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Community News

Ultra Crispy

Just spotted a very interesting gameplay mod over at ZDoom.org which is all about our beloved protagonist from the first early build games. Let's set our minds back to 1871. We all know the sad fate of the undead cowboy known as Caleb, main character of the Blood series and his thirst for vengeance, as he was betrayed by the dark god known as Tchernobog. When he (Tchernobog) killed the Chosen, and among them, his beloved Ophelia, he knew Caleb would seek revenge more powerful than ever, many years later. But what if Tchernobog used his powers to banish Caleb once and for all from that dimension? Caleb awakes in the middle of a demonic invasion on earth. But not that world he used to know. Things look too different. It's up to you to find some answers. Or maybe, you could awake on a Dark-fantasy themed scenario, or even, a dystopic cyberpunk themed world! The possibilities are on your hands. Ultra Crispy combines the best of both worlds when it comes to Doom and Blood.

Unbeliever

That's right, your old pal Ryath's back with a new speedmap megaWAD! UnBeliever is a vanilla Heretic mapset with three distinct episodes you can play in any order. Episode 1 has lots of gimmicky combat scenarios, mostly focused on Heretic's unique gadgets and sector specials. Episode 2's maps are ultra-simple and action-packed, with only 100 linedefs a piece. And Episode 3's environmental trials require quick thinking and even quicker reflexes. Survive all three episodes and defeat the three D'Sparils to prove you are the Unbeliever! It is by the waythe third part of Ryath's "UnSeries," which includes UnAligned and UnNecessary.

Updates to the repository: New rules, new chances!

After the repository has been inactive for the past few weeks, I decided to give it another shot myself and with the help of Gothic (thanks for staying part of the team) and hopefully some other supporters, we plan to keep it online and maintained in the future as promised already, to serve as a central source for content to spice up your mods and maps, and as place for artists to share and showcase their work. As I've said before on various occasions: The Realm667 is a community place - and this shouldn't interfer with personal events of the past.

So where do we start?

First of all the site has been restructured, obsolete content has been removed, historical items have been sorted and the menus have been simplified so it's easier for people to find what they need. It's even more community oriented now and less focused on work by me (still, the projects area will be kept as is).

When it comes to the repository, the submission rules have been finally loosened. You are now encouraged to finally submit models to the resources. Trees, spaceships, cars - everything is possible now without the 8-dir-restriction for content. On top of that, you can use ZScript and ACS next to the original DECORATE format. On the other hand, the wad format won't be accepted anymore, instead please use a well sorted directory-format pk3. Also, to make our job as repository maintainers easier, please add a preview image to your submission if needed (e.g. SFX, Beastiary, Item, etc) in the same format as we already use it on the page (png, 250x140 pixels, isolated and transparent, if it is a model or a sprite) - chances are higher that your submission gets added instantly as it saves us a lot of work.

More changes will come in the near future, but if there are any suggestions, please let us know. And until then, we are looking forward to your submissions, your feedback and your support. Stay tuned and keep doomin'.

 

UTNT: Supportive Edition

Ten years ago, the Ultimate Torment & Torture was uploaded to /idgames. A lot of things have been said about it. Some good. Some bad! But for TerminusEst13, alongside Scythe 2, Dissolution, Psychic, Equinox, Agent Diaz, and other things, Ultimate Torment n' Torture is one of the old projects that got me into the Doom community and inspired me to start modding it.Ten years later, and gameplay mods have become a huge thing--possibly one of the biggest selling points for using GZDoom over other engines. Gameplay mods have exploded both in popularity and ease of use to make. They may not be the "proper" way to play the game, but it's fun to go through mapsets we love and experience them in a brand-new way.

Read more: UTNT: Supportive Edition

Vanilla Essence

Ever wondered what your favorite modern engine mod would look like when it was released in 1992? With Pixel Eater's mod Vanilla Essence 4 you can exactly have that experience, it makes entering and exiting vanilla mode easy with a single key bind. You can even configure it to your needs and personal taste. I tried it with Blade of Agony and it actually worked like a charm. Wanna try it yourself? Check the release thread over at ZDoom.org.

Vela Pax

##### Vela Pax
Just noticed that there is still progress being made on Mekadon's awesome project Vela Pax. He has actually released a wip-wad in the development thread over at Doomworld as well as several new screenshots, videos and other nifty stuff. For those who haven't heard about it yet, Vela Pax is planned to be a set of 6 single player maps for PRBoom+, ZDoom, EE and any other Boom-compatible, strong limit removing port with support for ZDoom's extended node format. More information can be found in the thread - strongly recommended!

Verdant Citadel

The mapper Exl has just released the first testing version of his Verdant Citadel, a map he hqas been working on for the past 6 months. He wanted to get better at non-linear layouts so this is as about non-linear as he could stand making it. As a result there are a few ways to approach the map, some a little easier some a little harder. Playtime is estimated between 25 and 35 minutes at UV. Any feedback about difficulty, ammo\health balance, boredom, bugs, misaligned textures, poor taste in music or or otherwise is greatly appreciated! He is also looking to find the author of the sky he modified for this, sadly he has lost track of who this was. Must be played with the recently released GZDoom 4.0.0. Earlier versions of GZDoom will fail to run this.

Vietdoom Alpha released

Just spotted over at ModDB that SeargentMarkIV has released his currently developed project VietDoom as a first alpha showcase and I have to admit it's doing a very good job. It's hard as hell but features a lot of interesting content already that makes the 60MB worth being downloaded. You can find the download link as well as two gameplay videos of the mod in the link below - get them Vietkongs!

Visit a National Videogame Museum through Doom

The more outspoken critics of Doom have said that the title belongs in a museum, being a relic of older times. But Doom is more than just an demonslaying platform. Way back in 1995, Doom was used for ArsDoom, a virtual exhibition of art. The player would explore several rooms full of art. QuakinDoom, owner of the indie studio DevHour Games brings a similar concept with National Videogame Museum, a one on one rework of the actual National Videogame Museum located in Frisco, Texas.

NVM is a year long undertaking to recreate the entire museum into a Doom level, and currently you can explore the entire place as if it were a virtual exhibition. Enemies are also planned to be placed, so that you can even have some funny shooting demon's amidst references of Mario. But the National Videogame Museum is more than that. Its a throwback to a concept of using Doom as more than just a shooter, exploring the lesser known methods of using tried and tested tools. In that, NVM provides an experience that is unique from most other WAD's, but you should give it a whirl. Take a day off with the kids to this one-of-a-kind museum, and you won't even have to leave home for it. NVMDoom is certified  COVID-19 resistant.

Volatile

The mapper nightfall has posted screenshots and information about his latest projectg Volatile which is currently in progress. Volatile is a 15-20 map pack for ZDoom with maps that have very non-linear layouts and focuses on adventure rather than spamming thousands of revenants at you, though it will also fall sideways to dropkick beneath your belt when you least expect it to. There'll be quite heavy use of ZDoom features, including custom monsters and probably weapons (when he gets around to doing that) though nightfall hopes to put in some compatibility mechanism so that you can still play it with mods. The project has basically existed for eternities (since 2011) according to the mapper under an infinite number of names. Let's hope he gets it finished this time as it looks very promising.