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ZDCMP2 didn't die the morde(a)th

##### ZDCMP2 didn't die the morde(a)th
Some of you might have thought it is dead - or at least mordead - or Xaser is hugging it for all eternity. Fortunately it is time to proof it's different: The ZDCMP2 is finished! ...well, almost. After numerous days, weeks and months of lazy delaying work, we are finally proud to announce that the team is finished with our work. Though this doesn't mean we are done with the ZDCMP2. Now it's your turn to use the time for the public beta tests so we can clean out everything that we have missed so far. Take your time, play the mod and support us making this perfect by posting bugs in the bugtracker over at the Realm667 - if you dare :) (in case you are scared, disable Javascript and no evil malware will be able to hijack your machine). You can find an official thread over at ZDoom.org where you will also be able to download the latest version.

ZDCMP2 RC2 is released!

##### ZDCMP2 RC2 is released! Grab it now! Arriving just in time for the twentieth anniversary of Doom's original release, this second public beta of the long-awaited second ZDoom Community Map Project harnesses even more ZDoom features and boasts the results of many long months painstakingly taken fixing bugs, tightening gameplay, and improving graphics. It should look better and play better than before, but you will need a development build of ZDoom or GZDoom for everything to work correctly.

ZDCMP2 v1.0 released!

##### ZDCMP2 v1.0 released! Wohooo, finally! After another decade (well that's what it actually felt like), the final version of Realm667's ZDoom Community Map Project Take II has finally been released. After RC1 has been released, several necessary and needed tweaks have been done so far, as well as balancing and bugfixing. There are two bugs though which haven't been resolved yet (two portals which seem to be unfixable in software mode) but in general the project can be considered as finished. So download the project, give it a try and let us know what you think about. We are looking forward to any Youtube review, especially coop ones! The download can be found on the official project page here and soon in the /idgames archives.

ZDoom 2.6.0

ZDoom ZDoom 2.6.0 After waiting for so long that it was beginning to become unclear what was old hats everyone got used to and what was bleeding-edge development-only features, a new official, stable version of ZDoom has been released. Compared to 2.5.0, the largest and most noteworthy changes would be the rewritten menu system (now with mouse support), the textured automap, the addition of 3D floors, and the new MIDI synthesizers. More information can be seen here and in the official release thread.

Also: there is an official GZDoom 1.6.0 too, but technical problems prevented Graf Zahl from updating his homepage. Here is a direct download link.

ZDoom 2.7.0

##### ZDoom 2.7.0 After almost another year of development, randi released 2.7.0 of ZDoom, the currently most advanced and popular sourceport for Doom. There have been several fixes and features being added to the program, for example new HUD layers, BFG Edition IWAD support, additive rendering for 3d floors and many others, only to mention a few of them. As usual, the latest version can be downloaded at ZDoom.org.

ZDoom Port - Burning Vengeance

##### ZDoom Port - Burning Vengeance This is it! The fourth and final chapter to the Wraith Company ZDoom-port storyline! The fourth marine must head to the heart of the invasion, Planet Hell, and destroy them for good with a M.A.D (Mutually Assured Destruction) bomb. However, she crash-lands on the scum-infested I.C.F base on Io, which needs liberating, and fast. After that, find your ship and head towards the wormhole that Planet Hell is using to send forth their army, and destroy the Planetary Reactor that was absorbed from Io into their own zone.

With 14 levels, 2 secret levels, and some awesome levels such as the Demon Chow food facility, the friggin' big crane and the vile temple of demons, it's a must-have, must-play WAD! Download it now!

ZDoom Web 2.0 - too

zdoom2017Looks like the community is still hungry when it comes to improving pages and updating them to modern web-standards and -techniques. You might have read already some weeks ago, that the developer of ZDoom - Randi Heit - stopped working on the engine and gave full access and responsibility to Eruanna and Graf Zahl. In the forums itself, some of us took the opportunity to finally modernize the page and visuals including me who was responsible for the new ZDoom Logo and the Sitedesign Mockup and Xaser who magically turned my mockup into something that also works good codewise. It's not live yet but you can take a closer look at the development page at the official ZDoom thread and also give some feedback on what we already have managed. So, we hope you like it and we are looking forward to your replies.

ZDoom Web 2.0 online

zdoom2017finishedAs I am a lazy person and don't want to praise myself, I simply copy and paste what Rachael, the site administrator and runner had to say a few days ago when it was made public: "Tormentor667 and Xaser have been hard at work revamping the front page of the site. Now - it is live. Enjoy!"  Well, yes, that's it. As a short explanation, I was actually only responsible for the design-mockup and how the new ZDoom page could look like, I also took care of the new logo that's nothing else than a redesign based on the original logo by randi. Xaser had the harder part in my opinion, coding the whole thing and attaching it directly to the ZDoom wiki to avoid any kind of possible redundancies. Thanks and kudos to him for his work and also thanks to Rachael who made this all possible. I hope you people like how the new landing page turned out, the next step will be the adjustment and update of the phpBB3 forum but that will take some more time to do.

Zombies ate my neighbors

Ever wondered what the old SNES classic Zombies ate my neighbors would have looked like in 3D? Well, now you can, thanks to Dude27th. Zombies Ate My Neighbors TC is a Total Conversion mod that aims to recreate the videogame by LucasArts as a first person shooter, recreating the levels of the game as maps in a pseudo 3D environment. Not always beign 1:1 but regularly aiming for a good 1:1 conversion as long as it doesn't detract for the pace of the game. And if there is a way to remake something in GZDoom then he'll surely give it chance - that's his philosophy. There is already a beta for download, so give it a shot and support the development.

Zombies Ate My Neighbors TC!

Zombies Ate My Neighbors TC is a Total Conversion mod that aims to recreate the videogame by LucasArts "Zombies Ate My Neighbors" as a first person shooter, recreating the levels of the game as maps in a pseudo 3D environment. Not always being 1:1 but regularly aiming for a good 1:1 conversion as long as it doesn't detract for the pace of the game. And if there is a way to remake something in GZDoom then Dude27th surely give's it chance.c: