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...the way id updated

##### ...the way id updated I noticed that "Doom the way id did" received an updated a few days ago brining it up to v1.1. If you haven't downloaded it yet, make sure to grab the latest version just here or take a closer look at the changes in the official release thread at ZDoom.org (or other community pages). Beyond numerous fixes and tweaks, the new version also features completely new intermission art by Kracov what makes the project now even more perfect. Beyond, Xaser announced that there will also be a sequel that aims for a total recreation of Doom 2 - not a surprise, but something we are looking forward to.

'90s Commercial WADs - ZDoom'ed!

##### '90s Commercial WADs - Brought to ZDoom! The demos of Hell to Pay and Perdition's Gate, two commercially released PWADs by the now-defunct Wraith Co have been ported to ZDoom (but is easily compatiable for any version, from barebones Skulltag to Zanondrum). ZH2P and ZPG have roughly the first half of maps from their original counterparts, now using coloured lighting, slopes, lifts and doors with variable speeds, and some new content like more weapons, foes, and epic tunes from Duke Nukem Total Meltdown by Mark Knight and Duke it out in D.C., as well as some wacky mini-games! Plus, the second half of Perdition's Gate's maps, entitled 'Evil Excavation' has the entire bundle of guns from both! Get them now! (ZH2P/ZPD, ZEE)

"Blade of Agony is too hard!"

boa playthroughBlade 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!

"Brotherhood of the Ruin" sequel

##### alt One of the past years greatest mapsets has been definitely Brotherhood of the Ruin (original download) by Kristian Aro. Many of us have been desperately waiting for a sequel to this - and damn, today is your lucky today - The Lost Temple has just been announced. It's currently under heavy development and it will definitely take some time until it's released but you can follow Kris' progress in the official Doomworld thread, take a look at some screenshots and also get an idea what you can expect.

"Shadows of the Reich" Trailer

Shadows of the Reich"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!

Read more: "Shadows of the Reich" Trailer

"Winter is coming" (tm)

##### alt Several weeks ago we have already reported some progress and a demo release of Pyroscourge's Winter's Fury. For those of you who have already liked that and have been waiting eagerly for the final release, I have some good news for you: It's out, finally! Expect 8 maps of awesome atmospheric and absolutely icey gameplay with lots of twists and surprises in every single aspect that is important for a good looking release... damn, today it's a good day for every single doomer!

[ECWolf] Wolfenstein Missions: Second Encounter gets beta release

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.

[Road to Wolfenstein] Devblog 09 | Mapping "The 3rd Reich"

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.

Chapter 3 doubles down

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.

/newstuff #390

##### /newstuff #390 Today Doomworld's /newstuff edition #390 has been published. Expect several reviews fron random persons about random wads heavily varying in terms of quality, engine-type and experience - just as always. This time I'd personally recommend Waste Vats and Maintenance Sewers if you are into classic Doom-styled maps with the certain E1-feeling. Also the Russian Speedmapping Contest 6 is worth playing as it shows off several cool submissions that provide a nice style and over-par quality, even though it's "just a speedmap".

/Newstuff #392

##### /Newstuff #392 Well it's one of those times of the month when a new edition of the Newstuff Chronicles gets released. The 392nd edition features reviews on maps both new-ish and pretty old. What caught my eye was the "Plutonia: Revisited Community Project" which, if you know your community projects, presents a wide variety of maps which go from downright fantastic to "Eh, it's alright." If you like community megawads and plutonia style maps, that's a project worth trying out. Another interesting wad that got reviewed was an appraised wad by the name of "Vanguard." 

Interestingly enough, 2 Tormentor667 branded projects also got reviewed, both "The City of the Damned: Apocalypse" and "Austerity: A Simplicity Tribute." One was just a mention of the recent widescreen fix for Apocalypse and the other an actual review. Not sure what the point of mentioning the widescreen fix on Apocalypse as a review was, but it's there. It's a little surprising that Austerity got reviewed since it's decently well known and has been floating around for quite some time.

/Newstuff #393

##### /Newstuff #393 Another edition of /newstuff brings us...not much to look at. A few not-so-appeasing maps and mods got released but within the bunch of below average to average pwads there's a few rather interesting finds.

"Pandora's Box" is a good old-school wad that's worth checking out, while "Sacrament" is a good looking mapset, that despite some gameplay issues might still be worth taking a look at. A new version of the all too well known "Beautiful Doom" got a mention as well, so there's that.

Overall nothing outstanding, but there's still always something worth taking some time out of your day to try out.

/newstuff #420

##### /newstuff #420 Today it's the first time for this autumn in Germany that we get some snow here in the south. The weather is terrible, it's saturday - it's actually the best opportunity to take a look through the latest /newstuff chronicles. After a quick look through all of the submissions, I really suggest to take a closer look at DutchDevil's Evil Unleashed II, which is a nice mashup between different original Doom styles. If you are more into Titan 1024 style of maps, you can also find a nice mapset called Onslaught by Henri Lehto. It's small, it's cramped but it looks good and mostly also plays quite well. Last but not least, Realm667's very own The Refinery got its decent and fair review done by TheGreenHerring - it's definitely worth a read (as it is also worth to play) and will most propably help in terms of further project development.

/newstuff #481

32in24 #14Yet 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.

/newstuff turns 391 years...err...

##### /newstuff turns 391 years...err... The 391st edition of The /newstuff Chronicles has been published today with a load of yet another '94 releases as well as several new stuff that has been reviews. In my eyes there are definitely a few gems that are worth playing if you haven't spotted them yet. One of the very cool releases is Paul Corfiatis community project "Doom 2 Unleashed" with a lot of oldschool styled maps aiming for a classic "Hell On Earth"-feeling - and does pretty well if you ask me. Another release that was quite entertaining is a Heretic project from Evil Space Tomatoe called "Heretic Amplified". Don't get it wrong, it's more than a weapon- or effect-mod as it also includes several maps. There are quite a few more entries in this edition but I guess most of them depend on personal tastes if you like them or not. Anyway, give it a shot and click the link for more information and reviews.

12 Cacodemons

Cacowards 2015Dang, 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!

17 years of german captivity are over

##### 17 years of german captivity are over After 17 years of captivity, Doom and Doom 2 can finally played in Germany without fearing the "Bundesprüfstelle für jugendgefährdende Medien". Both games have been on the index since their release and couldn't be aquired in the local shops - at least not legally. Finally the decision has been revised, detailed information can be read in the 16-page-pdf (written in German unfortunately). It is not clear yet if this revision only covers the crippled German Doom 2 version that came without the secret maps or if you also can play the Wolfenstein 3D homage as well.

20 years of Doom

##### 20 years of Doom Woohooo... Doomsday for the 20th time and we've got a lot to celebrate. 20 years of modding, 20 years of deathmatch and 20 years of a brilliant and creative community. Crazy thing considering how old this game already is and that there are many people who weren't even born on its initial release decades ago. Time for a deeper insight I guess! Over at wired.com, a Q&A has been posted - some kind of interview with John Carmack, one of Doom's developers which gives a very personal and detailed view of times when the project has been developed. Another very cool thing is a "We play Doom" video with no one less than John Romero over at IGN. This is pretty interesting as you can watch a coop video with him and the moderator playing Knee-Deep in the Dead, a must watch. More things to come I guess, so stay tuned in the upcoming next days!

20 years of Doom in France

##### 20 years of Doom in France Just spotted over at Doomworld, that 20 Years of Doom has been released. It is a collection of 9 medium-sized Boom-compatible maps made by members of the French Doom Community to celebrate our favorite game's 20th birthday. The project's goal was the following: Each map in this set is to be composed of various elements inspired by 3 consecutive maps from the classic Doom IWad and arranged in a new fashion, allowing you to revisit Knee-Deep in the Dead, The Shores of Hell and Inferno in a condensed yet revamped way. The wad includes many new twists though, and the overall difficulty has been raised a fair bit so that modern players could still enjoy the gameplay. Cooperative / -solo-net mode is also implemented.

20 Years of id software

##### 20 Years of id software Gamespot has just posted a video featuring interviews with the founders of id software regarding the 20th anniversary, including some inside-information about the past and the future of the gaming company. It's quite interesting as it doesn't only deal with the developers' more ongoing projects but mostly with releases from the past - the true classics like Catacomb Abyss, Commander Keen and also Doom. The whole 30 minutes of video material can be watched at Gamespot's webpage. Take the time, it's worth every second.

2002 A Doom Odyssey Remastered Soundtrack Released!

##### 2002 A Doom Odyssey Remastered Soundtrack Released! Every conesseur of classic Doom wads has at some point played 2002 A Doom Odyssey. Now considered a classic, it still has a soundtrack that one can still remember to this day. Well to celebrate the 10 year anniversary of 2002 A Doom Odyssey pcorf (the original project leader) is planning on releasing a brand new Boom compatible version with numerous fixes and other goodies! To start he's released the youtube soundtrack for 2002 A Doom Odyssey which has been remastered for our listening pleasure. You can follow progress of the 10th anniversary edition over in his announcement thread. If you haven't played the original 2002 ADO you should give it a try now or wait until the anniversary edition is out later this year.

2011 Cacowards

##### 2011 Cacowards It's Doom's 18th birthday, and (hopefully) you know what that means! The 8th annual Cacowards, over at Doomworld! They picked out several good releases, including Double-Impact, Vanguard and Plutonia Revisited, and an excellent choice for mapper of the year!

Go and check it out, and go play their picks!

25 Years of Doom II

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.

395 new stuffage!

##### 395 new stuffage! A few days ago the latest installment of the /newstuff Chronicles over at Doomworld has been published with reviews of several new releases from the community. The quality varies from very poor to at least interesting valueable stuff just as always, and at least the S-Project for GZDoom which is a very atmospheric and intense map as well as the Heretic : Contention duel map pack are worth enough to read the whole article and get your hands on all the new bits and bytes in the archives. Go check it out!

5 Nights at Freddies

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.

5 Spiders

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.

8bit - no more!

qzdoomHow 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.

8bit is enough

CybershadeDare 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.

A Boom-compatible megawad

ResurgenceIt 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.

A Floppy Disk Full Of Midis

Kinsie Floppy DiskKinsie 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.

A late birthday celebration

##### A late birthday celebration
After Doom turned 19 a few weeks ago and a certain person failed at being on time, Doomworld finally published the Annual Cacowards for 2012 with lots of winners and things that you shouldn't miss. Check the official article and take a look at the juries' picks including the usual reviews. Reading through these is definitely entertaining considering the material and the guest reviewers who participated in this. Other than that, I am looking forward to yet another year of projects, efforts and an amazingly active community - thanks a lot to all of you boys and girls, and keep on dooming!

A little gem in the dirt

##### A little gem in the dirt Just found a small but worth-to-mention release in the Doomworld forums by Sergeant_Mark_IV that absolutely caught me by surprise. It's a small-sized map for GZDoom set in a dark, dirt and brown swamp. The map features a new music track, several new textures and objects to emphasize the whole atmosphere of the map. Don't expect too much, though it's still something that is worth playing. The file can be downloaded from here at the moment.

A map that teaches you map design

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!

A new Hocus Doom episode?

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.

A new WolfenDoom beta

WolfenDoom Blade of AgonyFor 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:

  • Increased treasure count on all maps (200 - 400 coins)
  • Fixed non-friendly chars in the intermap
  • Improved the briefing texts in the intermap
  • Improved the radio messages in the missions
  • Jukebox is now controlled via ZSDF
  • Fixed the "Project Totengräber" blood splat
  • Increased scaling of nazis (from 1.2 to 1.0)
  • Removed the "infrared" trivia
  • Removed the click sounds of radioactive barrels
  • Darren has now a last name, so does Ryan have a surname.
  • Improved the menue (moved options around)
  • Fixed automap overlappings of SBARINFO
  • Changed drop ratios for weapons in all soldier DECORATE
  • Changed the Prisoner behaviour in C1M6 a bit (ZSDF)
  • Toggleable reloading (automatic or manual, boa options)
  • Scalable recoil (boa options)
  • Ejecting brass/shells
  • Added enemy rotations for various actors (attack, pain)
  • Smoother movement for enemies
  • Extended map for Operation: Speerspitze (C1M1)
  • Intermission map dialogues have now mugshots for all NPCs
  • (special thanks to Ed the Bat for most of the gameplay- and codefixes)

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.

A Place For Modding News

##### A Place For Modding News We've just added an Editing News section to the R667 forums! It's a place where helpful bug fixes, features, action functions, actor flags, etc. in source ports, as well as news about the editing tools we've come to rely on are posted! Expect it to be put into terms ordinary modders with very little source knowledge can understand.

It's readily available for people who are looking for this kind of news, but out of the way enough so it doesn't clutter the place up for people who really don't care about this kind of news. As long as the rules are followed, it's free for people to post helpful news in!

A Quake Clone in 10 Days by Nash

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.

A Storm is coming

Gene TechOut 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.

A taste of Blood to come... ZBlood+

##### A taste of Blood to come... ZBlood+
A few days ago, Michaelis has released his project ZBlood+ as a little 9-map demo. It's high time at least something was shown to all interested parties (if any exist). And now, ZBlood+ finally has something to show. If you haven't played ZBlood, or just Blood, you can still enjoy it if you're interested in: infiltrating sinister cults, ludicrous gibs, red rains, horror movies, playing zombie head soccer, Doom not looking like Doom, more or less scary more or less atmosphere, and at the same time great fun blasting things.
 
Demo Version contains first nine levels of ZBlood, modified so that they run better with truer balance of ZBlood+. They're also a little bit changed here and there. I tested balance by playing it on the highest difficulty, and, trust me, it's possible. And really challenging. More information and a link can be found in the ZDoom-development.thread.

A WAD just spawned on Christmas Eve

##### A WAD just spawned on Christmas Eve Dave Billing has recently released his enhanced port project Spawn to the public. The mapset is a multi-level hub wad utilizing many of GZDoom's advanced graphics features, including reflecting floors, 3D floors and dynamic lighting. I just played through this and it's definitely visually appealing, it also features a few new weapons and monsters from the repositories and is fun to play. Though I haven't been a big fan of the backtracking that makes a huge part of this, it's one of the cooler releases this year so far. I'd suggest trying it either way. You can find a download link, screenshots and further info on Dave's blog.

Aaaah, it burns, it burns!!!

##### Aaaah, it burns, it burns!!! This is one of those map sets which absolutely pop out of nowhere. I just spotted this release over at Doomworld and it's definitely a must-play. Hellfire: Reborn 7-level wad for a limit-removing port (PrBoom+ or better should work) where the mapper Shadowman tried to include all the different ideas he had. He also said that this is his first release, and considering this he has done quite well. But time to proof it yourself - screenshots and a download link (bottom) can be found in the forum thread.

About Brutal Doom and the hate

brutaldoomI 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.

About Pirates and Corsairs

##### About Pirates and Corsairs It keeps growing and growing: The infamous Corsair Doom (formerly known as Pirate Doom) has gotten another update with several new monsters, some new maps - now a total of 13 - and other nice gimmicks, making up more and more for a Total Conversion. The mapper Arch has uploaded a new version and a new gameplay video in his development thread over at ZDoom.org. Take a look, it's definitely worth it. Beware: This is not a joke wad! Expect something more quality!

Abysm 2 Expansion: Spirit Falcon

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?

Action? Arcade? Skulldash!

SkullDashAfter 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.

Adventures of Square

Adventures of SquareLately 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!

Advertisement the "wrong" way?

Final NeoDoomIf 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 - Episode 1 Released

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.

Alien Breed 3D

alienbreed3dSpeaking 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.

ALIENS: Eradication

ALIENS: Eradication

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

  • Four unique player classes with there own stories, enemy encounters, item placement, side/bonus missions, and even some maps exclusive to the class you have chosen to play.
  • Weapons and enemies from the Aliens Trilogy PS1 game, the Aliens films and more.
  • Play the single player, 8 map campaign or load up the mod with your favorite iwad or pwad to give them the "Alien treatment". Works with most Doom and Doom2 wads (not tested with other mods).
  • Deploy auto turrets and drones (class specific) to set traps or create defensive choke points.
  • Take advantage of environmental hazards (fire and electricity) to help even the odds.

 

Aliens: Legacy

alienslegacyOh 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.

Almost a sequel - 18 years ago!

##### Almost a sequel - 18 years ago! Finally it's out, after 18 years ... erm... some time, Doom - The Way id Did is out. For those who haven't heard of it, Doom The Way id Did (or DTWiD for short) is a 3-episode tribute to our beloved DOOM.WAD, designed not as a homage-spree but as an answer to the question "What would it look like if id had decided to create a 10th map for each episode?" The end result is a full set of maps that's meant to look, feel, and play like they came from the hands of Romero, Petersen, and Hall, and in my eyes they will send a chill of nostalgia down everyone's spine. Check the official page for the release, further information and the file itself!

Almost an official sequel

##### Almost an official sequel After a long time of development and conception, the first alpha of Doom - The Way id Did has been released to the community. For those who aren' aware of it: The project aims to perfectly and seaminglessly replicate the mapping styles of Doom's original authors. Countless hours have been spent to analyze the original maps in all terms of design (texture choice, gameplay, etc), even John Romero gave his two cents in the original thread as a supporting voice. The final result is an awesome classic megawad featuring 3 episodes of pure and classic oldschool maps that makes up for a great trip to the past. Bear in mind that the current release is an alpha version, so expect flaws and bugs, but please report anything you find and help the developers to fix it up!

Alpha + Beta = Delta

doomdeltaJust 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

  • A functional alpha hud that includes a radar and instantly-updating readouts of important information, such as health, ammo, keys, secrets, and more
  • Restored alpha/beta graphics for certain weapons and monsters, like the Shotgun and the Super Shotgun
  • 3-4 'new' weapons inspired by the alpha/beta, including the Rifle and the Bayonette
  • Scoring system inspired by ScoreDoom
  • Restored lightning for the episode Inferno

Caught your attention? Then take a closer look at the ZDoom development forum thread.

Amazing - high resolution sprites!

##### Amazing - high resolution sprites!
Well, not really. I've just seen another thread on ZDoom.org trying to redo Doom sprites and turning them into 2x or 4x high resolution graphics. Actually this way I don't want to advertise for this project but finally have a public chance to talk people out of this kind of stuff. Please stop doing high resolution sprites! ... now people might ask "What's wrong with him now?" Actually there are three good reasons for this: 1st 99% of all remade sprites look like crap, 2nd the 1% that looks good takes ages and will be finished some time around 2103 and 3rd as long as all re-spriters do not have the same approach and style, it will never look good when thrown together. So please people, spend your time on something else and stop doing this nonsense...

An Alien caught me by surprise!

##### An Alien caught me by surprise! Sometimes it just happens that out of nowhere a new release is made and it's more than a welcome surprise. Aliens - Colonial Marine is exactly that. Created by Deimos Anomly, you do not have high expectations because neither a lot of advertisement and progress report has been done before nor does the mapper already have released known stuff. Though, you won't be disappointed. The mod shares the same setting of the second Alien movie by Ridley Scott, using numerous resources from the official first Alien shooter, Justin Fisher's Aliens TC but also lots of new custom stuff that hasn't been seen before. The maps are very intense and atmospheric and the whole thing has been executed very very well. But try it on your own, it's worth every single byte!

An Id gallery

##### An Id gallery

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.

Ancient Aliens

Ancient AliensSkillsaw, 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.

Ancient history: Catacomb 3D goes OpenGL

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:

  • Runs native on Windows 7/8/10. 
  • Hardware accelerated 3D rendering via OpenGL, supporting widescreen resolutions, a customizable field of view and an uncapped frame rate. 
  • Classic look is also supported.
  • Player, projectile and monster movement with floating point precision.
  • Configurable mouse and keyboard controls.
  • Supports all four Catacomb 3D games as included in the Catacombs Pack from GOG.com.
  • Supports The Catacomb Abyss version 1.13 (shareware).

There are, however, some limitations aswell as of the latest version (0.41 as of writing):

  • No support for game controllers.
  • No backwards compatibility with saved games from the original DOS game.
  • No "demo" functionality (preview slideshow of Catacomb Armageddon and Apocalypse in shareware version).
  • No fade-in effect when entering a level.  

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.

Angled Doom

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. 

Read more: Angled Doom

Antaresian Reliquary RC2 released

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.