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)

Image RSS Feed Latest Screens
Port Royale Plunder Island Fort Lost City
Blog RSS Feed Report abuse Latest News: Pirate Doom at Doomed: Doom wad reviews

12 comments by Arrrrch on Jun 13th, 2014

Check out complete review here:
Onemandoom.blogspot.com.br

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

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Pirate Doom v 1.8

Pirate Doom v 1.8

Jun 11, 2014 Full Version 1 comment

Pirate Doom lastest update, version 1.8 - 06/05/14 GZDoom is required to play.

Post comment Comments  (0 - 10 of 15)
mikenowo
mikenowo Nov 11 2014, 11:31pm says:

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 ;-)

+1 vote     reply to comment
DestinySpicer2012
DestinySpicer2012 Oct 21 2014, 8:12pm says:

Theres a Problem Readme Instructions..

U U

+1 vote     reply to comment
QuadX
QuadX Jul 15 2014, 7:51pm says:

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.)

+1 vote     reply to comment
BigMuff
BigMuff Jun 28 2014, 8:25am says:

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

+1 vote     reply to comment
TheUnbeholden
TheUnbeholden Jun 25 2014, 8:14am says:

This is a awesome idea, thanks mate!

+1 vote     reply to comment
QuadX
QuadX Jun 23 2014, 2:41pm says:

Yarr, this be a cool mod matey! Thanks! Tracked

+1 vote     reply to comment
TwinBeast
TwinBeast Jun 17 2014, 9:19am says:

It was possible to grab the blue key in the Battleships level before the pillar was lowered. I moved up to the table, and then run/bumped into the pillar, and got the key.

Maybe you need to make that key pillar wider or taller?

And so far this has been very fun :D

+2 votes     reply to comment
Guest
Guest Jun 16 2014, 2:02am says:

This comment is currently awaiting admin approval, join now to view.

notaclevername
notaclevername Jun 15 2014, 3:43pm says:

wow, amazing work!

+1 vote     reply to comment
Cristiano.b.
Cristiano.b. Jun 15 2014, 2:10pm says:

Help!When i drag the Pirates!.wad over the GZDoom.exe it says:

Execution could not continue.

Script error, "Pirates!.wad:DECORATE" line 1988:
SC_GetNumber: Bad numeric constant "random".

I have the doom2.wad and fmodex.dll file in the same directory.

+2 votes     reply to comment
Cristiano.b.
Cristiano.b. Jun 15 2014, 2:47pm replied:

Forget it, i was using the wrong GZDoom version. XP
GREAT wad btw!

+2 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Doom II Icon
Platform
Windows
Game
Doom II
Developed By
Arrrrch
Contact
Send Message
Release Date
Released Nov 9, 2013
Mod Watch
Track this mod
Share
Community Rating

Average

9.4

13 votes submitted.

You Say

-

Ratings closed.

Highest Rated (2 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, 11:44am by l0p

Style
Genre
First Person Shooter
Theme
History
Players
Single, Multiplayer & Co-Op
Embed Buttons

Promote Pirate Doom on your homepage or blog by selecting a button and using the embed code provided (more).

Pirate Doom Pirate Doom
Pirate Doom
Statistics
Rank
4,945 of 22,802
Last Update
6 months ago
Watchers
81 members
Files
1
Reviews
6