Pirate Doom started back in mid-2012, and what a long way we've come, baby. Arch got the ball rolling with some humorous sprite edits and a few levels and developed the thing into a full-blown GZDoom TC, which saw its major final touches in 2013. Every monster you know from Doom II has undergone some fantastic work to fit them into the Pirate pantheon, from the lowly zombieman to the strapping Cyberdemon, and all the action plays across a wonderfully varied 18 or so levels, giving you plenty of time to get intimate with the changes as you swash and buckle your way through a brand new adventure. There's a comical tone running through the whole set, beginning with the voice clips uttered by the transmogrified zombies and the way the imps' hats fly up into the air and then floppily float back down to the ground, never mind goofy stuff like the braided pain elemental beards or the peg-legged Cyberpirate. (text by KMX E XII)

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Pirate Doom started back in mid-2012, and what a long way we've come, baby. "D" Arch got the ball rolling with some humorous sprite edits and a few levels and developed the thing into a full-blown GZDoom TC, which saw its major final touches in 2013. Every monster you know from Doom II has undergone some fantastic work to fit them into the Pirate pantheon, from the lowly zombieman to the strapping Cyberdemon, and all the action plays across a wonderfully varied 17 or so levels, giving you plenty of time to get intimate with the changes as you swash and buckle your way through a brand new adventure.

Melee Island

There's one tiny problem - Arch forgets to get the ball rolling with any kind of story blurb. So, here goes. You're a pirate, of course, and a damned good one or you wouldn't be able to stomach the task so brazenly set before you. All your pirate friends turn into even more blood-crazed lunatics or foul beasts before your eyes, then attempt to mutiny the old-fashioned way - murder. Step one is saving your own skin, of course, but what you really need to do is find the source of the demonification and put an end to it. Your fellow pirates may not have been the most personable lot, but you're sort of fond of some of them... Just hope that you don't meet them on your way to the origin.

Barnacle Bar

Pirate Doom is great fun. There's a comical tone running through the whole set, beginning with the voice clips uttered by the transmogrified zombies and the way the imps' hats fly up into the air and then floppily float back down to the ground, never mind goofy stuff like the braided pain elemental beards or the peg-legged Cyberpirate. Like Duke Nukem 3D, there are a number of jokes built into the levels themselves, some of them I'm sure being more apparent to fans of the Monkey Island adventure game series, which the mapset undeniably draws from. I mean, LeChuck is the final boss, not that anything you see hints at his existence.

Hideout

Monster behavior doesn't differ much from the original, but there are some quirks you'll pick up as they are introduced to you, one level at the time. What's more important is figuring out what the new weapon loadout means to you. Arch actually strikes a new balance, where the pistol is a pretty good weapon at taking out zombies, imps, and demons, though I think the imps have been nerfed a little bit. You can get a dual-pistol powerup, too, and that's not the chaingun replacement, which chews through bullets at a phenomenal rate. The shotgun / SSG replacements are as dependable as ever, as are the plasma rifle / rocket launcher, both of which use the same ammo, interestingly. The BFG has been replaced by TNT, which is a little unwieldy at first, but you'll get the hang of it. One of the biggest changes - the berserk makes your first alt-fire cutlass swing a lunge. Could be neat as a dodge tool, I guess, though I never used it as one.Edit: As of 1.7 there's a dynamite gun that lets you unload dynamite at a rapid pace, with the alt-fire dumping three at a time. It's got plenty of bang for your buck.

Port Royale


Arch's level design starts out kind of rough but gets progressively better as more monsters are introduced. The sheer novelty of your situation carries you through the serviceable opening levels. There are a fair number of gimmicks, especially in the circus level, all basically playable. The run of the last four or so maps is solid gold, not that I'm badmouthing the great fun that comes before. There's also some cut content, if I'm not mistaken, but I'm sure it's for the best. I just wish that someday Fistful of Doom gets the same treatment, a feeling triggered by the ghost town feel of "Booty Bay"'s opening. Any Doom theme done this well is a sight to behold. Better yet - Pirate Doom occupies MAP41-58, so you can load it up alongside pretty much any reasonable mapset and have a ball killing scurvy dogs after a quick IDCLEV.

Plunder Island Fort

If you don't want to play Pirate Doom, I don't know what to tell you, other than sorry. You're really missing out. It's fun. It's farcical. It's frantic at times. I have no idea what Arch is planning on making next, but if he approaches it with anywhere near the amount of care he has put in this, it'll be knocked out of the park.

Pirate Doom v 1.8

Pirate Doom at Cacowards 2013

Pirate Doom at Cacowards 2013

Feature

The Cacowards is an annual award at Doomworld honoring the year's top releases.

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PiratesNeedMoreRum!

PiratesNeedMoreRum!

Prefabs 1 comment

PiratesNeedMoreRum! is a companion mini-mod for Pirate Doom. Load it after Pirate Doom. It makes various projectiles move faster, makes ammunition more...

Pirate Doom v 1.8

Pirate Doom v 1.8

Full Version 14 comments

Pirate Doom lastest update, version 1.8 - 06/05/14 **** 23/09/16 - GZDoom update glitches many Pirate Doom sounds, muting them. GZDoom 1.9 is recommended...

Comments  (0 - 10 of 20)
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robocop.s-mods
robocop.s-mods

I have a problem with my character and my guns: They didn't change textures nor attacks

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pyor6889
pyor6889

Script Error,"Pirate!.wad:DECORATE" line 687:
Invalid state parameter a_setscale help plis

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adivel
adivel

Damn you, now I have an urge to re-play the Monkey Island games!

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Tech-Mech
Tech-Mech

nice though i cant get the music to work

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mikenowo
mikenowo

OK, I figured it out.. I looked in the "Pirates!.wad" and saw that the FIRST map for the WAD is "Map41" (all the way through to Map59, which is the last map).. sooooo I needed to warp to that map to start at the beginning of the Pirate mod.

So for myself and my brother I created these two shortcuts, I run as HOST and then he connects as CLIENT:

Host:
E:\Gzdoom\gzdoom.exe -host 2 -file Pirates!.wad -warp 41

Client:
E:\Gzdoom\gzdoom.exe -join 192.168.0.100 -file Pirates!.wad

Hope this helps anyone else who wasn't sure ;-)

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DestinySpicer2012
DestinySpicer2012

Theres a Problem Readme Instructions..

U U

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QuadX
QuadX

Great mod! However, if I'm honest it's a little brutal at times and can be frustrating. (I think I was playing on the "Hurt Me Plenty" difficulty of Doom.)

Let's just say the boss actually made me ragequit as he kept killing me. I did get to see the epilogue and credits though. Overall, a very impressive and well done mod. Surprised at the amount of levels for this thing too! Was also pleasantly surprised that there was no requirement of crouching or jumping, which was perfect IMO because I like to play with crouching/jumping off. (There was one EXIT that I thought you needed to crouch but I then found out you just had to shoot it.)

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stickyfingers
stickyfingers

nice. one thing: enemies die faster only with a pistol, but it is a great mod anyway. love it

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TheUnbeholden
TheUnbeholden

This is a awesome idea, thanks mate!

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Highest Rated (3 agree) 10/10

Great maps, loads of new custom models and animations along with lots of new sounds and music, amazing mod. 10/10 would find booty again

Jun 15 2014 by LopperUK

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