

Blade of Agony Chapter 2 has been released abotu one week ago and the feedback has been very amazing so far. Still we noticed that some people have a problem with the difficulty curve of the maps, that's why I am writing this news issue. So what can be done? The first option you have is to play on a weaker difficulty setting (for example "Morgenspaziergang") if the one you have chosen is too hard. Also think of Blade of Agony as a less arcade-style shooter than Doom itself. There is still a lot of action going on but you are not a super-powerful space marine, so enemies are supposed to be more of a danger than Imps or Zombiemen are. If you are still in trouble we'd suggest watching pagb666's brillaint Let's Play videos showcasing all secrets and an excellent walkthrough through all episodes - Chapter 1 | Chapter 2. If you are still running into problems, please let us know!
"You are imprisoned, the Reich continues to develop their technological advantage and the Allied forces are being pushed back on all fronts. Time for your escape, William." After another 6 months of development we actually can't wait for the release of the final trailer for Chapter 2 from Blade of Agony in just about one week. If you feel the same, we have prepared a short trailer for you about "Shadows of the Reich" which can be considered - just the way George Lucas would like it - as the dark part of the trilogy. Expect the unexpected, watch the trailer now and get psyched!
And now for something completely different: Author MSPaintR0cks, who one might know of his excellent standalone Shadow of the Wool Ball and Rise of the Wool Ball games, comes Wolfenstein Missions: Second Encounter in a beta release. The first part (Aptly named First Encounter) was released three years ago, so its time for a follow up. Its the second installment in Woolie Wool's Wolfenstein Missions series bringing a new array of enemies, weapons and levels that should make the game a title in its own right, rather than an addon of the original Wolf3D. To that effect, the ECWolf source port is used to bring the oldskool gameplay to a modern retro-fps base whilst still being visually the game that started off the FPS craze in the 90s. Featuring a remixed soundtrack by AstroCreep, Wolfenstein Missions: Second Encounter is one to look out for if you want to step away from the shores of hell and into the heart of the Reichsbunkers.
From the beginning we had a certain philosophy when it came to map design: "Every mission has to be unique." Taking a look at the first two chapters which have already been released, I can say we managed to keep up with that. From a desert excavation in Tunis over the snow-covered vulcano of Icelend to the liberation of France's capital Paris - no single map is like the other, there is so much to discover and I can still promise you that there is little to no repetition through all the places you have already visited.
Ideas for the first chapters have been quick at hand. For the third and final chapter, things have been more difficult at first - that's why we can't estimate a release date yet. How can we outperform maps like Astrostein? Don't restrict your imagination. For The Final Confrontation (the 3rd chapter's title has been changed and is an homage to Wolfenstein 3D) we have pushed the boundaries once again, closer to the limits that the GZDoom engine reasonably can handle. In the upcoming version of Blade of Agony you can expect the unexpected.
Yet another installment of the /newstuff Chronicles has been published a few days ago - and despite the mixed quality of reviews and maps - it is surely worth reading and looking through. One of the projects I'd like to mention is definitely 32in24 14, yet another megawad filled with maps done in 24 hours by various mappers as well as Valiant, a megaward by skillsaw which is one of the most impressive projects I have seen in a long time. Check the link and proof it yourself.
Dang, another year passed, another DoomsDay reached. Congratulations to your 22nd birthday Doom. Who would have thought that we are still here now after such a long time. The last year was full of achievements, surprises but also of sad moments, if we just think about the passing of Ty Halderman - may he rest in piece. Though his legacy remains and so do we modders continue working on a game that's even older than some of us modders ourselves.
As usual, Doomworld has just released its article about the 22nd Annual Cacowards with amazing wads and interesting info about the past 356 days. Take your time and read it, and congratulations to all the winners, you and all the others did a great job again and - believe it or not - Doom is still fun, even after 22 years!
To celebrate the 25th Anniversary of the introduction of such wonders as the Super Shotgun and Arch Vile, Phobus presents a brand new, limit-removing megawad, which uses every line and sector action at least once! Difficulty starts low and gradually builds through this set as your journey unfolds across a planet lost to Hell 25 years ago. Will this be the mission that finally defeats the demons? No jumping or crouching, please! Do feel free to use mouse look, and if gameplay mods are your thing, go ahead - this should be compatible with everything. Doom II: 25 Years of Earth is designed for continuous play, but every map is beatable from pistol starts if that's how you prefer to do things - let's celebrate the game all together.
5 Nights at Freddies is exactly what it says: A remake of the well-known game powered by GZDoom. For those unaware of the mod, a brief little summary: You (and/or your friends, up to 8 players supported) must stay alive in the mysterious 'Freddy Fazbear's Pizzeria'.
Hold out until the clock hits 6:00 to survive each night. Each night will progressively get harder and harder, you'll have to manage your power, the location and behavior of the 4 animatronics (and possibly more), and other events. The recreation is well done, top-notch quality and therefore the 700MB are for a reason. Check the download and further information from the official development thread.
A few days ago ryg released his - as he says - "very big DOOM 1 map ready for playtesting". It is a BOOM compatible map tested it with PrBoom. It uses the original Doom IWAD and is a single level on E1M1. Playing time is between three and four hours and it is intended for advanced players that know their way around an old-style map. The complete thread with all additional information can be found at the official development thread over at Doomworld.
How would I have loved it when ZDoom had been able to display full 32bit colors in software mode when I first developed Torment & Torture in the early 2000's. Finally, after almost 16 years, the programmers dpjudas and Eruanna did something about it and released QZDoom. Just to make things clear, it is not intended to replace GZDoom, but rather, to exist alongside it, simply to offer an alternate renderer for development, testing, and playing. More information about the content, features and a download for sure can be found here. Even though it's not my personal choice, I am pretty sure that there are a lot of people who will be pretty happy with this new port.
Dare you telling something else. Browsing through the Doomworld forums, I just discovered a very interesting project that gave me that special feeling that I had when I first played Commander Keen : Invasion of the Vorticons. Why? Because 16 colors are enough to make me happy. Cybershade is a project by Jimi and a new game based on Chocolate-Doom. It uses a 16 color palette. It is kind of bullet hell, slaughter kind of game, very work-in-progress, but playable, totally standalone. Currently it features 4 single player and 3 deathmatch maps, a lot of new enemies, custom graphics and other things turning it into a total conversion. Wanna see more? Go get the 8-bit powered project here.
It still happens that the community surprises its members, that's what actually explains Joshy's release the best. Resurgence is a high-quality Boom-compatible megawad with a total of 32 new maps from scratch that give you a certain Doom II feeling, just in a much larger scale. You can expect the quality to range from Scythe/Plutonia to Speed of Doom with speedrun-friendly maps overall, even some new monsters are included. The screenshots are very promising, but I'd suggest simply take a look at them yorself in the official development thread at Doomworld where you can find a link to the latest downloadable file.
Kinsie has just released a little mod for ZDoom that is supposed to be a solution for the D_RUNNIN-rage: A Floppy Disk Full of Midis. Jimmy's Jukebox is a pretty good mod with lots of music. Unfortunately, he found it bugging out when playing certain gameplay mods like Demonsteele, and its ACS is so hilariously complex that he couldn't possibly fix it himself. Demonsteele came with a music randomiser, and Term let me use the code to make his own variant. So after combining Term's and Jimmy's code, the result is a mod that has 314 songs from Doom, Hexen, Heretic and other related music to flick between and fits on a floppy disk. A more detailed information can be found at the development thread over at ZDoom.org including a download.
How cool would that be? Well, forget about the "would", because it's already there. The Doomish Den of Design is a very interesting experiment by the mapper Yatte Mimashou that is meant to be a showcase about various mapping techniques and guidelines. What does the author say about the map?
"I've built a map that demonstrates some design concepts I've researched many years ago, but illustrate them with actual examples not just theories written down I'd understand but no one else would. I wanted to help my mapping friend get over troubles with mapper's block. With encouragement from him and Phobus from these forums whom I contacted via mail I've decided to pre-release the map here. It's pretty much beta stage [and] takes about 2 hours to play through and gather all the information."
It's so much worth a shot and I am pretty sure that it is a good help for everyone - not only newcomers but also experienced mappers. Give it a shot!
Do you remember Hocus Pocus Doom by ravage? You liked it? Well, so do many of us and maybe the impossible might happen. As stated by the author himself: "I've been doing a thing", accompanied with a load of images from a certain mod. You want to see more? Check the link, and let's hope, the thing is turning into something releasable quite soon.
For all those Laz Rojas fanatics and WolfenDoom fans: The Realm667 has just released the second beta of WolfenDoom's first episode, bringing it up to v0.95. We have worked hard on the update, taking care of the community's feedback and demand and implemented many new features and adjustments to the whole mod. Below is a full changelog:
Next to that, some maps also went under cosmetic improvements that you will definitely notice. You can find the download and further information at the development thread over at ZDoom. Test it, try it, we are looking forward to your feedback.
Nash has always enjoyed watching those "I Made [Insert Game] Clone in [Insert Some Absurdly Short Time]" videos that are all over Youtube. Feeling inspired, he decided, "Hey, I wanna make a Quake clone in 10 days!". "ElderJam" is a working title he gave to the project (needed to name it something, after all). It's a nod to HP Lovecraft. This game was mostly built solo, in 10 days. It was a fun challenge. Some resources and assets were borrowed during the creation process; see CREDITS.txt for full details.
Out of nowhere just as it is usual Enjay has released a new project for Doom a few days ago. No, it isn't Aspects but at least it something else high quality we haven't been expecting - it's not that we are disappointed...
So what's it all about? Storywise, you are tasked with investigating the Gene-Tech corporation. This company, based on Mars (why is it always mars), specialises in genetic manipulation and cybernetic integration. The Global Defence Force has strong evidence to suggest that Gene-Tech has made contact with an alien race and is working with them on new technology. This goes against the internationally and interplanetarily agreed protocols for alien contact and is considered to pose a significant security risk. As such, you are authorised to use any means necessary to investigate Gene-Tech, discover the nature of their work and neutralise any alien threat should it become apparent that there is one.
Gene-Tech is a very large one-map project filled with new content and pulling the most out of GZDoom (that's why you need the latest svn version online). For screenshots and further information, just check the official development and release thread over at the ZDoom forums.
I actually never ever wanted to write an article about Brutal Doom here on the Realm667 and though I feel like having to make things clear now after people have asking me a million times "why I dislike about the project". Next to that I had a short discussion with SGtMarkIV himself on Youtube a few days ago and that was the straw that broke the camel's back.
First of all it's not that I hate the mod at all. In fact there is a lot of effort put into and regarding the way Doom 4 ended up, I think it had a huge impact to the gaming community far beyond the borders. It brought a lot of attention to this damn old game that we love. It's not my personal taste of a mod, yes, but still I honor the project as a whole.
What really makes me boycott the mod is the author's attitude towards other people's work and behaviour when it comes to criticism (I mean, you have to be seriously anti-social to get banned on almost every community messageboard here) - and to be honest, it makes me totally sick. For the latest example of impudence, simply take a look at the trailer for Brutal Doom v19 - watch it to the end and as someone from the modding scene you will notice a lot of prominent releases being showcased in the trailer, for instance Scythe 2, Recurring Nightmares and Knee-Deep in ZDoom to name a few. But where was the credits? Seargent Mark IV most propably forgot them, so I pointed him towards these in the comments of the video. After a discussion of 4-5 comments (you can only see mine as he deleted his own ones already, where he was insulting me and justifying without even considering that placing credits would be a question of modesty) he obviously added the credits, so I guess my suggestion wasn't all that bad.
"Dude, why are you so crazy? Maybe he simply forgot to post add the credits to the video? What's the problem anyway? Other maps get attention as well!"
Yes, maybe he forgot to add the credits to the description of the video (it seems to be an inveterate pattern of behaviour in his case, but hey, let's look over that), and yes, why do I care? People from the Doom community recognise what map is being showcased with Brutal Doom's trailer... people from the Doom community... it suddenly might dawn to you. Maybe I am leaning out of the window, but SGtMarkIV doesn't seem to me stupid despite many of his public statements. So taking that for granted, I am pretty sure that adding credits for maps being showcased in his trailer isn't an impossible task to do, nor in terms of technique, neither in terms of care. Therefore someone like me could come to the conclusion, that SGtMarkIV simply doesn't care about other people's work, the principal thing is just to make his mod shine - and it definitely shines better on Scythe then it does on the original Doom. People outside the community could even consider that he is an amazing mapper - but that's another story.
Point is that this will be definitely the last news item about Brutal Doom here on the Realm667 forever and all eternity for the reasons said. I do support good new ideas, exciting mods and diligent efforts but I do not support people like Seargent Mark IV behind them, who base their personal stolen glory on the backs of other people's hard work. And if you have a spark of decency, I'd really suggest you do the same.
Abysm 2: Spirit Falcon is an Expansion for the GZDoom mod Abysm 2: Infernal Contract. It includes a new singleplayer Campaign with new Weapons, Monsters and Quests. The Prized possession of the leader of the Satsuma Clan, The Spirit Falcon, has been stolen by the Rival Yanagi Clan. Nadia, Mercenary of Iron and Demon Slayer of Hadria, travels to the Kingdom of Kiyoshi and is tasked to recover the stolen heirloom so it may be returned to its rightful owner. What dangers does the Yanagi territory hide?
After a development time of over 7 years (Mordeth award, anyone?) the mapper Joshua 'Dragonfly' O'Sullivan has finally released his Zandronum project Skulldash. So what is it all about? The objective in Skulldash is to collect the Skulltokens scattered around each level to unlock the exit. While collecting the Skulltokens you have to race against the clock, as there is a time limit to beat – all while defending yourself from the hordes of monsters from hell. Sounds simple but it's fun and hard as well. To keep you on your toes, there is a large variety of levels with many bosses, secrets and bonuses, mixed up with fast-paced gameplay. In my eyes, the mod is fresh with its idea and something totally new that is a lot of fun to play. You can find the download and further information at the official project homepage or the ZDoom thread. Make sure to get the latest development version of Zandronum if you want to give it a try, as it doesn't run with ZDoom or GZDoom.
Lately new games based on pixel graphics with a typical retro-look seem to be a fashion. People outside the Electronic Arts univers seem to understand that a good game doesn't need to kill your GPU but simply have a good setting and an interesting gameplay. This is exactly what jimmy91 and his team thought when they started working on The Adventures of Square and they did it well. The project is under construction for a long while now but it has already made it into several gaming magazines and online portals which shows off what great achievement this standalone mod is (IWAD). Next to a total of 13 maps (incl. 4 deathmatch maps) you can expect numerous original content making up for a perfect total conversion. Be there and be square!
If my name was Daniel (well it actually is, but not my nickname to be precise), I'd simply post a link now without any further information and let the rest happen due to your curiosity. Well, fortunately I am a bit more polite. Some people might already know the author from various other projects in the past which have been well received by the community. Today, Daniel has released his latest masterpiece called Final NeoDoom. It's a set with 17 maps, a lot of unique and custom new content and obviously with very well built visuals. My suggestion: Get it and play it!
Akeldama is set to be a 32-level megawad for vanilla doom2.exe. This is an answer to the throwback days of Memento Mori and Alien Vendetta of classic megawads featuring various authors, new textures and music, and staying true to the original Doom 2 formula of gameplay. So far it features the works of waverider, The Mysterious Moustachio, Paul977 and valkiriforce. Currently there are 8 completed maps, and the authors are hoping to aim for strong replayability with emphasis on fast, fun gameplay and shorter-length levels roughly the size of maps from Memento Mori and regular Doom 2. There will be bigger maps as well, but they will likely be featured towards the end of each respective episode. Maps were tested in Chocolate Doom and chocorenderlimits with a bit of PrBoom+/ZDoom testing as well, although they should be friendly towards any port of choice. More information and the download link to the first episode can be found here.
Speaking of remakes the other day, I just stumbled upon a project that caught more than only my interest. Marty2Life, a newcomer to the community has started with his personal project Alien Breed 3D - Killing Grounds already half a year ago and I ask myself "How could I have missed this?". It's actually a remake of the old dos classic in high resolution and based on ZDoom/GZDoom, totally recreating the atmosphere and game-mechaniques in a modern engine. You can already find a lot of comparison-screenshots that look more than awesome. Check it out.
I am excited to announce the release of Aliens: Eradication (RC1), an 8 map action/survival game, designed for use with Kontra Kommando's Aliens Trilogy (Payload edition). The Aliens have risen again on planetoid LV426 at Weyland/Yutani corporation's best kept secret: a second colony! They still want the creature for research. The mod features
Oh yes, a new Aliens mod, how long I have been waiting for that... Aliens Legacy by Kontra Kommando is actually a combined effort. Deimos Anomaly of Aliens: Colonial Marines has merged with Aliens: The Ultimate Doom. Thus, Aliens: Legacy is born - sounds complicated, but it isn't. Instead, it makes sense to combine forces and skills. The screenshots are looking very promising currently and I can't wait to see where this is leading to. Check the development thread for more of that.
Just spotted something over at ZDoom that made my retro-heart bump: Doom Delta, a mod that DrPyspy is working on that combines the elements from the alpha, beta, and pre-release versions of Doom that he finds the most interesting. It is still a work in progress, but he has reached a point where he is comfortable showing off what he has done so far. The mod is spearheaded by himself, with some graphic design and all sound design being handled by a friend Stachekip. He plans for it to be compatible with any wad that was designed for Vanilla compatibility. Any map that takes advantage of ZDoom's TID system is not guaranteed to function properly. Some goals of the project are
Caught your attention? Then take a closer look at the ZDoom development forum thread.
Bethesda blogger Gstaff visited the Id Software offices and took many pictures organized in a Flickr slideshow. Among other things, you can see hi-res photos of the original models used to create the sprites for several Doom monsters, a TootsieToy Dakota shotgun, giant posters, original packaging and assorted memorabilia from vintage Id games, the Reaper miniatures, plus some Rage concept art and other miscellany.
Skillsaw, this crazy maniac did it again. Out of nowhere he released his latest megawad effort with the promising title Ancient Aliens. So what is it all about? Ancient Aliens is a megawad featuring 32 colorful, action-packed maps for Boom compatible ports and a soundtrack composed by stewboy. Next to skillsaw, some other mappers like mappers AD_79, esselfortium, Joshy, lupinx-kassman, Pinchy, stewboy, and Tarnsman joined the fun and left their mark on the project. So you can definitely expect the highest quality from the finest mappers around. Don't waste any more time and grab your copy of the second release candidate for your pleasure.
As rich as Doom's history is, we have to get back to lesser known times. No, not Wolfenstein 3D or Quake, but Catacomb 3D. The title, which would lead to a series of sequels, ascended from id Software's Hovertank 3D and, in 1991, offered the first semblance of what was going to the First Person Shooter as we know it today. Since 2018, developer Arno has been working on a port to modern systems. Instead of keeping things vanilla, this port targets accelerated systems. Entitled CatacombGL, the following features are available:
There are, however, some limitations aswell as of the latest version (0.41 as of writing):
To use CatacombGL, you need to provide the original files. So take your nostalgia goggles and set off for a trip down memory lane to ancient history, now revitalized for the modern computing environments of today.
For years i always thought how Doom would look like if it had angled weapons instead of centered. I know that we already had angled weapons before - heck, now it's easier to find custom angled weapons sprites instead of centered ones in a Google Search - but i mean the original Doom weapons. The real deal.
During the last decade, lots of great angled weapons inspired by vanilla's design surfaced on forums, but still no avail, no angled weapons mods in development. I thought that sometimes, you must be the change you want to see in the others, or in this particular case, you must do the mod you (and lots of others) want to play but no one ever started. The seeds of Angled Doom were planted.
Antaresian Reliquary is a compilation of levels, designed by antares031 for various community projects for the last 4 years. Seven levels with different themes and limitations were selected for this compilation, and the wad is designed as boom-compatible with some custom gameplay elements, such as new enemies and weapons. It is recommended to read the details about the gameplay changes, before you start playing this wad. Also, each level has a death exit, making every level starts with forced pistol start. So please keep in mind about this.
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Dear visitors, the Realm667 is back online with an upgraded system, a new framework and updated plugins. It's not perfectly finished yet but you are able to access your primary source for anything related to Doom modding.
If you encounter some bugs - visual or partical ones - please take the time to post them in our "Let us know" forum, so we can take care of it.
Thanks kindly, and enjoy your visit!