From a technical aspect, it is definitely possible. But what about the conceptual? The modder StalkerBlade is exactly doing that at the moment. For various reasons a release isn't planned at the moment but I really hope that he is revising his decision. What I can see so far looks very interesting and promising and with some help from the community chances are high that this turns into a really good thing. Don't believe me? Check the thread and see for yourself - and let's hope, we will get something playable in the near and not so far future.
For me FireSeraphim isn't someone I had on my radar or did remember from the past. He actually said that he already failed a hundred times, releasing something but to be honest, I hope times change with The Edge of Time, a project that he is currently working on - it caught my interest! So what's so special about it? This iteration of his project is not like any of the prior iterations or even like any other mod at all due to certain odd bits of gameplay decisions, which shall be listed here:
- A rather unique scoring system coded by Zhs2 and PhantomBeta, where you get a random
- powerup once you get the amount to trigger a score bonus,
- inspired by the scoring system used in classic Konami arcade games
- Deployable inventory items, including fan favourites such as the Morph Ovum,
- an improved Flechette and cool new items such as the Golden Medikit, the Frost Ovum,
- carryable Radsuits and Nightvision Goggles
- Coins and Treasure items you can collect to add to your score to trigger score bonuses
- New AI for certain vanilla enemies to spice things up a bit, as well as a few new foes
- New Weapons, perfect for rising to the challenge!
- New Maps made just for the mod
And if that doesn't make you curious yet, the screenshots should. More information and visual beauty can be found at the development thread of the mod.
I am aware that the german translation of Realm667 might not please anyone regarding its historical relation but I am pretty sure you get the point. I was asked a number of times already if there is a slight chance to have a german, spanish or french version of the page. As I am only a native german speaker, I can only serve with a native german translation but even that would be too much to handle when it comes to the extra effort. Still I thought it would be at least a help for those foreign people if a automated translation service is implemented - and that's what I did. Check the top left corner for your Google Translation glory - hope it helps!
The mapper Vostyok has released the first episode of his post-apocalypric shooter Ashes 2063 and it's an atmospheric and amazing blast. It is designed to be run in the GZDoom or QZDoom port, and includes support for either software or hardware options. Set decades after a worldwide catastrophe has reduced most of the country to toxic wasteland, the player takes on the role of a scavenger searching the ruins of "The City", a once thriving metropolis, for valuable items. Add bands of mutant cannibals, limited ammunition, and a mysterious group of gas-mask wearing para-military types prowling the rubble. Additionally to the first episode, you can also download a few addon packs already at the development thread. Get it, scavenger!
If you ask yourself "Why is Tormentor667 posting screenshots of next-generation games?" the question has definitely a reason for being. Total Chaos is actually the project, that pushed GZDoom not only to the edge but even beyond. Wad'a'holic has created a totally new game with an intense atmosphere and impressive graphics and mechanics only by using Graf Zahl's sourceport. So what is it all about?
The mod is a survival horror set on a remote island known as Fort Oasis. The island was once run by a community of coal miners which one day suddenly disappeared, leaving behind the abandoned concrete jungle to waste away. Something, clearly, has gone very wrong with this place. Upon your arrival at Fort Oasis, you receive a strange radio transmission. Someone wants to he found. The further you travel into the concrete jungle, the more the situation ends up unraveling, and where you were heading is no longer clear. Find letters scattered around the world and uncover the mystery of what happened.
Get the standalone version just now from the development thread or ModDb and take care of your pants - this is not for those with a weak heart.
The mapper jazzmaster9 has released his latest project called Innocence X3 a few days ago. It's a 7-level wad for DooM II and meant as a sequel. According to him, it's still in a release candidate stage but ready to go as it already took him forever to finish. You can get the latest version just here at the ZDoom dev thread.
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
Some of you might have already noticed that the message board suffered visual glitches that made it hard or even impossible to write replies and post threads. First of all sorry for the long delay of fixing this, but I simply wasn't able to handle this earlier. I am working as a wedding photographer and this year has been the hardest one since I've started with this job - each weekend one or two weddings varying between 8 and 16 hours of work as well as 20 hours of post-production. That's quite a long time if you are still working a normal 40 hour job in a media agency as well. Enough the whining, board is fixed and should work again.
In the past few months, GZDoom has evolved in the definitely most advanced sourceports - not only in terms of technical possibilites but finally also when it comes to visuals. Only few mods have really used the new possibilities but one mod finally took it to the boundaries: Doom Slayer Chronicles. The author bifurcator says, it is "compatible with all known gameplay mods for Doom2 and takes advantage of the newest features of GZDoom, such as hardware shaders, full-screen post-processing, PBR textures (normals and specular maps, also often called "bump mapping"), high-resolution textures, and of course dynamic lighting." The screenshots already speak for themselves. Check the development thread at ZDoom for some animated footage and more information, as this is close to a release.
After a long wait and an exorbitant amount of work, Dynamo is pleased to finally be able to release his latest project: Compendium. Compendium is as the name implies a compilation-style project, containing a hand picked collection (currently 54 total) of some of the best doom maps/wads released from 1994 to roughly 2004-2005, representing the classic era of Doom modding and fully compatible to gameplay mods. All the mappacks represented have been remastered (in the sense that outdated DeHackED code has been converted to DECORATE/ACS) and bugfixed (generally speaking he has removed all bugs he has found which can allow a player to become stuck in a level, including a ton of fixes that should ensure much better multiplayer compatibility), but they are otherwise untouched, as it is not his intention to mess with the authors' original vision. This means that there are no new rooms, no different thing placements and nothing of the sort to be found in this. Each of the wads included in this is accessible from a (currently functional but unfinished) central hub map. After you complete one of the mappacks, you are sent back to the hub map, which means you can keep your arsenal when going to the next one (or simply start a new game to be taken back to the same hub map with a clear arsenal). You don't believe that? So did I until I checked the development thread.
To get his feet wet after not paying attention to ZDoom for a while, TehRealSalt decided to take a stab at remaking the Mirror Mode he did for SRB2Kart, but in ZScript form instead of C. Really simple trick, just flips the screen, then flips strafing and looking. Requires OpenGL for the shader, but otherwise should be compatible with just about everything. Far from perfect, but a lot of the issues would only be solvable as an EXE modification. More information can be found at the release thread. Known issues are:
- Might be a little messy with MP prediction (confirm?). May update this in the future to try and use PlayerThink, but I want to make sure it maintains its current level of compatibility.
- Sounds are flipped. Not much I can do about this one.
- Automap is wrong too, which I probably also can't do anything about.
- Occasional, really subtle mouse jitter with rendering interpolation. Yep, also can't do anything about this.
5 Nights at Freddies is exactly what it says: A remake of the well-known game powered by GZDoom. For those unaware of the mod, a brief little summary: You (and/or your friends, up to 8 players supported) must stay alive in the mysterious 'Freddy Fazbear's Pizzeria'.
Hold out until the clock hits 6:00 to survive each night. Each night will progressively get harder and harder, you'll have to manage your power, the location and behavior of the 4 animatronics (and possibly more), and other events. The recreation is well done, top-notch quality and therefore the 700MB are for a reason. Check the download and further information from the official development thread.
"It is time to return to the fray and battle for the Earth!" This is the big introduction sentence before you grabyour boomsticks everyone, because Doomguy is back for more in this Ultimate Remake of Doom II! Gardevoire is currently working on something all of us classic mappers have been waiting for: Replaying the original Doom 2, just remade, expanded and improved, but still feeling like the good old stuff we know for over 2 decades now. This mappack for Doom II currently contains 20 levels and is still under progress, but you can download the current version from the development thread. Let your journey to the hell and back begin, once again!
A perfect sidescroller in the Doom engine isn't possible... or is it actually? GreenLegacy proofed that with the power of GZDoom's ZScript it's not only possible but it's also very good an fun to play. Echo is GreenLegacy's first commercial game and influenced by several side-scroll-games such as Metal Slug or Megaman, and it does very well with that. What is it about?
M16 is the protagonist of this game. He was famous butler robot. But after Mutant Armageddon started, he got the order of Dr.Miller who created M16.His mission was saving the people's life from the mutant. After adding combat capabilities to M16.He armed with plasma weapon and combat gear that never has before.Now all he needs to do is eliminate all enemies to bring peace back to the earth...
Sounds like fun? It definitely is. Check the newly released demo from the development thread and support the project!
Batandy is obviously on a mapping and modding rage these days. After having released Golden Souls 2 only a few days ago, a new version of Castlevania Simon's Destiny has been released, bringing it up to version 1.3 and adding new features like environment maps or the so called bump mapping. Check the ModDb page of the project and download the latest version, it's definitely worth replaying,
July is definitely the month of big releases. Doom : The Golden Souls 2 is finally out and the sequel of the groundbreaking mario styled hub-based mod that we have waited so long now. Batandy has created something amazin here! This time you'll travel through levels with a world map, unlocking new paths by reaching secret exits or by collecting big coins. You must retrieve 7 Golden Souls stolen by the Cyberdemon's minions in order to save the world... once again! For a gameplay trailer, more information and the final download, check the development and release thread over at ZDoom.org.
Revae has just released one of the TCs I have been waiting for a long time now. REKKR is an ambitious vanilla TC set in a fantasy world that feels vaguely Norse or Celtic. You are a warrior recently returned from war, only to find your hometown massacred by hellish creatures. From there you set out to find revenge. So what does it feature?
- 27 maps + 8 and 1/2 bonus maps
- Over 10 monsters
- All new weapons
- All new music
- All new sounds
- All new graphics
- All new everything
It should run in just about any engine you throw it at. For ZDoom variants, make sure your compatibility settings are for Doom (Strict), and don't jump or freelook or you'll break the visuals/everything. More information including a download link and a link to the project homepage can be found in the ZDoom forums.
Back in the day I don't think people would have really gone for this whole "corporation as state" thing, but I guess back in the day they didn't have to deal with portals to hell ripping our dimension apart. When push comes to shove, if the throne is empty, somebody's going to go and sit on it. Just happened 200 years ago that it was the UAC. They call themselves a commonwealth now, their CEO a president, their shareholders are the public. All told they've done a decent job putting the pieces back together.
This is how the whole Interstellar Enforcer story starts. ReformedJoe has just uploaded a gameplay trailer of his wip-project and it's really nice looking stuff he got there. What is Interstellar Enforcer? In a nutshell, it is a mission based GZDOOM TC for DOOM II. Take doom, mix in a dose of unreal and turok, add a splash of metroid and maybe a little bit of system shock 2 and you'll not be far from the target. You play as an officer of the Interstellar Enforcement Patrol, tasked with policing the obscure fringes of humanities bustling space empire in the future of the DOOM II timeline. You generally do this by shooting things.
It is so impressive to see, how far the Doom engine has come if you take a closer look at Membrane, a standalone game developed by SuperDon which is based on GZDoom. Featuring fast gameplay, expansive labyrinthine levels, with fun sci fi weapons and powers. Membrane is a throwback to classic First Person Shooters, inspired by the likes of Jedi Knight, Duke Nukem 3d, and of course Doom.
The story so far: You awaken in the crumbling ruins of a laboratory. An alien membrane covers your arms and back. You hear it in your head... responding to your thoughts, telling you to escape! As you climb into the light, it becomes clear you have been the subject of alien experimentation. You can hear a patrol in the distance... you will have to fight your way out and find a way back to Earth! A gameplay trailer can be found in the official thread over at ZDoom as well es on the ModDB page.
Just spotted that the modder Revae has posted a new "work-inp-progress" screenshot of his mod REKKR. Teasing is one of his greatest strengths, no doubt about that. If you haven't heard about this project yet, let's put it in a nutshell: It's a vanilla TC set in a fantasy world that feels vaguely Norse or Celtic. Think Skyrim, but without the billions of dollars or cohesive art direction, or planning. All the weapons and enemies and maps and sounds and musics and textures and graphics are new from scratch (except 3-4 textures that I re-shrunk from a high res Thief texture pack Revae did years ago). A total total conversion. The general idea is a 90's Doom clone. It started as a sprite tutorial and snowballed into a full game - and it looks brilliant so far. Check the thread, there is even a gameplay-trailer.