

It's already been a while since Ribbick released Sunlust, a project which has been worked on by him and his partner Dannebubinga, but it's certainly one of the releases you must not miss at all costs. The maps tease with stunning visuals and a different approach of map design that hasn't been seen for a while in the community. It is a set of 32 boom-compatible maps for Doom II, designed to be played from pistol start. The maps meander through a range of themes, from traditional bases and temples to abstract hellish, void, and tech aesthetics. UV is designed primarily for ubermensch doom-gods, thus they encourage most players to start off on HMP or lower. The project is finally done and can be downloaded from the development thread or directly from /idgames.
Damnit, batandy did it again. just when I finished the first part of his Doom/Super Mario hybrid, he teases us with screenshots, videos and information about the second part of his Doom - The Golden Coins saga. It is the sequel of the groundbreaking mario styled hub-based mod, this time you'll travel through levels with a world map, unlocking new paths by reaching secret exits or by collecting big coins. You must retrieve 7 Golden Souls stolen by the Cyberdemon's minions in order to save the world... once again! Sounds like a jump & run (& shoot) adventure? Yes, it definitely is, but check it out yourself!
Good news for all those who are eagerly waiting for the next chapter of Flynn Taggart visiting Dinosaur Land... or something: Batandy is currently working on Doom : The Golden Souls 2 and the first beta version is ready to try and play around with. A lot of things have been changed and added since the first part as the community was heavily involved in terms if requests, feedback and suggestions - and so the second installment seems even more perfect than before. New features are for example higher jumps with an almost full air control (you can dodge, turn around in midair and make precise jumps from platform to platform) and no oxygen required, making up for full underwater levels. Interested? Then check the official development thread and get Batandy's latest masterpiece!
Tango has released his gameplay mod and resource base Supercharge. Supercharge is first and foremost a mapping resource for GZDoom, with new and altered monsters and weapons, but can also be used as a gameplay mod. It is the continuation of the gameplay mod featured in Paradise, and the author intends to continue iterating on it and using it in his future mapping projects. For a download link and further information, features and screenshots just check the dev thread over at Doomworld.
Thanks to Cage's Twitter channel, I spotted some news about Mechadon's mapping project Supplice. There is some progress actually, and with progress I mean sprites and mapping screenshots that make your heart go crazy. What you can see here is high-end art, no matter if you take a look at the custom pixelated sprite work or the complex mapping. This is one of the projects people should definitely keep having on their screen, as - at least for myself - I can't wait to see all this in action. The project has been started in 2012 which is already 5 years now, no idea how long it will still take but I wish the moddrs best of luck to stay focused.
Taking inspiration from classics such as Resident Evil franchise, the modder mrtaterz brings Survival Horror Doom to us, a mod that, as the name implies, intent to turn the fast paced, arcade slaughterfest gameplay of Doom into a survival horror experience.
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!