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Scattered Evil 2.1 released

Scattered Evil 2.1 released

Scattered Evil 2.1 is now available on SourceForge and ModDB and can be downloaded.

High resolution HUD

  • The HUD is now rendered in 1920x1200 instead of the legacy 640x480. Besides the improved visuals, the higher resolution also allows for more information to be displayed in the same space
  • A new HUD options menu has been added, allowing customization of over a dozen different display aspects
  • The HUD now has three different modes: classic (Hexen style status bar), compact (a minimalistic set of icons in the lower right corner), and none. These modes are independent of the screen size setting and you can toggle between them using the HUD options menu
  • The class abilities (martial skills/prayers/cantrips) are now stored in a scroll that can be unrolled to pick the active ability
  • When RPG Complexity is Off, the status bar mode replaces the nonfunctional weight, hunger and fatigue counters with a panel showing the current values of all six ability scores
  • The conversation screen now uses more screen estate if the HUD mode is set to compact or none
  • For the more technically minded: the numeric counter function has been completely rewritten, allowing the rendering of numbers in four different sizes, up to nine different colors, optionally as percentages, with custom vertical alignment (left/right/centered) and a built-in protection against overflow (large numbers are truncated, e.g. 105000 becomes 105k)

More details can be read below.

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Is Blade of Agony v3.1 horribly censored?

Is Blade of Agony v3.1 horribly censored?

Since the release of v3.1 of "Blade of Agony" we have received numerous messages, comments and emails. Besides positive messages and words of support, we have also received a lot of opposition and disappointment.

"You have given up", "You have given in to the shitstorm", "You have lost my respect".

After more than 6 years of working on a project of the heart, these words of course hurt and disappoint us very much and after we had answered some of the comments on ModDB and by email, we now feel that an official statement is necessary to gain understanding and shed light on the matter.

The changes and mitigations we have implemented for version 3.1 do not stem from cowardice we have shown towards some users of the Doom community. Blade of Agony is a creative, free and artistic interpretation within the Wolfenstein universe. And as long as we are unpaid developers working on such a project in our spare time, it must be ensured that we realise our vision as we see fit. This is exactly the motto we have been working by for the last 6 years, releasing the last 3 chapters. So why the adjustments to v3.0 now?

As some of you know, the team around "Blade of Agony" consists of a colourful bunch from all over the world, including Israel and Germany. Wolfenstein 3D and swastikas have long been banned and punished in Germany in the field of entertainment. Since 2018, these laws have been defused, but games of this kind are still under the strictest observation by the Federal Office for the Protection of the Constitution (FOftPotC).

Although we as developers strictly condemn any form of discrimination, racial hostility, anti-Semitism and glorification of the Second World War, there were concerns on the part of various German gaming sites and news sources about whether we had not crossed a line with some content (including the depiction of a concentration camp, the explicit mention of affected population groups or the World's Fair in Paris with historical anti-Semitic content). From that point on, it was clear to us that we would have to reconsider the content in order to weigh up possible personal damage (for example a punishment from the FOftPotC if they deem the game unacceptable) from all the developers of the project concerned.

The Second World War was the most horrific conflict in our history, and we as a development team do not want to ignore, censor or even deny these atrocities. However, we have asked ourselves what position we are in as entertainers. Wolfenstein is and always has been a fictional scenario, so we have no duty to educate the people who play our game. We want to tell an exciting story. So our yardstick in defusing the game was "What content is necessary to achieve that and what content can we do without?"

Blade of Agony has been released in several versions before and as we changed, removed and added content from version 1.0 to 2.0 based on experience gained and advice received, this is an organic process that has now also taken place between 3.0 and 3.1.

While we can understand some of the disappointment, we hope players will understand why some changes had to be made and why we can no longer officially support v3.0, and ask that you do not share public links on our ModDB page. Of course, we have no influence on what happens in the private area.

We hope that you continue to have as much fun with Blade of Agony as we had during its development and we still wish you a good time.

Thank you,
Daniel Gimmer
and the entire Blade of Agony development team

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Blade of Agony v3.1 released!

Blade of Agony v3.1 released!

Comerades, it's Friday 9th of July and we hope you are ready to get psyched once again! The new version 3.1 of Blade of Agony has just been unleashed on ModDB's project page. So what can be expected? Is it all censored? Are swastikas gone and are Nazis only generic soldier cannon fodder? People expected the worse, but we can promise you there is no need to fear radical changes.

New features in v3.1

  • New launcher (written from the ground, with additional options)
  • Addons (a total of 12 gameplay mutators, featuring interesting replay-possibilities, loadable with the launcher)
  • Ultra-Widescreen support (for 21:9 screens)
  • New damage and powerup screen indicators (including indicators for grenades, damage direction, damage types, powerup cooldowns)
  • Completely revamped fullscreen hud (powered by a new widget system, with transparent backgrounds)
  • New additional boss battles and enemies
  • Achievements system (total of 34, achievement board in the briefing room)
  • Performance improvements (higher fps rates on weaker machines)
  • Improvements to make the player-placed mines more useful
  • Sprite improvements (additonal rotational sprites for 1-directional enemies, hires sprites for numerous lowres variants)
  • Options menu simplification (making it more accessable to people outside the GZDoom community)
  • Includes latest stable GZDoom 4.6
  • Countless bugfixes, adjustments and improvements (over 400 Github commits)
  • Replacement and improval of edgy and sensitive content (e.g. removal of historical references towards the Holocaust, character renaming, content replacement)

So what does the latter point mean? After feedback from the players all around the world, we took a closer look at some of the design-choices that we made and asked ourselves if some of the content, that has been considered to be "edgy" contributes to the story and the atmosphere, or actually doesn't. We have made some minor choices and even though some people believe that we went too far or "bent the knee", we think that our vision is still intact without these nuances and we really hope that you will enjoy the new version with all the additions we made.

Enjoy, and get psyched (you know how that works!)
Best regards,

Tormentor667 and the Blade of Agony Team

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Blade of Agony returns!

Blade of Agony returns!

After the original v3.0 of Blade of Agony has been taken down one month ago to calm things down, we are proud to announce the release of the updated version 3.1 which will be unleashed on Friday 9th 2021 - yes, already next week. As we have gone already into details about unfortunate coincidences and mistakable controversies in past articles, it's about time now to showcase what has been changed and improved. The new version is not just about changes, it's also about completely new features, but let's take a look:

What's new for v3.1?

  • New launcher (written from the ground, with additional options)
  • Addons (a total of 12 gameplay mutators, featuring interesting replay-possibilities, loadable with the launcher)
  • Achievements system (total of 34, achievement board in the briefing room)
  • Performance improvements (higher fps rates on weaker machines)
  • Replacement and improval of edgy and sensitive content (e.g. removal of historical references towards the Holocaust, character renaming, content replacement)
  • Sprite improvements
  • Includes latest stable GZDoom 4.6
  • Countless bugfixes, adjustments and improvements (over 400 Github commits)
  • and many more...

Is this enough to keep you psyched? Well, we are, and we can't wait to release the new version of Blade of Agony to you - it was worth the wait and it is worth to play it (again).

PS: A very special thanks goes to our beta testers x3003, hawkwind3, Shockwave508 and everyone else who was active on our GitHub issues page. Another thanks goes to mgrinzPlayer for the new launcher. Thanks to all of you helping us improving the game. This wouldn't have been possible without you!

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The repository needs your help

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First of all, I want to thank Blue Shadow and Gothic for their amazing work in the past years when it came to sorting and adding new content to the Realm667 repository. You help has been priceless and the community benefited a lot from your effort - so thank you for that. 

Both have ended their active involvement here a few days ago, so the Realm667's currently submission-status is on hiatues, the submission forums are locked. But that hopefully won't stay forever that way if there are volunteers who are interested in helping to keep the repository alive. If you are used to GZDoom/ZDoom editing and modding and if you have little knowledge about content management systems (it's quite easy, promsied), drop me a line at This email address is being protected from spambots. You need JavaScript enabled to view it. with some information about you and why you might be the right one to do this - looking forward to your emails until then :)

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Korax Mod: 20th Anniversary Edition

Korax Mod: 20th Anniversary Edition

Korax Mod v5.2 is now available on SourceForge and ModDB. Version 1.0, the first ever gameplay mod for Hexen, was released exactly twenty years ago on June 14, 2001. To celebrate this occasion, a special 20th Anniversary Edition has been released today that includes a unique in-game menu called "Anniversary Extras", containing a short history of Korax Mod, a long-lost interview, and player feedback from the early years.

Improvements and fixes:

  • The inventory and spellstrip movement bug has been finally fixed
  • When RPG Complexity is set to Off, instead of the useless weight/hunger/fatigue indicators a new overlay is shown, displaying the current values of all six D&D abilities
  • Healing prayer now doesn't deduct Faith if the player is at full health
  • Create Mana cantrip now doesn't deduct Magic if the player has full mana stores
  • The default roll is now more suitable for the early game
  • Feedback messages for class abilities are now always displayed in the top left corner
  • All class abilities now respect the sound setting
  • Improved the behaviour of the gimme cheats for gaining levels and acquiring all class abilities

 

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Blade of Agony taken down

Blade of Agony taken down

As events are unfolding at the moment, it is necessary, in my view, to issue an appropriate communication to serve as an explanation of the situation.

The version of 'Blade of Agony' published a month ago has been taken off the net with immediate effect, the following information on this:

During the last days and weeks we, the development team behind "Blade of Agony", received a lot of emails, comments and news about the release of the project. While the overwhelming majority found the result and the execution of our work successful, there were also critical voices, among others, which we take just as seriously.

First of all, Blade of Agony is a fictional scenario based on the alternative narratives of the Wolfenstein game series by id software and Bethesda and the corresponding canon. It does not represent accurate history, our political stance or thinking of the development team. We reject any form of racial hatred, discrimination, (Neo-)Nazism, anti-Semitism or glorification of the Second World War.

We have invested a lot of time and work to communicate this message in our game, to deal sensitively with the content and to create a respectful game experience without discriminating against people or groups of people. Despite meticulous care, we have not succeeded perfectly in all points, which is why we have taken the current version of "Blade of Agony" offline until further notice.

We are currently working on a revised version in which we will correct these mistakes and respond to the players' comments and reasonable demands. Until then, we ask for your patience and understanding. Stay psyched!


This is in advance as part of our work as the team behind 'Blade of Agony'. Now, however, the whole matter still has a personal aftertaste, which I would also like to explain. On the one hand, it is about Marisa Heit, on the other hand, it is about the sensitive topics of our game and the associated reactions of the players.

On "Randy" first and foremost: I am not a transphobe, in my opinion everyone can choose to live in the body she or he feels destined for. It doesn't make anyone a better or worse person - it shows strength. In this context, denouncing or discriminating against Marisa (known as Randi Heit and developer of ZDoom) is completely alien to me. The character "Randy Gears Heit" was created in a period of development while I didn't even know that Marisa was transgender, I only learned about it years later. Keeping the character unchanged for chapter 3 still seemed right after chapter 2 was already published. "Randy Gears Heit" is a likeable guy, skilled and experienced in technical matters (that's the reference we made to the programming of ZDoom), who simply has a penchant for wine and beer - a weakness we implemented artistically, and which has nothing to do with Marisa. That this has now created the impression of transphobia was not our intention and I am very sorry for that, which is why we decided to rename the character.

As for the camp, we talked about it for a long time in the team. We compared the reasons for and against an operation in a prison camp. How much authenticity is justified in the context of an entertainment project? After much deliberation, we decided on the execution that could be seen in version 3.0, a realistic portrayal of the atmosphere, without discriminating and hurting people, population groups or origins, and still showing the historical background in its entirety - because the Second World War did not only consist of glorious battlefields and heroic wars, but also of terrifying and terrible places. Obviously, however, we did not succeed to perfection, which is why reworking is now imperative here.

We are already working on the content and hope to create an experience that is tasteful and enjoyable for all players without going beyond the limits of what is acceptable. Because all we want is to entertain - not to offend.

Best regards,
Daniel and the entire Blade of Agony team

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We will stay online!

We will stay online!

Today several emails reached me asking for what happened to the Realm667. According to my hoster, the page was moved to a different server, explaining the 503 downtime of the past few hours that I didn't even notice as I was sleeping. Such downtimes are nothing unusual and happening once in a while, but in connection to recent events on Doomworld (more on that at a later stage when things cooled down), people got a bit nervous which is somehow understandable. There is no need to fear anything though: The Realm667 will stay online and serve as host for sharing and organizing resources as long as it is possible for the team and myself to do this. Personal issues and pride pushed aside, the page always served as a base and host for creativer ideas for the many, and that is what counts.

Though there have been questions: "What happens if the page gets lost and with thalt all the resources?" Even though I have backups and feel responsible for keeping this place running, even I don't know what might happen. "Community efforts must be preserverd" - therefore I just put online a complete file dump from the site, including every single submission. The download link (948,8 MB) includes the complete set of all submissions available up to today and will be available for exactly 14 days from now on, so enough time to get the content and have some kind of a 'location-independent' backup. Share it!

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Farewell Chapter 10

Farewell Chapter 10

For two decades I was actively working on mods as part of the Doom community. I experienced drama and happyness, as a spectator and as an affected. I worked on projects that had success and I spearheaded projects that failed. With the release of Blade of Agony now, I think I reached my personal peak of a long ascension. Right now, I can enjoy the view from this unique perspective. And after a while it's time to get back, settle myself to the ground and then get used to be part of the game as a player, as a consumer, as a guide.

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Blade of Agony unleashed!

Blade of Agony unleashed!

After a total development time of 6 years, 1 month and 20 days, we proudly present you the final version of Wolfenstein: Blade of Agony, a standalone fan-game in the spirit of first-person shooters from the late 90's, set in the WWII and powered by the Wolfenstein canon. This is our vision and creative freedom how a official sequel of Wolfenstein 3D might have looked like, inspired by games like RTCW, Call of Duty and Medal of Honor but with a twist.

Blade of Agony is much more than just a pastiche of the classic shooters that inspired it; the project offers a unique experience with many features not often seen in free fangames:

  • 30 playable and unique levels (plus secret maps)
  • Orchestra-quality game music
  • Voice acting and ambient soundscapes
  • Available in 10 different languages
    (en, de, es, ru, pt, it, tr, fr, cz, pl)
  • A combination of low-poly models and hi-resolution sprite assets to create the perfect retro feeling
  • Devastating armaments from the battlefields of WWII
  • Interactive NPCs that support the twisted plot's progress and help you understand the game
  • Improved enemy AI for more dynamic and challenging fights
  • Beautiful special effects (weather, elements, explosions, etc.)
  • Modern post-processing shaders (motion & effect blur, noise, flares, etc.)
  • Much, much more!

The team was working hard to create an experience that is dedicated to all those oldschool gamers born in the 80's and 90's; not only when it comes to the visuals and gameplay but also for the easter-egg and reference hunt, for the retro feeling the nostalgia and the attention to detail. There is so much to discover for you, and we really hope that you enjoy what has cost us a lot of sweat, nerves and life time. May it be as fun to play for you as it was for us all to create it!

Check the official Blade of Agony webbpage for the complete standalone package, download it now and get psyched!

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Farewell Chapter 9

Farewell Chapter 9

Operation: Arctic Wolf, Astrostein or Eisenmann, the collection of Laz Rojas' WolfenDoom releases is almost endless. I was always a big fan of Wolfenstein 3D's background story: An allied spy trying to escape from a nazi fortress during World War II is a great scenario, but the implementation could have been more immersive. You can't blame id on that, considering the game's release date. Therefore Laz' inofficial sequels combining this setting with the idTech1 engine was a revelation back then. I can't remember when I lost hope for Operation Rheingold Episode 3 ever to be released, but in fact I do remember that I never stopped dreaming about creating my own WolfenDoom operations.

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Farewell Chapter 8

Farewell Chapter 8

By the end of the 2000's, two larger-scale projects have been in the pipeline: On the one hand there was Stronghold - On the Edge of Chaos, a mod introducing a completely new game-mode with a huge set of maps and assets and on the other hand The Shores of ZDoom, the successor to Knee-Deep in ZDoom. Both projects had high ambitions and a great vision with a talented team behind them. There were also differences. One of the projects was under a high pressure with big expectations of the community, the other one - well - had not. Was that the sole reason for one's success and the other's disappearance in the history of vaporware?mods for th very first time: Blade of Agony.

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Farewell Chapter 7

Farewell Chapter 7

Over 13 years have passed now since the release of Knee-Deep in ZDoom. Looking back and having the same experience that I have now, I would have done a few little things in a different way. But as it is with a lot of decisions in my life, I tend to not regret any of them. Making a decision involves including every relevant factor in this particular moment. You can't know every aspect of its consequences but you try to make a reasonable choice according the circumstances. And that's why every decision is right in the first place because you simply do not know any better. When time has passed you can only tell if it was a good decision or a bad decision.

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Farewell Chapter 6

Farewell Chapter 6

One week of sleepless nights, one week of mapping like crazy. Newdoom's Wad in a week contest was releasing unknown abilities of myself. Blind ambition was awakened and for me it was clear that I wanted to win that contest. With enough effort and lifeblood put into it, I might be able to do it. A few weeks later the results were up and I got my reward: A white t-shirt with a Doom logo on it. But it wasn't for the physical prize, it was more for the reputation that I earned with this release. The map was well-received in the community and that changed a lot in my head, and with the psychological handling of myself. I felt like with enough sweat, anything produced by my creativity was possible.

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Farewell Chapter 5

Farewell Chapter 5

It was in the summer of 1998, my friend Acidflash31 called me at home (yes, no mobile phones in the late 90's, so he had to do the casual parent-barrier procedure: "Hello, this is Boris, is Daniel at home?") and he was totally excited and talking like a machinegun: "Dude, I found something! Doom! With better resolution! For Windows! And you even can play it in Splitscreen on one computer!" At first I thought he was kidding me, but I was too curious to not give a shit, so I took my bike and drove the 5 kilometers from home to my friend's flat. I would have never expected what I've seen then.

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Farewell Chapter 4

Farewell Chapter 4

From 1994 on, the mapping community started to evolve and people have been very productive with doing their own maps - a lot of map CD-ROMs from this era proof that id software's decision to make Doom modable was a very good choice and responsible for the ongoing success of the game. Still it took about 4 more years for me to discover the possibilites when I bought one of these (it was called "Boom - Levels und Addons") in our local computer store - fun fact: Doom was on the index in Germany, addon discs were not.

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Farewell Chapter 3

Farewell Chapter 3

It was in December 1993 when I played Doom the very first time. For people who are used to hyper-realistic graphics like Call of Duty WWII or Far Cry 6, something like Doom's pixelated 2.5D visuals might be something to laugh about with today's standard. But for me at the age of 9, Doom was the most scary thing I have ever seen in my whole live.

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Farewell Chapter 2

Farewell Chapter 2

I grew up in times where gaming studios and publishers like Apogee, Epic Megagames and 3D Realms were at the peak of success. There was no way you could get around titles like Monster Bash, Civilization or Wolfenstein 3D because actually everyone was playing them - at least kids like me who where lucky enough to have a personal computer at home, which wasn't a usual thing in the early 90's.

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Farewell Chapter 1

Farewell Chapter 1

If you have watched the aftermath after the Soccer World Championship 2014 in Brasil, you might have seen that Philipp Lahm, our captain, has retired from his duty after winning the contest with the german soccer team. He said that he has achieved all he ever wanted - I actually think he simply wanted to remember himself as world champion instead of seeing him getting worse and silently disappearing from the theater. "Stop it before it starts getting worse because it can't get better". When there is one essential thing that I have learned while developing Blade of Agony, then it's the right time now to end my active part as a developer in the community. So this is it, my long farewall - and this time for real and with a good feeling.

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Fat Reward & Ticket Home | My Farewell

Fat Reward & Ticket Home | My Farewell

For over 20 years I am actively and creatively part of the community. For over two decades I wasted spent time for modding, put a lot of dedication into creating mods and wrote a lot of posts in the ZDoom forums (mostly asking for help, currently a total of 13339 entries - ugh). So, when is the right moment to end something? When you feel exhausted - or stop when it's best just as people say? I asked myself the same question for several times now and I came to the conclusion that - at least this time not connected to any kind of drama, so decisions are less emotionally heated - I can answer this question with one single word: now.

In these articles, I will share my memories and experiences with you, how I did get into modding, into gaming. I will tell you stories about friends, stories about family, stories about competitors. And I will share a few "behind the scenes" informations about my releases from the past and maybe also some notes about my current projects and my future plans. I can't promise you a good writing style and proper english, but I can promise you: It's worth reading. The first article will be published on Sunday, 28th 2021, the next articles subsequently on each sunday. So have fun reading more (or using the Farewell link at the left Site menu), and enjoy this little retrospective, this little autobiography.

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