doom 2 master levels now. Having fun.
TBF, those of us who are willing to watch a video describing the benefits and drawbacks of this compared to other source ports… probably aren’t the main target audience for this. As easy as doom source ports are to run, they’ve still got extra steps beyond “download, click play” and some people just don’t want anything more complicated than that. Heck, I’ve got friends who are seemingly incapable of anything beyond that.
Nintendo is notoriously strict about what developers can and can’t do, and id bet uploading external files to be downloaded and run on the console is probably a no-go
Do they probably have legacy of rust soundtrack is that it’s not metal and we all know doom has to have metal music in it so that’s why That’s why I have the music off so I can provide my own music Using iTunes
@@Lagoonatic8T88You're mispronouncing a word. There are multiple comments mentioning this. Rather than learn like an adult, you double down and say you're going to continue pronouncing it wrong. What an utter dolt.
They adopted that one. It wasn't created by Id officially or Night dive and Machine Games. So it's not an official wad at its inception. They saw how popular and cool it is, they decided later to "bring it on board". It wasn't made as an official wad.. Not since 'No Rest for the Living'.
@@TheWayoftheSith It's more official than Legacy of Rust, given that it was actually created by somebody that created the original Doom. Current day ID did not create Doom, Machine Games didn't create Doom, Night Dive didn't create Doom. Romero and Carmack did. Romero created Sigil.
Bro... that logic is not sound. Carmack and Romero ARE NOT affiliated with Id Software, and havent been for a very long time. Romero DID NOT make SIGIL with the intention of it ever being made official canon. Id owns Doom, not Romero. That is why for years people called SIGIL literally "the unofficial expansion for Ultimate Doom" until just now.
I really don't like the Kex Engine for Doom, it feels wrong just enough for someone like me (who has played since age 5, I'm 31 now) to notice that things are off.
For me this mappack is mixed bag. I want to love it but i just can't. Some enemies are cool like: Banshee, Ghoul and the Shocktrooper. I really dig them. But the rest is kinda meh. Especially that guy which shoots fire (can't remember its name because it's too weird). Because his fire has too big of a hitbox. I am literally far away from it and i still take damage. Not cool. Oh and nyw Cyberdemon variant and mini-mastermind are just forgetable. As for weapons flamethrower needs tweaking. Because its fire also has way too big of a hitbox and i end up hurting myself more. Especially whith the limited range it has. Calamity blade or whatever it's called is fine i guess but its sprite clashes with the rest of the game. When it comes to levels i had more fun with first episode than second one. Altough there are some stinkers in Ep 1. Like e1m6 i think, which has way more ammo for the flamethrower than anything else. From episode 2 the worst maps have to be final 2 maps. Mostly because authors throw a friggin slaughtermaps out of nowhere in the campaign full of more standard levels. That's not cool As for the music. It sounds... It DOESN'T sound "doom" enough but that's just a personal taste I already said it in doomworld thread but I'm gonna give 6/10. Played better stuff with more consistent difficulty curve. Also if it will win a cacoward then i am gonna boycott the entire thing since i don't trust its legitimacy. Basically if Xaser wasn't involved, more people would criticise it. (Same thing with both Sigils. Just blind praise)
Nah it's great. Weapon problems, one bug, and one dud map, along with mistakes on the final two naps doesn't diminish the rest of the wad. It's quality almost through the entire thing.
It looks like a great update, but...for me, it's impossible to go back after being spoiled by GZDoom and Project Brutality. I will be running LOR through GZDoom though. This looks like a cool expansion.
uhmmm have you not realized GZDoom renders the banshee useless? they do 0 damage, they are much much worse on the KEX apparently. Apparently this issue isn't present in DSDA-Doom
I think it may be up to which version of gzdoom people are using, the are sertain parts of dsdhacked that weren't supported by gzdoom until 4.11 or something like that. And from my understanding, the id24 language they're pusjing will be updated in the future. (They released an unfinished version for both time constraints and the secrecy of the project that didn't allowed them to be full vocal about the new language until now, so there will be some time of discussion with the community to iron out some kinks and fix some issues later on.
I'm not really a fan of the new weapons. The Calamity Blade doesn't adjust its height depending on what you're aiming at, so if it's not in a direct horizontal line in front of you it's not getting hit. The Incinerator is a little too easy to burn yourself to death with. Considering it replaces a weapon that's extremely useful when swamped by enemies at close range, finding it was wholly useless when you're penned in as it burns you too was a bit of a downer. The maps are pretty decent, although ammo scarcity starts to hit hard in the back half on Ultraviolence. Bizarrely, LoR doesn't seem to have a single ammo backpack in it, meaning your max ammo counts are always capped at their starting values; 50 shotgun shells max! Ouch. The music is definitely a high point. Really great stuff. I'm reaching the end of episode 2, "Conterfeit Eden," and the only map I flat out didn't like is episode 1's "The Coiled City," a level that combines ammo scarcity, TWO archviles at once reviving mid-tier enemies, distant enemies shooting you from outside of your own weapons' range, thin and winding walkways, and penning you in with spawns behind your back even though the level almost exclusively demands you use the Incinerator, which is (as previously mentioned) terrible for repelling close quarters enemies. Absolutely horrendous.
@Curlyheart Austin always comes to mind, otherwise it switches from Kurt Angle, Kane, Undertaker, RVD, HHH, Foley, honestly most of the greats from prime Attitude era.
The new weapons are cool but the new enemies kinda suck. There's nothing particularly interesting about them behaviorally and the art for most of them are either lazy or shit. The Vassago in particular just looks like it's from a different game.
kinda sad that this is an official expansion for doom. I mean there are tons and TONS of better mods out for doom. that dares to experiment bring us new textures/monsters and weapons to the game. its a good mod dont get me wrong but its literally nothing special. Eviternity 1 and 2 for example those are great mods. Those should have been made into an Official Expansion. this looks just like another basic mod with some new monsters here and there. its good dont get me wrong its just not exciting enough. i have the feeling that i have played things like this for a billionth time. and yes i have been playing Custom doom mods for well over 20 years by now. o and why would you want to play this on the KEX engine? just get the wad play it under Gzdoom plays a billion times better and its just easier to set up
I used the "bfg replacement" in E2M6. Very close to start where all the beta lost souls show up and pain elementals.. i was like. O ya, ima kill all these guys in ome full charge.... It does not have vertical aim!!!! Wtf.. this gun is actual trash... that was pathetic. Give me thr bfg back. Least that gun can hit airborne enemies... seriously this bow gun is ballz
1:14 this happened because id software was greedy, they wanted to own the beta assets so they stopped john romero from releasing them and made sure to copyright the unused beta stuff, so now if modders want to use the beta assets they can only release it on idsoftware's modding thing and not on normal modding sites anymore effectively pay-walling all mods with beta assets to people who buy the new re-release
I believe this is incorrect. While you do need to purchase Doom 1 + 2 to access the beta assets, there’s no requirement to release your mod exclusively on their mod portal. You’re free to distribute your mod with the beta assets wherever you choose. From my understanding, ID Software doesn’t seem to care where you upload your mod. They only prevented Romero from releasing the beta assets because they wanted to include them in the Doom 1 + 2 bundle as an incentive for buyers. Modders can easily obtain the beta assets by locating the WAD file for Legacy of Rust in the install directory and extracting the assets using modding tools.
@@artorias-24 But now that they own the beta assets they can takedown mods using it if they so pleased, and even if what you said is true it would mean modern idsoftware is still greedy
Both new monsters and new weapons are hug dissapointment. Beta Lost soul and Baanshee are straight up ugly, there is a reason why they ended on cutting room floor. Arachnotron with chaingun is lame as well as Tyrant whose sprite edit is so basig it hurts. And the Baron like monster have style like from a different game. When it comes to weapons Calamity blade works nicely, but no autoaim is terrible idea and it using fuel is weird. It's sprite is so obviously two guns duc taped together without any polish on top. They are the same toy that BFG is based upon, only without ANY of the artistry that made BFG look like gun of it's own. Flamethrower is fine, but the stylization of the flames is ugly and a third style of fire used in DooM. That alone just makes the whole mod look like another Gate of Perdition with ugly cheap sprite replacements.
I thought this release would be met with a lot more skepticism and malice but as it turns out the more time I spend with it the more I enjoy it! Played myhouse.wad the other day with a friend watching and now we NEED more wads to play. Any recommendations?
Oh man, that is always a hard question to answer because I have folders of wads I love lol I guess it just comes down to what you're looking for. Slaughter, adventure, traditional, spooky, surreal, etc. Off the top of my head though? Hellbound, Boomer: Beyond Vanilla, Slaughterfest2012, Ancient Aliens, Going Down, Speed Of Doom, Deus Vult 1 & 2, Sunder, Sunlust, Doom 2 The Way Id Did.
Kaiser (KEX engine lead) believes the input lag is caused by the triple buffered renderer. You could turn off vsync and switch to DirectX or software, but if that doesn't help a patch for this and many bugs are being worked on.
Some details you might find interesting:
This port has a new compatibility mode, ID24, which is in itself an extension of MBF21, so we actually got way more than BOOM support here, they just didn't update the store blurbs after these changes were made.
LoR is actually unfinished, they cut down on the new gameplay features it'd use from ID24 and only used the cosmetic ones so the wad could be compatible with ports that use MBF21, but it seems like they might update it eventually as they still intend to showcase those features once support is wider. ID24 has support for extra weapon slots, so eventually we'll have support for the new weapons to be used without replacing the plasma or BFG. GZDoom lacks support for the custom ID24 skies as well as the map screen, I recommend you check out Coiled City's sky in the KEX port.
The port can still load mods through commands, launch parameters or a typical doom launcher, so you don't need to use the in game mods browser to play with them. A big part of the reason the browser is spammed is cause people upload mods they wanna play thinking there's no other way to load them, so I hope this info makes the rounds.
The Doomworld forums is keeping a curated list of mods verified to be uploaded by community members so it's probably better to browse there.
Asides from Xaser, if I'm not wrong this has been the first time in around a decade anyone in the team has finished work on a Doom map, kinda neat.
This is all great info, thank you!
- I've done everything I can, including the suggestions given, to improve movement. I'm still having the issue unfortunately.
- a brand new compatibility mode is exciting and from what I've seen on the forums it's got a lot of modders pumped. I just wish I could have gotten the port to work fully to experience it.
- I also saw the post in the forums saying LOR was not 100 complete right as I was rendering the video. Considering my issues with LOR were very small I decided to just leave it be.
-That certainly explains all the random wads being uploaded to the browser, I hope a more curated way to locate like "verified" wads is added soon for the casual crowd.
- dang I was worried I may have missed more due to playing on gz. The sky for coiled city is great.
Looking forward to playing ID24 compatible wads in the future, thank you for this information again!
Trying to make a doomworld account but the verification email never comes. I wanted to let skillsaw know that the latest update he did for Ancient Aliens broke it on PS5.
Big if true. And damn cool as well as I was wondering why the Incinerator was a reskin and why we couldn’t have the Plasma Rifle, BFG and new weapons at the same time. Legit thought it was a DeHackEd patch job
But in case someone asks for this, a source?
@@aliciapendragon1094 thread on Doomworld: ID24 - a new feature set standard
Posted by Gooberman, who got his code licensed for use in the port.
It is indeed dehacked but ID24 is gonna expand it a lot, for now it's still on MBF21 dehacked though so you'll have to wait for an update to get the weapons without replacing.
@@isaacwilson8682 Under the doom general discussion forum there's a pinned post of where to dm a moderator so they can enable your account if this happens.
Im not slow to call out companies for their greed. So it was really refreshing to see them offer this as a free update for people like me who bought the last release in 2019. Well done.
And the last remaster was a free upgrade if you owned the Dosbox releases that were on Steam originally. Kinda wild.
@@luigimaster111let’s hope they go 3 for 3 with Free updates to the these remasters
Right? We already had a decent official way to play, and when we wanted to multiplayer we had the communities for that too. We had tons of official mods now and all our regular ones. Nobody was asked for this and they dropped it on us anyway as a way to do all those things on an even better official release with new maps. The good will for id right now is off the charts. Doom community has never had it so good.
@@luigimaster111 they did it for Quake as well.
For how shitty ID has been to Mick Gordon and the Doom Eternal team, they've been shockingly pro-consumer with their older content. The Quake 2 remaster from around a year ago being free for owners of the game comes to mind. I like this business model, especially coming from Bethesda, who will make you buy skyrim 75 times to get every new version. I like that they respect their older content, at least.
The Banshee is in the Vault, it was old content from Doom's development
While all of the new enemies might not be wholly interesting on their own, I think their inclusion in Legacy of Rust is really what helped make the addon as good as it was to play. After playing so many mods that have the standard DooM 2 enemy roster, it was a very nice change of pace to see a variety of new enemies that function similar yet different to existing enemies and to see them used to great effect in the new maps.
Completely agree with this 🤘
Im amazed that this was on the doom + doom 2 release, just finished it and ohh geezs have I missed playing the old doom, and the MIDI soundtrack just brings me joy, Great video on Legacy of Rust Lagoonatic!!!!
Thank you! Someone uploaded the soundtrack and I've been playing it on repeat!
Have you noticed that the Nightdive Doom/Quake ports are getting increasingly ambitious episodes? Doom 64 got a new episode that bridged the gap between classic Doom and Doom 2016, both Quake and Quake II got great expansions that were more impressive, and now LoR contains new weapons and enemies. Could you imagine what Id, Machine Games, and Nightdive have in store for Doom 3 should that get a remaster? I'd love to see what they can do for that game because even with it being polarising within the Doom community, it still deserves the remaster treatment.
I'd imagine developing new content for Doom and Quakes 1 and 2 has gotta be a lot easier than it would be for Doom 3, considering Doom 3's more complex engine and higher level of graphical fidelity, so while it wouldn't be impossible, I wouldn't get my hopes up for something like that either.
I don’t care what anyone says, this is basically an official / canon new doom game
One of the few times when 'well' is said 3 times, it means something GOOD!!!!
"When someone says 'well' 3 times, it usually isn't good" - Joe Swanson, Family Guy
Lmao I remember that. The wrll well we'll at the start is due to there being another re-release of something beloved. Modern gaming would imply that's bad, but thankfully it's quite the opposite this time around.
I like the tyrant, glass cannon enemies are SOOO under-rated, much better than boolet sponges
Sigil was technically official
...as is Sigil II, and I won't doubt that it, E1M8B, E1M10, the Sony PlayStation 1/Sega Saturn exclusive Doom levels, and a few other Lost Level packs, as well as things like Plutonia 2, Ancient Aliens, and Vendetta, become official DLC down the road as well.
@@paxhumana2015 ancient aliens definitely needs to
Great video as usual! :D I have only played the first 4 maps, so I skipped the spoilers, but so far I agree with you on most of the points. The soundtrack especially caught my attention, some of the best MIDIs I've heard!
Absolutely, I've been listening to them outside of the game since release. Last time I did that was Boomer 😉
@@Lagoonatic8T88 I feel flattered :)
3:44 "echelon" is pronounced "eshelon"
12:56 there are four teleport rooms total there at the end. Two of those rooms are not joined, which means the monsters never hear the player. That's why they stay there doing nothing.
So 100% kills is not possible right now, but I'm sure it's known and will be fixed.
Exactly what I thought it was. Strange that wasn't caught in testing. Same goes with the 0 secrets on the same map.
The RUclips name of PDXBLA makes me eternally nostalgic for that Xbox 360 perfect doc remastered that no one talks about anymore.
@@Lagoonatic8T88 If I had to guess it probably has to do with the QuakeCon deadline. I've seen the developers mention(on nightdive discord or doomworld not sure which was it) about having to rush certain things to get it done in time.
Including the fact that the new weapons are replacements instead added as extra weapons. It wasn't an engine limitation. They just needed more time.
Will be interesting to see what will still change. Just fixes? Or bigger things like adding plasma rifle and bfg to legacy of rust.
@@Gator159 Yeah, I originally made this channel specifically for Perfect Dark XBLA remaster back in 2010 when it was coming out. If I did it now I wouldn't have named it exactly like this. Makes it seem like it's supposed to be official channel for that game.
One of my favorite games of all time and one of the best remasters of all time.
@@pdxbla I would prefer the BFG in rust over the calamity thing. I didn't even like That gun In Doom Eternal, then again I didn't really like Doom Eternal...
Unpopular opinion I know. I always hated chasing after me via climb me up walls really fast. Classic doom is my favorite because turning on fast monsters only works on the pinkies and projectiles.
I've even beaten fast monsters with plutonia experiment. I tried fast monsters with Legacy of rust and came to conclusion that these levels are just too damn long for that sort of commitment. Plutonia levels were half as big even with the high difficulty / monster count. Oh, and I feel like legacy of rust has a habit of giving me no room to circle strafe which is a crime in a classic Doom game.
I really hope we will have some patches. As amazing as GZDoom (and the whole community ecosystem) is, it *really* should not be necessary for the OG movement experience.
Before the update wasn't the movement a bit slippery (even if you stopped to stand still) which felt like you use to zooooom across the map..? Correct me if I'm wrong but that's how it felt before when playing the game....
Yes it's supposed to feel like "being on roller blades". It still has that but there is something off about it... like the player stops moving just just short of where they typically stop.
I really like the level design in this, it feels a lot more grounded than the base game and has some really cool effects. It almost, _almost_ reminds me of Blood in the way they designed at least the first level, which is a pretty big compliment coming from me. I haven't gotten very far but the quality of this expansion seems like reason enough to get this new port.
EDIT: Also, works great in the latest stable build of GZDoom, id1.wad is the wad file you need to run it, didn't require any different settings or anything. I also tried it with the latest version of Brutal Doom and it ran flawlessly, holy fuck it's intense so far though lol. Would recommend.
Legacy of Rust was such a welcomed surprise. As far as Doom Wads go I'd say it's 9/10. Sooo damn good. Pretty challenging, too. I have over 1400 hours of Classic Doom on the PS4 version alone, and yet Legacy of Rust still got me quite a few times. I hope they do more official expansions in the near future. Like the VERY near future lol
Yeah it was a blast to play for sure! I was also impressed with how challenging it was, didn't really hold back. They knew who'd be playing it haha
its very challenging
I'm glad to hear you mention that about the movement, I started playing Legacy of Rust but if felt like something was off.
just open it with Gzdoom and you have no problems what so ever.
"echelon" is pronounced "eshelon" not "ekalon"
what what ive seen enemy AI seems to break sometimes after you reload a save.
and sometimes the player "bounces" of walls.
I think the bouncing referred here is what happens in vanilla doom, it's due to how momentum works. But the AI is kind of rank from some clips I've seen, though some of it is also vanilla doom Jank, too.
A bit of the weirdness, may just be carryover code from the Unity port that carried over to this version (some maybe truly new issues, others could be chalked up to that port).
It looks like the calamity blade is using argent energy I like it
My favorite DoomTuber!
The Calamity Blade looks so sick.
Cant wait to play this soon!
The DOOM port on switch has gotten a lot of use for me over the past few years when I’m traveling or can’t access my computer for whatever reason, and while I still have the older versions downloaded, I’m a little miffed about the stability of this new port. It crashes pretty frequently when the console is put in sleep mode during gameplay, and I’ve noticed that flipping through the ID vault too fast can crash the game as well. Not sure if this is an issue on other platforms as well yet, but I’m definitely surprised at the lack of stability in the switch port and hope it gets fixed sooner rather than later
I had a Pain Elemental Glitch. They stopped spitting lost souls. They became interesting and ineffective meat shields.
Fun Doom fact, pain elementals cannot spawn Lost Souls if there are more than 20 still alive on the map. This is to prevent an absolute flood of Lost Souls from happening. Though this is only with complevel 2 I think. Anyway, if you were to go around killing lost souls eventually they will start spewing them again.
I feel like there's a missed opportunity with the disembodied head sprites to have a go at making an enemy out of multiple sprites (so, the most basic proof of concept would probably be to use a fireball sprite and have them scripted to move around in 3D space underneath the head to approximate a humanoid figure, kind of like a satanic version of Rayman or Vectorman.
I know that it's not in keeping with the established art style, but it could be a really cool idea for a boss enemy - especially if you have the sprites move around the 3D space to give it stretchy arms and/or change shape like a boss from a Treasure game.
Even just having the sprites spin around the head like a shield that you need to shoot through (I guess that there might be a problem with the hit detection not being aligned with the perceived height of the target but if you only have a hurtbox for one row of the sprites it might work OK and ensure that you only hit the one closest to you and aren't constantly missing the weak point)
Literally the first thing I said when I played LoR was that if you're on PC , you're better off using whatever source port you already have. I played on PS4 and ran into the same movement issues with the Kex engine, it's not terrible at all but it definitely needs a bit of work.
Legacy of Rust is pretty good as a wad though, the level design is really interesting
YAY MY MOD IS ON THERE! (Bubblethugomegas adventure)
Would love to see Brutal Doom on this
This news is AWESOME! I've been playing DOOM since it was on shareware for the PC!
He mentioned the man the myth the absolute legend Civvie! Epic!
Yessir! Now we just see how long until he uploads
@@Lagoonatic8T88 I sent a message to him yesterday about if he indeed was going to do a review but no response yet. Hopefully it'll be really soon!
As much as it pains me to say this: It’s a lot better than Sigil 1 and 2 (JR is still the GOAT though)
I don’t think you noticed, but there is a whole second episode to LoR you didn’t mention
For me would be perfect it had the option to switch to the Aubrey Hodges soundtrack
Doom was my first ever PC game, I purchased it with some allowance money when I was 12 years old in 1994. I was HOOKED. ever since then I still play OG doom. I love the newer ones like eternal don't get me wrong but always play the old ones and with all this new content in in heaven. My 14 year old son makes fun of me constantly how many hours I have in this game, I think its over 500 😆. Great video too brother, loved it. Will check out your other videos too.
Thank you! Yeah, Doom has been a big part of my life going back to the mid 90s too. Nothing else like it!
I have so many PC games but always go back to Doom. It just instantly boots up and you can start playing, unlike modern games where you have to watch cutscenes after cutscenes to start playing.
Only thing i missing from this port is the option to disable the multiplayer weapon in coop. (doom 2 bfg, super shotgun, chaingun at level start)
The slower response messes with my play. I still love it. I have it on the Series X, PS5, Steam Deck, and Switch. So far, I'm not big on the new campaign. I found a really strange bug...
When you start a campaign and select add multi-player items...whatever you do don't restart the map or lose. If you do monsters will start teleporting in like crazy.
Hmm, interesting, had no problems with the controls of this, it controlles the exact same as the unity port for me
The only problem im having is that the game crashes sometimes whem i'm reloading a quick save
I have similar opinions regarding the 2024 DOOM + DOOM II Kex engine release. No mouse look option, no compatibility with the Brutal Doom mods, and very console-ized. I'll just continue using GZDoom with the Project Brutality mod and the old wad files. GZDoom also has Linux and Mac compatibility, which the 2024 Kex engine release lacks.
Sigil, and Sigil II: "We exist too, you know".
Still not official just because Romero did it.
@@Bembel81Sigil is included as a part of DOOM + DOOM II by default, so I’d say it’s episode 5.
Yes they do, they're expansions for the original, not Doom II, hence why they don't use monsters or assets from Doom II. And the title of the video says specifically it's an expansion to Doom II
@@Bembel81 if you open Sigil 1 on Gzdoom with the Ultimate Doom.wad it will show up as the official 5th episode for doom. so yes its an official new Episode for doom 1. Sigil 2 is exactly the same. if you open that game wit Gzdoom it will automatically open Ultimate Doom and it will show you as the 5th Episode. so yes its also an official Episode for Classic doom
Damn, even though Final Fantasy 7 Rebirth, Steller Blade and PS5 Red Dead Redemption 1 Remaster are all on my plate right now...I'm completely fixated on this "New" Doom and the Quake and Quake II remasters. (The Quake bundle is available on PS Store for only $7 right now and that seems just too good to pass up...but damn, you can have unlimited games but not unlimited time.)
It would be nice if Project Brutality doom mod could be brought to this.
Yeah it is my understanding that gzdoom specific mods will not work. Though maybe over time, either the port or the mods themselves can be optimized to work together.
@@Lagoonatic8T88 they'd need to implement decorate and zscript, and the odds of that seem pretty low tbh
GZDoom compatibility would be a ton of work, at that point may as well just fork GZDoom. It'd probably be easier to make a "Project Brutality Lite" that runs on MBF21/ID24.
@@MrTomas7777 true but one can dream. ☺️
why that mod is unbalanced and crappy. if you want to play this mod with Brutal Doom just open it in Gzdoom
I cant get any of the mods to load on my Xbox Series S. I just keep getting a notification saying "there was a problem retrieving the mod details. Please try again later" Anyone else having the same problems, or is it just me?
Theres also a data dump of unused sprites!
The ghouls definitely seem more mobile to me in the rereleqse as opposed to gzdoom. Haven't tried any other sourceports yet
sound glitches, every other of my shots is silent, probably when too many sounds play at once? patch/fix pls? thanks
if you play it on the pc just get Gzdoom and run it through that port. it works and no other things needed.
i really enjoyed this episode. the end got a little to happy with spamming hordes of demons but thats as far as my complaints go
The problem with this port is simple, a lot of input lag. I play on PS5 and I couldn't aim properly. This wasn't the case with old ports, including the very old PS3. Tried to change settings in vain. Intalled DooM PS4 version again and the problem was obvious, I could see it with my on eyes with the controler in front of the monitor, input lag.
Im not entirely sure complaining about movement and then immediately saying you use GZDOOM is the best look given that GZ is well known to have some pretty different feeling movement to DOS doom. Maybe try comparing the new port to PRBoom+ or Chocate Doom, it might feel a lot more similar
I do appreciate the comment but I disagree.
1. Alot of players use GZ, that is what most will be accustomed to. So thats is what i chose to compare in the video.
2. If I'm not using gz I'm on dsda and the movement feels the exact same to me, I've never had an issue transferring over.
3. I'm not the only person complaining about the movement, this has been said by numerous other people.
I already knew I'd be judged by a few for using GZ, but the fact of the matter is at the time of playing LOR i only knew of it working in gz and dsda. Its mdf21 based so only a few ports will work anyway. GZ also looks better for video capture so that's what I went with.
it would be really epic if ID eventually gave us GZDoom support / run on that engine in the future.
i also hope Kaiser puts the OST of Legacy of Rust on Spotify for all to listen to.
my guess as to why there are no secrets in E1M3 is probably the enemy count (500 or so demons) and while other maps also have high enemy counts, i think that for map 3 its a bit more fair to have none.
use DSDA instead of gz for this wad
@@ian.swift.31614 i played it on the Kex Engine (the steam version). it was an awesome experience
GZDoom is (fortunately for us), under a license that requires all derivative works to also be free and open-source, so id would probably not touch it if they have the choice
@@harrylane4 didnt know that, what source port would be more likely for ID to implement then?
@@qxlf i never bought Doom on steam unfortunately for me, all these years I just kept my Doom Collectors Edition CD from 2001. Pretty obstinate about not giving Bethesda any money especially for a game I already own, just to be able to play potential new MBF21 WADs like this one when they're first released. All the free source ports will eventually fully support these MBF21 wads. Otherwise I'd definitely use the kex engine. Plus I don't like anyone who's in the modern Doom community, they're all completely opposed to anything I believe in.
Now LOR is pretty cool n all but I find the new enemies to be very ugly and uninteresting retextures, would be nice if they were unique and different like the way the enemies doom 2 are, compared to doom 1.
Correction:
Sigil is the last official expansion for doom before legacy of rust.
Like, it's in the fucking campain selection.
Sigil was developed by John Romero years ago as an UNOFFICIAL expansion of ultimate doom. ID had nothing to do with it. It stayed that way up until the release of this new port at which point Id Software decided to adopt it. Flipside, LOR was SPECIFICALLY developed by Id and Nightdive making it OFFICIAL. Not adopted in, made specifically as an official release just like No Rest For The Living, Final Doom, Master Levels. In the comments section you will see how many times this has been explained by others...
Doom 1 + 2 on consoles needs brutal doom and project brutality as options with ability of hd textures and ray tracing and infinite weapon alternatives made all easy via menu selections across al wads and games and expansions
Also hud and other options in fine tweaking
Brutal Doom relies on GZDoom too much, not going to happen. Also who cares about raytracing and HD textures, they just make Doom look worse.
There is a bug where if you load the game, it turns nightmare mode.
The player movement is guaranteed to be the same as the attract demo compatibility requires it to be. You may be unusually used to gzdooms movement being different from doom.
Except nightdive is aware of movement problems and it should be fixed in an update. I play on dsda doom as well for alot of wads and have at times through prboom. Many players have said the same as I have on the matter. And after digital foundry's video I think it may have to do with the mouse.
@@Lagoonatic8T88 we aren't aware of any player movement problems. All the math checks out.
@edward850 scroll through this comment section, go to doom world forums, watch digital foundry's video, go to steam page. I don't think it's possible to not see people are saying something does not feel right with this port.
@Lagoonatic8T88 I'm sorry but the math and demos can't lie on this one, the player doesn't stop any faster than they did on DOS. Doom's demo logic requires that all the mathematics must be identical for them to play back correctly as they are just input commands, and the attract demos play back correctly.
@edward850 ok, I see the problem we're having. To clarify, after some time and seeing a correlation with other players saying the same thing, it seems to be an issue with how mouse look works. Like its response is hitching. Combine that with the players fast movement and it creates awkward playing. And again, I would direct you to digital foundry as they specifically call this out... it's a tiny issue but one that matters during fast paced gameplay which is why I initially felt it had to do with movement.
you, or we, can't expect it to be brutal doom or project brutality which both of it strayed far from the formula.
The addition of new monsters and weapons are neat
But i wish this as a beginning not end
great video
so is the unity ports completely killed off if you didnt already own them? or is it an option on these new ports its not much lost but that would be the same as if the 3do port just disintegrated! all of these versions hold worth at least for a historical purpose even if they werent the best at there release of the ways to play doom
On Steam at least, you can go to properties, beta participation, and choose the Unity version. The irritating thing is that you seem to have to re-download everything every time you change versions.
If you own any version of Doom, you get all previous and all future (to date) versions of doom. Unity, DOSbox, and the doom WAD are all completely available and totally free if you own any of the others
What music is used in this video?
All music used is from Legacy Of Rust
@@Lagoonatic8T88 Thanks. I'm newly properly getting into classic doom. (I am more familiar with the new games) Jumped in using the new port. I previously had the unity port on my switch several years back, but it was just kind of...bad? And I dropped it. So I intended on coming back later, and then randomly to me they drop this new port. It works like a dream, at least for my newbie perspective. I beat Doom 1 and had a great time, working on 2 right now, and was curious about the new campaign.
By the way. Do you happen to also know where to find the music used for the deathmatche modes levels? I played a few games with my bud and was blown away by how good it was. It sounds like some of the same music used in legacy of the rust, or at least the same style, so I was guessing it was the same guy, Xaser. Unfortunately the wiki hasn't been very helpful cause it's the early days I'm guessing. (If they're the same songs i'm going to facepalm lmao)
It makes me very happy to know that you are enjoying classic doom! Welcome to your potential new obsession! Lol
You're not the first I've seen say that about the unity port, I think this new port is great for newcomers! Like I said, the issues I have come from a place of decades of playing, they're primarily only noticeable to the seasoned player.
As for the deathmatch maps music, I'm not sure as I haven't played them yet. Maybe someone knows and can comment? I do know someone has uploaded the Legacy of Rust ost on RUclips at the very least.
@@Lagoonatic8T88 update the doom wiki finally stated what music was used. A lot of it is legacy of rust. On my doom adventure btw, i'm on the doom 2 master levels now. Having fun.
First playthrough.. not enough ammo!
Sigil 1 and 2 they not official too?
I mean let’s be honest why would you play this when you can play GZDoom
TBF, those of us who are willing to watch a video describing the benefits and drawbacks of this compared to other source ports… probably aren’t the main target audience for this. As easy as doom source ports are to run, they’ve still got extra steps beyond “download, click play” and some people just don’t want anything more complicated than that. Heck, I’ve got friends who are seemingly incapable of anything beyond that.
So basically, the modding is like snapmap
The mods for the switch version are limited at best I got it for free since I owned both doom games
Nintendo is notoriously strict about what developers can and can’t do, and id bet uploading external files to be downloaded and run on the console is probably a no-go
Do they probably have legacy of rust soundtrack is that it’s not metal and we all know doom has to have metal music in it so that’s why That’s why I have the music off so I can provide my own music Using iTunes
bro really said Ekelon
And I'd do it again
@@Lagoonatic8T88You're mispronouncing a word. There are multiple comments mentioning this. Rather than learn like an adult, you double down and say you're going to continue pronouncing it wrong. What an utter dolt.
The dolt in this situation would be the one who can't understand sarcasm...
"legacy of rust is doom`s first new expansion in over a decade" meanwhile Sigil that's right there and just as official
They adopted that one. It wasn't created by Id officially or Night dive and Machine Games. So it's not an official wad at its inception. They saw how popular and cool it is, they decided later to "bring it on board". It wasn't made as an official wad.. Not since 'No Rest for the Living'.
@@TheWayoftheSith It's more official than Legacy of Rust, given that it was actually created by somebody that created the original Doom.
Current day ID did not create Doom, Machine Games didn't create Doom, Night Dive didn't create Doom.
Romero and Carmack did.
Romero created Sigil.
Bro... that logic is not sound. Carmack and Romero ARE NOT affiliated with Id Software, and havent been for a very long time. Romero DID NOT make SIGIL with the intention of it ever being made official canon. Id owns Doom, not Romero. That is why for years people called SIGIL literally "the unofficial expansion for Ultimate Doom" until just now.
Legendary expansion!
This is good.
I really don't like the Kex Engine for Doom, it feels wrong just enough for someone like me (who has played since age 5, I'm 31 now) to notice that things are off.
My opinion is that "Plutonia" is much better than this.
For me this mappack is mixed bag. I want to love it but i just can't. Some enemies are cool like: Banshee, Ghoul and the Shocktrooper. I really dig them. But the rest is kinda meh. Especially that guy which shoots fire (can't remember its name because it's too weird). Because his fire has too big of a hitbox. I am literally far away from it and i still take damage. Not cool. Oh and nyw Cyberdemon variant and mini-mastermind are just forgetable.
As for weapons flamethrower needs tweaking. Because its fire also has way too big of a hitbox and i end up hurting myself more. Especially whith the limited range it has.
Calamity blade or whatever it's called is fine i guess but its sprite clashes with the rest of the game.
When it comes to levels i had more fun with first episode than second one. Altough there are some stinkers in Ep 1. Like e1m6 i think, which has way more ammo for the flamethrower than anything else.
From episode 2 the worst maps have to be final 2 maps. Mostly because authors throw a friggin slaughtermaps out of nowhere in the campaign full of more standard levels. That's not cool
As for the music. It sounds... It DOESN'T sound "doom" enough but that's just a personal taste
I already said it in doomworld thread but I'm gonna give 6/10. Played better stuff with more consistent difficulty curve.
Also if it will win a cacoward then i am gonna boycott the entire thing since i don't trust its legitimacy. Basically if Xaser wasn't involved, more people would criticise it. (Same thing with both Sigils. Just blind praise)
Nah it's great. Weapon problems, one bug, and one dud map, along with mistakes on the final two naps doesn't diminish the rest of the wad. It's quality almost through the entire thing.
We've already got far more extensive mods available for free, and honestly, I wouldn't be impressed even if this was free too.
Aint Sigil an official?
Sigil was made as an unofficial expansion until Id decided to include it for the re-release
I think the reason your resources didn't load is because you didn't load up all 3 of the files
You do not need id1-weap or id1-res, they are resource files for modders. Everything in both are included in this base file.
It looks like a great update, but...for me, it's impossible to go back after being spoiled by GZDoom and Project Brutality. I will be running LOR through GZDoom though. This looks like a cool expansion.
Ai for me just stops sometimes
was sigil not official?
Sigil was an unofficial expansion until Id decided to include it. Whereas LOR was made specifically for release by Id.
uhmmm have you not realized GZDoom renders the banshee useless? they do 0 damage, they are much much worse on the KEX apparently.
Apparently this issue isn't present in DSDA-Doom
You need to enable mbf21 compatibility mode on gzdoom, i think.
They don't do 0 damage in gz... you can see I take damage from them in the video.
Even with mbf21 I still had the issue of walking through railings
I think it may be up to which version of gzdoom people are using, the are sertain parts of dsdhacked that weren't supported by gzdoom until 4.11 or something like that.
And from my understanding, the id24 language they're pusjing will be updated in the future.
(They released an unfinished version for both time constraints and the secrecy of the project that didn't allowed them to be full vocal about the new language until now, so there will be some time of discussion with the community to iron out some kinks and fix some issues later on.
@AlphaEnt2 thought as much, I did also read about it being unfinished. I have ver. 4.11. Looking forward to seeing ID24 implemented.
3:44 it’s pronounced “esh-uh-lon”
I'm not really a fan of the new weapons. The Calamity Blade doesn't adjust its height depending on what you're aiming at, so if it's not in a direct horizontal line in front of you it's not getting hit. The Incinerator is a little too easy to burn yourself to death with. Considering it replaces a weapon that's extremely useful when swamped by enemies at close range, finding it was wholly useless when you're penned in as it burns you too was a bit of a downer.
The maps are pretty decent, although ammo scarcity starts to hit hard in the back half on Ultraviolence. Bizarrely, LoR doesn't seem to have a single ammo backpack in it, meaning your max ammo counts are always capped at their starting values; 50 shotgun shells max! Ouch.
The music is definitely a high point. Really great stuff.
I'm reaching the end of episode 2, "Conterfeit Eden," and the only map I flat out didn't like is episode 1's "The Coiled City," a level that combines ammo scarcity, TWO archviles at once reviving mid-tier enemies, distant enemies shooting you from outside of your own weapons' range, thin and winding walkways, and penning you in with spawns behind your back even though the level almost exclusively demands you use the Incinerator, which is (as previously mentioned) terrible for repelling close quarters enemies. Absolutely horrendous.
I thought Sigil was official.
To be official it would need to be published by id. John Romero did it on his own. So, maybe we can say its Canon, but not official?
Unrelated but do u like WWF?
Hahahahaha how'd you guess?
@@Lagoonatic8T88 you just struck me as a wrestling fan.
@@Lagoonatic8T88 BTW who's ur favorite superstar?
@Curlyheart Austin always comes to mind, otherwise it switches from Kurt Angle, Kane, Undertaker, RVD, HHH, Foley, honestly most of the greats from prime Attitude era.
@@Lagoonatic8T88 Absolutely, nothing beats the attitude era. 💯 I personally really enjoyed Ken Shamrock, he was underrated in my opinion.
The new weapons are cool but the new enemies kinda suck. There's nothing particularly interesting about them behaviorally and the art for most of them are either lazy or shit. The Vassago in particular just looks like it's from a different game.
kinda sad that this is an official expansion for doom. I mean there are tons and TONS of better mods out for doom. that dares to experiment bring us new textures/monsters and weapons to the game. its a good mod dont get me wrong but its literally nothing special. Eviternity 1 and 2 for example those are great mods. Those should have been made into an Official Expansion. this looks just like another basic mod with some new monsters here and there. its good dont get me wrong its just not exciting enough. i have the feeling that i have played things like this for a billionth time. and yes i have been playing Custom doom mods for well over 20 years by now. o and why would you want to play this on the KEX engine? just get the wad play it under Gzdoom plays a billion times better and its just easier to set up
Wilson Brian Williams Cynthia Rodriguez Nancy
I used the "bfg replacement" in E2M6. Very close to start where all the beta lost souls show up and pain elementals.. i was like. O ya, ima kill all these guys in ome full charge....
It does not have vertical aim!!!! Wtf.. this gun is actual trash... that was pathetic. Give me thr bfg back. Least that gun can hit airborne enemies... seriously this bow gun is ballz
Only thing i dislike abot LoR is the archviles. I've played plenty of doom. I just dont find them fun. Thats just me tho
I personally love arch-vile torture lol
Never touch plutonia experiment then lol
@@KylarTyphlosion tbh, they're not spammed like in plutonia, they're just used really intelligently from what I've played
So far the second map i didnt like. And some enemy placements are just bs. Like oh exit cool. boom 2 plasma marine. oh ok now the exit. Boom revenant.
1:14 this happened because id software was greedy, they wanted to own the beta assets so they stopped john romero from releasing them and made sure to copyright the unused beta stuff, so now if modders want to use the beta assets they can only release it on idsoftware's modding thing and not on normal modding sites anymore effectively pay-walling all mods with beta assets to people who buy the new re-release
I believe this is incorrect. While you do need to purchase Doom 1 + 2 to access the beta assets, there’s no requirement to release your mod exclusively on their mod portal. You’re free to distribute your mod with the beta assets wherever you choose. From my understanding, ID Software doesn’t seem to care where you upload your mod. They only prevented Romero from releasing the beta assets because they wanted to include them in the Doom 1 + 2 bundle as an incentive for buyers. Modders can easily obtain the beta assets by locating the WAD file for Legacy of Rust in the install directory and extracting the assets using modding tools.
@@artorias-24 But now that they own the beta assets they can takedown mods using it if they so pleased, and even if what you said is true it would mean modern idsoftware is still greedy
Both new monsters and new weapons are hug dissapointment. Beta Lost soul and Baanshee are straight up ugly, there is a reason why they ended on cutting room floor. Arachnotron with chaingun is lame as well as Tyrant whose sprite edit is so basig it hurts. And the Baron like monster have style like from a different game. When it comes to weapons Calamity blade works nicely, but no autoaim is terrible idea and it using fuel is weird. It's sprite is so obviously two guns duc taped together without any polish on top. They are the same toy that BFG is based upon, only without ANY of the artistry that made BFG look like gun of it's own. Flamethrower is fine, but the stylization of the flames is ugly and a third style of fire used in DooM. That alone just makes the whole mod look like another Gate of Perdition with ugly cheap sprite replacements.
I thought this release would be met with a lot more skepticism and malice but as it turns out the more time I spend with it the more I enjoy it! Played myhouse.wad the other day with a friend watching and now we NEED more wads to play. Any recommendations?
Oh man, that is always a hard question to answer because I have folders of wads I love lol I guess it just comes down to what you're looking for. Slaughter, adventure, traditional, spooky, surreal, etc.
Off the top of my head though? Hellbound, Boomer: Beyond Vanilla, Slaughterfest2012, Ancient Aliens, Going Down, Speed Of Doom, Deus Vult 1 & 2, Sunder, Sunlust, Doom 2 The Way Id Did.
fyi: ESH-uh-LON. echelon.