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Relatively unknown In Pursuit of Greed gets its first source port with xGreed

Between Wolfenstein 3D and Doom, id Software worked on an intermediate engine that was used in the game Shadowcaster and licensed to Raven Software. Called the Raven Engine, the code was also given to publisher Softdisk, and it saw subsequent use in a lesser known title, called In Pursuit of Greed. This 1995 game was developed by Mind Shear Software using this technology. Like the Build engine, The Raven technology is primarily a renderer that provided a significant enhancement over the Wolfenstein 3D engine, but it lacked behind the Doom engine. The source code to Greed and its version of the Raven engine was released in 2014, along with a unfinished Windows port

DelphiDoom/RAD developer Jval has been working on what is the very first source port based on this codebase, called xGreed. Basing itself around the available DOS/Windows sources and a very tiny snippet of DelphiDoom code, xGreed currently is released for user feedback and to address several glaring bugs in the game itself. It runs in software, but it is fully playable on Windows and is written in the Pascal programming language.  A full list of current features follows:

  • Added music and sound support
  • Added DirectDraw blit buffer
  • Corrected menu drawing
  • Corrected input handling
  • Rewrite the map's script parsing

The port was started on June 12, so its obviously still a bit rough around the edges. Still, xGreed introduces this often forgotten game to a new public, and a renewed introduction with the Raven Engine technology. Be sure to check this out, the game is free to download aswell on the site of Red Shadow Software.

Relax: The Spiritual Successor to Chillax, in progress!

Some of us may remember Chillax, a rather infamous megawad for not only its extreme difficulty, but also its accusations of stolen maps. Its indirect successor Relax, led by Chris Moyer and his team, it is fortunately not as controversial as its historical inspirator. Unfortunately for the player however is that Relax promises to be equal a challenge. Two modes are provided - Casual, to beat the levels with vanilla weapons, and Chillax/Slaughter - For that classic Chillax feel.  Built for GZDoom and promising compatibility with Zandronum, Chillax will explore a wide variety of themes in its maps. From the mountains to the caves, space stations and moon bases - The focus on each of these relies on detail and interactivity, where scripted lighting, interactive cameras and weather effects play a part.

Chillax thus aims for the stars when it comes to ambition, but the screenshots show there is a lot on its way. It remains to be seen if the team and Chris Moyer have what it takes to bring a quality spritual successor to a controversial levelpack.

Relive Blood with Caleb Versus Nazis

Community Relive Blood with Caleb Versus Nazis "The Cabal are back, a religious group, robed and armed to the teeth, infamous for their mass murders in towns and butchery, their evil spells and genetic experiments to raise the dead and create new monsters, their powerful tehnology and weaponry that have led them to be more than a force to be reckoned with. Caleb had set off to destroy the Cabal and Tchernobog for their betrayal during the era of the 1920s."

Fight your way into Berlin, through the Nazis fighting fanatically, and finally find Hitler in hiding. Destroy him. Destroy as many Cabal and Demons as you can, travel through teleporters that will take you to the Netherrealm, and, with the power of an ancient scroll, destroy Tchernobog, the God who betrayed you years ago and who was banished deep in the Netherream but not fully destroyed, once and for all. Battle it out with new weapons against Blood-style foes and the classic Doom monsters. Spill chunks of flesh and pools of blood with the extra gore. Fight through the two chapters, then play through the third chapter, a challenge mode, through the deathmatch maps...then have a DM! See the trailer and get it here.

Remake of WolfenDoom: Second Encounter: Demo released

Laz Rojas's WolfenDoom series keeps on being a source of inspiration for modders in the scene. All the way back in 2003 Rojas delivered The Second Encounter, a new collection of adventures kicking Nazi scum, which were given a ZDoom refresh by NightFright in 2015. Fast forward to 2020, and modder CantSleep is working on a remake of this classic total conversion.  The focus is on raising the quality of the assets by using the ones as seen in WolfenDoom Enhanced and applying properly scaled levels. Speaking of these levels, the maps used come from a Wolf3D mod called Mac-enstein 3D that ports all the Apple Mac levels to the PC version. As of right now, a 12 level demo is available for testing, bringing WolfenDoom's legacy to a new decade. Take a stroll through one of the classic total conversions, now  reimagined.

Resident Doom

##### Resident Doom Ever wondered what would happen if Doom meets Survival Horror? Well, no need to ever wonder again as it has finally been done. Sinfis has just released a gameplay video of his proof of concept. Expect pre-rendered backgrounds, Resident Evil style gameplay, animated 3d models, inventory systems and many other nifty things that we love about the mother of all survival horror games. More information including a demo download as well as a video can be found in the development thread over at ZDoom.org.

Retro Alphabet Showdown

alphabetNo idea where the title comes from but I pretty much liked zrrion the insect's new map at the very first sight because it's brown, very brown (and not, not because I am german). It is not done yet but progress is running well as you can see in the development thread. Currently only the first level exists, but as things progress he will be making more levels, about 4 or 5 in the very end. Beyond this is based on 64+, so you should download that as well.

Retro News #1 - The Dark Side of Phobos

##### Retro News #1 - The Dark Side of Phobos About 6 years ago a team of musicians released 23-track album filled with remixes from Doom's original tunes, reinterpreted and rearranged in high quality. And even though it's one of the most famous (and only) music projects for Doom, only a handful of people actually know about it - that's mostly the main reason why "Retro News" has been started today. You can get the full album as single mp3 files from various sources at the official homepage of "Tge Dark Side of Phobos". If you liked the original tunes from the first episodes of Doom as much as I did, you will love the passion and quality that has been put into these remixes.

Retro News #2 - Nigel's little place of Doom

##### Retro News #2 - Nigel's little place of Doom Exactly ten years ago, on the 15th of July 2001, Enjay updated his little place of Doom with a new DEHACKED tutorial (and teasing with Aspects screenshots, just as it was usual). People who joined the communty recently will grow up with the power of DECORATE, MAPINFO and EDF, not even knowing how things have been achieved in the past. Though, for some of us, who still work on plain vanilla or boom projects might be interested in these tutorials. The original page is unfortunately not available anymore but you can still find a working copy here. Wether you need it or not, it's definitely interesting to learn a bit more about the basics of Doom and the way things have been handled in the past.

Retro Serious Sam

##### Retro Serious Sam
What would it look like if Serious Sam was released in 1994? Well, I don't know but Batandy definitely does. He has released another nifty trailer for his project Serious Sam - The Retro Encounter. It is a fan made, freeware DooM mod that aims to recreate Serious Sam's gameplay and provide a balanced multiplayer and an unique Serious Sam style campaign. You can find more videos and information in the official thread over at ZDoom.org.

Retrospect Issue #1

Doom is old. Yes. And so is the community around. There are people here who are married, have children, a job and their lifestyle can't be compared to what they have been used to when they played the shareware episode of Doom for the first time. Things have changed. Though I find it always very interesting to take a look at the past, compare it to the present and see what we have reached all together. The Retrospect Issue #1 is the first part of a series, where I simply switch back 10 years and see what has happened back then and what we have now. We have May 2016 - so let's see what was going on in May 2006...

Eternity Engine v3.33.33 has been released

Despite the version numbering, that instantly reminded me of DOOM2.EXE V1.666, taking a look at the new features then certainly feels medieval: The Eternity Engine finally supported PolyObjects, large flats (I guess larger than 64x64), Hexen map format, the Heretic IWAD (even though Heretic wasn't fully implemented) and even MP3/OGG and tracker modules could finally be played. Things that can be conidered as standard now. Csonicgo though was totally overwhelmed, as he was finally able to play ZDoom wads without ZDoom as ZDoom made his machine overheat - congratulations.

Skulltag .97bSkulltag 0.97b has not been released

Better it was considering the drama, the release brought a few months later. Carnevil's Skulltag, the predecessor to Zandronum was one of the most active sourceports for online-play. It provided new gamemodes, a server browser, new weapons and a lot of stuff, that was very usual in the multiplayer shooters of the early 2000's. The version 0.97b though wasn't released in May but it was hyped in a massive way by the developers and the community. As heavy as the hype was, as heavy has the drama been after the release in december - crashes, glitches, shitstorms. Long story short: After even more drama in 2009 and 2010, the port ended up being frozen and that's when Torr Samaho started off with Zandronum.

Doom RPGJohn Carmack blogs again

Yes, John Carmack blogged in 2006, mostly about vaguel Doom-related stuff with some remarks about sales and development of the Doom RPG, a cell-phone game that's kind of Doom - but actually wasn't. It was fundamentally different in that it was a turn-based RPG. All bombat and movement was turn-based, allowing the player time to select their responses in combat. Well, it was 2006, there hadn't been a lot of smartphones around so playing Java games was what the majority of people did when sitting on the pot while being in school or at work. There was even a sequel 4 years ago called Doom II RPG but to be honest, for me it wasn't the same, glad that I jailbroke my iPhone for trying it instead having to buy the app.

Arch-HereticThe /newstuff Chronicles #276/277

Thanks god that next to buggy sourceports and awful apps there has been the community. With brilliant releases and gigantic efforts, they saved the month... well, actually the reviewers did with reviewing mostly '94 material that popped out in the chronicles of May 2006. There have been a few interesting releases though that I didn't spot then but now. Starship for example was a 6-map Hexen hub with npcs, new monsters and advanced scripting, Also NeoDoom by Daniel made it's first appearance in the community which was a huge project popping out of nowhere. Something that has deserved being mentioned at any cost is Enjay's Thief - The Trail of the Arch-Heretic, a mixture of the games Thief and Heretic. This was - afaik - the first ever Heretic map for GZDoom, taking full advantage of dynamic lights and 3dfloors. Last but not least - and this made me laugh hard - my very own project Sapphire was reviewed, with those words that seem to follow me my whole dooming-life: "Looks beautiful [..] gameplay is utterly dull" - meh.

Well, we can definitely say that it was an interesting month 10 years ago with a lot of things going on in terms of projects, technique and community. Let's see what happens next month - 10 years ago. And take your time for some comments on this, I am looking forward about your thoughts on the first Retrospect Issue.

Best regards,
Dan