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Choose your destiny

Choose your destiny

Just spotted a new release from one of the quality garants at the ZDoom community: Corruption Cards by cutmanmike. If you have ever been into gambling, this is the right mod for your classic experiences. It is a gameplay modifier which starts each map with a choice of cards. These cards effect the gameplay in some way. The effects range from altering monster attacks, adding new rules, changing items etc. They are only slight tweaks, some more dangerous than others. Every 3 maps, you are offered a permanent card. This card will be locked in for the rest of the game, meaning you will have to live with your choice until the game is over! Obviously this is intended for single runs or survival (zandronum) to see how long you can go on with all the stacked effects, but as with all Doom mods you're welcome to save and load. For more information, features, and compatibility, check the development thread over at ZDoom.

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The Power of OTEX puts deathmatch maps at the forefront

The Power of OTEX puts deathmatch maps at the forefront

Texture packs give Doom a new fresh lick of paint to its existing gameplay, but quality packs are a work in and out of itself. Ukiro's OTEX pack is one such work that stands among the top of the hill. The Power of OTEX mapset puts four maps together in this little project by Kinker31. As you can tell by the thread, the maps look fresh, vibrant, courtesy of the OTEX pack that is used. But what is more rare is that these maps are made for Deathmatch and Deathmatch related modes. As maps of this kind are currently far and inbetween, let alone made for Boom level format, the Power of OTEX has its charms. Get your friends together and put aside the differences as you battle eachother in these fresh new DM maps.

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Isolation: Speedmapping project with community greats!

Isolation: Speedmapping project with community greats!

The current coronacrisis (Covid-19) has led people to creative ideas. Varying from playing card games through Skype, to a Covid-19 mod for Doom to Isolation, a community project led by resident Aussie invader Jimmy and a plethora of veterans, including Pcorf, Gothic, Walter confetti, DynamiteKaitorn and more and with an exclusive TITLEPIC by none other than Harmony creator Thomas van der Velden. Isolation brings some big names and big guns, and you can join in on the fun!  So what is required:

TEXTURES:
Download d1gfxd2

Custom optional PLAYPAL: Download Isopal

  • RULES / RESTRICTIONS:
    Short, breezy, light-hearted Boom (CL9) maps, please!
  • NO USE of F_SKY1 permitted! The outside world is cruel and evil.
  • Use of damaging NUKAGE1 mandatory. Use of radsuits encouraged!
  • All health items must be placed on FWATER1. Wash your goddamn hands!
  • Use of Cacodemons encouraged (use at least one please).
  • BUILD TIME LIMIT: Please don't spend MORE THAN 12 HOURS on your submission!
  • NO CO-OP STARTS. This is to be a single-player mapset only! You're supposed to be isolated, dummy.
  • NO CUSTOM ASSETS except music.

SUBMISSION DEADLINE:

Sat 28th March 2020 @ 11:59PM GMT.
The project release is scheduled for Wed 1st April 2020.

Play a part in Isolation, and show the world some mapping love in these tense times.

 

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Fancy a shadow without breaking the hardware, with GShadow Resurrected

Fancy a shadow without breaking the hardware, with GShadow Resurrected

The devil is in the details, is what people used to say. This also rings true for Doom.  For such an old game it is no wonder that shadow generation is not one of its strongest suits, especially when it comes to monsters. For some time for (G)ZDoom users an alternative existed for quite some time, called GShadow, originally made by sonic_HD87. This gave every actor (monster) in the game its own dynamic ''blob'' shadow. Because it consisted of pure DECORATE and ACS code, it didn't break the bank on your graphics hardware and it was also available for ZDoom. Other ZDoom based implementations however fell short, however.

Modder TDRR,  who you may know of the TDBots project picked this up and has now released GShadow Resurrected. A significantly refined implementation of the original that can now also run on the Zandronum port. But there is more. You can stick with the regular ''blob'' shadow, or you use one of the socalled ''shadowpacks''. These packs change the shape of the shadow to be more realistic - So far all vanilla actors, including DoomGuy, are properly shadowed. And it runs both on the software and hardware renderers.

Do note that not all gameplay mods are supported, only those that leave monsters and decorations intact. Only exceptions include DUBG, if you enable Dehacked Compatibility, and possibly MetaDoom. You can disable it mid-game by setting the gs_enable CVAR to 0 or FALSE. You can also disable shadows being casted outdoors without any nearby light source with the gs_outdoorshadow CVAR.

All in all, GShadow Resurrected gives modders and level designers an easy but powerful tool to add shadows to their works, without impacting your hardware too much. Head over to the thread to read how to implement GShadow support in your works!

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Parallel Doomensions (WIP): A Quake 1 styled community Megawad

Parallel Doomensions (WIP): A Quake 1 styled community Megawad

This community WAD project is so early in progress, that even its name is still WIP. But at Realm667 we like to highlight the special things in Doom, so here is Parallel Doomensions, a project by AgentBromsnor and various friends like (As of this writing) Juza, Egg Boy, DJVCarDMaster, damned, Archvile Hunter, Crunchynu44 and TheNoob_Gamer that has one clear objective: Deliver A Quake 1 styled megawad.

AgentBromsnor had this idea lingering for a few years now, but realized that a megawad is quite an undertaking and not for the faint of heart. It was thus decided that this was going to be a communal project form the get go. Stock Doom monsters are to be used, but its levels are clearly inspired by Quake. In order to get there, those who want to join in on the fun need to abide to a few rules:

  • Boom compatibility (test with PrBoom+ to be sure)
  • Make sure your level theme is consistent and in adherence to those found in Quake 1's singleplayer campaign. If you're confused, check out this link: https://quake.fandom.com/wiki/Level_Theme
  • No slaughter maps (it wouldn't feel right in a Quake setting!)
  • Make sure your map somewhat adheres to the length of an average Quake level. While there's no "hard" rule for map size, I think it's fair to say that a single map shouldn't take an hour to beat.
  • Try and provide a name for your level that fits the Lovecraftian atmosphere of Quake 1.

Do you have what it takes to join in on a community project that isn't centered on Doom textured levels, give it a shot!

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Rise of the Abyssal: a Total Conversion worth waiting for!

Rise of the Abyssal: a Total Conversion worth waiting for!

You have total conversions, and you have Total Conversions (with capital letters). Works so extensive and full of quality, they are practically their own games. it becomes even more impressive when you know that this is done by a newcomer in the community. This is what first time author Night Falls throws at you with Rise of the Abyssal, an Total Conversion worthy of the capital letters.

Still piggybacking on Doom2's WAD file, Rise of the Abyssal is completely unrecognizable from its forefather, and it is planned to be a standalone game in the future. GZDoom powered, Rise of the Abyssal tells the story of the formation of a new civilization, formed around a mysterious energy source which allowed them to create technology that would not be possible otherwise. Then, when the civilization began to flourish, the animalistic species unique to the land became organized and waged war against them.

And then someone shows up on the shore, carrying nothing but a note in an unknown language.

Rise of the Abyssal dials the action rampant gunfest of Doom down and presents a more tactically focused total conversion featuring overhauled combat, monster behaviors, new puzzle mechanics, and so forth. Already featured in the game are:

  • You can now kick monsters over to leave them vulnerable or get them temporarily out of your way, and slash staggering demons with a demonic dagger to regain health.
  • The combat flows kind of like a fast paced dance, dashing around things, kicking, stabbing, shooting, and slashing.
  • You no longer have medkits, and must instead protect your health with vitality: armor that takes 100% of damage taken. As mentioned above, the main way to regain health is through the demonic dagger.
  • You're weapons include a versatile sword which delivers a continuous series of swings and slashes, a bow that you pull back and fire, an unconventional crossbow that can fire up to four bolts in a row with dynamic reloading, triggerable explosives and bait for monsters.
  • Monsters have a wide range of unique behaviors, from dodging to lobbing props at you to breathing jets of flame while chasing after you. Every enemy is unique, and most of them are much smarter than a standard Doom demon.

Night Falls has been working for several years already on this Total Conversion on his own before signing up and presenting the work. Visually it embraces low polygon models but also modern rendering features, courtesy of GZDoom. Rise of the Abyssal is still a work in progress, but its clear that we are dealing with something special here, a Total Conversion worth waiting for.

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Cacoward winner releases new map, Mutabor

Cacoward winner releases new map, Mutabor

Is it often that a legitimate Cacoward winner releases a new work afterwards? Probably it is, but Mutabor by Cacoward winner Tourniquet has something special. A large map, Mutabor targets vanilla compatibility so it should even run on your oldskool DOS executable for those who want that. Immediately it is apparent that the looks of Mutabor are quite different from regular Doom's, and so are some of the monsters. Several texture packs and recolorizations have been put to use here, giving the unique look that Mutabor possesses.

According to Tourniquet, it should be a little less demanding than his previous works. So put yourself into your seat, and have a go at Mutabor - You know you want to.

 

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Quest for the Crystal Skulls, a new Heretic episode, in beta

Quest for the Crystal Skulls, a new Heretic episode, in beta

We step outside the realm of Doom to enter the forest of Heretic in today's news. Doom veteran Captain Toenail  temporarily leaves his address at Doom Street to take a stroll through said forest with Quest for the Crystal Skulls, a new Heretic episode.

This GZDoom required mapset sees Corvus  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.

Quest for the Crystal Skulls promises a level hub, new monsters, traditional level design and new graphics/textures and more. Currently still in beta, this episode is worth a look and a playtest. Its not like you have much else going on, right? So get on it!

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Thanks to the ZDCMP2 team

Thanks to the ZDCMP2 team

A few days ago I got an e-mail from Tomas Taufer (I hope it's okay that I mention you here). I wasn't sure what to expect when reading reading the subject "Words of Praise" because I had similar contacts already, offering me $ 1.000.000 from an indian bank account or a box of newly developed viagra types. In this case, I was curious and started reading though.

I just completed the "ZDoom Community Map Project - Take 2" and... *sigh*... the first thing, that comes into my mind [..] are the words of the song by Fatboy Slim "I Have To Praise You"... like I should!

Because I constantly feel a remarkable surprise of what a community of enthusiastic people can accomplish (and without salary, just a pure joy from jurney). It is nearly unimaginable. It is (and please excuse me my language here but) it is just one fuckin' map, and it feels really complete ("Four hours of play, like - really?!"). It's like a one whole game without blind spots, very nice ideas and places. Coherent, is the word I would say. Coherent and well crafted.

May I have a serious request to you? Can I ask you to pass these words of praise to other people (modders) so they know? I really think, for what they do, they deserves at least that. The knowing. The acclaim. Especially when the ratio of free stuff and it's quality is as it is, as I know it is work of passion, "sweat", common goal, unmistakable joy of the results. I don't want to sound any pretentiously (or something like that), but if there are no other voices of praise from the community of mere players, please consider me as a voice for all of them. I had a fun and really good time. As I am a "stickler" I enjoyed every detail perfectly crafted and added (damn. I forgot the easter eggs... oh my... the easter eggs!) Thank you guys!

He asked me to pass the words, and so I did. Thanks for the kind words Tomas, and thanks again to everyone who has contributed to the ZDCMP2. I think we achieved an amazing result with it and it's still very enjoyable to people out there - including myself, playing it from time to time.

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Atomic Island puts quality over quantity, and here's why

Atomic Island puts quality over quantity, and here's why

Sometimes you come across a project around the corners of Doom and you instantly know: This work in progress oozes quality. Atomic Island is one of those works in progress. Led by Guitardz and Loveless, and with additional work by nxGangrel and Bauul, Atomic Island makes usage of several high quality mods to bring flavor to its twelve maps. Ukiro's OTEX texture resource is used, and Tango's Mini-Charge gameplay mod is incorporated.  By doing so, Atomic Island has a look of its own.

The story focuses on captain Natalie Rage, Earth's most decorated Exterminator. The Marshall Islands has turned into an UAC blacksite named ''Midnight Exigent''. 4 months ago contact was lost with the facility administrator, and the site is presumed to be lost. Multiple UAC marine detachments have been sent to assess the situation, none have returned. It's time to assume the worst: The demons have returned, and are using the islands as a staging area for a new invasion force. Its up to Natalie Rage to clear the base of the demon infestation, close any Hell portals found, and destroy the facility.

Unlike many other projects, Atomic Island is not a community project. Development is on-going, but the developers plan on publishing this before 2021, however, it is coming, when its done. Till then, feast your eyes upon the quality of the screenshots, and keep this one in your save file. Atomic Island is a WAD you may not want to miss.

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Standalone Project Osiris brings Amiga FPS Alien Breed 3D to GZDoom

Standalone Project Osiris brings Amiga FPS Alien Breed 3D to GZDoom

Back in the days of Amiga, Alien Breed 3D was a popular alternative for Doom, despite not being Doom. It contained an original story and a interesting setting, and even some visual tricks its inspiration could not do, like 3D floors and water effects. Project Osiris by ArcturusDeluxe brings this old classic to the modern age, powered by GZDoom. Its however a remake and slight reimagining, but here is what Project Osiris offers:

  • All 16 maps from the original game converted and adapted. The maps have generally been given additional monsters, tweaked item placement and even some extra shortcuts and surprises, but they are also still close the originals, for better or worse in some cases.
  • New textures and visual effects have been added. Dynamic lighting is used on many objects and some areas of the maps now have coloured lighting where appropriate. Additional textures have been added to denote teleporters, and doors that require switches to open (very handy on MAP11!)
  • New HUD, designed not to take up most of the screen this time! It now fits into a familiar Doom status bar format, or a fullscreen HUD if you prefer maximum viewage potential.
  • All 5 weapons from the original game, including new redrawn graphics and visual effects - also an additional one that didn't make it into the original game, the knife, for when you're out of ammo or you just feel like getting stabby. You can also switch back to the old weapon graphics if you're a fan of the hugest pixels!
  • Body Armor and map terminal powerups have been added. Body armor absorbs damage like normal (at a rate of 40%, in-between the Doom blue and green armours.) The map terminals reveal the full automap when activated.
  • All the original aliens are present and are angrier than ever. Many of them now have diagonal angle views (the original game only had side, front and back,) some now have death animations where they didn't before, and some have been completely overhauled graphically. The two boss enemies are also back, now with new mechanics! Look out for those in MAP08 and MAP16.
  • A few music tracks made by ArcturusDeluxe, remixed from music originally made for the game but was missing in some versions. Also lots of additional sound effects added, some of which are actually legally allowed to use

What's more, the game runs as an IWAD - No Doom WAD file is required, it is its own standalone game, using GZDoom. The title is still in beta, but promises to be completely playable from start to finish. So take the day off, and surround yourself with a decidely different atmosphere.

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Its a doggy dog business: Woof! brings Marine's Best Friend to the modern age

Its a doggy dog business: Woof! brings Marine's Best Friend to the modern age

Source ports are the bread and butter of the Doom community. Whether you play through Chocolate Doom, GZDoom or lesser used products such as EDGE, each have their own set of advantages But others like to keep things simple and stay vanilla. Fabian Greffrath, who maintains the popular Chocolate Doom offspring called Crispy Doom, has released Woof!, a new source port for those who like their Doom straight on the rocks, without ice. Woof! bases itself around the WinMBF source code and puts the focus on Quality of Life improvements and bringing MBF to the modern age. So what does Woof!, a reference to Marine's Best Friend provide to the end user?

  • The code has been made 64-bit compatible
  • The code has been ported to SDL2, the game scene is now rendered to screen using hardware acceleration (if available)
  • Enhanced map support in DeepBSP and ZDBSP formats
  • On Windows systems, support for dragging and dropping WAD and Dehacked files onto the executable has been added
  • The sound system has been completely overhauled, using SDL_Mixer
  • The original partial invisiblity effecthas been brought back
  • Support for helper dogsand beta emulation from MBF is now unconditionally enabled
  • Modern WASD movement scheme by default
  • Playback of demos in Vanilla has been vastly improved
  • Support for the Doom 3: BFG Edition IWAD files
  • Support for the Freedoom IWAD files

And much, much more. With all these enhancements, Woof! is a surprisingly stable source port that will surprise you on its versatility, but retains a ''conservative'' approach to improvements. This dog is a keeper. Treat it well.

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Survival is key in Live Through Doom, A survival gameplay mod

Survival is key in Live Through Doom, A survival gameplay mod

That SGT_Mark IV's Brutal Doom generates a lot of influence can be traced back to all the new community members that join because of the famous mod. But what if you make a mod for a mod? Live Through Doom by Grey_Wolf uses Brutal Doom as a base and adds in several new features that are primarly focused on survival. New stim packs, flashlights (with depleting batteries),  flares, sounds and weapons are married to an enhanced parameter system where stamina and health are the primary components.  Each attack and movement costs stamina, introducing a new element to the frantic gameplay. Live Through Doom is a standalone mod, which should work with most maps.

Live Through Doom is still heavy in progress, but its introduction of several survival mechanics give Doom a Resident Evil-like vibe. No longer can you slaughter demons without a penalty - in Live Through Doom, each action has a consequence. So you better choose wisely.

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Hard G: The Speedmap where you punch Imp hiney's

Hard G: The Speedmap where you punch Imp hiney's

Leave it to Revenant100, Doom Philosopher at night and Doom Connoisseur by day to come up with something as twisted as Hard G. The premise is simple: Gib as many enemies in the straight track that lies ahead and beat the clock: 1.22 is the time to beat.  Revenant100 made this on the premise of a Youtube video that stated that ''Gibbing should not affect Doom in any way''Hard G is the result of putting this theory to the test.

Hard G: A Speedrunning Challenge requires a limit-removing port, -complevel 2 recommended. GZDoom users are advised to use the "Doom (Strict)" compatibility setting to provide correct monster behavior. So what more is there to say to this novel WAD? Beat the clock, beat an Imp or stare for the remainder of the day to its perfectly shapped butt-cheeks. Do not act weirded out when any bystander catches you drooling all over the desk.

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Limits of Doom: Dread is a Doom clone for Amiga... 500!

Limits of Doom: Dread is a Doom clone for Amiga... 500!

No, you aren't looking at an unreleased map of the SNES version of Doom. But you are looking at something that's equally impressive. Doom has appeared in the past on Amiga, but due to the inherit nature of the machines, they required an Amiga 1200 and quite a few megabytes of RAM to function. Dread pulls a card that is pure wizardry: It acts as a Doom clone, but does it on the Amiga 500, from 1987.

This game has its roots in the demoscene: An underground culture that focuses on releasing demos and software pushing the limits of the devices they run on. Dread is also done by a member of said scene, Krzysztof Kluczek has this game running on a mere Amiga 500 with 1 megabyte of RAM. Now, there is some trickery involved: It does not actually use the Doom engine. Similar to the SNES version of Doom, Kluczek has written his own highly optimized renderer that as of now runs assets from the FreeDoom project. To construct the levels, however, he uses Doom Builder, meaning the engine can understand Doom BSP's. 

The result? The Amiga 500 saw only one proper shooter in its heydays, called Cytadela, and it had more in common with Wolfenstein 3D on a postage stamp size screen. Dread, however, manages up to 15 FPS on a stock Amiga 500 with 1 MB expansion. You have to see it, to believe it. And you can with the video that is found in the link, where Kluczek explains how he gets his technology running and how he constructs the levels. Its an unusual sight to see, but Doom inspires developers to this very day. Be sure to also check Kluczek's other game Silas's Adventure - A Wolfenstein 3D styled dungeon crawler for 1987's Atari Lynx!

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To beat the very best: Team Rocket 2 speedmap project Beta 1 released

To beat the very best: Team Rocket 2 speedmap project Beta 1 released

What do you do when you want to craft your skills in limited time? Then you call Jimmy, the resident Joyful Mapper of the Doom community at large, and you ask him to set up a speedmapping session, producing a megawad for Boom-compatible ports, in a mere 24 hours. And oh, all done in a livestream. This is Team Rocket in a nutshell. The first session was such a success, that Team Rocket 2 has been on its way. Headed by Jimmy, Dragonfly, AD_79 and MTrop, The premise remains the same as the first session: Be the very best. Guest mappers are allowed to join in on the 24 hour run and provide guest maps, which obviously will see regular breaks being made as to avoid burnout. As such, The team aims for 16 hours of continuous mapping. With the first beta now released, Jimmy's participation has become a Seal of Approval for quality within the community, so what are you reading this piece here on Realm667? Head over to the thread and try to beat the very best!

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Relax: The Spiritual Successor to Chillax, in progress!

Relax: The Spiritual Successor to Chillax, in progress!

Some of us may remember Chillax, a rather infamous megawad for not only its extreme difficulty, but also its accusations of stolen maps. Its indirect successor Relax, led by Chris Moyer and his team, it is fortunately not as controversial as its historical inspirator. Unfortunately for the player however is that Relax promises to be equal a challenge. Two modes are provided - Casual, to beat the levels with vanilla weapons, and Chillax/Slaughter - For that classic Chillax feel.  Built for GZDoom and promising compatibility with Zandronum, Chillax will explore a wide variety of themes in its maps. From the mountains to the caves, space stations and moon bases - The focus on each of these relies on detail and interactivity, where scripted lighting, interactive cameras and weather effects play a part.

Chillax thus aims for the stars when it comes to ambition, but the screenshots show there is a lot on its way. It remains to be seen if the team and Chris Moyer have what it takes to bring a quality spritual successor to a controversial levelpack.

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Rampancy: A robot themed monsterpack for GZDoom

Rampancy: A robot themed monsterpack for GZDoom

Gotten tired of Doom's endless stream of hellspawn? Perhaps Rampancy may do the trick for you. A monsterpack by Yholl and Cherno, Rampancy is designed for maximum compatiblity with various gameplay mods. What this does is bring a whole lot of robot models to your GZDoom weapons mod or mapset, but with some additional twists:

  • There are no hitscan attacks, all bullets from robots are projectiles.
  • There is no infighting at all, but all enemies can injure each other no matter their type.
  • Damage is semi-static. All damage varies by 2, giving values like 13-17 damage.
  • Projectiles are faster than vanilla Doom, but do far less damage due to low values and minimal randomization.
  • Robots that fire physical projectiles have limited ammo, exhausting that ammo will force them to either rely on other attacks or power down.
  • Enemies set to Ambush in maps will have different behaviour, usually lying in wait ready to attack.
  • Many menu options to customize things like item drops or cosmetic options.
  • A difficulty option in addition to normal Doom skill levels, which gives robots more dangerous behaviour or abilities.

All in all, Rampancy is the kind of mod you would want to throw in sci-fi related maps and weapon sets. Be a different kind of Terminator with Rampancy!

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Creativity through limitation in Oops! All Greyboxes!

Creativity through limitation in Oops! All Greyboxes!

Novelty ideas are the kind of ideas you do not think of at first, but when put in practice, they become surprisingly fresh and original despite the limitations it wields - a novelty. In this category ranks Oops! All Greyboxes, a recently announced community project led by Remilia Scarlet. The project centers on crafting maps using only prototype textures, for which a resource pack is provided. In doing so, your map achieves an unfinished look, mostly made out of solid colors. Further rules are:

  • You can ONLY use the provided textures - no stock textures, no other packs.  That's the whole point of this project :-P
  • This is for GZDoom using UDMF and the Doom 2 IWAD.
  • Deadline: November 30th 2020.  This is firm.
  • Pistol start on every map.
  • No slaughter maps, no Terry or joke maps.
  • Freelook will be allowed on all maps. Jumping and crouching will be up to each mapper, however.
  • Each mapper can submit up to two maps.
  • You MUST use long texture names on your maps or they will be rejected  outright.  This is a firm requirement.  When you first do File->New in UDB/GZDB, there's a check box that says "Use long texture names." 

Scarlet aims for "Finished and polished gameplay, and a prototype look."  Oops! All Greyboxes! is thus a project with a look all of its own, its idea indeed a novelty. And hopefully, its execution becomes a success.

 

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Nobody Told Me About id - a Build Engine-styled mod for GZDoom

Nobody Told Me About id - a Build Engine-styled mod for GZDoom

Doom versus Duke Nukem 3D. Its an age old debate, similar to Duke Nukem 3D versus Quake. Opinions will forever differ, if not on the technology they used. Doom versus Build. Who will triumph? With CantSleep's Nobody Told Me About id, or NTMAI for short, we may have an answer. This GZDoom mod  tries to translate the charm of the games running on the Build Engine, and apply those same principles to Doom. NTMAI achieves this through multiple things:

  • Some cool resources by Kinsie (Title & intermission background, sounds)
  • Replaced the object sprites to 1.5x upscaled sprites based on hidfan's Neural Upscaled sprites
  • Less slippery movement, sprite shadows and blood & gore system made by Nash
  • Higher resolution monster graphics, nicer explosions and some sound caulking
  • More dynamic camera movement: flinching, shaking, head flies off when gibbed...
  • Angled weapons courtesy of Angled Doom and Bullet puff sounds depending on what kind of weapon you use (fist, chainsaw, gun)
  • A quick reloadable pistol, a classic/revable Chaingun, and a BFG 9000 that recoils...
  • Impactful power-ups (Soulsphere, Invulnerability Sphere...), some items are now used through the inventory (Berserk, Infrared)
  • Blood-styled movement for monsters
  • New monster abilities: jumping over pits, jumping at enemies, charging at the player, added missing melee states...

NTMAI is still in an early phase, but it is shaping up to combine the best of both worlds. Head over to the main thread and view the video content. With NTMAI, there is now one possible answer to who is better - Duke, or Doom.

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