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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Pirate Doom performance fix (unofficial)

Pirate Doom performance fix (unofficial)

Patch 3 comments

Pirate Doom optimized to work in older slower computers.

PirateDoom v 1.8 fixed

PirateDoom v 1.8 fixed

Full Version 35 comments

A fixed version of Pirate Doom! for newer GZDoom versions. Tested with stable GZDoom versions up to 4.7.1 (as of 28th December 2021).

PirateDoom Standalone plays with other megawads

PirateDoom Standalone plays with other megawads

Full Version 1 comment

PirateDoom Standalone plays with other megawads other than doom 1

PiratesNeedMoreRum!

PiratesNeedMoreRum!

Prefab 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 21 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...

Post comment Comments  (0 - 10 of 38)
NightCrawler5771
NightCrawler5771 - - 2 comments

I must say, I thoroughly enjoyed this TC - very well done!

I've been seeing Doom 2 mods pop up on my YouTube suggestion feed so often, that I caved, and have been thoroughly enjoying the mods made by folks over many, many years. I so remember vividly grabbing the shareware version of Doom when it first came out, and playing it over and over again (yeah - I'm getting old if I was around when it first came out!).

Although relatively new to the mod environment, I've found it such a pleasure to play (even in God mode) some of the highly rated mods, and TC's. If I had the time, patience and an artistic bone, I'd be jumping right into mod and TC building.

Very enjoyable - loved it. Would love to see more TC's in the future! Thanks mate!

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tintillum
tintillum - - 17 comments

The main levels work fine, but the other maps just load base doom 2 levels with Pirate Doom's monsters instead. I'll try seeing if an older version of gzdoom has the other levels working. And edit this post if it works.

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Guest
Guest - - 689,057 comments

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Toster111
Toster111 - - 3 comments

is wad pistol start friendly?

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Hereticnic
Hereticnic - - 229 comments

I love the level design in this mod but for some reason causes massive slowdown with my older openGL 3.3 AMD Radeon card. Anyone else stumbled upon problems like this? This is easily seem in map49, right after you turn around and face the building the framerate drops massively. Turning off dynamic lights don't fix it. Even inside of buildings there are slowdowns, particularly when there are windows in the distance. I can run other mods just fine, sometimes even ones with larger maps, and never come across anything like this. Puzzled...

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Hereticnic
Hereticnic - - 229 comments

Do you remember how you packed this mod into a WAD file? What tool you used? I'm trying to extract the contents within separate directories but I'm having no luck. For example, a while ago I was able to extract the Golden Souls WAD simply by renaming it to ZIP, the same method doesn't work for Pirate Doom. Any insights?

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Hereticnic
Hereticnic - - 229 comments

OK, some progress has been made. Listen... I tried searching for other maps that would be intense to run on the CPU. I loaded Hellbound map29 in Gzdoom. Unplayable. Downloaded PrBoom+ and it works!! No slowdown whatsoever!!
What would be the steps required to update the Pirate Doom wad so it can run in other source ports as well? I'm willing to put work into this, since the level design in this mod is so good and I could never finish it precisely because of these problems.
Do you remember what are the specific parts of the mod that required Gzdoom? Let's make this work, I just need your help figuring a bit of the details. I previously thought that my hardware was at fault, but it's not.

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Guest
Guest - - 689,057 comments

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TheMrIron2
TheMrIron2 - - 1 comments

The game kills you if, by level 2, you haven't switched to OpenGL from software renderer. Since on my craptop OpenGL runs much worse than software, and there are no longer any colour issues with software because of TrueColor, could someone fix the game to *not* kill the player if they use software?

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Dashyr
Dashyr - - 69 comments

Easy fix honestly is just to use godmode when this happens then switch it back off.

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