

Dust Devil is a single player mission for GZDoom spread across two intertwined maps by CaptainToenail. You have been sent to a UAC outpost on a desert world to recover a mysterious artefact. Expect heavy resistance and some new surprises. Featuring new textures by Ukiro and music by Jimmy, jumping and crouching are disabled. There is an experimental optional checkpoint mode that adds several checkpoint items to the map. Simply pick them up to save the game.
Deimos Anomaly has recently released his remake of E1M1 in Doom 3's dark, moody and ultra-realistic style. This map is some sort of crossover between the original Doom's "Hangar" and Doom 3's "Mars City". It's mostly a remake of the first one, with some parts of the Doom 3 map implemented along the level. And of course, some new areas as well. Expect a lot of ambient lights, new textures and a mixture of nostalgia and modern feelings combined in one map. The development thread with screenshots, history and the download link can be found in the ZDoom development thread, it's definitely worth the download.
Good news for all those classic Doom lovers: Guardsoul has finally released his E1M3 Toxin Refinery Remake and it's a blast! This is a map he planned to remake a couple of years ago when he played KDiZD for the first time. As he was playing Z1M3 and admiring the detail in there, he also started to become aware that the map had a navigation problem with the underground area in addition of some other problems that we all know very well. So his task here is to recreate, once again, E1M3 in UDMF format, avoiding the issues that Z1M3 had back in the day, with some GZDoom features that can enhance the player experience for the better. In he made a good job on that! A video, screenshots and the download can be found here.
Graf Zahl, for almost 15 years already known as the author of GZDoom and Rachael, hoster extraordinaire at DRDTeam and ZDoom forums and QZDoom developer among other things, have revealed Raze, a source port of EDuke32 implementing several systems as found in the GZDoom source port. It combines EDuke32, PCExhumed, NBlood, and RedNukem in a single package, delivered as 5 seperate game modules, amongst various stability and renderer improvements. The main features of Raze are:
Features:
Head over to the linked thread to find a list of supported games and downloads, and join in on the discussion!
Yes baby! Reinforcements have arrived... well, only literally. ravage is still working on his project Hocus Pocus Doom and instead of releasing it, he teases us with further screenshots directly from the game. What you can see is simply admirable and every person who has been born in the 80's and played all the Apogee classics must have an errection when looking at these pieces of art. The bad thing about it: Still no release in sight. Let's just hope that ravage doesn't get the goerge-r-r-martin-flue... by the way, any news about Winds of Winter?
GZDoom is for some of us the most powerful Doom engine available. Though, mappers don't seem to try to push it to its limits - until now: Elementalism finally seems to be one of those projects that fully take the advantage of all the capabilities, GZDoom has. It takes classic Doom gameplay and combines it with cutting-edge enhanced graphical features for an explosive new six-episode Megawad. Confront and conquer the power of the elements, wield the powerful Elementium-powered wand and take charge through six awe-inspiring locations of elemental carnage! None lesser than Dragonfly, Dreadopp, Remmirath and other skilled mappers are working on the project atm with a planned release date in 2019. It's still a long way to go but the screenshots are already promising. Check the thread at ZDoom.org now.
At nearly 5 years in the making, this has been a labor of love for everyone involved, and it is amazing (and slightly surreal) to have it finally released! The first phase of Elementalism has been released and it's a celebration of both advanced UDMF mapping and classic Doom gameplay, the aim of the mapset is to bring together the classic Doom experience we love with ambitious, high-concept modern mapping techniques. And it absolutely succeeds at that. Screenshots and details can be found at the official development thread - enjoy!
Don't worry - this is can also be viewed under 18, even though it's very sexy. Remmirath has posted an update about his spearheaeded project Elementalism that is in development for a while now with a lot of promising screenshots and some information about the development in general:
Back in October last year, GZDoom v3.2.0 introduced 'per pixel lighting' for models, meaning different parts of a model could be lit separately, compared to all-at-once like with sprites. This meant that, for the first time, models could be used as stand-ins for proper level geometry, opening up a possibility of vastly more interesting shapes and constructs than Sectors and Linedefs would allow. Unfortunately for the Elementalism team, we lacked any kind of real modeling skill, so we've been limited to simple shapes or pre-fabs. That is, until now.
What that means can be seen in the teaser for this news item. So what has changed? Read the rest of the post at the ZDoom forums. I really recommend checking out the rest and I wish the best of luck and dedication to the team finishing the project. It's simply amazing what you are doing here - keep up the good work!
This website uses cookies to ensure you get the best experience on our website.
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.
If you encounter some bugs - visual or partical ones - please take the time to post them in our "Let us know" forum, so we can take care of it.
Thanks kindly, and enjoy your visit!