

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