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Community News

What's in progress?

##### What's in progress? I was browsing through the latest interesting projects in progress lately and thought it would be kind to share what I've discovered so far. An interesting megawad currently in development seems to be Uplink Delta by Dusk, a multimap project which varies a lot in terms of theme and style. If you are a big fan of the Playstation edition of Doom, you might be looking forward to Scalliano's Threshold of Pain 2 - actually colored lighting at its best. Dutch Devil is currently working on a remake of the NDCP2 map The Hive - more detail, better gameplay, and overall improvement. Wanna go for a shopping trip? Get your moneybag and visit Phobos City by Aleksandrs as soon as it is done. You most propably won't find a nice dress but enough imps to keep your shotgun warm. If you are a big fan of KDitD, you might be interested in shothoth's remake of The Hangar from Doom. It's definitely different from KDiZD but still playing and reliving the good old feeling is always worth a shot. The city of love and baguettes filled with demons and hellspawn? Well, no idea if that will ever happen but iceman57's Paris at Night seems to be a nicely developed fictional scenario for that. Last but not least, Bunny Usagi 1 is developing a project called Recon Obsolete which seems to be quite atmospheric with all these GZDoom dynamic lights... as you see, lots of interesting stuff in the pipeline - stay tuned!

Where is Xaser?

Xaser Where is Xaser? aka "Where is the ZDCMP2?" - Well, as people don't stop bothering me by asking what happened to the ZDCMP2, it is time to start gathering a global search & rescue team for the one and only Judas we are waiting for: Xaser. We all love him for his addiction, we all love him for his enthusiasm, but we only love him, when this is dedicated to Doom. But where has he gone? And where is the latest public release candidate of ZDCMP2 he took with him? Nobody knows, nobody dares to ask. Rumour has it that he got lost somewhere on Pandora, but who knows what's actually happening to him. Our main goal is to bring him back, to give him cookies and some tea, to give him enough motivation to tweak the final things left to be done on the community project so we can officially start with the public beta tests. So, if you are also eager to see what we have done so far ... our only chance is to catch Xaser - go for it :)

Wolfenstein 3D TC 2.0

##### Wolfenstein 3D TC 2.0 While talking about Wolfenstein 3D already, there has been another game released this week by AFADoomer who has already done a tremendous work on his Wolf 3D TC in the past. Finally, version 2.0 has been released and is ready for you people out there. Expect a lot of enhancements and features, that go beyond the original experience. Check the thread for vides, screenshots and the download of course.

Wolfenstein 3EDGE

Wolf3DGENot totally Doom related but as Doom's grandfather and being based on a new and popular Doom sourceport it deserves its position: CeeJay has just released what he calls a "combination of the Atari Jaguar, the 3DO and the Mac port of Wolfenstein 3D into Doom". Wolfenstein 3DGE is actually a conversion of the original game to a new platform. No gimmicks, no fancy updates just ol' classic fast-paced Wolfenstein action re-created for 3DGE featuring all six episodes (Original and Nocturnal Missions) plus Spear of Destiny with smooth 128x128 sprites and textures, crisp sound effects and CD-quality music. Designed for and requiring a DOOM IWAD and 3DGE 1.36 with 640x480 screen resolution in mind. Download, screenshots and further information can be found here.

WolfenZDoom

WolfenZDoomDuring January and February 2015, Nightfright was working hard on bringing ZDoom compatibility to all of Laz Rojas' WolfenDoom packs (except for Die Fuhrer Die as it is already included in the Original Missions). Primary goal was not to add too much eye candy, but rather fix bugs and showstoppers. However, some packs have also seen some visual improvements (e.g. fog).

What you can expect

  • Custom MIDI music for ALL packs (no Doom II music any more)
  • Menu optimizations (episode selection screens --> no need to jump to certain maps any more if you start)
  • Custom episode ending texts (where they didn't exist) and cast calls
  • Obituary messages (when enemies kill you), pickup messages
  • Difficulty settings via MAPINFO; progressive boss difficulties
  • Tons of map fixes (e.g. secrets not being recognized, pushwalls not opening, texture errors)
  • Sprite fixes (transparency/centering issues)
  • Occasional ZDoom special effects, e.g. fog or lightning/thunder (as seen in Second Encounter)
  • Widescreen statusbars
  • and a lot more! For details about each pack, please consult the separately included readme files.

Interested? You can find the complete downloads, screenshots and further information in the official development thread at ZDoom.org.

Work of one man: Doomworld Mega Project 2019 stealth released

Amongst the inner circles of Doom, TimeOfDeath is an author one cannot miss - A prolific crafter of maps, there is a reason why ToD has his own DoomWiki entry. A major part of his work is comprised of contributions to the Doomworld Mega Project. This collaborative series, that runs yearly, sees multiple level designers craft new hellish worlds for the community to enjoy. 

This year's entry was a little different: There was no sign up thread regarding the 2019 entry. What was going on? TimeofDeath explains: ''DMP2019 was closed to the public and wasn't even going to happen until I started using a trackball recently. There just wasn't enough time for me to organize a full-fledged community project before the end of the year, so in an effort to keep the annual DMP streak going (along with my own annual mapping streak) the rule for this year's project was that only I was allowed to submit a map... lol. DMP2020 will be back to normal in January.''

Read that again: ToD has crafted an entire megawad in no time of his own, just so that there is a DMP entry for this year. Utter nuts! And you can play it already right now!

Doomworld Mega Project 2019 is a megawad for ZDoom 2.8.1. Included is a BAT file that needs to be used to play the WAD as intended. Put the bat file and the wad in your zdoom 2.8.1 folder and double click the bat file. This map requires splashfactor 0.00001 (type splashfactor 0.00001 in the console or +splashfactor 0.00001 in the command line). This map requires dmflags2 256 (turn off bfg aiming in gameplay options or type +dmflags2 256 in the command line). This map requires wallrunning enabled (compatibility options - physics behavior). Head over to the thread and prepare yourself for the 2019 entry of Doomworld Mega Project!

Wormwood

Yet another Happy Halloween! In what is now an unofficial tradition Grain of Salt and Ribbiks have again made some orange and vaguely spooky maps to celebrate the holiday. The maps are limit removing, have some custom music in there and are definitely worth a try! Play them, if you dare.

Xenomia

xenomiaJust spotted one of the first commercial Gloome games out there: Xenomia, a mod with a special twist. It is a commercial multiplayer game based on a (more and more modified) GLOOME engine. Our website with plenty of info is here, and you can also catch us on Facebook and on Twitter @XenomiaGame. Xenomia is a Real-time Strategy game that puts YOU on the battlefield, gifting you with the ability to fling killer fighting mushrooms at your friends until your eyes bleed. Now you can finally slay the very avatar of that internet person who's been spamming abusive chats at you for the past twenty minutes! By the original developer of ZDoom Wars, in concert with his brother Leonan and wife Rosirine, Xenomia is the first game from Tiny Tuttle Studios and is scheduled for release sometime before Star Trek happens in real life. Caught your interest? Check the official page!

ZDaemon 1.10.10 released

For those enjoy Dooming in multiplayer there are a few options available: Odamex, but also ZDaemon. The ZDaemon Team has released version 1.10.10 of their multiplayer oriented source port, the fourth release this year.  Highlights of this release include:

  • New ACS functions to change the behavior of Artifacts. When the artifact is used "script" will be executed instead of the hard coded action.
  • Implementation of BetaSkull and BetaSkullAttack (dehacked).
  • "auto_altwads" updated to Freedoom 0.12.1.
  • Bloodsplat decals (blood on the wall from damaging monsters/players) work online now.
  • Respawning of ArtiInvulnerability and ArtiInvisibility depends on the dmflag DF_RESPAWN_SUPER (sv_respawnsuper) now.
  • Fixed an issue that could make a bad packet cause a nameless player in game.
  • and other various fixes and improvements.

If you are currently running ZLauncher, then there is nothing you have to do: The new build will automatically be installed. For newcomers who want to take up on multiplayer Doom but look for alternatives other than Odamex, then go right ahead and download ZDaemon 1.10.10 here.

ZDCMP2 - DAFUQ!

##### TDCMP2 - DAFUQ! Before people start shouting, this is NOT OFFICIAL YET update: TOTALLY OFFICIAL NOW, actually it's just a thought with some rules, guidelines and information attached. But yeah, something's going on concerning this. If you do not know what I am talking about, just take a look at this page and come back again after reading this.

Some of you might already be part of the community for more than 5 years and might have even be part of the development of the first ZDCMP. After this, people started a second one, but unfortunately it was a total disaster and ended in an abandoned batch of data which saw never the light of day. I did some research, tracked down what went wrong and now after 7 years, I had the feeling that it's time for a successor (and as the word implies, hopefully with success this time).

Is this already a call for contributors and supporters? Well, not yet, but it can become one, depending on the resonance. Some more information can be read in the ZDoom thread, so just take a look at this one if you have questions. Other than that, if you are interested but you have the feeling that you suffer time: No problem, all you need (or all you get) is actually 2 days of work for your room/area/whatever you want to add. So no matter if you are currently working on something else, if you have a lot of reallife issues, or if you do not feel like working too long on a project, it's pretty easy to offer 2 days without getting a mappers block or what else... think about it.

Update
Well then, enough feedback, resonance and interest for this to make it real. The ZDoom Community Map Project 2 has officially been started, check the development forum here on the Realm667 to join us, read the rules and guides and get your slot. This time it's for real and this time it will live up to its  predecessor - that's what we aim for.