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Zombies ate my neighbors

Zombies ate my neighbors

Ever wondered what the old SNES classic Zombies ate my neighbors would have looked like in 3D? Well, now you can, thanks to Dude27th. Zombies Ate My Neighbors TC is a Total Conversion mod that aims to recreate the videogame by LucasArts as a first person shooter, recreating the levels of the game as maps in a pseudo 3D environment. Not always beign 1:1 but regularly aiming for a good 1:1 conversion as long as it doesn't detract for the pace of the game. And if there is a way to remake something in GZDoom then he'll surely give it chance - that's his philosophy. There is already a beta for download, so give it a shot and support the development.

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Heretic: Quest for the Crystal Skulls v3.0

Heretic: Quest for the Crystal Skulls v3.0

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

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Sapphire Remaster in action

Sapphire Remaster in action

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

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Lagomorphs of Gore released

Lagomorphs of Gore released

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

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

 

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Let's Play for the Austerity Remaster

Let's Play for the Austerity Remaster

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

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PsyDoom: Reverse engineering PlayStation Doom for PC

PsyDoom: Reverse engineering PlayStation Doom for PC

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

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

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

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

 

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

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

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

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

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

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

The PC version is found here as a megawad.

 

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Jazz Jackrabbit TC

Jazz Jackrabbit TC

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

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

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

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

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

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

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

Features

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

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

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

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

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

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

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Infernovasion released

Infernovasion released

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

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Doom 4 Vanilla updated to v3.2.1

Doom 4 Vanilla updated to v3.2.1

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

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Antaresian Reliquary RC2 released

Antaresian Reliquary RC2 released

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

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DoomRaider 2020

DoomRaider 2020

17 years ago Russel_P released a map called Doom Raider which somehow managed to scrape into DoomWorlds top 100. It's safe to say the map is looking somewhat dated these days. It was his first non vanilla map and he only really achieved part of what he was aiming for. Over many ZDoom (and subsequently GZDoom) updates, many of the maps features have become diminished or broken. The original map is now unplayble due to GZDoom changes which leave the poison clouds in the level with infinite height, which makes it almost impossible to survive without cheats.

So here's an unpdate/new version/reimagining/reboot/whatever. This started out as an exercise in updating his doom mapping knowledge, but ended up becoming a complete obsession. Russel_P has undoubtedly spent more time on this new version than he ever spent on the original and, if he was to produce a list of changes, it would be quicker to list the things he hasn't tinkered with. If it wasn't for the cuurrent lockdown, which has given him a large amount of free time, he doubts this map would have been released this year. But hey, here it is, the remaster of Doom Raider and it definitely was worth the wait.

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25 Years of Doom II

25 Years of Doom II

To celebrate the 25th Anniversary of the introduction of such wonders as the Super Shotgun and Arch Vile, Phobus presents a brand new, limit-removing megawad, which uses every line and sector action at least once! Difficulty starts low and gradually builds through this set as your journey unfolds across a planet lost to Hell 25 years ago. Will this be the mission that finally defeats the demons? No jumping or crouching, please! Do feel free to use mouse look, and if gameplay mods are your thing, go ahead - this should be compatible with everything. Doom II: 25 Years of Earth is designed for continuous play, but every map is beatable from pistol starts if that's how you prefer to do things - let's celebrate the game all together.

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Sapphire - Remaster finished

Sapphire - Remaster finished

While continuing the work on The City of the Damned: Apocalypse together with Nash and Ozymandias81, and making a small creative break from Blade of Agony, I had the time and motivation to finish up another Remaster for one of my old releases that had the potential for visual improvements and gameplay fixes. So there it is another one: Sapphire - Orbital Research in its new and (hopefully) final version 2.0. What can be expected compared to the original release in 2006?

  • Added a new statusbar (base by NightFright)
  • Added widescreen graphics
  • Added a new palette
  • Added dynamic lights (removed sector light effects)
  • Added special effects (volumetric light)
  • Added ambient sounds
  • Added brightmaps and gl-lights
  • Added alt-deaths
  • Added gore effects (by Nash)
  • Added low-health effect
  • Added a new weapon (black-hole gun)
  • Added new secrets
  • Added new areas
  • Added new level geometry for visual enhancements
  • Turned doors into polyobjects
  • Improved liquid and computer textures
  • Improved skybox (rotates on all axis now)
  • Improved colors for messages and statusbar graphics

Once again, Ozymandias81 had been a big help with finishing up the final version and polishing code and internal mechaincs to make it work as good as it looks so I want to dedicate this release to his tireless dedication . But I also want to thank everyone else at Doomworld and ZDoom again for joining the testing phase and supporting me with feedback. I hope the new version is as fun to play as it was for me to improve and fix up for this new and definite release.

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Final NeoDoom released

Final NeoDoom released

It looks like I am not the only person in the community considering remasters of previously released work. The modder Daniel released his new version of Final NeoDoom just a few days ago with numerous fixes, improvements and changes to his awesome mod that has been initially released 2015 if I can remember this correctly. So what can you expect from one of the coolest releases of the 2010's? It's a mod with 17 new maps for GZDoom source port, including new music, weapons, monsters, inventory, textures, graphics and hud. It uses special features such as 3D floors, jumping and crouching, dynamic lights, 3D objects (MD2 and MD3 models) and extended DECORATE definitions. Gameplay is quite varied: monsters have different personalities, and some of them requires specific weapons to be beaten. Inventory items also play an important role on specific situations. So what are you waiting for?

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Repository Submissions on hiatus

Repository Submissions on hiatus

Some of you might already have noticed that submissions for the repositories, that are posted on the submission forums were not treated, accepted or moved to the official pages in the past few weeks and months. It's not that there is no interest in all the cool and quality content that gets posted, it's simply that we lack manpower for this. Blue Shadow did a great job in the past, but I can fully understand, that he isn't interested or capable in doing all of it on his own. For me, my time is very limited since months now and it's hard to even handle my own projects, especially Blade of Agony that is somehow on hiatus as well currently.

As a consequence, the submission forums have now been deactivated until the situation changes for us. If you want to speed things up and you are interested in helping out with sorting repository entries, helping with technical assistance, doing sort of quality control and adding finished submissions to the database, feel free to contact me through This email address is being protected from spambots. You need JavaScript enabled to view it. or a private message on the ZDooom and Doomworld forums.

Best regards, take care,
Torm and the Realm667 staff

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The City of the Damned - Walkthrough Video

The City of the Damned - Walkthrough Video

A few days ago I spotted a walkthrough video recorded by Dimon12321 at the Doomworld forums. I have to say it's always very entertaining and interesting for me to watch these videos as a developer. It gives an insight on how people react to certain situations when they are playing your works. Sometimes everything happens and proceeds as intended and sometimes ... well - does not, which is a good thing as well. Thanks for recording this! And to everyone else: Have fun watching and playing the remaster, just click the link below.

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Austerity - Remaster finished

Austerity - Remaster finished

While working on The City of the Damned: Apocalypse and preparing further work on Blade of Agony, I had the time and motivation to finish up another Remaster for one of my old releases that I felt could need some tuning and improvements. So there it is: Austerity - A Simplicity Tribute in its new and (hopefully) final version 3.0. So what has been changed since 2011?

  • Added a new statusbar (base by NightFright)
  • Added widescreen graphics
  • Added a new palette
  • Added dynamic lights (removed sector light effects)
  • Added special effects (volumetric light, fire particles)
  • Added ambient sounds
  • Added brightmaps and gl-lights
  • Added gore effects (Nashgore)
  • Added new traps and improved gameplay
  • Added low-health effect
  • Improved colors for messages and statusbar graphics
  • Improved exteriors (grass)

Once more, Ozymandias81 had been a big help with finishing up the final version and polishing code and internal mechaincs to make it work as good as it looks. But I also want to thank everyone else at Doomworld and ZDoom again for joining the testing phase and supporting me with feedback. I hope the new version is as fun to play as it was for me to improve and fix up for this new and definite release.

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ALIENS: Eradication

ALIENS: Eradication

I am excited to announce the release of Aliens: Eradication (RC1), an 8 map action/survival game, designed for use with Kontra Kommando's Aliens Trilogy (Payload edition). The Aliens have risen again on planetoid LV426 at Weyland/Yutani corporation's best kept secret: a second colony! They still want the creature for research. The mod features

  • Four unique player classes with there own stories, enemy encounters, item placement, side/bonus missions, and even some maps exclusive to the class you have chosen to play.
  • Weapons and enemies from the Aliens Trilogy PS1 game, the Aliens films and more.
  • Play the single player, 8 map campaign or load up the mod with your favorite iwad or pwad to give them the "Alien treatment". Works with most Doom and Doom2 wads (not tested with other mods).
  • Deploy auto turrets and drones (class specific) to set traps or create defensive choke points.
  • Take advantage of environmental hazards (fire and electricity) to help even the odds.

 

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