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Doom Classic Unity port

300 bytes added, 14:50, 13 January 2020
reorganize a bit
===Ultimate Doom and Doom II===
* Local multiplayer is available.
* Renderer framerate at 60 Hz, with an interpolation system (written by [[Alex Mayfield (AlexMax)]] for the 35 Hz ticrate. Since January 2020 update<ref name="pn20200109">tokyopunchout. [https://bethesda.net/community/topic/369943/doom-doom-ii-patch-notes "DOOM & DOOM II Patch Notes."] ''Bethesda.net Community Forums.'' Retrieved 9 January 2020.</ref>.* [[Doom cheat codes|Cheat codes]] are only available and accessible via the Options menu.
* There is no confirmation when selecting [[Nightmare!]] skill.
* On Nightmare!, the [[fast monsters]] mechanic has been removed entirely: fireballs shot by imps, cacodemons, barons of Hell and Hell knights are no longer sped up, and neither is the running speed of demons. Monsters retain increased reaction times.
* The pickup sprites for the [[stimpack]], [[medikit]], and [[berserk]] (STIMA0, MEDIA0, PSTRA0) are modified in compliance with the Red Cross' wish that its symbol not be used in games. Instead, the symbol is replaced by a green cross.
* The DMENUPIC that was the [[title screen]] in the original [[Xbox 360]] version is used here.
* An addon system was integrated in the January 2020 update<ref name="pn20200109" />. The initial batch of addons were [[SIGIL]], [[No Rest for the Living]], [[TNT: Evilution]], and [[The Plutonia Experiment]].
* New to the port is the addition of creative credits that resemble the ending credit of Doom (2016), where various levels and battles are shown briefly while the camera pans around and showing the names of Nerve Software key staffs. Doom and Doom II have their own sequences, and after the montage ends, the staff credits roll will begin.
* [[Sound]]s with a 22050 Hz sample rate are played incorrectly at 11025 Hz when an addon is loaded. This is mostly noticeable when using the [[super shotgun]] in [[No Rest for the Living]] in Doom II. The Final Doom addons do not exhibit this issue since they contain their own copy of these sounds at 11025 Hz sample rate.
===Ultimate Doom specific===
===Doom II specific===
* BFG Edition's MAP31: IDKFA and MAP32: Keen has been reverted back to MAP31: Wolfenstein and MAP32: Grosse alongside their respective map music, D_EVIL and D_ULTIMA.
* The ZWOLF* texture with Nazi iconography (Hitler portraits, swastikas, Reichsadlers, etc.) have been censored and replaced with the triangle logos used in the German version of Wolfenstein: The New Order while Hitler has lost his toothbrush moustache, making him resembling the Staatmeister from the Super Nintendo version of Wolfenstein 3D. The definitions in TEXTURE1 are identical; it is the patches that have been changed.
* The [[Wolfenstein SS]] (which was effectively removed in BFG Edition) has been restored, with the second half of their sight sound redubbed - they now say "schutzkämpfer" instead of "schutzstaffel", the first half still using John Romero's voice while the other half is by Mike Rubits of [[id Software]]. Their death sounds are as normal.
* [[MAP06: The Crusher]] has been edited to remove the linedef actions on the door track of the red key door which would [[Manual doors on 1S lines cause an illegal operation|crash the game]].
* The super shotgun reload in No Rest For the Living is oddly played incorrectly, despite it being played normally in Doom II and the Final Doom add-ons.
==Trivia==
* Doom and Doom II originally shipped with a much criticized [[Bethesda.net]] login screen upon startup (for the purposes of rewards via the [[Slayers Club]]), which was made less intrusive in a later update.
* The music originally played recordings of a original songs at a noticeable reduced rate and wrong sound samples. This was later rectified with the {{timeline|2019|September 27, 2019}} update which uses recordings of the music played through a {{wp|Roland SC-55}}. * Later, the {{timeline|2020|January 9th, 2020}} update brought back direct MUS and MIDI playback, along with support but only for the [[SIGIL]] (For Doom), [[No Rest for the Living]] (For Doom II) and [[TNT: Evilution]] with [[The Plutonia Experiment]] mapsets for both games and 60 fps support on all platformsaddons. {{cite web|url<ref name=https:"pn20200109" //bethesda.net/community/topic/369943/doom-doom-ii-patch-notes?_ga=2.55609068.612200184.1578261244-1679868158.1576316645&language=en|date=2020-01-09|title=DOOM & DOOM II Patch Notes|author=tokyopunchout|accessdate=2020-01-09|publication=Bethesda.net Community Forums}}>
==References==
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