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Cyborg Lumberjack

Cyborg Lumberjack

Cyborg Lumberjack is a game inspired by PO'ed: You are a cyborg lumberjack and a bunch of rednecks have decided to ruin your day, pay 'em back with many explosions and bullets! There is currently a rough demo you can download, lots of placeholders and crap is present, and the author Darsycho currently figuring things out, suggestions and criticism is most welcome. This game makes use of a flying jetpack, so remember to check your key bindings.

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Tomb Fetus

Tomb Fetus

Tomb Fetus is a free-for-all party arena shooter total conversion for Zandronum by DrPySpy. The mod is inspired by a variety of shooters, including Quake 3 and Team Fortress. Get together with some friends and duke it out in a variety of environments with an odd cast of brand new and vaguely familiar characters, including a handful of special guest characters! The number of maps and characters in the initial release version has yet to be decided, but the author can promise a minimum of 12 entirely unique weapons to decimate your friends with! Tomb Fetus will also provide a diverse selection of FFA gamemodes, including adaptations of Instagib and Last Man Standing. For screenshots and more details check the development thread over at ZDoom.org.

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Heretic to Hexen

Heretic to Hexen

Heretic-to-Hexen by deathzero021 is a mod for Hexen that brings Heretic's maps to Hexen. Maps were heavily modified to work with Hexen assets, as well as containing new features from Hexen and new map progression. All weapons and enemies have been modified in an attempt to balance the experience due to the differing map designs between games. Currently only the first episode is complete, although the other episodes are included in the menu and in the mod, they are not playable. The mod will be updated episodically as he completes them but it may be a while before Episode 2 is complete. For the first episode, check the development thread over at Doomworld.

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Faithless

Faithless

"The hellish minions left to wander in the aftermath of Korax's defeat during the battle of Cronos have now scattered across Parthoris looking for fresh meat, and a new realm to call their own. Beings of chaos roam freely, causing disarray in the realm. The citizens of Parthoris have barely had time to rebuild their lives in the wake of D'Sparil's reign of chaos, which was put to an end by a yet-unidentified outsider."

Faithless is a 9-map hub for Heretic with new textures, classic gameplay but ready for GZDoom 4.0.0 with a lot of nice surprises. It currently can be downloaded as releasre candidate but it's very close of being finishd, so give it a shot and help Jimmy polishing his work to the max.

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Lost Civilizations

Lost Civilizations

"A civilization was collapsed as people got into religion of "ignorant egoistic idiotism". Genetically modified cattle and food turned the people and animals to agressive zombies. But there were few survivors. How they weren't affected" - The story of Lost Civilizations sounds pretty simple but that doesn't describe the briliant mapping behind it that is served by the mapper Jaka. Currently you can only find screenshots in the development thread over at Doomworld but it already creates high expectations to be honest.

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Unbeliever

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.

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Switcheretic

Switcheretic

Over at Doomworld I spotted a very interesting project spearheaded by Shadesmaster. Switcheretic's premise is to build maps in the Romero style, BUT remake them from Heretic! Since Heretic's E1M1 was "The Docks," DOOM's E1M1 would be a sort of 'Docking Hanger." Since Heretic had it's 'Hell' episode in 2 rather than 3... it gets reversed in DOOM. So the "Ice Grotto" from Episode 2 would essentially become E3M4, the "Hell Grotto" - and adopt a Slough of Despair visual. Note that this is for DOOM 1, *but* uses a special resource WAD. Therefore, you can populate levels with mid-tier monsters like Hell Knights, to spruce things up a bit. Other resources reside therein; a smattering of new monsters like the Plasma Imp Lord, or the Pulse Rifle - a weaker plasma gun found in Episode 1 that compensates by bouncing off walls! Find this as interesting as I do? Then check the dev-thread or even join the team for this ambitious project!

 

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Paradise v2

Paradise v2

Tango is working on his Paradise mod again bringing it up to version 2.0. Paradise is a 5 map (plus 2 secret maps) GZDoom episode, packaged together with a custom gameplay mod crafted specifically for these maps. You do not need to read the mountain of text below to play the mod, but if you’re interested in getting a primer on all the gameplay changes before playing, go right ahead

What's new since 2018?

  • More than double the amount of maps!
  • Rebalanced gameplay across existing maps to make for a more streamlined experience (aka significantly less bullshit)
  • Scrapgun spread greatly reduced, and fixed to work properly with autoaim
  • More polish/bugfixes galore

 

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Eviternity

Eviternity

A few days ago Dragonfly has finally released his long-awaited megawad Eviternity. It is a megawad comprised of six 5-map episodes (called Chapters) plus two secret maps. This project exclusively uses OTEX, a brand new high quality texture pack by ukiro. Eviternity's six chapters explore a series of unique and varied themes, each featuring classic gameplay with an interest in making each map hold its own unique identity and personality. The themes are "Medieval", "Techbase", "Icy Castles", "Industrial / Brutalism", "Hell / Gore / Alien" and "Heaven". This project was created as a birthday gift to Doom, which is celebrating its 25th birthday on the day this was released. The texture pack used in this project, OTEX, was also released on the same day - so please do not use Eviternity as a base for your wads & mods. While mostly being a "Dragonfly project", with 24 maps being made or heavily worked on by himself, he presents to you a mighty lineup of well-known guest mappers who have crafted beautiful and fun levels. Get it now!

 

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Akeldama - Episode 1 Released

Akeldama - Episode 1 Released

Akeldama is set to be a 32-level megawad for vanilla doom2.exe. This is an answer to the throwback days of Memento Mori and Alien Vendetta of classic megawads featuring various authors, new textures and music, and staying true to the original Doom 2 formula of gameplay. So far it features the works of waverider, The Mysterious Moustachio, Paul977 and valkiriforce. Currently there are 8 completed maps, and the authors are hoping to aim for strong replayability with emphasis on fast, fun gameplay and shorter-length levels roughly the size of maps from Memento Mori and regular Doom 2. There will be bigger maps as well, but they will likely be featured towards the end of each respective episode. Maps were tested in Chocolate Doom and chocorenderlimits with a bit of PrBoom+/ZDoom testing as well, although they should be friendly towards any port of choice. More information and the download link to the first episode can be found here.

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Finely Crafted Fetish Film

Finely Crafted Fetish Film

The mapper Ribbick has recently released his Finely Crafted Fetish Film which is a set of 7 boom-compatible maps for Doom2 with a focus on puzzles and unusual layouts, created with anotak's lua functionality that is now part of Doombuilder X - without which this mapset wouldn't exist. The maps themselves feature a mixture of puzzle and combat elements: block pushing, switch/elevator setups, monster manipulation, platforming, and some normal slaughter fights here and there. Screenshots, further information and a download can be found here at Doomworld.

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[Road to Wolfenstein] Devblog 08 | Replay Value

[Road to Wolfenstein] Devblog 08 | Replay Value

The process of bugfixing and improving our previous chapters of Blade of Agony is something that we have already written about. We want a polished final product with the release of Chapter 3. This also means that we consider ways to enhance the replay-value of our project. In times of Youtube and Twitch, the competition spirit has been revived a lot. Players want to outmatch each other, no matter if it is speedrunning or performing. So how can we implement a feature that supports these kind of people?

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[Road to Wolfenstein] Devblog 07 | Sneak-Mode improved

[Road to Wolfenstein] Devblog 07 | Sneak-Mode improved

Creating a project in the scale of Blade of Agony, you tend to try out things that haven't been done before. Having some kind of Metal Gear Solid introduction to Chapter 2 where Laz breaks out of a prison was a brave undertaking, but also very dangerous. Will players accept a completely new mechanic in a Doom mod or will they decline it? The community's response was mixed, some liked what we achieved and some people simply said that we horribly failed. For us to be honest it wasn't satisfying as well but we knew that with some fine tuning and improvements we can make the mechanic as perfect as possible when it comes to playing it. And so we started all over again...

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[Road to Wolfenstein] Devblog 06 | SFX Shaders

[Road to Wolfenstein] Devblog 06 | SFX Shaders

Shaders being added to the GZDoom engine opened a completely new dimension of special effects to mods. We have already introduced the power of Post Processing Shaders with noise, flares or motion blur but this is only one part that can be controlled by the player. Next to that, shaders can also be used to enhance the atmosphere and realism of a project and this is what we took advantage of.

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[Road to Wolfenstein] Devblog 05 | Revamping Maps

[Road to Wolfenstein] Devblog 05 | Revamping Maps

While mapping is a very organic progress, you sometimes lose the objectivity when it comes to size and length. Instead of knowing when it's the right moment to stop adding new portsions you simply think "Wow, this is something I could add here as well". This is what happened to a lot of maps in Chapter 2, especially Operation Schlangenkopf (C2M3). While watching various gameplay videos online on Youtube (specifically ZikShadow and MrIcarus) we simply went overboard with putting more and more stuff into one single map. People needed almost an hour to complete one map. This is simply too much and absolutely not satisfying.

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DoomLauncher v2.6.4

DoomLauncher v2.6.4

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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[Road to Wolfenstein] Devblog 04 | NPCs with a brain

[Road to Wolfenstein] Devblog 04 | NPCs with a brain

How terribly insulting it was to hear for us that most of the people playing the second chapter of Blade of Agony hated our friendly npcs: Douglas and Ryan (well, the latter still for a reason) have been a pain for the players. Instead of helping, giving cover and being a new and interesting gameplay feature, they just - well - sucked. It was about time to change something here.

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[Road to Wolfenstein] Devblog 03 | Compass 2.0

[Road to Wolfenstein] Devblog 03 | Compass 2.0

In the past releases of Blade of Agony, the compass seemed to be a bit rudimentary - a feature for the sake of being added but not of good use. We always thought that we either need to remove it completely or simply give it a good reason for being, and that's what AFADoomer took care of.

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Dark Universe Part 2

Dark Universe Part 2

Early progress on the sequel to the 2018 Cacoward-winning Dark Universe Part 1 by Paul Dechene. After abandoning the doomed starship UAC Kearsarge, you find yourself on a nearby planetoid where you must survive against indigenous creatures, dangerous alien terrain, and the demons who are still hunting you. Hoping for a late 2019 release. For GZDoom Doom 2. More information about Part 1 can be found here.

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BFG9K is real - well, sort of...

BFG9K is real - well, sort of...

Still funny how you can learn something totally new about Doom after 25 years of being. Nootrac4571 has finally found the source for the BFG9000 sprites and the exit door textures found in the original Doom games:

For those who aren't aware, it's the toy gun which was photographed to make the BFG sprites and a few textures, like the exit door. Tomorrow I'm planning to take a bunch of measurements and hi-res photos from every angle, and share them for the benefit of folks making HD textures and 3D models.

For more detailed information and some photoshop stuff that makes you notice the origin even more, just check the Doomworld thread.

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