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Legacy of Heroes

legacyofheroesAfter a development time of more than a year, gaspe finally released his one-man-project Legacy of Heroes to the community. It is a Boom compatible episode for Doom 2, the first wad he started to work on in March 2015. Main feature is the usage of textures from Eternal Doom as well as a fitting fantasy-oriented theme. The level progression was designed to make feel this like a continuous journey between the maps. Some levels are very long and huge and they mostly go for a more adventure-like vibe. You can find screenshots, more info and a download directly here.

Legendoom

Imagine having the Legendary mechanics of Fallout 4 integrated into Doom - how cool would that be? That's the premise of the Legendoom mod from Yholl! If you are unfamiliar with those, here's basically what happens. Random enemies on the map are chosen to be Legendary enemies, with increased health. Bringing them down to half will cause them to fully heal and transform (kinda) into a more powerful form, attacking you relentlessly and with even more damage than normal. Killing a Legendary enemy at any point will cause them to drop a completely random Legendary weapon, which will have an extra effect altering its behaviour! There are currently 60 different effects, ranging from things like increasing the effectiveness of healing items, firing bouncing projectiles, doubled explosion size, or even a triple shot attack! These effects are seperated into four tiers of general awesomeness, with each tier having a different color representing it, as well as cool weapon sprites. You want more? Go for it!

Let's Play for the Austerity Remaster

Spotted a pretty cool Twitch Stream from Seed's channel today, a complete playthrough of my Austerity remaster that has been released a few weeks ago. It's very entertaining to watch and helpful for me as a mapper and modder, how a player reacts on certain situations. It definitely helps to improve upcoming mods and I really appreciated this experience. If you want to watch that as well, check the link and have fun watching it!

Limits of Doom: Dread is a Doom clone for Amiga... 500!

No, you aren't looking at an unreleased map of the SNES version of Doom. But you are looking at something that's equally impressive. Doom has appeared in the past on Amiga, but due to the inherit nature of the machines, they required an Amiga 1200 and quite a few megabytes of RAM to function. Dread pulls a card that is pure wizardry: It acts as a Doom clone, but does it on the Amiga 500, from 1987.

This game has its roots in the demoscene: An underground culture that focuses on releasing demos and software pushing the limits of the devices they run on. Dread is also done by a member of said scene, Krzysztof Kluczek has this game running on a mere Amiga 500 with 1 megabyte of RAM. Now, there is some trickery involved: It does not actually use the Doom engine. Similar to the SNES version of Doom, Kluczek has written his own highly optimized renderer that as of now runs assets from the FreeDoom project. To construct the levels, however, he uses Doom Builder, meaning the engine can understand Doom BSP's. 

The result? The Amiga 500 saw only one proper shooter in its heydays, called Cytadela, and it had more in common with Wolfenstein 3D on a postage stamp size screen. Dread, however, manages up to 15 FPS on a stock Amiga 500 with 1 MB expansion. You have to see it, to believe it. And you can with the video that is found in the link, where Kluczek explains how he gets his technology running and how he constructs the levels. Its an unusual sight to see, but Doom inspires developers to this very day. Be sure to also check Kluczek's other game Silas's Adventure - A Wolfenstein 3D styled dungeon crawler for 1987's Atari Lynx!

Lithubristics Under Sanguine Twilight

Lithubristics Under Sanguine Twilight is PasoconDeacon's first full map, a 25-to-35-minute trip for you and nearly a month of bashing his head against Doom Builder X to get what he wanted. 

  • Doom II-based MAP01 replacement, comes with BEX patch to alter automap name. plus new intermission graphic.
  • Boom-compatible, play with complevel 9.
  • No jumping or crouching, designed/tested without freelook.
  • Use software renderer for best lighting!
  • 25-/35-minute map, tested without saves, features some exploration and plenty of combat.
  • Balanced around Ultra-Violence, includes some changes for lower difficulties; difficulty sits around early-2000s WAD range (mid-to-late Alien Vendetta, Scythe, Plutonia-equivalent, etc.).

Check the thread over at Doomworld for the second release candidate and some futher information.

Looking familiar?

Switcheroom 2When playing Switcheroom, this was the most important thought you had in mind. The project was so fucking cool, why not doing it again? This is what scifista42 thought when he planned and announced Switcheroom 2. The project aims to recreate Doom 2 levels with a different theme. Expect layouts in a totally different look, feeling familiar and still being something new. The project isn't finished yet but still in progress, so you can already take a look at several screenshots and also play some finished maps from various authors. Take a look at it, it's worth every second and I am sure the authors would be happy to get some constructive feedback from you.

Lost Civilizations

"A civilization was collapsed as people got into religion of "ignorant egoistic idiotism". Genetically modified cattle and food turned the people and animals to agressive zombies. But there were few survivors. How they weren't affected" - The story of Lost Civilizations sounds pretty simple but that doesn't describe the briliant mapping behind it that is served by the mapper Jaka. Currently you can only find screenshots in the development thread over at Doomworld but it already creates high expectations to be honest.

Lunar Catastrophe

Doom is bringing together people, we are all aware of this. But did you already know that even couples share the love for this 25 year old shooter? Lunar Catastrophe is a proof of concept for this:

I'd like to share with you a project that has been in the works for nearly two years. My boyfriend Count651 and I have collaborated on this project since 2017, with many breaks in between. It started as a single Episode 1 themed level made by myself, and eventually after having made a couple more, I decided to try creating an entire episode. Once it was nearly finished in late October of 2017, we began discussing the idea of working on an entire wad together.

And here it is, get the full download of this classic masterpiece made by The Doom Couple from the official release thread over at Doomworld.com - share the love!

Lutz' Hellscape

Lutz HellscapeThe mapper Lutz who's already well known for his project Phobos Anomaly is up to another promising release called Doom II - Hellscape, a mapset that focuses on a reinterpretation (or actually complete new improvement) of Doom II's hell levels. But why?

Here’s a confession: taken as a whole, I cannot stand the Hell levels of Doom II. As far as individual levels go, “The Abandoned Mines” and “The Living End” are two of my favorites from the IWADs, but the rest are either ugly, gimmicky, boring, or some combination thereof (plus, it has been scientifically proven that those levels use the absolute worst sky graphic in the history of ID Software). So, I decided to remake those levels in whatever particular style I may have in hopes of gaining some sort of appreciation for the DoomGuy’s second tour through Hell.

So for the sake of giving a statement towards Shawn Green, check the development thread and give Lutz some motivating feedback, as he is doing a damn fine job - as usual - obviously.

LZDoom 3.8.4 released

If you want to enjoy all the fun of ZDoom but lack the hardware grunt to run the advanced rendering features of GZDoom, then head over to LZDoom. As an official port, maintained by drfrag, LZDoom targets OpenGL 2.0 and up (As opposed to OpenGL 3.3 by GZDoom) and is described as ''It does not provide all features currently supported by GZDoom but in turn is capable of running on older hardware which does not support modern OpenGL features, plus it can run the software renderer on Direct3D 9.''  In version 3.8.4, the highlights are as follows:

  • Fixed taking screenshots in menus with Space when Sys_Rq is set as screenshot key (randi).
  • Bumped ZScript version to be the same as in GZDoom.
  • Fixed stretching for 256 and 240 pixels tall skies in software.
  • Removed and replaced the following LevelCompatibility functions: FlipLine, GetNumMapThings, GetMapThingPos, GetMapThingAngle, SetMapThingAngle.
  • Fixed lighting problems with weapon models.
  • Remove UM skill from the menu now that i've added the real thing with 2xmonsters in RUDE, still works with skill 5.
  • Replaced the useless 160x200 scale preset with widescreen 356x200.
  • Add option to reset controls to defaults.
  • A lot of stuff from GZDoom.

For those running older hardware but still want a good grade of compatibility, LZDoom is the port of choice for you. Head over to the ZDoom homepage and download the works today!