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Farewell Chapter 10

Farewell Chapter 10

For two decades I was actively working on mods as part of the Doom community. I experienced drama and happyness, as a spectator and as an affected. I worked on projects that had success and I spearheaded projects that failed. With the release of Blade of Agony now, I think I reached my personal peak of a long ascension. Right now, I can enjoy the view from this unique perspective. And after a while it's time to get back, settle myself to the ground and then get used to be part of the game as a player, as a consumer, as a guide.

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Blade of Agony unleashed!

Blade of Agony unleashed!

After a total development time of 6 years, 1 month and 20 days, we proudly present you the final version of Wolfenstein: Blade of Agony, a standalone fan-game in the spirit of first-person shooters from the late 90's, set in the WWII and powered by the Wolfenstein canon. This is our vision and creative freedom how a official sequel of Wolfenstein 3D might have looked like, inspired by games like RTCW, Call of Duty and Medal of Honor but with a twist.

Blade of Agony is much more than just a pastiche of the classic shooters that inspired it; the project offers a unique experience with many features not often seen in free fangames:

  • 30 playable and unique levels (plus secret maps)
  • Orchestra-quality game music
  • Voice acting and ambient soundscapes
  • Available in 10 different languages
    (en, de, es, ru, pt, it, tr, fr, cz, pl)
  • A combination of low-poly models and hi-resolution sprite assets to create the perfect retro feeling
  • Devastating armaments from the battlefields of WWII
  • Interactive NPCs that support the twisted plot's progress and help you understand the game
  • Improved enemy AI for more dynamic and challenging fights
  • Beautiful special effects (weather, elements, explosions, etc.)
  • Modern post-processing shaders (motion & effect blur, noise, flares, etc.)
  • Much, much more!

The team was working hard to create an experience that is dedicated to all those oldschool gamers born in the 80's and 90's; not only when it comes to the visuals and gameplay but also for the easter-egg and reference hunt, for the retro feeling the nostalgia and the attention to detail. There is so much to discover for you, and we really hope that you enjoy what has cost us a lot of sweat, nerves and life time. May it be as fun to play for you as it was for us all to create it!

Check the official Blade of Agony webbpage for the complete standalone package, download it now and get psyched!

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Farewell Chapter 9

Farewell Chapter 9

Operation: Arctic Wolf, Astrostein or Eisenmann, the collection of Laz Rojas' WolfenDoom releases is almost endless. I was always a big fan of Wolfenstein 3D's background story: An allied spy trying to escape from a nazi fortress during World War II is a great scenario, but the implementation could have been more immersive. You can't blame id on that, considering the game's release date. Therefore Laz' inofficial sequels combining this setting with the idTech1 engine was a revelation back then. I can't remember when I lost hope for Operation Rheingold Episode 3 ever to be released, but in fact I do remember that I never stopped dreaming about creating my own WolfenDoom operations.

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Farewell Chapter 8

Farewell Chapter 8

By the end of the 2000's, two larger-scale projects have been in the pipeline: On the one hand there was Stronghold - On the Edge of Chaos, a mod introducing a completely new game-mode with a huge set of maps and assets and on the other hand The Shores of ZDoom, the successor to Knee-Deep in ZDoom. Both projects had high ambitions and a great vision with a talented team behind them. There were also differences. One of the projects was under a high pressure with big expectations of the community, the other one - well - had not. Was that the sole reason for one's success and the other's disappearance in the history of vaporware?mods for th very first time: Blade of Agony.

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Farewell Chapter 7

Farewell Chapter 7

Over 13 years have passed now since the release of Knee-Deep in ZDoom. Looking back and having the same experience that I have now, I would have done a few little things in a different way. But as it is with a lot of decisions in my life, I tend to not regret any of them. Making a decision involves including every relevant factor in this particular moment. You can't know every aspect of its consequences but you try to make a reasonable choice according the circumstances. And that's why every decision is right in the first place because you simply do not know any better. When time has passed you can only tell if it was a good decision or a bad decision.

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Farewell Chapter 6

Farewell Chapter 6

One week of sleepless nights, one week of mapping like crazy. Newdoom's Wad in a week contest was releasing unknown abilities of myself. Blind ambition was awakened and for me it was clear that I wanted to win that contest. With enough effort and lifeblood put into it, I might be able to do it. A few weeks later the results were up and I got my reward: A white t-shirt with a Doom logo on it. But it wasn't for the physical prize, it was more for the reputation that I earned with this release. The map was well-received in the community and that changed a lot in my head, and with the psychological handling of myself. I felt like with enough sweat, anything produced by my creativity was possible.

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Farewell Chapter 5

Farewell Chapter 5

It was in the summer of 1998, my friend Acidflash31 called me at home (yes, no mobile phones in the late 90's, so he had to do the casual parent-barrier procedure: "Hello, this is Boris, is Daniel at home?") and he was totally excited and talking like a machinegun: "Dude, I found something! Doom! With better resolution! For Windows! And you even can play it in Splitscreen on one computer!" At first I thought he was kidding me, but I was too curious to not give a shit, so I took my bike and drove the 5 kilometers from home to my friend's flat. I would have never expected what I've seen then.

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Farewell Chapter 4

Farewell Chapter 4

From 1994 on, the mapping community started to evolve and people have been very productive with doing their own maps - a lot of map CD-ROMs from this era proof that id software's decision to make Doom modable was a very good choice and responsible for the ongoing success of the game. Still it took about 4 more years for me to discover the possibilites when I bought one of these (it was called "Boom - Levels und Addons") in our local computer store - fun fact: Doom was on the index in Germany, addon discs were not.

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Farewell Chapter 3

Farewell Chapter 3

It was in December 1993 when I played Doom the very first time. For people who are used to hyper-realistic graphics like Call of Duty WWII or Far Cry 6, something like Doom's pixelated 2.5D visuals might be something to laugh about with today's standard. But for me at the age of 9, Doom was the most scary thing I have ever seen in my whole live.

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Farewell Chapter 2

Farewell Chapter 2

I grew up in times where gaming studios and publishers like Apogee, Epic Megagames and 3D Realms were at the peak of success. There was no way you could get around titles like Monster Bash, Civilization or Wolfenstein 3D because actually everyone was playing them - at least kids like me who where lucky enough to have a personal computer at home, which wasn't a usual thing in the early 90's.

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Farewell Chapter 1

Farewell Chapter 1

If you have watched the aftermath after the Soccer World Championship 2014 in Brasil, you might have seen that Philipp Lahm, our captain, has retired from his duty after winning the contest with the german soccer team. He said that he has achieved all he ever wanted - I actually think he simply wanted to remember himself as world champion instead of seeing him getting worse and silently disappearing from the theater. "Stop it before it starts getting worse because it can't get better". When there is one essential thing that I have learned while developing Blade of Agony, then it's the right time now to end my active part as a developer in the community. So this is it, my long farewall - and this time for real and with a good feeling.

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Fat Reward & Ticket Home | My Farewell

Fat Reward & Ticket Home | My Farewell

For over 20 years I am actively and creatively part of the community. For over two decades I wasted spent time for modding, put a lot of dedication into creating mods and wrote a lot of posts in the ZDoom forums (mostly asking for help, currently a total of 13339 entries - ugh). So, when is the right moment to end something? When you feel exhausted - or stop when it's best just as people say? I asked myself the same question for several times now and I came to the conclusion that - at least this time not connected to any kind of drama, so decisions are less emotionally heated - I can answer this question with one single word: now.

In these articles, I will share my memories and experiences with you, how I did get into modding, into gaming. I will tell you stories about friends, stories about family, stories about competitors. And I will share a few "behind the scenes" informations about my releases from the past and maybe also some notes about my current projects and my future plans. I can't promise you a good writing style and proper english, but I can promise you: It's worth reading. The first article will be published on Sunday, 28th 2021, the next articles subsequently on each sunday. So have fun reading more (or using the Farewell link at the left Site menu), and enjoy this little retrospective, this little autobiography.

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DoomLauncher v3.2.0

DoomLauncher v3.2.0

hobomaster22 has just released the latest version of DoomLauncher, the number one doom frontend for organizing and playing all your favorit wads and projects (which are currently 563 pieces in my archive to give you an idea how useful this can be). The author has fixed various issues and added a load of different new features, including

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Doomworld Cacowards 2020

Doomworld Cacowards 2020

Another year passed by. A different one, with a lot of challenges, a lot of changes, a lot of differences. Still, there are durable and stable traditions that keep you pleasant. And so is Doom's birthday and the Annual Cacowards that have just been posted over at Doomworld. Congratulations to the winners, congratulations to the nominees and also congratulations to the authors who wrote that article again this year. It was a pleasure to read and I can only say that everyone, who has been mentioned, totally deserved the praise. I am glad that this community is so much alive! Thank you all, and keep doomin' - stay save!

PS: Thanks kindly for mentioning my remasters of 2020, glad that they were that well received!

And so 2020, the year of stunning new releases like Ar Luminae and Bastion of Chaos, has also been a year of remasters for many of the classics. Tormentor667 has been working on a wave of renovations that includes City of the Damned and its sequel as well as Sapphire and Austerity. These updates take advantage of more modern port additions like brightmaps, dynamic lights, and widescreen graphics, but they also make bigger improvements under the hood: new palettes, improved scenery and textures, a new gun for Sapphire, new boss monsters in the original CotD, and even new areas in some maps. 

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Scattered Evil 2.0 released

Scattered Evil 2.0 released

Scattered Evil 2.0 is now available on SourceForge and ModDB.

Monster Models

  • Fully animated models for the Ettin and Chaos Serpent families, including damage skin variants and special overkill animations. Besides the move from 2D to 3D, many models feature additional visual changes compared to their previous sprite iterations (see the list below).
  • Ettin Slingers use slingshots and chuck stones.
  • Ettin Grenadiers brandish flechettes.
  • Ettin Commanders carry a hammer.
  • Ettin Warlords gave up their helmets and replaced most of their armor with pure gold pieces. As a warlord, you gotta show off your bling or how will your underlings know you da boss?
  • All Chaos Serpents now have a standard death animation (falling down) and an overkill animation (bloody bits flying everywhere).
  • Magma Serpents are now huge and their skin is infused with molten lava that only stops glowing upon death.
  • Frost Serpents are a new blue subspecies that like the cold and have displaced Wendigos in the icy reaches of Charybdea.
  • Flayed Serpents were first conceived in a sadistic wizard's twisted mind, who wondered what would happen if you took some young Chaos Serpents and removed their skin. They live in constant pain that only abates at those moments when they bite into the flesh of some unsuspecting adventurer to drink their blood.

NPC Models

  • All animated NPC sprites have been replaced with animated models.
  • All female NPC sprites have been replaced with models.
  • Most non-unique male NPC sprites have been replaced with models. Some of them even learned how to sit on furniture.
  • Chickens, pigs and piglets now have unique animated models.

City Updates

  • The city of Ocadia has been rebuilt from scratch, leaving only some of the most iconic buildings more or less intact. Besides a more up-to-date look, it should also greatly improve frame rates.
  • Annoyed by all the construction noise, the market stalls from Ocadia moved to Sichabroner. The joke is on them though, as that cityscape underwent some changes over the summer, too.
  • All good things come in threes, so the city of Thystes got a facelift as well.

Gameplay Changes

  • Whether health artifacts (Quartz Flask, Mystic Urn) are used automatically is now controlled through a setting in the Options menu, independent of the difficulty setting.
  • While in the berserk state, now you can open the Journal (ends berserking) and the Map Scroll (suspends berserking, resumes after closing the scroll).
  • Items that can be picked up now always glow, items that can't be picked up don't glow. Most of them also rotate in addition to float bob.

Miscellaneous Changes

  • Built on the concurrently released Vavoom 1.34, the GNU/Linux binaries are now 64-bit (Windows 64-bit binaries will follow in a subsequent release).
  • Removed a number of unused textures and compressed all non-transparent textures to optimize memory usage.
  • Adopted the bugfixes present in KMOD 5.0 but not in Scattered Evil 1.9 (Fighter levelup bug, load/save screens display issue).
  • You can now initiate a conversation with domesticated animals.
  • You can now punch most fences and furniture.
  • When looking into a mirror, the player now sees an idealized version of himself.

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We are almost there!

We are almost there!

After almost 6 years of being in development, we reached a special milestone today for Blade of Agony. With the latest commit on Tuesday, November 10th, 2020, the mod is fully playable, which means: all chapters can be played through from start to finish.

Because any of us in the dev team lives several thousands miles apart from each other (not to mention COVID-19 restrictions), we had to celebrate this with some good old German beers in our chat group, exchanging a few photos and videos to make sure everyone was drunk to celebrate this glorious moment - well it wasn't that glorious anymore after beer number then but... well, we had some fun, now on to the news people are waiting for.

In the middle of the year, we were certain that a release in the fourth quarter of 2020 was realistic. But during our own playtests, a large number of issues came up, and we needed to adress those first. This was also the reason why finishing the maps took us longer than expected. We fixed game-breaking bugs, we improved the storytelling, and we added new content to the first two Chapters - we polished like crazy.

Now that all of the maps are done, we will start to balance, fix, and finish the mod in order to make the best possible experience available for all you players out there. This also means that we need to spend some more time on the mod in order to achieve that. As of now, we are confident that a release in the first few months of 2021 is a reasonable target. Until then, we will make sure to keep you informed and entertained when it comes to Blade of Agony.

I recommend subscribing to our YouTube channel and checking our project webpage. We will be posting some interesting content on our YouTube channel over the next few weeks for those who are really impatient. Until then, stay safe, and have a good time.

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Quake 2...?

Quake 2...?

We already noticed a lot of times, how far Doom modding has gone and how powerful the new engines are. Welcome to another installment of "Late 90's Games converted to GZDoom", this time with Quake 2. Deimos Anomaly is currently working on a Total Conversation with the promising title Quake 2: Great Zigurath Destruction that aims to be a near perfect recreation of a ID Tech 2/Quake 2 level or expansion pack but with the Doom engine, enhanced and made possible only with GZDoom. Despite a few structural features and effects that are only possible on the Quake 2 engine, the results are near identical and that proves again how an ancient engine like Doom is capable to reach a similar level of technical capabilities with ease. Curious? You should be - so read on.

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Convert your Doom maps to Heretic

Convert your Doom maps to Heretic

Ever wanted to play all most of your favorite classic Doom maps in Heretic? Thanks to MObreck you can. All he wanted to do is to create an addon mod that would allow him to preform "fire-n-forget" style conversions of maps made for vanilla Doom to Heretic. Despite being often considered to be just "Fantasy DOOM" convert maps between the game isn't such a clean process. Heretic has considerably less textures and most of the two series's AI doesn't have a true equivalent between them. So the modder had been creating a mod file that contains a bunch of new Heretic type textures and enemy AIs to bridge the gap. It actually works like a charm and I really recommend it - so go and give it a shot - turn your techbases into medieval fantasy places.

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The Deathmath Project

The Deathmath Project

Since the release of the new Doom games in the past few years, a lot of newcomer mappers like ixerama also arrived in the classic Doom modding scene, which is definitely a good thing. Spotlighting their projects is a chance to show that we are not dead, but very alive. ixerama's first release can be found on the Doomworld forums and it is called The Deathmatch Project. Check his work, give him some feedback and prepare a warm welcome to him and all the other people that recently joined our forums.

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DoomLauncher v3.1.0

DoomLauncher v3.1.0

hobomaster22 has just released the latest version of DoomLauncher, the number one doom frontend for organizing and playing all your favorit wads and projects (which are currently 563 pieces in my archive to give you an idea how useful this can be). The author has fixed various issues and added a load of different new features, including

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