Doom Rpg For Pc

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Interesting proposal on making our own doom rpg, I'm not entirely sure how the doom rpg plays, but if we could get doom to mimic that, it'd be cool. I'm up for recoloring the monsters as that only takes an hour at the most.

This is one of the reoccurring characters from my Star Wars Fanfiction series: Star Wars: The Shadow Wars. Note: The information below is from my own universe which is a blend of old and new canon and it not to be considered canon in any other universe but mine. Star wars juno eclipse. The series is currently between 'Seasons.'

Whether it's theclassic PC original, the recent Hollywood movie, or even theslightly alarmist press coverage it's garnered over the years,we're going to assume you've heard of Doom. We're also going toassume that you probably have certain expectations of any game orfilm attached to the title, namely that it'll include exploringmazes and shooting at monsters, that there's plenty of blood andgore and that the experience is scary, yet somehow intenselyentertaining. The good news is that Doom RPG delivers on all theseexpectations; even better news is that it adds a few neat twists ofits own.

The basic setup will be instantly familiar to any Doom fan: youplay a marine who's been sent to a research centre on Mars toinvestigate some strange goings on. It rapidly becomes clear thatthese goings on involve the release of hordes of unearthly demonswhich now freely roam the corridors and tunnels of the researchcentre, and that your role is essentially to 'clean up',dispatching the dark denizens with the aid of an increasinglypowerful arsenal of weapons through 10 ever-tougher levels. Thefirst-person viewpoint (you can see the weapon clutched in thehands of your marine) is identical to the original PC version andboth demons and weaponry borrow heavily (albeit with a fewadditions like the brutal axe and the fire extinguisher) so you'llbe able to employ all the old favourites such as super-shotgun,rocket launcher and the BFG to dispatchbull demons, fiery skulls and hell barons.

However, whilst the basic plot and goal remain the same, themeans by which you get there are crucially different - after all, this is a role-playing game and notan all-action shooter. Consequently, in place of the non-stopshoot-n-move approach, everything is broken up into turns. Eachmovement, conversation or action (e.g. firing a weapon) essentiallytakes up one turn, so that combat becomes a matter of firing,waiting for the enemy to retaliate and then deciding whether tofire again or simply move out of harm's way. What might soundslightly cumbersome in our explanation actually works faultlesslyin execution and fits incredibly well with the mobile format. Theaction can still progress fluidly if you make decisions quickly(indeed, at times you can forget that it's not all done inreal-time), but the pace of the game is under your control sothere's also the option to take time out, heal yourself with amedikit, check the map and select a different weapon beforerejoining the fray.

The role-playing element goes further than combat though, withthe ability to use credits collected throughout the game to boostyour character's vital statistics (such as health and accuracy) aswell as buy additional weaponry. Though it's not essential to yourenjoyment (your levels will increase naturally as you clear levelsand kill demons, and most weaponry can be picked up as you go) itdoes add an extra dimension and a way to measure your progress.

The presence of multiple secondary characters and interactivecomputer systems is similarly welcome, providing additional puzzleelements (for example, you need to locate the pass codes for doors)as well as spinning an intriguing X-files-esque sub-story aboutfactions within the establishment and their role in the arrival ofthe demons. Just as importantly, these interactions also add to thewicked humour that underpins the game, with witty asides andclassic character catchphrases.

Doom rpg para pc

The only casualty of the role-playing approach is the game'stension. Where the PC and Xbox versions have never faltered intheir ability to genuinely terrify, here you'll barely receive morethan a slight scare, as although the demons still look prettyfearsome as they loom into sight in a tight corridor or appear onall sides from an unwittingly sprung trap, the curious lack ofsound coupled with the ability to effectively put them on pauserobs them of their menace.

Whilst fans will justifiably mourn this downgrading of the fearfactor and will hope for the restoration of some unearthly audio inthe inevitable follow up, from our point of view this is anincredibly small price to pay for a great mobile version of a trulyexceptional game.

9 /10

From DoomWiki.org

For the fan-made pen & paper RPG based on Doom, see Doom, The Next Chapter.
The player engages in battle with a bull demon.

Doom RPG is a game designed for Java cellphones, and its story is set in the Doom universe. The game was developed by Fountainhead Entertainment and id Software and published by JAMDAT Mobile Inc. EA Mobile went on distributing the game after the company had acquired JAMDAT. The game was released at the same time as the Doom movie in October 2005, and in the UK in November 2005. In 2007, all five developers of Fountainhead became id Mobile.[1]

  • 2Development

Gameplay[edit]

The game retains many of the elements of the original Doom games, and is likewise played from a first-person perspective. However, the game is fundamentally different in that it is a turn-basedRPG. All combat and movement is turn-based, allowing the player time to select their responses in combat. The player turns at 90 degree angles and moves space by space. Although visually similar to the original games, there is a greater emphasis on the plot. It is very important to speak to the scientists and access computer terminals to obtain vital information in order to progress into the game, somewhat like in Doom 3.

Many features of the original are retained, including the status bar face, sound effects and the majority of the weapons and monsters. Notably absent are the chainsaw, arachnotrons, and the Spider Mastermind. A difference from the original is that each monster type includes three similar monsters of varying difficulty, which are each coloured to indicate this. For example, in addition to regular cacodemons, the player will have to fight recoloured cacodemons called 'malwraths' and 'the wretched'.

The game also adds several new features. New weapons include the axe and fire extinguisher which are useful in combat against certain enemies. The dogs from Wolfenstein 3D appear as a new enemy, known as Hellhounds. A dog collar allows the hell hounds to be captured and used as a shield or a weapon.

Development[edit]

John Carmack initially started development on Doom RPG after his wife bought him a new cellphone to replace the lost one he usually took with him to work at Armadillo Aerospace - he had resisted getting one, as he '[didn't] really like talking to most people.' The bad Java demo games included on the new phone inspired him to investigate development in the J2ME environment which was then the dominant gaming platform in the mobile market. This suited his desire for a temporary change in scope after the development of Doom 3, and was supported by his previous experience with Java.[2]

After considering the chief limitations of the platform—a small maximum size for games, the non-immersive nature of small handheld devices, limited controls, and lack of multiplayer capabilities—Carmack settled on the Doom RPG concept, which he described as 'Bard's Tale meets Doom', and developed a proof-of-concept prototype.[2]

The prototype was discussed with JAMDAT to ascertain publisher interest, and was then turned over to Fountainhead Entertainment for further development.[2]

Carmack bemoaned several limitations of Java and the J2ME environment during his work. Chiefly, this included language limitations in dealing with binary data efficiently, the poor speed of Java bytecode on phones, portability issues due to phone-specific deviations, and poor performance in the phone vendors' implementations of the J2ME platform and underlying operating systems.[2]

Carmack expressed interest in developing a BREW version of the game as well, and would take active part in its development by writing additional code and acting as project producer. According to Carmack, the J2ME edition of the game took only four months to develop, and the expanded port to BREW required only two additional months.[3]

Versions[edit]

At least three versions of Doom RPG are currently known to exist, the older v1.0.20, v1.0.92, v1.8.94, v1.11.61 and last 1.12.98. Version 1.11.61 has in particular the following improvements:

  • Higher resolution textures
  • Enhanced sound effects - v1.0.20 only had a single sound effect for item pickup, v1.11.61 has multiple sound effects (such as when firing different weapons)
  • A view that takes up the entire width of the screen, rather than being contained within a small window.
  • Improved particle effects

During 2007, v1.6.84 was released. This version might only be available for S60v3 Nokia phones.

The release versions correspond with releases for different performance levels of cell phone technology.

Story[edit]

Spoiler Warning: Plot details follow.

The story is a variation on the Doom 3 story. The player is a marine employed by the UAC, sent to assist members of the UAC facility on Mars, who are under attack from the denizens of Hell. However, although there are similarities in the overall plot, the minor details are significantly different.

The player must visit seven 'sectors' of the base that have been infested with monsters. Various scientists are encountered along the way, including Dr. Jensen and Dr. Guerard. Examining computer screens and talking with scientists, there are many rumors of a UAC scientist named 'Kronos' who was working on teleportation experiments and was fired by the UAC for 'security breaches'. As the game advances it becomes clear that Kronos is still in the base, and that he is the cause of the attack.

Dr. Guerard begins giving the player instructions. In sector 3, Mr. Nadira lures the player into a trap. The other scientists begin to express their distrust of Guerard and in Sector 6, it is revealed that Nadira and Guerard are working together. Guerard double-crosses Nadira, allowing a demon to kill him.

A second attack leaves the base in ruins; however, Dr. Kelvin opens the door to the Reactor area. The player confronts Guerard at the entrance to the reactor, who reveals that he is Kronos and transforms into a demon. After defeating Kronos, the player destroys the power couplings of the reactor, closing a portal to Hell (the player is hindered by monsters that come through the portal). After having closed the portal, it is revealed that the Cyberdemon, a combination of demon flesh and human technology created by Kronos, came through the portal at the last second. The player must defeat the Cyberdemon to complete the game.

Weapons[edit]

The following weapons appear in the game:

Best Rpg Games For Pc

  • Dog collar used to capture any type of hellhound

The effectiveness of each weapon varies depending on the type of monster.

Monsters[edit]

Similar to other role-playing games, the Doom RPG monsters are divided into several classes, each categorised in order of ascending difficulty.

Doom Rpg For PcFor
Monster class Low rank Medium rank High rank Base
Zombie Zombie private Zombie lieutenant Zombie captainZombieman
HellhoundHellhound Cerberus Demon wolf German shepherd dog (from Wolfenstein 3D)
Commando Troop Commando AssassinHeavy weapon dude
Imp Impling Imp Imp lordImp
Lost soul Phantom Lost soul NightmareLost soul
Pinky Bull demon Pinky BelphegorDemon
Cacodemon Malwrath Cacodemon WretchedCacodemon
Pain elemental Beholder Rahovart Pain elementalPain elemental
Revenant Ghoul Fiend RevenantRevenant
Mancubus Behemoth Mancubus DrujMancubus
Archvile Infernis Archvile ApollyonArch-vile
Baron Ogre Hell knight BaronHell knight and baron of Hell

Doom Rpg Mobile For Pc

Levels[edit]

Doom RPG has the following levels:

  • Items (developer map)

Sequel[edit]

A sequel to Doom RPG, designated Doom II RPG, was released for iPhone and iPod Touch on February 8, 2010. The story is chronologically a sequel to Doom RPG, as there are some references to events and characters from the first game, but the plot otherwise does not extensively tie into the original Doom RPG, and can be taken as a stand-alone story.

Geek culture references[edit]

Main article: Geek culture references in Doom RPG

External links[edit]

  • Doom RPG official website (archived 🏛)
  • 1UP review of Doom RPG, including screenshots

Sources[edit]

  • This article incorporates text from the open-content Wikipedia online encyclopedia article Doom RPG.
  • Doom RPG FAQ by Tony8669

References[edit]

  1. Kohler, Chris (15 November 2007). 'id Software Launches Mobile Division.'Wired. Retrieved 4 August 2018.
  2. 2.02.12.22.3Carmack, John (27 March 2005). 'Cell phone adventures.'Armadillo Aerospace - John Carmack's Blog (archived 🏛). Retrieved August 4, 2018.
  3. GamesIndustry staff (9 January 2006). 'John Carmack on Mobile Development.'GamesIndustry. Retrieved 4 August 2018.
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