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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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Doom II: Resurrected reimagines Doom II as you knew it

Doom II: Resurrected reimagines Doom II as you knew it

Reimagining the Doom level designs has been a popular occurence given the ''..the way iD did'' series. But Doom II: Resurrected takes a different approach. A full 36 mapset made by JustCallMeKaitoDoom II: Resurrected is more akin to a remake, expanding upon not only the original levels, but also the story. Any new areas strictly follow the theme of the map they are a part of, so things can and will look different.

Because Doom II: Resurrected expands upon the classic, a few brand new enemies will get introduced, along with some tweaks to Doomguy's arsenal. Looking at you, pistol. Looking at the screenshots, the illusion of grandeur and expansiveness cannot be understated. What's more, elaborate texture work and careful detail deliver a geniune change compared to the original, classic designs. On looks alone, Doom II: Resurrected feels fresh.

There is no ETA on the project, but if one dares to deliver, you can contribute to this project, which oozes potential. Tired of playing Doom II? Then perhaps Doom II: Resurrected is right up your alley.

 

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Raven Midi Pack: ''Finishing'' Kevin Schilder's soundtrack for Heretic

Raven Midi Pack: ''Finishing'' Kevin Schilder's soundtrack for Heretic

From time to time, Doomer extraordinaire Jimmy plays his magic when it comes to new midi music, in the form of Community Midi Packs. With Plutonia, Revolution! and Rebirth behind his belt,  He and his team of fellow composers now turn to Heretic, with the Raven Midi Pack: An ode to Kevin Schilder.

The full game shipped with five episodes - six if you count the three hidden ''E6'' levels - for a total of 48 levels. Amazingly, the number of pieces in its original soundtrack amounted to less than half that, with a total of 19 unique level themes and 3 more tracks for the title, intermission and story themes. The pack is already well under way, but nevertheless, it never hurts to take a shot at this.

To consider writing new music, please do so only for Episodes 2-6.

How to join:

  • Observe the Completion Report below.
  • Claim a slot, or up to three at once - your slot(s) will be listed as "claimed/track unfinished".
  • Claiming does not mean you are inextricably bound to that slot - you may drop out or move your claim at any time!
  • Start writing!
  • Once your piece is finished and submitted I will offer you any critical feedback needed.
  • Once your piece is finalised, your slot will be listed as "completed".
  • Completed tracks may still move around to form the final order.

Guidelines:

  • Imitate Kevin Schilder's style as best you can! Closely study it and expose your ears to his compositional tricks and motives.
  • Tracks must fit the map you're writing for, and integrate into Heretic's existing soundtrack.
  • Track length must fall within 1:00-3:00. Heretic's pieces are NOT epic in length! Heck, the longest ones are still only just above 2:00. Crazy, right?
  • Name your tracks. Untitled tracks will not be accepted!
  • Collaboration with other composers is encouraged!
  • Remixes of the existing tracks are permitted, but not encouraged. Originality is what we're after here.
  • Brand-new tracks only this time around! I won't be accepting tracks that have been resting on your hard drive for months beforehand, unused. Let's all be on an even footing going into this project!

The final product:

  • An "album" of MIDI files in a zipped, instant download.
  • A WAD file compilation that will allow the tracks to play in-game.
  • A new resource for the community! All tracks will be reusable per the permissions in the text file!

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Technicolor Antichrist Box: Defining Doom mapping in 2020

Technicolor Antichrist Box: Defining Doom mapping in 2020

Mapping in Doom often comes with a sense of style, of which you instantly recognize who the author is. A pcorf map is easily spotted, and whenever a work by Esseltfortium or Jimmy is released, you know what you are dealing with. Major Arlene's Technicolor Antichrist Box provides a blueprint of Doom Mapping in 2020. This GZDoom-heavy map (Run this at least in version 4.1.1) treats the player on a wide array of colors and custom textures, varying from Zoontex by Jimmy, the magnificent OTEX texture pack by Ukiro, along with GothicTX, ArchTex, AATex and some custom recolors by Major Arlene. On top of that, a custom, cyan-colored palette is used, making the map ''pop''.

Keep in mind, Technicolor Antichrist Box is a slaughtermap. For regular players: This map is thus designed to kick your hiney. Play on Hey, Not Too Rough, and you will be fine. Those who do get to play Technicolor Antichrist Box are awarded with a map that not only looks beautiful, but also plays the part aswell. It is a single example of where Doom mapping stands in 2020, in a year where Doom has been stronger than it has ever been. Play this map at your leisure. It is a surefire portal to a slice of entertainment.

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DoomLauncher v3.0.1

DoomLauncher v3.0.1

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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A map that teaches you map design

A map that teaches you map design

How cool would that be? Well, forget about the "would", because it's already there. The Doomish Den of Design is a very interesting experiment by the mapper Yatte Mimashou that is meant to be a showcase about various mapping techniques and guidelines. What does the author say about the map?

"I've built a map that demonstrates some design concepts I've researched many years ago, but illustrate them with actual examples not just theories written down I'd understand but no one else would. I wanted to help my mapping friend get over troubles with mapper's block. With encouragement from him and Phobus from these forums whom I contacted via mail I've decided to pre-release the map here. It's pretty much beta stage [and] takes about 2 hours to play through and gather all the information."

It's so much worth a shot and I am pretty sure that it is a good help for everyone - not only newcomers but also experienced mappers. Give it a shot!

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Zombies ate my neighbors

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.

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Three Is A Crowd feels uniquely different as a vanilla MegaWAD

Three Is A Crowd feels uniquely different as a vanilla MegaWAD

In the world of DOOM megawads, we are either met with a cacophony of quality (BTSX), a,summary of ingenuity (Cyberdreams), an avalanche of enemies (Hell Revealed) or an accolade of fun and exciting times (Demonfear). Scypek2 participated in the NaNoWADMo last year with his megawad Three Is A Crowd, creating and finishing 19 levels, but obviously the end was not near, and so work continued. Recently, the full package came out, with Scypek2 getting assistance from a little help of his friends, with names like Doomkid, Ribbiks, Valkriforce, Chaingunner, MTX1996, OSJCLatchford, Doom_Dude, Bolymr, EarthQuake, 129thVisplane, Eradrop, Ryath all contributing in some way, shape or form.

Three Is A Crowd tells a story of three people, facing different challenges as they set off on separate yet intertwined paths. It also shakes up the usual techbase-hell progression a bit. Overall, it's considerably vanilla, with just a few new textures, but it has its own unique feel and features plenty of variety and surprises among the levels... if you're playing in a port that supports demo playback, just stay on the title screen for a while and you'll see what I mean.

When you view the screenshots, its obvious Three Is A Crowd does not ''feel'' like your usual megawad. What is on display, highlights new and unexplored caverns of creativity leading to a levelset that, atleast by its looks, definitely is in a league of its own, with mostly stock textures. Equally impressive is the extensive range of vanilla trickery employed here. From 3D beams to cleverly constructed sector lighting, Three Is A Crowd is both a looker and a stunner at once and manages to be one of the more ''unique'' looking WAD sets seen this side of summer. Are you prepared to eat your slice of DOOM a little bit different this time around? Then check Three Is A Crowd out,  a WAD set that could very well be the surprise release of 2020.

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Relatively unknown In Pursuit of Greed gets its first source port with xGreed

Relatively unknown In Pursuit of Greed gets its first source port with xGreed

Between Wolfenstein 3D and Doom, id Software worked on an intermediate engine that was used in the game Shadowcaster and licensed to Raven Software. Called the Raven Engine, the code was also given to publisher Softdisk, and it saw subsequent use in a lesser known title, called In Pursuit of Greed. This 1995 game was developed by Mind Shear Software using this technology. Like the Build engine, The Raven technology is primarily a renderer that provided a significant enhancement over the Wolfenstein 3D engine, but it lacked behind the Doom engine. The source code to Greed and its version of the Raven engine was released in 2014, along with a unfinished Windows port

DelphiDoom/RAD developer Jval has been working on what is the very first source port based on this codebase, called xGreed. Basing itself around the available DOS/Windows sources and a very tiny snippet of DelphiDoom code, xGreed currently is released for user feedback and to address several glaring bugs in the game itself. It runs in software, but it is fully playable on Windows and is written in the Pascal programming language.  A full list of current features follows:

  • Added music and sound support
  • Added DirectDraw blit buffer
  • Corrected menu drawing
  • Corrected input handling
  • Rewrite the map's script parsing

The port was started on June 12, so its obviously still a bit rough around the edges. Still, xGreed introduces this often forgotten game to a new public, and a renewed introduction with the Raven Engine technology. Be sure to check this out, the game is free to download aswell on the site of Red Shadow Software.

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Heretic: Quest for the Crystal Skulls v3.0

Heretic: Quest for the Crystal Skulls v3.0

CaptainToenail has recently released his latest version of the Heretic mod Quest for the Crystal Skulls. In this adventure, Corvus is confronted by a Heresiarch, a powerful minion of the Serpent Riders. This dark wizard has stolen three crystal skulls, using their power to open a portal to the underworld in the hopes of bringing about his master's return. Corvus must collect the remaining six crystal skulls in order to unlock the celestial path and confront the Heresiarch before it's too late. The mod is for GZDoom and features new monsters, a hub map system with 8 action-packed levels and a lot of new resources to discover.

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Sapphire Remaster in action

Sapphire Remaster in action

Just spotted at the ZDoom forums that our community guide leodoom85 has posted a video showcasing my Sapphire remaster. It's quite awesome to spot these videos lately and seeing other people playing my revamped mods. It's certainly a feeling that tells me it was worth doing that. If you have some time left, I'd suggest trying it and leave him a comment. Thanks a lot to him for recording that.

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Lagomorphs of Gore released

Lagomorphs of Gore released

"Daisy cowered in the corner of her hutch as her master brought the feeding tray, the tramp of his boots resounding in the hallway, getting louder and louder until his green-armored form emerged around the corner. She knew what was going to happen. There was no escape, no alternative, not on Gor. On Earth, perhaps, a rabbit might eat when she wanted to eat, but on Gor the will of her human was divine law. Such had it always been on Gor..."

Way back in 2016, woolie wool had binge-played just about every wad related to Doom the Way Id Did all in a row and decided to try his hand at E1-style mapping himself, taking inspiration from primarily from Romero and Hall, but also Dr. Sleep, Paul Corfiatis, and esselfortium's "material" texturing style. These maps take advantage of mild ZDoom features, including two new enemies and a reskinned chaingun. But more importantly, the wad has a score, bonus, and treasure system similar to Wolfenstein 3D's to encourage exploration.

 

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Let's Play for the Austerity Remaster

Let's Play for the Austerity Remaster

Spotted a pretty cool Twitch Stream from Seed's channel today, a complete playthrough of my Austerity remaster that has been released a few weeks ago. It's very entertaining to watch and helpful for me as a mapper and modder, how a player reacts on certain situations. It definitely helps to improve upcoming mods and I really appreciated this experience. If you want to watch that as well, check the link and have fun watching it!

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PsyDoom: Reverse engineering PlayStation Doom for PC

PsyDoom: Reverse engineering PlayStation Doom for PC

I have wanted to write about this project for some time now, but i decided to wait until an important milestone was reached. For those of you who do not know, PlayStation Doom was (and is) a unique version of Doom, not in the least because of the various visual features it adds, like colored lighting. Ever since the dawn of time (Well, slightly less) projects have been undertaken to achieve a similar look to this very version of Doom. 2020 is however shaping up to be pretty special. With GEC Master Edition trying to backport the Ultimate Doom and Final Doom levels to the PlayStation, and PSXDoom-RE being a reverse engineered undertaking, PsyDoom by Intacowetrust (creator of Phoenix Doom, a backport of the 3DO version of Doom to PC) brings PlayStation Doom ever closer to the PC. Working together with the authors of PSXDoom-RE, PsyDoom's intent is on providing a clean, native version of the PSX Doom internals on to PC.

With the 0.3.0 release, the goal has moved ever closer. The new features are as follows:

  • PsyDoom no longer needs a PlayStation BIOS file to run.
  • PsyDoom now runs 100% natively and does not emulate the MIPS cpu at all.
  • Added support for deathmatch and co-op play, with an emulation of the original link cable functionality over TCP. See the main README.md file for instructions on how to use.
  • Verified demo compatibility with the original PSX Doom for a full playthrough of the game. Demos recorded against the original binary play back the same in PsyDoom.
  • Password system: nightmare mode now has it's own unique set of passwords.
  • GTE (geometry transformation engine) code is now implemented using regular C++, no emulation used. This removes dependencies on the Avocado MIPS CPU.
  • Reduced CPU usage if waiting during the framerate cap.
  • Some frame pacing and input lag improvements.

PsyDoom is thus within spitting distance of bringing the native renderer, including colored lighting, to PC, allowing users to play this wonderful version of Doom natively, and providing a basis from which others can work on. Participiate in the DoomWorld thread and be part of something very special in the making inching ever so closer to final release. And while you are at it, check GEC Master Edition and PSXDoom-RE out aswell! Doom on PlayStation is not just a memory of the past - it is a project of tomorrow.

 

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DoomGuy and Minesweeper come together in Cacosweeper on Sega 32X and PC!

DoomGuy and Minesweeper come together in Cacosweeper on Sega 32X and PC!

Back in the days, a WAD set called Eternal Doom existed which had an additional minigame: Cybersweeper, where DoomGuy has to figure out its ways on what squares are deadly and which square were not. A neat idea, and something that is fondly remembered to this day. Newcomer Roebloz brings his take on this underrated classic not only to the PC as a GZDoom (and derivatives) mod, but also as a ROM Hack for the Sega 32x. Welcome to Cacosweeper!

Cacosweeper takes what made Cybersweeper so fun and adds some subtle tweaks to it. In 15 maps, you have to figure out which switches to flick before the exit can be reached. Every now and then, a boss will appear that as to be beat. But beware! If you flick the wrong switch, you will see the error of your ways very, very quickly. Like the original, Cacosweeper transforms the run-and-gun gameplay of Doom to a game of tactics, where puzzle solving is the grunt of the gameplay.

The PC release includes enhanced textures and custom music and a secret level at MAP03. And there are even easter eggs to be found... can you find them? ;)

With Cacosweeper, a little classic from the oldskool Doom days is revived and its just as fun as back then. An absolute must to play.

The PC version is found here as a megawad.

 

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Jazz Jackrabbit TC

Jazz Jackrabbit TC

I have to admit that I wasn't spending a lot of attention when I first saw the mod over at the showcase thread at Doomworld. This dramatically changed when I just checked the new screenshot of this total conversion, which is in a similar quality as the Hocus Pocus project that has been released a few months ago. BassSlapper89 really managed to turn the 2d sidescroller into a convincing 3d environment. What can be said about the Jazz Jackrabbit TC?

"You are a rabbit with big guns and a bad attitude. All of Hare-Kind is in great danger, after finding out those terrible turtles you fought years ago are back again to make life miserable. Stop them before all (S)Hell breaks loose!"

Nothing else needed, grab the mod, it's definitely worth it - that's what I will do now as well!

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RAD: An engine remake for Radix, using DelphiDoom code!

RAD: An engine remake for Radix, using DelphiDoom code!

How are we all doing, readers? After a rather lengthy absence, i am back to provide you with the news you should not have missed! This time in a less often publicized format, but at the very least you can ensure that what gets covered is a treat! Today, i like to mention RAD. It's an engine remake of the oldskool nineties Radix: Beyond the Void. The game pays homage to Doom with a level clearly inspired by it, but there are more similarities. The Radix technology is quite similar to Doom's rendering technology, enough for DelphiDoom and FPCDoom author Jval to craft a new engine based on DelphiDoom which is thus called RAD.

The engine interprets the Radix.DAT file that is presented in the v.2 remix version of the game. Jval has gone to lenghts with his new engine, even allowing new levels to be made with Doom Builder 2 and to be converted over with a seperately developed tool, RAD2WAD. Currently, the RAD Engine supports the following:

Features

  • High screen resolutions
  • True color software rendering
  • Textured automap
  • Screenshots
  • Save/Load game
  • High score table
  • In game menu with key bindings
  • In game menu to change screen resolution
  • ...etc

License: GPLv2 license. This applies to the source code and the executable only, not the actual game data.

But beside the similarities to the Doom Engine, there are also fundamental differences, such as:

  • Extensive usage of sloped surfaces.
  • Destructible sectors and shootable walls.
  • Triggers/actions are not enabled by using/crossing/shooting lines, but by map coordinates, enemy kill or wall destruction.
  • Lack of middle side textures, there are only floor textures and ceiling textures. Single sided lines are using floor texture as a mid texture.
  • A side can not have both floor and ceiling texture visible at the same time. This limitation does not apply to RAD.
  • Very long lines (thousand of px long)
  • Huge levels
  • There are no wall patches and flats, just textures that can be used as both wall and floor/ceiling textures
  • ...and many more

To summarize, RAD has (heavily) modified physics, and more enriched scripting/content definition mechanics. The software rendering subsystem has been significantly improved, while the OpenGL rendering is completely broken and does not work(!). Map actor/enemies 's logic was implemented using scripting (ACTORDEF scripting, a DECORATE - like content definition language).

So what are you waiting for? RAD represents an unusual sidestep in Doom's source port family but by all means a unique one. Try RAD out and see the results for yourself!

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Infernovasion released

Infernovasion released

Invernovasion is a project by The_SloVinator, started back in April of 2018 Its  aim was to make an atmospheric wad with environmental story-telling, as well as implement plot & maps that connect each other via exits/starts. It has custom stuff from names of the maps to graphics, like intermission background, to custom ending text & of course music and feels very 1994'ish in a positive way. The author recomennds to read the included text files so I suggest doing so as well :) Have fun with this interesting trip to the past.

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Doom 4 Vanilla updated to v3.2.1

Doom 4 Vanilla updated to v3.2.1

Noiser has updated his Doom 4 Vanilla demake to a new version including a lot of new additions and improvements. It's a gameplay mod inspired by Doom 2016, made to be compatible with any source-port (or without any of them). It features new demon abilities, thougher weaponry, extra weapons, a refined set of enemy sprites and many more. For a complete list and also a changelog, just check the official development thread.

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Antaresian Reliquary RC2 released

Antaresian Reliquary RC2 released

Antaresian Reliquary is a compilation of levels, designed by antares031 for various community projects for the last 4 years. Seven levels with different themes and limitations were selected for this compilation, and the wad is designed as boom-compatible with some custom gameplay elements, such as new enemies and weapons. It is recommended to read the details about the gameplay changes, before you start playing this wad. Also, each level has a death exit, making every level starts with forced pistol start. So please keep in mind about this. 

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