Post by dlevere on Sept 15, 2014 6:09:29 GMT -4
By Tom Charnock
Doom is one of my favourite games. I’ve played pretty much every console port of id’s genre-defining first person shooter and have poured uncountable hours into wandering the dank, deserted halls of the UAC’s military outposts, discovering the secrets of the mining operation on Mars and traversing the bowels of Hell itself. All the while, deftly dispatching any number of demonic beasts with my trusty shotgun while behind me a woven tapestry of bio-mechanical, unholy imagery and kick-ass heavy metal guitar solos played out like some kind of angelic horn.
Away from the official releases though, Doom has a ridiculous number of total conversions and fan-made mods. Who could forget the X-Men or GoldenEye 007 total conversions, or the fan-produced levels that made up the Final Doom package? Yes - the Doom engine gave modders the freedom and the tools to create some outstanding custom missions, enemy sprites and game types…but I think the bar has just been raised. Raised from ‘outstanding’ to ‘just plain odd.’ And I mean that in the nicest possible sense, naturally.
You see, a very talented modder by the name of DooMero has gone and created a Donkey Kong Country mod for GZDoom. Yes - you read that correctly. The guy behind the fantastic Resident Evil 4 mod (which amazingly turns Doom into an over-the-shoulder 3rd person shooter), has managed to somehow import the familiar Donkey Kong County characters and gameplay mechanics from the epic Super Nintendo game into the Doom engine using GZDoom, and allow us to play a variation on the original game.
Having downloaded the .wad file and played it through GZDoom on my Macbook, I have to say I’m impressed…and also a little puzzled as to why somebody would want to recreate a 16-bit side scrolling platformed using the Doom engine. You can totally see how the 3D capabilities of the engine are employed to give the scrolling levels a nice touch of depth, but there’s no other reason I can think of as to why somebody would want to recreate Donkey Kong Country in this manner than simply to say: this can be done. That’s not to say this new version of DKC isn’t worth playing - quite the opposite in fact, but in my case it was simply out of curiosity and to see what other weird and wonderful uses the modding community could squeeze out of Doom.
Be aware that you need to have both GZDoom and a full Doom wad in order to get this total conversion to run, but it is definitely worth trying, if only out of curiosity. This modification can be downloaded from the YouTube video above's description.
Doom is one of my favourite games. I’ve played pretty much every console port of id’s genre-defining first person shooter and have poured uncountable hours into wandering the dank, deserted halls of the UAC’s military outposts, discovering the secrets of the mining operation on Mars and traversing the bowels of Hell itself. All the while, deftly dispatching any number of demonic beasts with my trusty shotgun while behind me a woven tapestry of bio-mechanical, unholy imagery and kick-ass heavy metal guitar solos played out like some kind of angelic horn.
Away from the official releases though, Doom has a ridiculous number of total conversions and fan-made mods. Who could forget the X-Men or GoldenEye 007 total conversions, or the fan-produced levels that made up the Final Doom package? Yes - the Doom engine gave modders the freedom and the tools to create some outstanding custom missions, enemy sprites and game types…but I think the bar has just been raised. Raised from ‘outstanding’ to ‘just plain odd.’ And I mean that in the nicest possible sense, naturally.
You see, a very talented modder by the name of DooMero has gone and created a Donkey Kong Country mod for GZDoom. Yes - you read that correctly. The guy behind the fantastic Resident Evil 4 mod (which amazingly turns Doom into an over-the-shoulder 3rd person shooter), has managed to somehow import the familiar Donkey Kong County characters and gameplay mechanics from the epic Super Nintendo game into the Doom engine using GZDoom, and allow us to play a variation on the original game.
Having downloaded the .wad file and played it through GZDoom on my Macbook, I have to say I’m impressed…and also a little puzzled as to why somebody would want to recreate a 16-bit side scrolling platformed using the Doom engine. You can totally see how the 3D capabilities of the engine are employed to give the scrolling levels a nice touch of depth, but there’s no other reason I can think of as to why somebody would want to recreate Donkey Kong Country in this manner than simply to say: this can be done. That’s not to say this new version of DKC isn’t worth playing - quite the opposite in fact, but in my case it was simply out of curiosity and to see what other weird and wonderful uses the modding community could squeeze out of Doom.
Be aware that you need to have both GZDoom and a full Doom wad in order to get this total conversion to run, but it is definitely worth trying, if only out of curiosity. This modification can be downloaded from the YouTube video above's description.