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Community News

Final NeoDoom released

It looks like I am not the only person in the community considering remasters of previously released work. The modder Daniel released his new version of Final NeoDoom just a few days ago with numerous fixes, improvements and changes to his awesome mod that has been initially released 2015 if I can remember this correctly. So what can you expect from one of the coolest releases of the 2010's? It's a mod with 17 new maps for GZDoom source port, including new music, weapons, monsters, inventory, textures, graphics and hud. It uses special features such as 3D floors, jumping and crouching, dynamic lights, 3D objects (MD2 and MD3 models) and extended DECORATE definitions. Gameplay is quite varied: monsters have different personalities, and some of them requires specific weapons to be beaten. Inventory items also play an important role on specific situations. So what are you waiting for?

Finally - a Doom db frontend

Hobomasters Doom FrontendShame on me that I noticed it yesterday and not earlier: Hobomaster22 has released something that I have requested almost a year ago in the Doomworld forums, a comprehensive Doom frontend which also serves as a database for all the mods and maps in the style of D-Fend Reloaded (a DOSBOX frontend) or ECC2 (a frontend for any kind of emulators). The very impressive result which is currently still in development phase can be found here, and in the name of all those other doomers who love to have a sorted archive I suggest you take a look at the frontend, test it and give feedback so the author can do further improvements. It's a real great piece of work and a lot of things are already working quite well, but it still has some issues which need to sorted out. So go, help and support this brilliant piece of program!

Finely Crafted Fetish Film

The mapper Ribbick has recently released his Finely Crafted Fetish Film which is a set of 7 boom-compatible maps for Doom2 with a focus on puzzles and unusual layouts, created with anotak's lua functionality that is now part of Doombuilder X - without which this mapset wouldn't exist. The maps themselves feature a mixture of puzzle and combat elements: block pushing, switch/elevator setups, monster manipulation, platforming, and some normal slaughter fights here and there. Screenshots, further information and a download can be found here at Doomworld.

Five Rooms is enough

5 Rooms of DoomThe community has already proven to be very creative when it comes to restrictions. Not only in the early beginnings of Vanilla but also in later days, just remember the 10 Sectors Contest of Doomworld in the late 90's. Keeper of Jericho had another interesting idea, that sets the boundaries of a Doom map to 5 sectors. Who thinks that this is boring might be more wrong than expected as the contest results prove in a very impressive way. But what do I talk, try it yourself.

Flynn Croft in Na Pali?

##### Flynn Croft in Na Pali? If people haven't played Alando1's projects yet it would be the perfect time now to do so, especially the two first parts of the Temple of the Lizard Men. I got the great chance to already play the closed beta and it was already a great experience. The mod actually throws you in a great atmosphere and environment that felt for me like a mixture of Tomb Raider and Unreal with great visuals, nice music and an interesting and foreign overall experience that throws you into jungles, deserts and lost tombs. The final download as well as some further information can be found here - you really gotta play it, it's worth every second and hopefully one of the Cacoward attendants this year.

Flynn Taggart for Gold!

##### Flynn Taggart for Gold! Just spotted a very interesting and new approach of Dooming over at ZDoom.org called Cyberrunner. According to TerminusEst13's post, it started off as a combination of his Superfast (which you likely haven't heard of) and ijon tichy's Parkmore (which you likely have)--what started off as a joke to see what broke turned out to be surprisingly fun, and thus this mod was born.

Cyberrunner is a post-cyberpunk battle racer with only a few simple goals: Go fast, blow up whatever's in your way, go faster. If you want to see videos, screenshots and more info, just take a look at the thread over at ZDoom.

Forest Adventure

After more than 23 years of Doom, I am still impressed how long we've come and what is possible with sourceports like GZDoom. The modder Alekv has proven once again that the only limit is your imagination (or your skills when it comes to scripts and stuff, but that's another story). He shows us impressively what's possible in his sidescroller jump&run mod Forest Adventure. Without further blabla, just watch the video and check the development thread.

Fortune's Run needs a hand

##### Fortune's Run needs a hand
OliveD has just announced his project Fortune's Run over at ZDoom, mostly looking for some people to help with the development. It is intended to play in the vanilla resolution and the author  tried to make it 90s styled, though closer to the Build engine games than Doom, really. The original concept was themed after Dark Forces. You play as a famous alien thief out on the hunt for a map leading to a highly valuable artifact. You'll be sneaking around on ships, shooting your way through cyberpunk-ey cities and there is even a jungle level in the works. You can find further information in the dev-thread over at ZDoom. Support her, give her a hand, the project looks very promising!

Forum upgrade

##### Forum upgrade The Realm 667 forums have had a long overdue update to the latest version of phpBB, 3.0.10. As a bonus, the search function is finally repaired!

Framerate of Agony

Blade of Agony - FPS-KillerThis is more of a development blog entry and less actually news, but I think some people might be interested in how the development of Blade of Agony is currently proceeding. First of all, after turning the development and testing more private and less focused on sharing unfinished material with the community, things got a bit calmer. This doesn't mean that we weren't making progress at all. At the moment I am working on the third mission of chapter 3 which will focus on a small town setting heavily inspired by Medal of Honor's Snipercity with a few more surprises, twists and turns in the plot and a very interesting final battle towards the end of this mission.

Being in contact a lot lately with Graf Zahl were I finally have the feeling that I reached the limits of GZDoom as a port to create semi-modern projects like this. The screenshot to the right has been made by Nash who has actually a pretty decent machine but still, the FPS counter drops to 15 - 15 frames on a modern machine that runs a game more than 20 years old. Sounds crazy? Well, it's obviously possible. The main problem here is the wide open area, the town with all its houses, trees, actors, lines, sectors - the GPU and CPU have a lot to do each single cicle and that's what happens if the engine isn't made for settings like this.

With the help of Graf Zahl, improvements have already been made but it is already clear now that Blade of Agony won't work well with older rigs... or at least not fast. Sure, in our development team we discussed already a few times what to do: Reducing the amount of sectors, changing the setting, aiming for something smaller to make it also available for people with older systems. But in the end, we are not doing this primarily for everyone else, we are doing this mostly because it's fun for us.

When drafting new maps for the project, I don't imagine "What runs well" but I imagine "What plays and looks cool". Sure, if it would slow down my system as well, it would be different, but that's another story ;) Anyway, stay tuned, follow the development thread over at ZDoom.org where you will still find interesting replies from time to time.