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Celebrate Valentines with A Janitor's Nightmare, a Global Game Jam title

Celebrate Valentines with A Janitor's Nightmare, a Global Game Jam title

Its that time of the year again. Celebrating your love to your spouse, your crush, your family. But what if  you do not know any proper Valentines present? Well, Realm667 has you covered. By presenting A Janitor's Nightmare, a standalone GZDoom title by seasoned veteran NashMuhandes, you sure will impress your hidden crush! Developed for the Global Game Jam, a global game event to create new titles in a short amount of time, A Janitor's Nightmare revolves around your role as a janitor, tasked with repairing the toilets to decrease the toxic water levels that are running throughout the building. You see, not only is the water toxic... it also brings life to some particularly shitty creatures... with your Clean-O-Launcher being the only solution to the smelly problem. So, don't invite your lovers to dinner or present them flowers, but have them play A Janitor's Nightmare instead. Toilet talk will have a whole new meaning.

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Blazkowicz' grand-son

Blazkowicz' grand-son

People who are familiar with the id software universe already know that Commander Keen, Doom Guy and B.J. Blazkowicz are somehow related to each other. For anyone else not in the know: Billy "Blaze" Blazkowicz aka Commander Keen is William "B.J." Blazkowicz' grandson.

It's obvious that this fact is the perfect hint when it comes to the question: "What kind of secret levels does Blade of Agony offer?". Ever since the Chapter 1 release, there was a game console prototype in Professor Gutenberg's lab, but it did nothing. For the release of Chapter 3, you will finally be able to do something with it. In all 3 episodes, the player can find a single, unique prototype of a game cartridge that can be put into the console, and you will be able to do the impossible: Play a game based on your future grand son's destiny. Sounds crazy, doesn't it?

For the development of these levels, AFADoomer analyzed the reverse-engineered source code of Commander Keen - Goodbye Galaxy, and with the help of the dedicated and skilled community of the Public Commander Keen Forum, we were able to replicate the look and behaviour of all the items, enemies and game mechanics from the Shadowlands, and implement these into our game using ZScript. After making some mapping magic happen, we believe it truly feels like a 3D Commander Keen title. We are proud of what we've achieved by working with the Commander Keen fandom, and we can't wait to hear your feedback on the secret missions. Stay tuned, it's closer than you might think.

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EDuke32 meets GZDoom in the new Raze source port

EDuke32 meets GZDoom in the new Raze source port

Graf Zahl, for almost 15 years already known as the author of GZDoom and Rachael, hoster extraordinaire at DRDTeam and ZDoom forums and QZDoom developer among other things, have revealed Raze, a source port of EDuke32 implementing several systems as found in the GZDoom source port. It combines  EDuke32, PCExhumed, NBlood, and RedNukem  in a single package, delivered as 5 seperate game modules, amongst various stability and renderer improvements. The main features of Raze are:

Features:

  • Polymost is used as the primary renderer, significantly rewritten and seperated from OpenGL, utilizing a new texture manager. Polymost is used in this capacity to generate polygons and sending them off to the backend, which is OpenGL 3.3 with the option to use OpenGL 4.5 features. This ensures that new renderer features can be added to the same backend, but where a different renderer other than Polymost can be used
  • GZDoom's post-processing effects framework is incorporated, allowing effects such as bloom and faking increased color ranges with dithering to be possible
  • A replaced and revamped file system, based on the WAD manager used in GZDoom
  • ZMusic from GZDoom is used as music system
  • The menu code from GZDoom is used as a generic system across all supported games
  • Games are in in their own modules and do not interact with eachother. Renderer, sound system and input are used universally across the titles
  • Controller support is included, using the existing ZDoom controller code
  • Multiplayer and networking however have a different implementation per game, and thus this was left as-is
  • OSD and configuration maintenance replaced with ZDoom's console and config code

Head over to the linked thread to find a list of supported games and downloads, and join in on the discussion!

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Community effort: Doombringer needs level designers!

Community effort: Doombringer needs level designers!

Within the Doom community, several of its members work on Doom engine powered projects that become standalone titles - Jimmy's Adventures of Square, to name one. Others move up and venture into the realm of (semi) professional game development. Since 2015, developer Kristus and his small but experienced team team (Consisting of  Matt ''MTrop'' Tropiano, Carson ''Kronosaurus'' Stacy and former lead programmer Andrew Apted) has been working on Doombringer, a fast paced shooter running on the Darkplaces engine that seeks to combine the multiplayer arena fun of Quake 3 but also the complex gameplay of Doom 2.  Whilst multiplayer was the first part to be implemented and several deathmatch maps have been made so that the game is already a playable arena shooter,  the grunt body of work focuses on the singleplayer.  As Kristus is working towards the first release to be focussed on singleplayer, a request is made for new level designers.

In the words of Kristus: ''Making single player maps is a lot bigger task than making Deathmatch maps. Not only because of the scale, but also because of the number of maps needed, the number of skill settings and the testing required to make sure every problem of the map is solved before it comes into player hands. Where as deathmatch maps are best tested together with the players. It is definitely time to make a call for people interested in taking part in this game's progress. The people we are looking for are predominantly people who excel at the blocking out of a level and creating exciting scenarios for the players.'' 

Due to the choice of engine, maps can be delivered for Quake and Quake 3 level formats. So do you aspire working on a title that definitely has a style of its own, do not hesitate to make the jump. Doombringer could just be your first proper step in the industry. And, perhaps superfluous: Did you know 3D Realms's title Wrath: Aeon of Ruin ruins on the same technology? You will be in good company, then!

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Ancient history: Catacomb 3D goes OpenGL

Ancient history: Catacomb 3D goes OpenGL

As rich as Doom's history is, we have to get back to lesser known times. No, not Wolfenstein 3D or Quake, but Catacomb 3D. The title, which would lead to a series of sequels, ascended from id Software's Hovertank 3D and, in 1991, offered the first semblance of what was going to the First Person Shooter as we know it today. Since 2018, developer Arno has been working on a port to modern systems. Instead of keeping things vanilla, this port targets accelerated systems. Entitled CatacombGL, the following features are available:

  • Runs native on Windows 7/8/10. 
  • Hardware accelerated 3D rendering via OpenGL, supporting widescreen resolutions, a customizable field of view and an uncapped frame rate. 
  • Classic look is also supported.
  • Player, projectile and monster movement with floating point precision.
  • Configurable mouse and keyboard controls.
  • Supports all four Catacomb 3D games as included in the Catacombs Pack from GOG.com.
  • Supports The Catacomb Abyss version 1.13 (shareware).

There are, however, some limitations aswell as of the latest version (0.41 as of writing):

  • No support for game controllers.
  • No backwards compatibility with saved games from the original DOS game.
  • No "demo" functionality (preview slideshow of Catacomb Armageddon and Apocalypse in shareware version).
  • No fade-in effect when entering a level.  

To use CatacombGL, you need to provide the original files. So take your nostalgia goggles and set off for a trip down memory lane to ancient history, now revitalized for the modern computing environments of today.

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Voxelize your Doom with the new RD/RDDVOX voxel pack!

Voxelize your Doom with the new RD/RDDVOX voxel pack!

One peculiar thing within Doom involves the use of voxels. These are, to put it bluntly, the equivalent of sprites in three dimensions. Since late December, developer GRAU of RDW Studios is hard at work at the RDVOX/RDDVOX voxel pack. What it sets out to do is to provide a complete voxel pack of the objects that are present in Doom, so enemies, weapons, to enhance the depth and richness of the scene yet still looking like classic Doom, as opposed to a 3D model. As such, the pack targets software rendering in 8 bit, though it also does work in 32 bit and GL modes. As Doom's favorite friend The Lost Soul in the screenshot shows, the results can be quite amazing.

Though its not the main focus, the pack also includes a few sprites, code for new effects, light definitions for software renders and a new palette. The pack is presented in two versions - RDVOX, and RDDVOX. The first is for ZDoom based ports and will work starting from ZDoom 2.8.1 and descendants (QZ/GZ/LZDoom). The latter is a version compatible with developer JVAL's lesser known but highly advanced port, DelphiDoom. Though the stable version does not yet have support for voxels and the kind of dynamic lights used here, a WIP development build is provided. And now that you have read enough mumbo jumbo, head over to the main thread and be amazed at a criminally underutilized feature of modern day Doom.

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Korax Mod is back!

Korax Mod is back!

Korax Mod 5.0 is available for download from SourceForge and ModDB. Released in June 2001, Korax Mod 1.0 was the first ever Hexen gameplay mod. Throughout the next few months and years, it introduced a slew of new RPG features: experience and leveling, customizing your character during creation, new weapons and spells, monsters dropping silver and gold bars, buying and selling items at shops, special "damage skin" sprite sets to make it clearly visible a monster is badly hurt...

Today, the same team is raising the bar once more with the release of Korax Mod 5:

  • Introducing an RPG complexity setting that allows the player to mold the game to his personal playstyle, from a complex RPG system to a near-FPS setup that feels a lot more like Heretic's fast-paced gameplay than the classic Hexen shuffle.
  • Shortcuts: breaking up the linear monotony and the frustration of the tedious search for the last hidden puzzle switch - now you need to solve less than half of a hub's puzzles to be able to proceed to the next hub (but you might want to linger for the experience and loot).
  • "Pistol Starts": built-in support for warping to the beginning of any hub and receiving weapons and armor automatically so you have an actual chance of beating the game from that point without using any cheats.
  • Vastly expanded bestiary: not only are there a few completely new enemies and many new types of existing monsters, even the "classic" ones might surprise you by dodging your attacks, running away when low on health, closing large distances with a single leap, and generally finding ways to move around the map and reappear behind your back.
  • Defeating Korax wasn't a solo effort: embark upon this epic adventure with a supporting cast of merchants and craftsmen, as well as two sidekicks that will race you to kill the most monsters in the area they stake out.
  • A large arsenal of new weapons and spells; custom armor with resistance gems.
  • Designed to support custom maps and mods out of the box: create your own mini-RPG using a large number of new items, weapons and spells, as well as NPCs with pre-configured conversation scripts offering all basic services. Korax Mod is distributed with a Developer's Reference Guide containing detailed instructions on how to create and distribute your maps and mods.

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Map like its 1993 (Literally): ReDoomed for Mac/Linux/BSD released

Map like its 1993 (Literally): ReDoomed for Mac/Linux/BSD released

When iD Software released Doom in 1993, they developed the levels on NEXTSTEP, a now defunct operating system. Fast forward to 2015. John Romero himself releases the source code to DoomED, the level editor used 12 years prior to craft the classic levels we now and love today. Since the source code is over a decade old, it only works on the aforementioned NEXTSTEP operating system - which as established, is defunct. Enter developer Tedge aka Josh Freeman of Twilight Edge Software. Using the sources provided 5 years ago, the company has ported DoomED over to Mac, Linux and BSD under the new name ReDoomed. Whilst the several seperate windows may daunt most users (A typical case of object oriented development and a legacy of the NEXTSTEP days), ReDoomed allows aspiring mappers to develop levels ''the way iD did''.  Staying true to the original but ported to modern operating systems, ReDoomed is an interesting historic case - and perhaps a starting ground for the next big thing, for some.

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Doom Zero - A uniquely nuanced Vanilla experience for Doom 2

Doom Zero - A uniquely nuanced Vanilla experience for Doom 2

Working within the limitations of Vanilla Doom requires authors to be creative with what they got. We have seen things like Back to Saturn X or Doom4Vanilla that all provide a refreshing new experience that still can run within the original MS-DOS exectuable. Doom Zero, the firstborn by author DASI-I, is also such a refreshening new experience that has not seen enough love. DASI-I takes the basic outlines set by id Software and crafts new scenario's around the vanilla limitations. The real brilliance here lies in the details: Using subtle trickery and inventing new mechanics around the confines of the vanilla structures, Doom Zero provides a MegaWAD full of levels that are distinctly different from Doom 2, yet suitably appropiate and natural. They demonstrate a craftmanship for detail and a challenge to anyone looking for a nuanced alternative to the Doom style of gameplay. As such, Doom Zero is a release that has flown under the radar - But which deserves to be played and experienced. It is a striking tribute to Doom's 25th anniversary, and the ''hidden gem'' you are looking for.

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Back to Christmas Carol with DBP19: Jolly your heart out!

Back to Christmas Carol with DBP19: Jolly your heart out!

Released at Christmas 19, DBP19 is a Christmas themed megawad from various members of the Doomer Boards, with strong guidance from glenzinho, Big Ol' Billy and Phobus. Through 25 maps, the player travels through the various themes of winter, snow, ice and frozen hellspawn. Except even in the cold reality of the winter season, the Imp's still have a fireball to launch against Doomguy.  Amongst the Jolly Rogers and ghoulish reindeers, DBP19 tells the story of Cyberneezer Scrooge, who has frozen time to stop Santa from delivering everyone's Christmas presents. This is release candidate 2, featuring contributions by Phobus, Doom_RO, joe-ilya, Thundercunt, dmdr, Scrangus McBrickdad/Jaxxoon R , glenzinho, Big Ol' Billy, SuperCupcakeTactics and Gaspe. With such a ensemble cast of veteran mappers, DBP19 is sure not to disappoint.  So return back to the Christmas spirit (or fever), grab your shotgun shells... and add some lead to the winter season.

 

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Coldpal, a new palette for Doom/Doom 2, released

Coldpal, a new palette for Doom/Doom 2, released

ReaperAA has been focussing his attention on a side of Doom that is often ignored. Whilst we love to discuss mods, WADS and source ports, his work focusses on modifying the Doom palette, accentuating and nuancing specific colors of the color spectrum. His most recent work is called Coldpal. The focus was primarily on the red, blue and green colours and the results are subtle, but refined. In the included screenshot, it is instantly noticeable how the blue colours are less subdued and more prominent in the scene. According to ReaperAA, this should work with both Doom and Doom 2 and other vanilla assets. Be sure to also look for HeresyPal, another replacement palette but for Heretic by the same author. Thus, bring some more colour in your Doom and give Coldpal a go!

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Remake of WolfenDoom: Second Encounter: Demo released

Remake of WolfenDoom: Second Encounter: Demo released

Laz Rojas's WolfenDoom series keeps on being a source of inspiration for modders in the scene. All the way back in 2003 Rojas delivered The Second Encounter, a new collection of adventures kicking Nazi scum, which were given a ZDoom refresh by NightFright in 2015. Fast forward to 2020, and modder CantSleep is working on a remake of this classic total conversion.  The focus is on raising the quality of the assets by using the ones as seen in WolfenDoom Enhanced and applying properly scaled levels. Speaking of these levels, the maps used come from a Wolf3D mod called Mac-enstein 3D that ports all the Apple Mac levels to the PC version. As of right now, a 12 level demo is available for testing, bringing WolfenDoom's legacy to a new decade. Take a stroll through one of the classic total conversions, now  reimagined.

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Starting off 2020: Enjay releases Zygomatic!

Starting off 2020: Enjay releases Zygomatic!

Hello readers of Realm667 news! Missed us? Thought so ;) After a long winter's sleep, fighting Lost Souls in our dreams, we return to our regular coverage, fully refreshed! Today's entry comes from Enjay, one of the real OG's of the Doom scene having made the legendary NJDOOM map set, all the way back in 1994. This right here is not a mapset, but a single level that bears the name Zygomatic.  There is a little story behind the map, and ill let Enjay speak for himself here:

''I was supposed to go to a friend's house for a meal tonight. A second friend called and wanted to go out but because of the arrangement with the first friend, I said no. Then my first friend called to say everyone in their house was ill with the flu and the meal was off. So, I called my second friend but he'd already made other plans. Why is this relevant? Well, at something of an unexpected loose end, I decided to quickly throw a map together to give myself a chance to play around with UDB (Ultimate Doom Builder, see the last news item - Red) a bit more thoroughly and with a bit more purpose than just testing it. UDB performed brilliantly. There were no issues whatsoever that I am aware of.''

As it is a short map, it should not take long to complete, in the realm of 5 minutes or so. A bite-sized map, then, and one that will stop your boredom, even if it is for only 5 minutes.

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Last of 2019: Ultimate Doom Builder released!

Last of 2019: Ultimate Doom Builder released!

Though it were a Christmas release, we are saving this for the last day of this year. Map crafters usually make use of Doom Builder 2 or, if needed, GZDoom Builder. However, the latter has been discontinued for a few years now, and most mappers tend to use GZDoom Builder-Bugfix instead. This is a joint effort lead by author ZZYZX. Over time, the effort developed from a mere bugfix branch to host completely new features. So much so, that ZZYZX discontinued GZDB-Bugfix and instead announced a new builder. Enter Ultimate Doom Builder (UDB).

Ultimate Doom Builder comes with a slew of new features compared to ye olde GZDoom Builder:

  • All the features of the original GZDB!
  • ZScript support
  • Visual attenuated lights support
  • Visual spotlights support
  • Doom 64 sector lighting support
  • Various bugfixes (e.g. dynamic lights properly render on middle textures, dynamic light intensive maps work better, less crashes)
  • Various performance optimizations by anotak
  • Native 64-bit version implemented by StrikerMan780
  • Better Linux compatibility implemented by dpJudas & Talon1024
  • 3D mode performance improvements by dpJudas

As such, UDB is a significant stepping stone in the world of Doom level editing. But with new features come new requirements.They are as follows:

  • 2.4 GHz CPU or faster (multi-core recommended)
  • Windows 7, 8 or 10
  • Graphics card with OpenGL 3.3 support
    Beware: this requirement is new! If GZDB-BF works for you, UDB may not.
    But, if latest GZDoom works for you in 3D mode, UDB will, too.
    Because of this, GZDB-BF will not automatically update to UDB.

The release of UDB marks the end of another Hellish year in Doom. Since this is posted on the 31st, allow me, on behalf of the entire Realm667 Team, to wish you all a HISSY NEW YEAR AND A SAFE AND FRAGTASTIC 2020.  

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At the end of the year... Doom: Perdition is here!

At the end of the year... Doom: Perdition is here!

What better way to end the year then with a big and loud BANG!!!. One of the more impressive outings just released at the eleventh hour of 2019 is DOOM: Perdition, a Thy Flesh Consumed successor and episode replacement by newcomer Scorpius. The biggest surprises often come unexpected and DOOM: Perdition arrives with much fanfare, set out to turn you over!

According to Scorpius, ''The goal was to make these maps authentic to the original EPI4 levels without losing its core identity as an infamous episode, particularly with the inconsistent difficulty curve. Most of the maps are designed to resemble the work of American McGee and John Romero. Some were designed in the style of classic megawads, such as Memento Mori, to revitalize the feel and look of the levels, as well as a reminder of the "good old days." It is also designed to be much more difficult than Thy Flesh Consumed, especially on Ultra-Violence.''

Nine vanilla maps await you alongside three small deathmatch levels. If the screenshots didn't amaze you, then its levels may do so! Celebrate christmas the DOOM way, cancel your plans with friends and family and play DOOM: Perdition today!

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Work of one man: Doomworld Mega Project 2019 stealth released

Work of one man: Doomworld Mega Project 2019 stealth released

Amongst the inner circles of Doom, TimeOfDeath is an author one cannot miss - A prolific crafter of maps, there is a reason why ToD has his own DoomWiki entry. A major part of his work is comprised of contributions to the Doomworld Mega Project. This collaborative series, that runs yearly, sees multiple level designers craft new hellish worlds for the community to enjoy. 

This year's entry was a little different: There was no sign up thread regarding the 2019 entry. What was going on? TimeofDeath explains: ''DMP2019 was closed to the public and wasn't even going to happen until I started using a trackball recently. There just wasn't enough time for me to organize a full-fledged community project before the end of the year, so in an effort to keep the annual DMP streak going (along with my own annual mapping streak) the rule for this year's project was that only I was allowed to submit a map... lol. DMP2020 will be back to normal in January.''

Read that again: ToD has crafted an entire megawad in no time of his own, just so that there is a DMP entry for this year. Utter nuts! And you can play it already right now!

Doomworld Mega Project 2019 is a megawad for ZDoom 2.8.1. Included is a BAT file that needs to be used to play the WAD as intended. Put the bat file and the wad in your zdoom 2.8.1 folder and double click the bat file. This map requires splashfactor 0.00001 (type splashfactor 0.00001 in the console or +splashfactor 0.00001 in the command line). This map requires dmflags2 256 (turn off bfg aiming in gameplay options or type +dmflags2 256 in the command line). This map requires wallrunning enabled (compatibility options - physics behavior). Head over to the thread and prepare yourself for the 2019 entry of Doomworld Mega Project!

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New standalone game called Eternity Blitz in progress

New standalone game called Eternity Blitz in progress

Standalone games based on Doom are getting ever more popular - Hedon is one, but Memoirs of Magic also fits the bill. ZDoom resident NachtIntellect has been working on his first project for a few months already, and he instantly aims for the stars - A full blown standalone game, using GZDoom as it's base called Eternity Blitz. Described as ''a retro shooter where it feels a bit like a game of speed and agility'', where the player moves in such a way that allows it to engage with enemies in order to gain boosts to some of their stats.

Combo's and specials would be made possible through special meters and NachtIntellect is thinking of the idea to have each enemy have a stage where they change tactics too based on their health values to provide a challenging experience for the players that runs very smoothly. Up to 12 weapons are to be planned along with 28 maps for your enjoyment. Storywise Eternity Blitz tells the tale of Yuihachi Haas, Codename: ''100 Wespenschwerm'' in the year 2069.  After returning from a vacation, He receives a distress call, only to look over a cliff and find out the soil is rotted and the city is on fire. Demons have invaded through some means and it's your turn to apply the brakes on the scum.

Featuring an epic soundtrack by none other than Jimmy, the Midi Maestro from Hell, Eternity Blitz is set out to be a wickedly fast-paced shooter that should run like a Lost Soul gliding on ice: Buttery - and  i mean buttery! smooth.  An very early alpha is available at the source link, but for those who want to be on the pinnacle of development, follow the Eternity Blitz Discord.

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LZDoom 3.8.4 released

LZDoom 3.8.4 released

If you want to enjoy all the fun of ZDoom but lack the hardware grunt to run the advanced rendering features of GZDoom, then head over to LZDoom. As an official port, maintained by drfrag, LZDoom targets OpenGL 2.0 and up (As opposed to OpenGL 3.3 by GZDoom) and is described as ''It does not provide all features currently supported by GZDoom but in turn is capable of running on older hardware which does not support modern OpenGL features, plus it can run the software renderer on Direct3D 9.''  In version 3.8.4, the highlights are as follows:

  • Fixed taking screenshots in menus with Space when Sys_Rq is set as screenshot key (randi).
  • Bumped ZScript version to be the same as in GZDoom.
  • Fixed stretching for 256 and 240 pixels tall skies in software.
  • Removed and replaced the following LevelCompatibility functions: FlipLine, GetNumMapThings, GetMapThingPos, GetMapThingAngle, SetMapThingAngle.
  • Fixed lighting problems with weapon models.
  • Remove UM skill from the menu now that i've added the real thing with 2xmonsters in RUDE, still works with skill 5.
  • Replaced the useless 160x200 scale preset with widescreen 356x200.
  • Add option to reset controls to defaults.
  • A lot of stuff from GZDoom.

For those running older hardware but still want a good grade of compatibility, LZDoom is the port of choice for you. Head over to the ZDoom homepage and download the works today!

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Fate: A Doom Conversion, in development

Fate: A Doom Conversion, in development

Venturing a little bit into video game obscurity, Fate was a 1996 shooter running on Ken Silverman's Build Engine, in development at Dogstone Software. Unfortunately, the game never materialized into an actual product, and only a bunch of screenshots and some gameplay remain. Fast forward to 2019, and newcome Hyperstyle drops an in-development total conversion of the game, running on GZDoom. According to Hyperstyle: ''I took many liberties with the source material, however there are some similar game mechanics like breakable barrels, escaping from a cell and collecting weapon pieces. Watch out for secrets, you might find a secret level gem. All the graphics, sounds and music are changed.'' The new HUD seen is custom made and overall, this is definitely something to look out for, if only if to see a liberal interpretation of Dogstone Software's cancelled game come alive.

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Powertrip: Rowdy Rudy II currently in development

Powertrip: Rowdy Rudy II currently in development

We have covered DoomKid prior with Ray Mohawk's Manic Monday!  but that's not the only thing he is working on. An older project is currently well underway called Powertrip: Rowdy Rudy II. Unlike the former, this is a community effort targeting vanilla compatiblity and (so far) 8 other authors have said yes to crafting levels. Despite being vanilla compatible, Powertrip brings forth a new and updated enemy roster, and weapons are given an upgrade aswell, through Dehacked, obviously. The community pack is still well underway, but the story is as follows:

As Rudy, the player will see himself getting a lot of offers for mercenary work after he took out the evil cult known as the Protectors, avenged his brother and saved his home town. Getting sick and tired of having to decline the job title of mercenary-for-hire, Rudy relocates and changes his name.

But things do not go quite as planned.  Just before he wants to leave this present to become his past, he is stopped by 3 men who are looking for his.... qualities, sort to say. Rudy is to investigate some bases up north, hidden away in the mountains, and find out what went wrong with the experimental research that was underway there.The Soldier enhancement program in development there went haywire and super soldiers freeed several hundreds of aliens being used for experimentation purposes there.

The secretive men throw in a hard number: For $40 million dollars, plus new guns, ammo and armor on the house, Rudy is to find out what went wrong in the mountains and in the process send the soldiers and the aliens a ticket back home. Faced with little choice, Rudy takes the option, and that's where you, the player, will come in.

"Tomorrow morning.. It all begins", Rudy mutters to himself.

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