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Almost a sequel - 18 years ago!

##### Almost a sequel - 18 years ago! Finally it's out, after 18 years ... erm... some time, Doom - The Way id Did is out. For those who haven't heard of it, Doom The Way id Did (or DTWiD for short) is a 3-episode tribute to our beloved DOOM.WAD, designed not as a homage-spree but as an answer to the question "What would it look like if id had decided to create a 10th map for each episode?" The end result is a full set of maps that's meant to look, feel, and play like they came from the hands of Romero, Petersen, and Hall, and in my eyes they will send a chill of nostalgia down everyone's spine. Check the official page for the release, further information and the file itself!

Almost an official sequel

##### Almost an official sequel After a long time of development and conception, the first alpha of Doom - The Way id Did has been released to the community. For those who aren' aware of it: The project aims to perfectly and seaminglessly replicate the mapping styles of Doom's original authors. Countless hours have been spent to analyze the original maps in all terms of design (texture choice, gameplay, etc), even John Romero gave his two cents in the original thread as a supporting voice. The final result is an awesome classic megawad featuring 3 episodes of pure and classic oldschool maps that makes up for a great trip to the past. Bear in mind that the current release is an alpha version, so expect flaws and bugs, but please report anything you find and help the developers to fix it up!

Alpha + Beta = Delta

doomdeltaJust spotted something over at ZDoom that made my retro-heart bump: Doom Delta, a mod that DrPyspy is working on that combines the elements from the alpha, beta, and pre-release versions of Doom that he finds the most interesting. It is still a work in progress, but he has reached a point where he is comfortable showing off what he has done so far. The mod is spearheaded by himself, with some graphic design and all sound design being handled by a friend Stachekip. He plans for it to be compatible with any wad that was designed for Vanilla compatibility. Any map that takes advantage of ZDoom's TID system is not guaranteed to function properly. Some goals of the project are

  • A functional alpha hud that includes a radar and instantly-updating readouts of important information, such as health, ammo, keys, secrets, and more
  • Restored alpha/beta graphics for certain weapons and monsters, like the Shotgun and the Super Shotgun
  • 3-4 'new' weapons inspired by the alpha/beta, including the Rifle and the Bayonette
  • Scoring system inspired by ScoreDoom
  • Restored lightning for the episode Inferno

Caught your attention? Then take a closer look at the ZDoom development forum thread.

Amazing - high resolution sprites!

##### Amazing - high resolution sprites!
Well, not really. I've just seen another thread on ZDoom.org trying to redo Doom sprites and turning them into 2x or 4x high resolution graphics. Actually this way I don't want to advertise for this project but finally have a public chance to talk people out of this kind of stuff. Please stop doing high resolution sprites! ... now people might ask "What's wrong with him now?" Actually there are three good reasons for this: 1st 99% of all remade sprites look like crap, 2nd the 1% that looks good takes ages and will be finished some time around 2103 and 3rd as long as all re-spriters do not have the same approach and style, it will never look good when thrown together. So please people, spend your time on something else and stop doing this nonsense...

An Alien caught me by surprise!

##### An Alien caught me by surprise! Sometimes it just happens that out of nowhere a new release is made and it's more than a welcome surprise. Aliens - Colonial Marine is exactly that. Created by Deimos Anomly, you do not have high expectations because neither a lot of advertisement and progress report has been done before nor does the mapper already have released known stuff. Though, you won't be disappointed. The mod shares the same setting of the second Alien movie by Ridley Scott, using numerous resources from the official first Alien shooter, Justin Fisher's Aliens TC but also lots of new custom stuff that hasn't been seen before. The maps are very intense and atmospheric and the whole thing has been executed very very well. But try it on your own, it's worth every single byte!

An Id gallery

##### An Id gallery

Bethesda blogger Gstaff visited the Id Software offices and took many pictures organized in a Flickr slideshow. Among other things, you can see hi-res photos of the original models used to create the sprites for several Doom monsters, a TootsieToy Dakota shotgun, giant posters, original packaging and assorted memorabilia from vintage Id games, the Reaper miniatures, plus some Rage concept art and other miscellany.

Ancient Aliens

Ancient AliensSkillsaw, this crazy maniac did it again. Out of nowhere he released his latest megawad effort with the promising title Ancient Aliens. So what is it all about? Ancient Aliens is a megawad featuring 32 colorful, action-packed maps for Boom compatible ports and a soundtrack composed by stewboy. Next to skillsaw, some other mappers like mappers AD_79, esselfortium, Joshy, lupinx-kassman, Pinchy, stewboy, and Tarnsman joined the fun and left their mark on the project. So you can definitely expect the highest quality from the finest mappers around. Don't waste any more time and grab your copy of the second release candidate for your pleasure.

Ancient history: Catacomb 3D goes OpenGL

As rich as Doom's history is, we have to get back to lesser known times. No, not Wolfenstein 3D or Quake, but Catacomb 3D. The title, which would lead to a series of sequels, ascended from id Software's Hovertank 3D and, in 1991, offered the first semblance of what was going to the First Person Shooter as we know it today. Since 2018, developer Arno has been working on a port to modern systems. Instead of keeping things vanilla, this port targets accelerated systems. Entitled CatacombGL, the following features are available:

  • Runs native on Windows 7/8/10. 
  • Hardware accelerated 3D rendering via OpenGL, supporting widescreen resolutions, a customizable field of view and an uncapped frame rate. 
  • Classic look is also supported.
  • Player, projectile and monster movement with floating point precision.
  • Configurable mouse and keyboard controls.
  • Supports all four Catacomb 3D games as included in the Catacombs Pack from GOG.com.
  • Supports The Catacomb Abyss version 1.13 (shareware).

There are, however, some limitations aswell as of the latest version (0.41 as of writing):

  • No support for game controllers.
  • No backwards compatibility with saved games from the original DOS game.
  • No "demo" functionality (preview slideshow of Catacomb Armageddon and Apocalypse in shareware version).
  • No fade-in effect when entering a level.  

To use CatacombGL, you need to provide the original files. So take your nostalgia goggles and set off for a trip down memory lane to ancient history, now revitalized for the modern computing environments of today.

Angled Doom

For years i always thought how Doom would look like if it had angled weapons instead of centered. I know that we already had angled weapons before - heck, now it's easier to find custom angled weapons sprites instead of centered ones in a Google Search - but i mean the original Doom weapons. The real deal. 

During the last decade, lots of great angled weapons inspired by vanilla's design surfaced on forums, but still no avail, no angled weapons mods in development. I thought that sometimes, you must be the change you want to see in the others, or in this particular case, you must do the mod you (and lots of others) want to play but no one ever started. The seeds of Angled Doom were planted. 

Read more: Angled Doom

Antaresian Reliquary RC2 released

Antaresian Reliquary is a compilation of levels, designed by antares031 for various community projects for the last 4 years. Seven levels with different themes and limitations were selected for this compilation, and the wad is designed as boom-compatible with some custom gameplay elements, such as new enemies and weapons. It is recommended to read the details about the gameplay changes, before you start playing this wad. Also, each level has a death exit, making every level starts with forced pistol start. So please keep in mind about this.