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Cacowards 2016

cacoward2016Dang, what a blast! Doomworld's Annual Cacowards have just been awarded for Doom's 23rd birthday and the first chapter of Blade of Agony won one of the prestigious trophys. We are extremely proud today, and it's a very good feeling to see all the sweat, all the hard work and all the coffee-mayham through sleepless nights somehow get paid with this kind of recognition. In the name of the whole development team and everyone involved in realising the first chapter, I want to thank the community and Doomworld for this. It keeps us motivated to make the second chapter even more epic. Thanks kindly, and happy birthday Doom!

Cacowards 2017

Only a few days ago, the Annual Cacowards have been celebrated over at Doomworld.com and to be honest, this years winners are simply amazing - even the "Runner up"s are of a tremendous quality that I'd consider 2017 one of the greatest modding years in Doom history. Unfortunately, Blade of Agony Chapter 2 wasn't mentioned in this year's edition but regarding the competitors we can actually live with it and will focus on making Chapter 3 even better for 2018. Nevermind, this is what one of the authors says: "2017 has come and gone, and with it comes another installment of Doomworld's Cacowards. Doom is now twenty-four years old and has successfully weathered the release of its technologically superior progeny; in fact, I'm certain that public interest has only increased since Doom 2016's release the previous year. If anything had a chance of doing any damage to its longevity, it would have been the end of development on ZDoom. Thankfully, developers were more than prepared to pick things up, and the torch continues to burn in QZDoom and GZDoom." Read the rest of the article in the official page at Doomworld.com.

Cacowards 2019

It's that time of the year again: The Annual Cacowards have been announced and I want to congrat everyone involved in winning one of these but also to those "Runners up" and the staff pronouncing the winners and writing the articles. Sometimes I am surprised how many releases I have missed even though being an active member myself. You can check the whole article at the Doomworld page. Congrats to the community, I am glad we are still alive!

Cacowards 2021

2021 just so happens to be the year of the Ox, and we were definitely worked like oxen, doing our level best to keep pace with the year’s prodigious output, bringing many of us to sometimes jokingly say: Stop giving us so much good stuff to play! Coming through at higher volume than crypto rug pulls, amazing maps have been thrown at us left, right, and center since December 11, 2020. And thus, we’ve added two more big awards spots to accommodate such a massively stacked year, and not just that- we’ve also recognized 21 more WADs just for 2021.

Caleb Versus Nazis - Special Edition!

##### Caleb Versus Nazis - Special Edition!
A sequel was made for Caleb Versus Nazis but was never released. Months later, the project was resurrected, refurbished and refined, making the Special Edition! New foes and weaponry; 20+ exciting maps with improved design, scripting and patches; DM maps compatable for single-player/co-op boss fights or for proper bloodbaths; frightening music; coloured lighting and more cheesy one-liners; three secret levels to find; a revamped story; and all with a handy manual to explain more on foes and weapons if you're confused.
 
Commence the BloodBath once again and sink your talons into this fresh and fun WAD, compatable for Skulltag, ZDoom and Zandronum! Created by WiiStation360Games/Astroman9991 and 1Tristan2.
 
Download link! Or, find it on YouTube!

Caleb Versus Nazis 1.2

##### Caleb Versus Nazis 1.2

Fifty-five levels; three extra chapters; nastier Nazi variants; fresh-faced monsters ready to kill; new sounds and sprite replacements; a gripping story and adventure of horror and bloodletting.

It's ready. It's finally ready to be released from its crypt for all to join in the massace. Do you have the stomach to help save the world from the Nazis and the Cabal, spilling flesh and blood as you go? Get it here!

Caleb Versus Nazis DM Maps

##### Caleb Versus Nazis DM Maps A working progress set of multiplayer maps have been created and upgraded to version 1.1,  excellent for Skulltag play against Bots. This WAD captures the horrific setting of the wonderful game Blood from roughly 1998 by Monolith Productions with the weapons, music, textures and such for ZDoom and alongside will be the sample Campaign, version 1.0. However, 1.1 will host the true ending.

Call of Duty, Eat Your Heart Out

##### Call of Duty, Eat Your Heart Out Tactical Doom, a mod by Ghastly and Faerlyn (authors of Hard-Doom and Deathball) being developed over on Skulltag's forums, just went into its third beta! Recent additions (from this and the previous beta last week) include grenades, a new accuracy mechanic (weapons get less accurate with sustained fire), various tweaks, and basic single-player/coop/surviva/invasion support!

Tactical Doom is a weapons and gameplay mod that uses realistic weapons and a limited armory to provide a new deathmatch (and CTF) experience, while not going against Doom's gameplay, physics and graphics. More information, including download links, can be found in the project's forum thread, on Skulltag's forums.

Castlevania Simon's Destiny

Even though the final release has been made almost a month ago, it's still worth to be announced at the Realm667 as well. Castlevania : Simon's Destiny is a standalone non-profit GZDOOM based fan game born as a love letter to this legendary franchise. This mod aims to reinvent the very first NES title of the franchise with a nostalgic yet brand new first person gameplay. All the levels from the classic NES era game have been reimagined like never before, experience the tale of Simon's fight against Dracula and his army of the night! And to be honest: It does a damn good job at reimagining the old nostalgic feeling. Check the official ZDoom forum thread for more informaton, screenshots, trailers, extras and the final game.

Catacomb Abyss

Porting other games to the Doom engine (or actually to it's derivated sourceports) is something, people already do for a while now. Doing it as close as possible to the original game engine is a difficult task though. If you are as old as I am (34 years now), you might still remember the good old times when egoshooters had pixels as huge as thumbs and only 16 colors to help your imagination killing demons and skeletons - just as in Catacomb Abyss, the grandfather of Doom. The modder inferion seems to be my age, for what other reason should someone consider porting the game to GZDoom? He did a very good job, it's not perfekt yet but I had that good old feeling when playing the project, listening to the pc speaker sounds and blasting my way through the secret walls again - just as I did 28 years ago... hell I am old. Keep up the good work and please improve the little flaws before you continue with the next installment ;)