(9-10 new levels) Threshold Of Pain attempts to recreate the look and atmosphere of PSX Doom while retaining the core gameplay of the PC versions, with a few ZDoom/GZDoom enhancements.
SE version isn't Threshold II. What it is, however, is a cosmetic upgrade of the first installment. In light of a number of advancements in the (G)ZDoom engine which ToPII makes use of, for the purposes of consistency it seemed only right to backport them into the original, all with the sole intention of making the mod a bit more Playstation-y. So that'll be the subtractive blending, then.
What is also included is a host of bugfixes that never made the first cut, so it's not a complete waste of your time.
The reason I'm doing this is because Threshold II's development is into the business end with only a few maps left to finish, Also, this has been something I've wanted to do for a while, so it seems fitting that I post this as a warm-up to the main event due in (hopefully) a few months' time.
Threshold Of Pain attempts to recreate the look and atmosphere of PSX Doom while retaining the core gameplay of the PC versions, with a few ZDoom/GZDoom enhancements. It is my first attempt at a releasable wad, so I'm not fussed about creating maps with loads of detailing, rather creating a decent old-school blast that (hopefully) doesn't get boring or unbalanced. There will be some eye-candy, though.
I got the idea when I was playing the PSX TC. Like many others, my first experience with Doom was on the PSX, but whilst, in some respects, it was better (atmosphere, music, SFX) there were many elements missing from the PC. It was also much, much easier and lacked a proper end boss battle. I started messing around with DB and DECORATE stuff to see if I could redress the balance. When I got so far in, I thought, why not make an episode to go along with it?
Features include:
9-10 new levels
Tons of coloured lighting, but nothig too garish
PSX audio
The PSX fire sky, given a bit of a ZDoom makeover
A couple of new weapons and powerups
New monsters - the nightmare class monsters from PSX Doom and Doom64, a handful from the Bestiary and ZDMP, plus a new final boss
A few other PSX/N64-style tweaks.
THE STORY
After saving humanity from the threat of extinction more times than you could remember and establishing yourself as the only one to call upon when the UAC screwed things up again, it was only a matter of time before things got personal.
The UAC's newest and best-equipped facility, stationed in a secluded mountain range on Triton, Neptune's primary satellite, had only gone operational six months ago. The new UAC bigwigs had declared that all security issues had been addressed so that the dimensional portal research could be recommenced, and that nothing would go wrong this time. The facility was only accessible from the air and was heavily guarded by marines with the heaviest artillery the UAC could provide, so they could at least give the impression that they had it all under control.
Last night all transmissions from Triton ceased.
The breifing was all too familiar to you now. The final few broadcasts were of the sounds you'd become accustomed to; screams, growls, tearing of flesh, gunfire, more screams, and so on.
Only this time, there was something else. Just before the end of the last broadcast, there was a voice. It did not sound human, but you could hear it clearly.
It was calling your name.
Seems like they want you dead. As if you didn't know that already. And you're not the type to back down from a challenge ...
Marine Command has sent you up there to clear out the facility. You're being dropped into the surrounding mountains to secure the perimeter and get inside. Once inside ... you know the rest .
One of the best level sets for Doom II hands down
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