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Doom 4 Vanilla updated to v3.2.1

Noiser has updated his Doom 4 Vanilla demake to a new version including a lot of new additions and improvements. It's a gameplay mod inspired by Doom 2016, made to be compatible with any source-port (or without any of them). It features new demon abilities, thougher weaponry, extra weapons, a refined set of enemy sprites and many more. For a complete list and also a changelog, just check the official development thread.

Doom 64 Retribution

Doom 64 Retribution project is a full re-make and "port" of Doom 64 for the Nintendo 64 to the GZDoom engine. The goal of the project is be mostly accurate to the original game as well as add very minor improvements for that extra bit of polish. Think of this mod as being a remastered or enhanced version of Doom 64 for GZDoom. We have Doom 64 EX, Doom 64 Absolution TC, GZDoom64, and Brutal Doom 64. Why you ask? Nevander, the creator of this mod was personally dissatisfied with the quality of the GZDoom64 project, and Brutal Doom 64 (while it is a great improvement) is along the same lines but changes too much and deviates from the original Doom 64 experience. And thus, this project was born. The current version 1.5 can be found at the development thread over at Doomworld.

Doom Builder Updated

##### Doom Builder Updated Doom Builder has just been updated to version 2.1.1.1466 (based on r1466, for those who used SVN builds). The changelog includes several bug fixes. Beware, however, as it isn't compatible with the older builds of the GZDoom visual mode plugin.

Go here to download it.

Update: Unofficial build with GZDoom plugin, based on r1470, courtesy of Tiger.

Doom Compendium

After a long wait and an exorbitant amount of work, Dynamo is pleased to finally be able to release his latest project: Compendium. Compendium is as the name implies a compilation-style project, containing a hand picked collection (currently 54 total) of some of the best doom maps/wads released from 1994 to roughly 2004-2005, representing the classic era of Doom modding and fully compatible to gameplay mods. All the mappacks represented have been remastered (in the sense that outdated DeHackED code has been converted to DECORATE/ACS) and bugfixed (generally speaking he has removed all bugs he has found which can allow a player to become stuck in a level, including a ton of fixes that should ensure much better multiplayer compatibility), but they are otherwise untouched, as it is not his intention to mess with the authors' original vision. This means that there are no new rooms, no different thing placements and nothing of the sort to be found in this. Each of the wads included in this is accessible from a (currently functional but unfinished) central hub map. After you complete one of the mappacks, you are sent back to the hub map, which means you can keep your arsenal when going to the next one (or simply start a new game to be taken back to the same hub map with a clear arsenal). You don't believe that? So did I until I checked the development thread.

Doom Database Frontend @0.9.3

Doom LauncherA few days ago, hobomaster22 has released his latest development version of his Doom frontend DoomLauncher updating it to 0.9.3 and nearing a final release. So what's so special about yet another frontend for Doom? Quite easy to tell: This one's the best in terms of organizing your own database and downloading stuff from /idgames on the fly. It currently features adding various sourceports, automatically adding screenshots to the frontend, organizing IWADs and PWADs, automatic download and integration from /idgames archives, scraping wad information directly from the .txt-file, manual editing of details per entry, a rating function as well as a "last time played" column and many more interesting things. Download the tool, try it, organize your wad archive and let the author know what you think about it or give him some feedback about bugs, feature requests or improvements in the official development thread.

Update on January 6h, 2015
hobomaster22's DoomLauncher is now hosted at the Realm667 with its own info page and development forum. Welcome and good luck with any further progress on that brilliant tool!

Doom EXP, a Doom Eternal inspired mod for GZDoom

While we are waiting for Doom Eternal's release on March 20, 2020, the modder Officer D is developing Doom Exp, a mod that aims to replicate gameplay elements from the still unreleased game. The mod comes packed with a xp/rank/reward/mobility modification with visual/sound/text notifications, a custom "Doom Exp Settings" menu with many adjustable settings and keybindings, edited sounds & effects, improved mobility (sliding, dashing, wall latching), more gore - etc. Not to mention Doom Slayer's new additions to his arsenal: from the shoulder cannon and wristblade, to even the Crucible Sword itself, all that paired with new power ups to make the gameplay even more enjoyable. Doom Exp is available both on Modb and ZDoom Forums.

Doom Forever

Doom ForeverA few days ago CeeJay has released his weapons/gameplay mod Doom Forever to the public. Personally I am not a big fan of these kinds of mods but Doom Forever actually hit the perfect nostalgia feeling that I needed. So what is it? A very extensive enhancement/extension mod for DOOM (DOOM, Ultimate DOOM, DOOM II: Hell on Earth, Final DOOM) that elevates the gaming experience to a much higher level. Every weapon, enemy, item and decoration have received a face-lift. Just about everything in your environment can now be interacted with (if you can't use it, shoot it) just to mention one feature. Weapons are more detailed and have smoother animations, enemies have a ton of alternate death animations, your environment is now full of ambiance noises (lamps humming, flies buzzing, torches flicker etc.), lots and lots of visual special effects, destructible (and in some cases usable) scenery and much much more. All this while the core game-play remains pretty much intact. More information can be found in the release thread over at ZDoom.org but beware: This mod is for 3DGE!

Doom from 1984

Well, 1984 isn't only the year of one of the most prominent releases in the 80's (Tetris and Boulder Dash to name two of them), it's also the birth year of ... well ... me! Growing up in these days, when it comes to games I was used to big pixels, low resolutions and my beloved pc-speaker sounds and music. Still, after 33 years I am a big fan of these classic retro looking games and so I brought back to my childhood memories when I played Doom the way it would have been in the 80s. How? Thanks to various modders, it is possible, a mix of charming pixels and new-gen graphics. Combining LowRes Doom, ChibiDoom and 8-Bit Music makes it possible. You can grab all of them (linked) in the development thread of Ezepov's LowRes Doom. Currently the first episode is playable, and I really hope he is already preparing the rest of it. Thanks a lot for this - and someone please take care of the pc-speaker sounds...

Doom Happens

Doom HappensNewcomer mappers seem to introduce themselves quite often in the past months which is a pretty good thing in my eyes, as they bring in some fresh wind and ideas. One of those boys is Lycaon who is working on a project called Doom Happens. It is currently under heavy development but the screenshots are very promising. The author has planned 6 maps in total, narrative cutscenes, dialogues, a lot of material featured at the Realm667 repository and other ambitious things that we might look forward to. Check the thread and get yourself some more input.

Doom II Dark World

Ever imagined what Doom II would have looked like when the first maps weren't focused on the Space Station theme but some kind of a darker and more hellish theme? Doom II Dark World is exactly that: 11 maps that are patterned after the first set of 11 levels in Doom II. The concept for this mapset was inspired by the Dark World levelsets from Super Meat Boy: levels with the same broad layout as the original they're based on, and with a familiar look, but with different aesthetics and a much higher challenge factor. The chief mapping guideline the mappers Hellser, Trance and Grimmoire followed was that if a player knew their way around the original map, then they should never get lost playing one of these. The goal is to provide longtime Doom II veterans with a fresh experience traversing maps which feel both instantly familiar and new and challenging at the same time - and it does a good job at it!