

DELUGE is a Total Conversion project for Doom II, using the GZDoom source port. Players must use their agility, firepower and sorcery to survive against a hostile ecosystem of meat monsters. The current iteration is a 6-map demo entitled Deluge: Onset, slated for release in late 2022. Players take the role of The Anomaly, a superhuman being from another world stranded on a dying far future Earth in the dystopian metropolis of Bacillus City. The planet has been ravaged by mankind, but is now being reborn anew in the wake of the Deluge - a supernatural event of meat and magic bringing forth new life that finds him fit for consumption.
Good news for all those fans of Demon Eclipse: Eriance Blue Shadow has just released the first episode of Eriance's Demon Eclipse mod, made stand-alone. This started last week when he was searching the forum and stumbled upon a post by Eriance in Demon Eclipse's project thread, stating that he is going to drop the first episode of the mod in favor of focusing on the second episode and the hell-tech-themed arsenal. Some of the people who posted later thought that it'd be a shame to see this happen, and would've liked if the episode were to receive a final, "farewell" release. So, Blue Shadow decided to take it upon hisself to do just that. After six days of work, Demon Eclipse's first episode has become its own thing, and with Eriance's official approval, he is able to share it with the rest of you.
The mapper Nootrac4571 has released his map Demonastery already a few weeks ago but I didn't spot it earlier, still think that it's worth a news item at the Realm. Demonastery is a single level wad for Doom 2 (Boom compatible ports,) set in a crumbling monastery made of marble and corpses. He has added a whole bunch of new textures and a few new decoration sprites, but nothing that changes gameplay. From a visual point of view, it looks totally stunning, I unfortunately didn't have time yet to try it but I am pretty sure it's worth a download.
Aaaand another brown one by Urthar titled Dimension of the Boomed. It is an MBF format WAD in the style of Quake. It presently includes 3 new maps, a update of his Mayhem2016 map, one additional monster, a custom resource WAD and is UV(Hard) difficulty only. At first look it reminded me a lot of my own Torment & Torture series so I guess this isn't a bad thing at all. Check the development thread for more information here.
Warchild has been around in the modding community roughly since Doom Legacy v1.42 had been released and introduced 3d floors. After some first steps in mapping he decided to make his own project. It was called "Doom Dimensions" and after an SSD crash it was renamed to Doom Nemesis and reworked from scratch. This project has been around for at least a decade but was beyond the capabilities of the GZDoom port and suffered the lack of limit removing features in the port itself, manpower, hardware power and especially public interest, as nobody seemed to be interested in 3d Models that were provided by Warchild as he was one of the first to do that. Doom Nemesis nevertheless evolved parallel to the GZDoom port. Slowly but surely many limitations would vanish and new features would appear, such as DECORATE, ACS, 3D Floors, dynamic lights, HD Textures and 3D model support. With these developments, the project would slowly start to take shape and a playable alpha was released in 2021.
Doom 2: Nemesis (new name since 2022) runs with a customized particle fire enhancer fork as base "Engine" for SFX, GZDoom Port and Led´s generic weapon mod. Features are dnymic lights, scripted events via ACS, monsters, weapons, actual tracer bullets, custom basic gore, 3d Floors, tons of 3d models, custom sounds and textures, and many other things, to bring some modern gameplay and visuals together with classic gameplay and visuals.
While technical limitations get fewer thanks to GZDoom and Ultimate Doom Builder, the project still suffers from lack of public attention and feedback and therefore stays under the radar and mostly unknown to the greater community.
Many 3D modelpacks were provided by Warchild over the years since GZDoom managed to implement 3D model support and still releases packs for mappers to work with. Unfortunately to this day no foreign Doom mod is known to be using these models. Due to no available feedback, possible reasons are purely speculative. Currently, the amount of GZDoom ready 3D models reaches roughly 3000. Mentionable modelpacks are:
and some others in development.... However, mods like Total Chaos, Hunter´s Moon, Doomreal, Doom Turnament, Wolfendoom: Blade of Agony e.t.c came into being with no relation whatsoever to these modelpacks. Warchild is also the author of "Ballern", a mod that consists of playable vanilla maps from 2007-2010 and was released as "Ballern2012". Ballern2023 is planned to be the Remake af all the old maps + additional old maps / map snippets recycled and redone.
Backporting Doom 4 to Classic Doom, would that make sense? Would it even be fun? Hell yes, it definitely is and DBThanatos and his team definitely proved this. A few days ago the v2.0 version of this gameplay mod has been released at the ZDoom development forums and the ModDB. The mod tries to bring the weapons as accurately as possible in looks, behavior and timings. However, the authors also took some liberties regarding some behaviors and balance. Many other features from the new Doom game have been backported so it's definitely a "must play" to all of those who want to have a good mixture between 2016 and 1994.
After almost two years, the author Noiser is proud to announce his biggest project so far: It's a gameplay mod inspired by Doom 2016, made to be compatible with any source-port (or without any of them): 100% vanilla compatible and full of dehacked tricks! All under the limitations of the original Doom2.exe. Be aware: This mod - Doom 4 Vanilla - have better compatibility with the Doom 2 format. You can play it with custom maps as well! There are some restrictions though. For a detailed information, check the release thread.
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