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2002 A Doom Odyssey (10th anniversary edition) - As much as I love this wad (except E4M9 which can go drive off a cliff), it requires boom minimum support I think. So unfortunate but unlikely. Pcorf is working on a sequel right now to it, btw, if you didn't know.
I'm pretty sure 2002: A Doom Odyssey is a vanilla/limit removing wad and only requiring ZDoom for those two extra secret levels that you won't be able to reach if you use other ports. Just remembered when I played the wad many years ago (in ZDoom/GZDoom, with and without gameplay mods), I really hated E3M3 (I think?) which had that retarded cacodemon swarm trap at end of level (80 or so cacodemons coming from a pit), draining you of all resources you have and make you start next level nearly dead and without ammo, which sucks since the next level has a few enemies right at start (mostly shotgun guys and imps), which makes you wonder if you should pistol start or try to chainsaw them without getting hit.
Also may I ask what sequel he is working on? Death Tormention series?
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Doom the Way Id Did: The Lost Episodes - I think it's fine, but they would need support for episodes 5 and 6, plus E5M10. Also I don't think they should go in before the DTWiD proper.
I imagine adding support for episodes 5 and 6 would be easy enough. I think the lack of support for E5 and later is why they chose to include the COMPATIBLE version of SIGIL (which replaces E3) as an official addon instead of the main SIGIL.wad that was a new 5th episode (and this also probably explains why SIGIL wasn't integrated with the main Ultimate Doom wad. Personally would have preferred a more updated Ultimate Doom with SIGIL as 5th episode officially and canonically). E5M10 (assuming they add E5 and E6 support) would be supportable since in the version of NEIS they included, E4M0 is part of level progression (interestingly, E4M0 is replacing E4M6 because it didn't work with the Unity ports, due to requiring even more increased limits), so it doesn't matter if it's E4M0 or E6M20 or MAP99 or anything like that, I imagine the new port supports any level name lump and has no limit in how many levels can be added I'm assuming. If not, then time to fix some more vanilla limitations to also support if for example there are Doom 2 megawads with more than 32 levels and support MAP33 and above properly, unlike vanilla executable with its limitations. So yeah as you can see, I'm all for fixing as many vanilla limitations and bugs (even those like medkit display message when low on health and the ouch face) without altering the core gameplay and feeling.
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Back to Saturn X (E2) - Eh, E2 gets dumber than E1 in terms of dick moves. I also think the whole project, despite being designed to support vanilla compatibility, I'm not as sure if it was designed for it. Specifically in terms of freelook. There are a lot of really high or low ledges between you and enemies. Music is stellar though, as per usual. If nothing else, hearing "Angry Science" (final level theme) in the Unity's somewhat weird sound driver would be neat.
Yeah, I think BTSX should have been advertised at least as a limit removing mapset rather than DOOM2.EXE compatible because almost no one wants to play modern megawads in vanilla. Even I as a purist, would rather play BTSX in Chocolate Doom (which has option to disable vanilla save game limits) or Eternity/PrBoom+ than DOOM2.EXE because I CAN'T stand some vanilla limitations like the save game limit (which is why I won't play stuff like Alien Vendetta and Scythe in DOOM2.EXE). Not that it makes any difference but I know in those maps populated with lots of monsters (like the secret levels) tend to push the engine to the limit and result in game crashing or sprite flickering or whatever. I haven't played either of the episodes (I hope to play E1 in the next weeks but it depends a lot when I finish the wads I'm currently playing) so I can't judge how hard it is, from what I watched on YouTube I only dislike that secret level in E2 which is a full on slaughter map (with 500 monsters I think) which is a bit too much for me and I also dislike how tough the first episode gets in the end, a bit too much for my tastes and for an otherwise vanilla feeling megawad. I just don't get the logic of having slaughter maps in almost every wad released, even if I'm skilled for the majority of Doom wads released, I don't like the maps that go crazy with slaughter, so this is where saving the game (often and on multiple slots) comes very useful and allowing me to finish these maps without getting too frustrated (I hope).
Demonfear - I like this one. I think it's pretty cute in the early 90s sort of way. Doubt they could get it in as I don't think Windsor has been seen in ages.
If I'm not mistaken, the author is still around as Capellan on the Doomworld forums. Either that or I'm confusing with someone with a similar name. Even then, I'm sure it's him considering he also contributed to Requiem and he did post on forums and explain some trivia related to Requiem a couple of years ago when the DW megawad club was playing through Requiem.
Eternal Doom - ED tends to fall into the category of "wtf am I supposed to do now?" type mods.
I know, that's a shame as the wad looks pretty good. It even has a bit of Heretic/Hexen content included (which sadly Bethesda doesn't own the rights to, I hope they can make a deal with Raven Software which will also allow to re-release Heretic and Hexen with the same treatment as the recent Doom ports) and since some authors are long gone, it's unlikely to be added. Would have been nice to have been included alongside Icarus considering that TNT is included as well (yes I know TNT was a commercial release but still, if including TNT, why not TeamTNT's other works as well?)
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Hell Revealed - I got halfway through this a few years ago to see if it was the start of the popularization of dick move-based design. I made it up to MAP14 I think before I quit. I didn't find it hard, but I was getting sort of bored holding down the fire button on the rocket launcher against approximately ~every baron in the universe. Also most of the music is Rise of the Triad so if this somehow gets in it would lose the whole soundtrack.
Some of the levels are indeed insane (such as MAP24) and can't imagine a lot of players completing this wad (I only beat it once in 2013 in ZDoom with AEOD). But I thought it would be nice to have, as long as they get rid of the copyrighted stuff like that Star Trek ending picture and the ROTT soundtrack. They shouldn't be obliged to use the ROTT soundtrack (as much as I like it and giving the wad its own identity), just cut it and keep the levels.
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Hell Revealed II - Only dicked around with this one, so I don't have a strong opinion. MAP23 and MAP29 have killer songs though.
I heard it wasn't as good as first HR and I'm not sure if the authors are still around. Also heard some of sources of the soundtrack aren't known.
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Hell to Pay - Haven't played due to it being in legal limbo. Technically so is its siter project, Perdition's Gate, but that's still available thanks to Mustaine himself.
I only played once the freely available demo version with Brutal Doom in GZDoom back in 2014 or so. The demo version has the first 15 levels. The full version can be found by either finding already installed copies of the wad floating around or searching for an iso of the cd, I know I've seen the link before and I can help you with finding an original ISO or even a hidden download on Tom Mustaine's website (hint: copy the download link of Perdition's Gate from Tom Mustaine's website and replace perdgate.zip with hell2pay.zip). If the wad were to be included as an addon, maybe they could get rid of the custom sprites for Plasma/BFG and certain enemies, then maybe it would be allowed to be added.
Icarus: Alien Vanguard - I doubt this could get in seeing as some of the mappers are dead.
It's a shame that one rule prevents this wad (and many others) from getting added, considering all resources are entirely original and it would fit nicely alongside TNT. Seriously, if TNT can make it in, why not Icarus as well?
Kama Sutra - Pretty sure id would be facing lawsuits over that finale
Cut the final map (replace it entirely with something else) and most copyrighted songs (and some other graphics) and the wad should be fine to be added, I think.
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Memento Mori - I do like this one. Gets a bit "wtf do i do" near the end, though. Still, some of the maps are pretty good, especially if they're by the Casali brothers. MAP23 is fun.
Memento Mori II - It looks and sounds better than MM1, and its high points are way higher than its predecessor's, but its low points are lower. A sequel of highs and lows.
Requiem - Similar opinion to MM2.
These three classics should be definitely added. Too bad that one rule prevents these to be added, maybe they can try to add Requiem at least because I'm sure most, if not all authors are still available.
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Perdition's Gate - Mustaine has always been a consistently great designer, so a lot of the maps are good. The first episode is especially full of tightly designed maps. The ones by some of the others... they sort of vary. Nonetheless I am in support of this one at least, if they can get the proper rights and talk to everyone involved
I agree, this (alongside those classics) and maybe HTP, should definitely get added. I see no reason to not add Perdition's Gate, considering it was meant to be the third megawad for Final Doom.
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Scythe - I like two thirds of it. It gets pretty bullshit in episode 3 though. I wish slaughtermaps weren't trial-and-error based but here we are.
Scythe 2 - Only played up to halfway through the second episode, so I don't have much of an opinion.
I agree, the slaughtermaps are what ruin these wads, especially first one that was so good until the third episode. The second one uses DEHACKED for custom monsters (Afrit and Evil Marine) so I don't see it getting added soon (until they make their own DEHACKED). But the first one should get added (just for first 20 maps alone) no matter how bullshit the final 10 maps are. Maybe they could be toned down slightly (such as MAP26, MAP28 and MAP30, which are among the hardest maps in the wad)