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The Gates have opened again |
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Monday, 21 April 2008 |
As I am at school right now and as I don't have anything to do right now, I just thought it is a good moment to do a little news update on my page A few days ago, I informed you about my plans on some paused and unfinished projects and since that day, I actually did some work to one of them: Stronghold - to be precise! I started to gather old data, resources, maps and abandoned content, cleaned that up and continued with the general project frame and what has been done so far looks very promising:
Intermission Map
I added a complete intermission system that is set between each Stronghold Defence. This map is supposed to be a UAC base for marines that return from a mission. Get some drinks, heal your wounds, enhance your body stats, buy items, powerups and support with the credits you got from killing demons on the battlefield. As soon as you are done, proceed with the next defence.
Introduction Map
Instructor Lt. Carmack briefs you about the goals, the pads, the hud, the demon waves and the general activity on a Stronghold map. Learn how to fight while training yourself with some holo demons.
HUD
To make things easier, the hud got a complete face-lifting: Better graphics, larger fonts and some nifty hudmessage special effects after the battle depending on the outcome of each map. It looks nice, really 
New Items
Expect marine reinforcements, placable sentry drones, barrels, portable powerups like the time freezer, quad damage and invulnerability, portable health, new armor types like the super shield (full protection), body enhancements (well known from Skulltag, max armor bonus and max health bonus) and many more.
New weapons
The complete arsenal got a set of new sprites from Eriance's awesome Demon Eclipse mod. Additonal weapons included, like the flame thrower, the devestator and the auto shotgun. Beyond, complete new weapons for the new game mode have been added as well, like the mine layer or the stunner gun, that freezes demons for a while.
...and this is only a short list of additions that have been made Expect some more news with screenshots very soon. Cheers & Greetings, Torm
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Wednesday, 09 April 2008 |
As I had some time to look through my pages and projects in the last few hours, I noticed that too many things are still in development without any progress being made. Sure, KDiZD 1.1 is still being worked on and I am pretty sure that we will be able to release a final version very soon. Same goes to ZPack as only few things are left to be done. But what about all the other stuff?
Netherworld is halted now for about 2 years, Perforated Entrails : Renaissance doesn't even have a project page here (though a development forum at Skulltag, lol ), Stronghold is almost dead if I consider the end of progress over at DRDTeam.org and Pogostick is paused due to the lack of interest. Last but not least, Sabbat Martyr II doesn't show any progress as well. Sure, it isn't one of my projects but I contributed 2 maps and I really doubt the 2008 release.
So, this is the point where things now must be sorted out and here are my plans for 2008: First at all, I will move and improve the two SMII maps to Perforated Entrails Renaissance, start improving the original PE maps and finalizing them for the second installment and see if I can get a few persons to help me with the development of this to finally finish it before summer. The second thing is the development of Stronghold. Skulltag 97D has finally been released and this also makes the project fully multiplayer compatible due to the integration of script additions and 3D floors. That would be the second aim.
Though I have to admit, I am absolutely not sure about Netherworld. It has some interesting features, some nice additions but I just fear that the intended scale is by far too large for a one-man-project. If I could find a few people to help me working on this, I'd be sure that this project has a chance to be finished within this year as well... but right now things don't look promising. But, we'll see!
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/newstuff from Tormentor667 |
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Monday, 17 March 2008 |
Expect some heavy file updates here at the Realm667 for today, everything Doom-related First at all, I released v0.9 of my Doom platformer project entitled Pogostick with a total of 2 official maps, 2 user maps and all the necessary stuff - tutorials and scripts - for you to create your own maps for the addon. If you have something finished, feel free to send me your map and I will most likely add it if you want it to be part of Pogostick 
The second new thing on my page is even better: Knee-Deep in ZDoom v1.1 has finally been released (expect a mirror at /idgames very soon) with all the fancy bugfixes and stuff that has been mentioned (or critisized) before. Expect a even more balanced KDiZD that's even working with the latest Skulltag so you can finally play it online with your friends with the communities' greatest client/server port I also have finally added the In-Official (it's somehow official, but I didn't want to use that word ) Soundtrack for KDiZD, the one that we have started with while working on the project but that hasn't been included in the final release. Just load this after the kdizd11.pk3 to get it working.
Last but not least, we finally are breaking the 100th Monster Mark with the official Doom Beastiary, so keep the contributions coming. The best upcoming monster will be the one labelled "100" 
Cheers,
Torm
Important Update
The KDiZD team found several still unfixed bugs in the version I have released. I deactivated the file for now until these issues are fixed. Expect a working link as soon as this message disappears.
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Finally, Realm667's Seventh Revision |
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Tuesday, 04 March 2008 |
Yes, I know: After the last revision of my Realm667 I definitely said that this is going to be the last redesign for some years... or months So why did I do this again? Simple answer: I thought it was time to improve several things on the homepage that were a bit annoying - not only for me, also for the visitors.
I replaced / removed several graphics, improved all the other graphics and enhanced the complete template to make up for a faster loading time if you visit the page. Beyond, I compressed several areas (e.g. the eCards section) and changed the location of some other areas (e.g. Lyrics). And next to some other minor enhancements like new modules and information, I completely corrected all the content items in the system (yes, over 400 including translated items) to make sure that they are WEB2 friendly. Yes, indeed quite a lot of work, but it was obviously worth the effort!
So, feel free to browse through the new page and expect updates very soon, especially some new Beastiary entries I have still lying on my harddrive 
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This is under construction! |
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Monday, 03 March 2008 |
I just thought it makes sense to post this as several visitors bookmarked the Realm667 including the .php extension what makes them able to pass my primitive index.html barrier Well, so what's that important to stop me working on the upcoming v7.0 of my homepage? Quite simple and to the point:
This is under heavy construction, avoid closer investigation until the next news item is done!Not that hard to understand, is it? Feel free to get back as soon as I am done By the way: I love these types of text formatting, expect more of that in the future 
Cheers,
Torm
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Pogostick - Inspired by Commander Keen |
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Friday, 08 February 2008 |
 Yay, after two months of absence - well, I haven't been really absent as ZDoomers can proof - I finally found some time to write a little news item about the latest stuff going on here. Yesterday I played around with some ACS functions and stuff as I just wanted to learn a bit more about the language as it starts to get clearer for me. But what started as a small experiment turned into a little but promising side project: Pogostick - A Doom Platform Game inspired by my all-time favorite Commander Keen. You might now ask: A sidescroller jump and run in Doom?... well, just take a look at the screenshot, that might explain everything. It's the first time that I got that deep into ACS and I have to admit: It's nice and the possibilites are pretty awesome: Custom HUD, Score system and much more! Expect more stuff very soon
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Doom turns 14 - 3 Cacowards! |
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Tuesday, 11 December 2007 |
Yeah, it's Doom's 14th birthday today and that also means it's time for Doomworld's Annual Cacowards again. And - believe it or not - I (and my team as well) actually won 4 of these little nifty golden cacos Sure, Doom is still only a hobby but in a certain way it feels good that your work gets honored and that some people really like what you still create for such a damn old game. One winner is Community Chest 3 (although I wouldn't actually count that as I have only contributed one map and the graphics), another obe is Knee-Deep in ZDoom as a top wad of 2007 as well as being the project with the longest developement time (Mordeth award) and also The Ultimate Torment & Torture got one.
"[..]Ultimate Torment and Torture feels
outstandingly "epic" in scope. The levels are big, the
firefights are hard and the story is... well, minimal. The final map
of UTNT is what stands out the most when deciding this map as one of the
year's ten best.[..]" -Scuba Steve
More can be read over at Doomworld or in the reviews about these two maps. Last but not least I was very curious about the Mapper of the Year category as there were many cool releases from various mappers this year:
"[..]Scuba was intent on
picking Tormentor as mapper of the year because he couldn't think of anyone else (translation: he's
a lazy jerk who didn't bother to research), but fortunately I stopped him dead on his path and said
"Halt![..]"
Later I was glad to know that "deathz0r", my good old friend, wrote that part of the article, need I say more? Nevermind, it was a great year with gread releases and a still very active and flowing community. Let's just hope that nothing changes about that.
Happy Birthday Doom!
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Tuesday, 13 November 2007 |
I know I know, sometimes good things take a little bit longer, but finally I am proud to announce that the Realm667 got its new Comment System. So what's so good about it that I want you to know?! Actually nothing It's simply the very same feature for you that I had before. The only good thing about it is only something for me: The anti spam system is much better now, and even the layout of the comments looks nicer. But that's actually all about it. If you are bored, just give it a try
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New Projects and Sections |
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Saturday, 27 October 2007 |
Yeah, finally after a while you get some news on the mainpage of the Realm667. So what's actually new you might ask?!
First at all, I added a new section to my page called "The Selection" in which you will find a personal selection of all doom wads I really like and which I still have on my hard drive to play from time to time. Unique creations with a high replay value, some of them not as famous as others but still special enough to be a "must have" for every Doomer out there
The second thing is about my latest project in progress, the successor to The City of The Damned, with the promising subtitle Apocalypse. Screenshots, information and hopefully a download link soon can be found in the projects section.
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Sunday, 09 September 2007 |
What started back in 2000 with the NewDoom Wad in a Week Contest ends toda, 7 years later, with the final Ultimate Torment & Torture. Experience all the original episodes again, totally revamped and adjusted to today's editing standards of ZDoom/GZDoom and the all new Episode 4 - Havoc, 3 brand-new levels filled with nasty traps and evil battles set in an exciting environment and an breathtaking atmosphere. Sparked your interest? Then check the projects section for some further information and the download link itsellf. Go get UTNT now!
Beyond, Realm667 has also a little jubilee to celebrate, the 100.000 Visitors mark has been broken the last week, great thing, shows me that there are actually people who like what I'm doing all day long So well, have fun with UTNT and spend me a small guestbook entry!
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