Set in a hellish outpost known as Enemy Mountain which you must escape from, this modification features my interpretations (rather than recreations) of Ultimate Doom maps. Expect fast-paced, old-school gameplay, randomized monsters and items to add extra replayability, and alternate fire modes on the stock Doom 3 weapons, including proximity grenades that detect monsters as well as players. There will also be full-on monster infighting- even monsters of the same type can be lured into attacking each other. A modified HUD and level stats system will add to the retro classic Doom-style feel. The next release will consist of four maps, the start map and then E1M1, E1M2 and E1M3. The scope of the mod is open-ended, but I certainly hope to at least complete Episode 1.

Description

These are Ogg Vorbis versions of the Ultimate Doom soundtrack, created for the 20th anniversary of the release of Ultimate Doom back in 1995.Rather than just synthesize the soundtracks with a better soundfont, I decided to create my own interpretations of the soundtrack using Linux Multimedia Studio. The focus is on a more ambient feel, although some of the tracks also have a metallic element, depending on what I felt did and didn't work well for particular tracks.

Preview
Ian Simpson's Ultimate Doom Soundtrack v1.0
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Kyle07
Kyle07 - - 399 comments

Sry if I'm to new to doom. But how are ogg files usable in GZDoom or Zandronum?

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ENEMY!!! Author
ENEMY!!! - - 25 comments

In the case of GZDoom, you can insert the OGG files into a custom WAD file using a standard Doom WAD editor (both SlumpEd and SLADE worked for me) and then load the WAD file with GZDoom (e.g. typing gzdoom -file music.wad at the command line). I would hope that Zandronum and other source ports would be similar.

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