Apocalypse of the Damned gets a remaster
The first release of The City of the Damned: Apocalpyse has hit the crowd on the 1st of November 2007. That's quite a long time to be honest. It was well received and still is one of the must-play-classics but it didn't age too well. In the past two years I didn't release anything new after finishing Blade of Agony but I remastered a few older releases that I thought of deserving it, like Austerity, Sapphire or The City of the Damned. For the second part of the series, I avoided working on it for a while because I found it too difficult to realize my own ideas without too much help. Fortunately though some well-known people from the communt like Blue Shadow, Nash and Ozymandias decided to join me and since about half a year we are concentrating on this very special remaster. So, what can you expect?
- An extensive overhaul 3 years in the making
- Combat tweaks with punchier weapons
- Improved gore effects
- A journal to keep track of your objectives, as well any letters you've found
- A new, custom font to improve readability
- New areas to discover (city cistern, camping site, swamp)
- Expanded areas (new rooms in buildings, new shortcuts to avoid backtracking)
- New puzzles and quests
- A new item to help you anticipate the impending nightmares
- Unique ammo types for all weapons
- Fully localized text
- Improved user interface for reading letters
- Improved grammar and language
- High resolution letter images
- Revamped monster cast (improved enemies, new enemies)
- Short introduction cutscenes for bosses (skippable)
- Final boss variants depending on whether you choose the Path of Doom or the Road of Blood
- New final boss battle music
- New fullscreen HUD and a slightly customized alt HUD
- Judicious use of shaders for some sprites, and post processing
- Toggle-able fog and snow effects
- Optional weapon sway and strafe-tilting
- Voxels for some static decorations
- Converted most doors into Polyobjects for increased realism
- Faux volumetric lighting effects
- Displacement maps
- Widescreen support (21:9)
- Animated TITLEMAP instead of a static graphic
- Full color sprites and textures
- Actor optimization and massive scripting cleanup
- Full coop support (GZDoom multiplayer only; not Zandronum)
- Special: Finally you can visit the barn from the original TITLEPIC ;)
That's quite a lot, isn't it? For further details and the latest content, just feel free to check the GitHub repository. Stay tuned for more media soon!
Realm667 gets a needed face-lift
After the page layout hasn't been touched for more than 4 years, I thought it would be the right time again to update the general layout and design. As you can (hopefully) already see, the complete menu and landing page got a large overhaul. On top of that I begun to make improvements to the subpages as well, which are mostly only aesthetical. If you spot something or if you have suggestions or wishes, feel free to post them in the board. Other than that I hope you like what you see.
By the way: We are still looking for news authors, so if you are interested in taking care of an up-to-date news section, feel free to apply in our forums as well.
The Refinery - Trinity released
Lately I am really enjoying spicing up my old projects from time to time. It's nothing that "I have to" or that time plans demand from me, it's something I can work on when I am interested in doing. For the past year I have been working on a remaster of The Refinery with the title Trinity. There has been some bashing around when it was released in 2012 (let's simply forget about the "Shores of ZDoom" drama) and maybe it was released in a certain rush back then. Anyhow it wasn't released the way it was meant to be so I took the time to finish it up, adjust the gameplay, exchange some actors, add some new content and on top of it all, enhancing it with a 3rd playthrough that totally shuffles the cards again. Give it a try, at least three times before you wipe it of the harddrive again. It might be fun.
Doom 2: Nemesis - the never ending Project
Warchild has been around in the modding community roughly since Doom Legacy v1.42 had been released and introduced 3d floors. After some first steps in mapping he decided to make his own project. It was called "Doom Dimensions" and after an SSD crash it was renamed to Doom Nemesis and reworked from scratch. This project has been around for at least a decade but was beyond the capabilities of the GZDoom port and suffered the lack of limit removing features in the port itself, manpower, hardware power and especially public interest, as nobody seemed to be interested in 3d Models that were provided by Warchild as he was one of the first to do that. Doom Nemesis nevertheless evolved parallel to the GZDoom port. Slowly but surely many limitations would vanish and new features would appear, such as DECORATE, ACS, 3D Floors, dynamic lights, HD Textures and 3D model support. With these developments, the project would slowly start to take shape and a playable alpha was released in 2021.
Doom 2: Nemesis (new name since 2022) runs with a customized particle fire enhancer fork as base "Engine" for SFX, GZDoom Port and Led´s generic weapon mod. Features are dnymic lights, scripted events via ACS, monsters, weapons, actual tracer bullets, custom basic gore, 3d Floors, tons of 3d models, custom sounds and textures, and many other things, to bring some modern gameplay and visuals together with classic gameplay and visuals.
While technical limitations get fewer thanks to GZDoom and Ultimate Doom Builder, the project still suffers from lack of public attention and feedback and therefore stays under the radar and mostly unknown to the greater community.
Many 3D modelpacks were provided by Warchild over the years since GZDoom managed to implement 3D model support and still releases packs for mappers to work with. Unfortunately to this day no foreign Doom mod is known to be using these models. Due to no available feedback, possible reasons are purely speculative. Currently, the amount of GZDoom ready 3D models reaches roughly 3000. Mentionable modelpacks are:
- Soldier of fortune 2 modelpack for GZDoom
- Jedi Knight: Jedi Acady / Jedi Outcast modelpack (Textures included) for GZDoom
- BlackRayne modelpack (originally a Jedi Knight modelpack with non-scifi-themed props) for GZDoom
- Counter Strike Source modelpack for GZDoom
and some others in development.... However, mods like Total Chaos, Hunter´s Moon, Doomreal, Doom Turnament, Wolfendoom: Blade of Agony e.t.c came into being with no relation whatsoever to these modelpacks. Warchild is also the author of "Ballern", a mod that consists of playable vanilla maps from 2007-2010 and was released as "Ballern2012". Ballern2023 is planned to be the Remake af all the old maps + additional old maps / map snippets recycled and redone.
DOOMIUM, one month till fission
After going on a trip towards the plains of Eternal Evilness and back, fai1025 got tired of huge adventures with a hidden treasure deep into far-far away shores of Hell. The Fai Slayer realised that travelling wide, desolated bits of Hell just to retrieve a random MacGuffin wasn't for them anymore. That's why they decided to gather a team of Science Slayers to exploit a chaotic and demonic radioactive matter known as DOOMium. Their research team has two months, until the 10th of December, to test and find out how DOOMium will benefit the future of mankind and other thriving people that have to deal with demons and alike on a daily basis.
This community project is a collection of 32 short maps using OTEX 1.1 as their only texture set and are interconnected using the exact same teleports for entering and exiting the level. It started on the 16th of October and there's only less than one month left now.
Prior to this community project, fai1025 also did a 20 maps MegaWAD named Unternity in an attempt to move on from Eviternity as a too big maps MegaWAD. Check the links provided for the community project and Unternity MegaWAD if you want to learn more about this DOOM mapper's past projects.
Doom Wads' showcase channel
Few weeks ago, I stumbled upon a YouTube channel named "Doom Wads" that uploads one video weekly (+ the month the week is set in) where they show a bit of gameplay from multiple WADs. They display the name of the WAD, the number of maps the WAD has, the author's name and the monster count. If you want to try new WADs, test fresh creations and keep yourself up to date with what's going on, I am confident you will find this channel interesting and useful. Moreover, because the NanoWADMo finishes less than 10 days ago, a lot of WADs were put in the video. First week of November. And here's the direct link to their channel.
NaNoWADMo is over
There are many things that are cool about the month of October. Mainly because it ends with Halloween, objectively the best special day earthlings have to offer. The Spook Season has the best vibes, so I guess it’s not a surprise that the NaNoWADMo took place during that month. For those who do not know, the NaNoWriMo (standing for National Novel Writing Month) is a month-long contest but foremost a self-challenge spanning each November in which you try to be consistent enough to compose a story made of 50,000 words on about any topic.
And NaNoWADMo is clearly the same vibes, but with WAD mapping. The goal is basically to map something during the 31 days of October. Well, October is sadly over and so is NaNoWADMo. And oh yeah! People did map WADs! I’m particularly looking forward into trying the WADs from Kam Tovalski, Meowgi, Blue Phoenix, Death Bear, Napsalm and cannonball; but just try them all! There are 17 links in the second message of the event and you can head toward the provided link to discover them.
Mekanism Episode 2 is here
Back in March, Womp the Cat released their WAD named MEKANISM. Initially, it had 6 maps with an interesting, dark environment accompanied with, according to its author, orange and purple touches. It got updated about an hour ago with a brand new episode, along with some tweaks and a secret level made with the collaboration of Thelokk.
Sadly enough, the initial episode 1 message got wiped out for the second episode's release, but if you’re looking for stuff to try, here’s a really fresh addition. I will definitely try it out soon and you can read more on their project page.
News authors wanted!
Elementalism Phase 1 released
At nearly 5 years in the making, this has been a labor of love for everyone involved, and it is amazing (and slightly surreal) to have it finally released! The first phase of Elementalism has been released and it's a celebration of both advanced UDMF mapping and classic Doom gameplay, the aim of the mapset is to bring together the classic Doom experience we love with ambitious, high-concept modern mapping techniques. And it absolutely succeeds at that. Screenshots and details can be found at the official development thread - enjoy!
Dust Devil is a single player mission for GZDoom spread across two intertwined maps by CaptainToenail. You have been sent to a UAC outpost on a desert world to recover a mysterious artefact. Expect heavy resistance and some new surprises. Featuring new textures by Ukiro and music by Jimmy, jumping and crouching are disabled. There is an experimental optional checkpoint mode that adds several checkpoint items to the map. Simply pick them up to save the game.
A short, slightly puzzle-oriented map originally made for TerminusEst13's DUMP3 project (Doom Upstart Mapping Project) by Jimmy. You're stuck on the weather-worn planet Ratama with only a bunch of hostile aliens for company. Find a way off it and kill everything in your way.