DOOM + DOOM II

DOOM + DOOM II

View Stats:
This topic has been locked
why don't they combine the games?
Okay I adore doom 1, 2, etc but like...
doom 1, 2, final, and master levels are all basically the same game with the only major additions being in doom 2 that could easily be ported backwards, and hell, it's been done by fans.
my question is why doesnt idthesda combine the classic doom games into one combined experience? like, it'd be the easiest thing in the world to do, just port doom 1 maps into doom 2.
probably oversimplifying it, but is asking for doom 1 maps to be brought forward into doom 2 really that tall an order?
< >
Showing 1-15 of 55 comments
KristopherVector Sep 25, 2022 @ 12:40pm 
money is why they dont do it

final and master levels are in doom 2 tho
SuperFly Sep 25, 2022 @ 1:39pm 
3
"Just erase DOOM to sell some frankenstein hybrid that undoes the doing they did to get the sequel up and running."

Nah. Miss me with that junk.
Miss you, too.
Kaiser Ducky Sep 26, 2022 @ 2:40am 
I personally like how it is just fine. Makes modding much easier, since most maps and mods are only made for Doom 2. And some were made for Ultimate Doom, and don't work as intended, if at all on Doom 2.

But if you really want that, look up WadSmoosh. You can combine Doom 1, Doom 2, Final Doom, Master Levels, and even Sigil as well as No Rest for the Living, if you own Doom 3 BFG Edition. I couldn't say how mod support is. I also can't say if all those titles together would run well, but I'm sure a good source port should run it just fine.

Edit: BTW, saying there's no major change isn't true. Doom 2 improved a lot of functions over og Doom. Ultimate Doom can't handle the large sized maps, or the enemy count that Doom 2 is capable of. There's a fair amount of improvements. So basically they'd have to recreate Ultimate Doom with Doom 2 as the base. And they'd have to make the SSG inaccessible even when using cheats to avoid ruining the classic experience.
Last edited by Kaiser Ducky; Sep 26, 2022 @ 2:46am
inkus Sep 27, 2022 @ 11:02pm 
Originally posted by Kaiser Ducky:
Edit: BTW, saying there's no major change isn't true. Doom 2 improved a lot of functions over og Doom. Ultimate Doom can't handle the large sized maps, or the enemy count that Doom 2 is capable of. There's a fair amount of improvements. So basically they'd have to recreate Ultimate Doom with Doom 2 as the base. And they'd have to make the SSG inaccessible even when using cheats to avoid ruining the classic experience.
That's a false statement. Og DOOM II had improvement over og DOOM, that's true. But latest vanilla Ultimate DOOM (v1.9) has literally the same exe as the latest vanilla DOOM II (v1.9). And, yes, engine hides SSG and DOOM II-specific monsters if it detects doom.wad instead of doom2.wad. And things work this way since v1.666 AFAIR. "Game mode indeterminate" error message is directly related to this behavior of the engine.
Thermal Lance Sep 27, 2022 @ 11:26pm 
Originally posted by SuperFly:
"Just erase DOOM to sell some frankenstein hybrid that undoes the doing they did to get the sequel up and running."

Nah. Miss me with that junk.
Miss you, too.
They literally could with pretty much no damage at all.
TOKE SMOKEM Sep 28, 2022 @ 8:58pm 
there is a utility called wadsmoosh that only works on GZDoom and Zandronum. It's on the zdoom.org website
SuperFly Sep 28, 2022 @ 9:54pm 
Originally posted by Thermal Lance:
Originally posted by SuperFly:
"Just erase DOOM to sell some frankenstein hybrid that undoes the doing they did to get the sequel up and running."

Nah. Miss me with that junk.
Miss you, too.
They literally could with pretty much no damage at all.
That doesn't make it right.
tribbles Sep 29, 2022 @ 11:20pm 
I don't think they should necessarily give them the exact same engines since that would break demo compatibility and make certain mods unplayable without adding DeHackEd lumps to them to restore the correct engine behaviors.

But, they could put them in a single package. Since all the games and all the mods all use almost exactly the same engine just with minor tweaks to it, and since the Unity ports already support DeHackEd lumps in wads, you could put them all in one package and select which one to play from a menu like the add-on menu, and it would adjust the engine to work exactly as it should for that particular game. Even without DeHackEd lump support, there would be methods to tell it how the engine should be configured for official wads.

This is already done with the official add-on system, it's why add-ons originally made for one game can be played in the other with exactly the same functionality -- otherwise demos would be desynchronizing from even the most subtle differences in the engines.

Putting them all in one package would streamline the configuration files too. But there might be drawbacks to having them in a single collection, I don't know. For consoles, I'd prefer if it was just one title though, since I can't copy config files or easily check which add-ons are downloaded to what game on Switch.
Originally posted by SuperFly:
"Just erase DOOM to sell some frankenstein hybrid that undoes the doing they did to get the sequel up and running."

Nah. Miss me with that junk.
Miss you, too.
doom 1, 2, and final doom are all LITERALLY the same game
doom 2 only added the super shotgun and some new monsters that both could easily back-ported to doom 1 when they made ultimate doom. and the difference between doom 2 and final doom is nonexistent as they are already addons for doom 2 in the launcher.
it's not like itd be a tall order - modders are able to do it and do it seamlessly.
plus most doom 1 mods work in doom 2 and vice versa. they are *that* similar.
the one outliar in all this is doom 64. which i concede is actually different enough from its source to get its own release.
Last edited by The Trippy Pyro (MPH! MPH! MPH!); Oct 9, 2022 @ 7:17pm
SuperFly Oct 4, 2022 @ 8:24pm 
Originally posted by The Trippy Pyro (MPH! MPH! MPH!):
Originally posted by SuperFly:
"Just erase DOOM to sell some frankenstein hybrid that undoes the doing they did to get the sequel up and running."

Nah. Miss me with that junk.
Miss you, too.
doom 1, 2, and final doom are all LITERALLY the same game
doom 1 only added the super shotgun and some new monsters that both could easily back-ported to doom 1 when they made ultimate doom. and the difference between doom 2 and final doom is nonexistent as they are already addons for doom 2 in the launcher.
it's not like itd be a tall order - modders are able to do it and do it seamlessly.
plus most doom 1 mods work in doom 2 and vice versa. they are *that* similar.
the one outliar in all this is doom 64. which i concede is actually different enough from its source to get its own release.
That doesn't make it right.
Thermal Lance Oct 9, 2022 @ 10:23am 
Originally posted by SuperFly:
Originally posted by Thermal Lance:
They literally could with pretty much no damage at all.
That doesn't make it right.
I fail to see the reason why it would make it "wrong" to bundle the games together. There is literally nothing that could ever be bad about it.

I legit have no idea where you got the wild idea it would be a bad thing.

"That dosen't make it right" is not an argument for anything unless you explain yourself.
Last edited by Thermal Lance; Oct 9, 2022 @ 10:24am
Originally posted by SuperFly:
Originally posted by The Trippy Pyro (MPH! MPH! MPH!):
doom 1, 2, and final doom are all LITERALLY the same game
doom 1 only added the super shotgun and some new monsters that both could easily back-ported to doom 1 when they made ultimate doom. and the difference between doom 2 and final doom is nonexistent as they are already addons for doom 2 in the launcher.
it's not like itd be a tall order - modders are able to do it and do it seamlessly.
plus most doom 1 mods work in doom 2 and vice versa. they are *that* similar.
the one outliar in all this is doom 64. which i concede is actually different enough from its source to get its own release.
That doesn't make it right.
what pray tell would be wrong about streamlining classic doom into one experience?
seriously modders have already done it.
theres literally NO downside to this.
Originally posted by inkus:
Originally posted by Kaiser Ducky:
Edit: BTW, saying there's no major change isn't true. Doom 2 improved a lot of functions over og Doom. Ultimate Doom can't handle the large sized maps, or the enemy count that Doom 2 is capable of. There's a fair amount of improvements. So basically they'd have to recreate Ultimate Doom with Doom 2 as the base. And they'd have to make the SSG inaccessible even when using cheats to avoid ruining the classic experience.
That's a false statement. Og DOOM II had improvement over og DOOM, that's true. But latest vanilla Ultimate DOOM (v1.9) has literally the same exe as the latest vanilla DOOM II (v1.9). And, yes, engine hides SSG and DOOM II-specific monsters if it detects doom.wad instead of doom2.wad. And things work this way since v1.666 AFAIR. "Game mode indeterminate" error message is directly related to this behavior of the engine.
levels might be vastly different, but what makes up those levels are mostly the same assets.
the only things doom 2 *actually* adds is the super shot gun, the mancubus, the hell knight, the pain elemental, the chaingunner, the revenant, and the arch-ville. most of those monsters are reskins, by the way. oh and the icon of sin, but that's just a wall with john romeros severed head for a brain.
*all* of which can be quite easily backported into doom 1.
it's literally doom 1 but with a few small but *very* important stuff slapped ontop of it.


doom 2 was made in a handful of months, by the way. with most of the work was making the maps, not the new assets.

this isn't to smack-talk the new additions doom 2 added. what was lacking in quantity made up for in quality. but in this day and age literally nothing would be wrong with releasing it all into one launcher. hell, you can even add the doom 2 stuff back into doom 1 like they should have done with ultimate doom. (which was ironically released after doom 2, yet had none of the new additions doom 2 had, despite having a new episode that would have benefitted them greatly)
Last edited by The Trippy Pyro (MPH! MPH! MPH!); Oct 9, 2022 @ 7:29pm
Thermal Lance Oct 9, 2022 @ 7:42pm 
Originally posted by The Trippy Pyro (MPH! MPH! MPH!):
Originally posted by SuperFly:
That doesn't make it right.
what pray tell would be wrong about streamlining classic doom into one experience?
seriously modders have already done it.
theres literally NO downside to this.
Well, as long as the WADs remains separate. No downside indeed. They could easily adapt what they have to have a single launcher for all the Doom games.
Thermal Lance Oct 9, 2022 @ 7:43pm 
Originally posted by The Trippy Pyro (MPH! MPH! MPH!):
Originally posted by inkus:
That's a false statement. Og DOOM II had improvement over og DOOM, that's true. But latest vanilla Ultimate DOOM (v1.9) has literally the same exe as the latest vanilla DOOM II (v1.9). And, yes, engine hides SSG and DOOM II-specific monsters if it detects doom.wad instead of doom2.wad. And things work this way since v1.666 AFAIR. "Game mode indeterminate" error message is directly related to this behavior of the engine.
levels might be vastly different, but what makes up those levels are mostly the same assets.
the only things doom 2 *actually* adds is the super shot gun, the mancubus, the hell knight, the pain elemental, the chaingunner, the revenant, and the arch-ville. most of those monsters are reskins, by the way. oh and the icon of sin, but that's just a wall with john romeros severed head for a brain.
*all* of which can be quite easily backported into doom 1.
it's literally doom 1 but with a few small but *very* important stuff slapped ontop of it.


doom 2 was made in a handful of months, by the way. with most of the work was making the maps, not the new assets.

this isn't to smack-talk the new additions doom 2 added. what was lacking in quantity made up for in quality. but in this day and age literally nothing would be wrong with releasing it all into one launcher. hell, you can even add the doom 2 stuff back into doom 1 like they should have done with ultimate doom. (which was ironically released after doom 2, yet had none of the new additions doom 2 had, despite having a new episode that would have benefitted them greatly)
Now you're speaking of retrofiting doom with doom 2 stuff.

Just no. That's absolutely not how I understood your point until then. That ain't a great idea.
< >
Showing 1-15 of 55 comments
Per page: 1530 50

Date Posted: Sep 25, 2022 @ 10:38am
Posts: 55