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[Road to Wolfenstein] Devblog 04 | NPCs with a brain

[Road to Wolfenstein] Devblog 04 | NPCs with a brain

How terribly insulting it was to hear for us that most of the people playing the second chapter of Blade of Agony hated our friendly npcs: Douglas and Ryan (well, the latter still for a reason) have been a pain for the players. Instead of helping, giving cover and being a new and interesting gameplay feature, they just - well - sucked. It was about time to change something here.

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[Road to Wolfenstein] Devblog 03 | Compass 2.0

[Road to Wolfenstein] Devblog 03 | Compass 2.0

In the past releases of Blade of Agony, the compass seemed to be a bit rudimentary - a feature for the sake of being added but not of good use. We always thought that we either need to remove it completely or simply give it a good reason for being, and that's what AFADoomer took care of.

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Dark Universe Part 2

Dark Universe Part 2

Early progress on the sequel to the 2018 Cacoward-winning Dark Universe Part 1 by Paul Dechene. After abandoning the doomed starship UAC Kearsarge, you find yourself on a nearby planetoid where you must survive against indigenous creatures, dangerous alien terrain, and the demons who are still hunting you. Hoping for a late 2019 release. For GZDoom Doom 2. More information about Part 1 can be found here.

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BFG9K is real - well, sort of...

BFG9K is real - well, sort of...

Still funny how you can learn something totally new about Doom after 25 years of being. Nootrac4571 has finally found the source for the BFG9000 sprites and the exit door textures found in the original Doom games:

For those who aren't aware, it's the toy gun which was photographed to make the BFG sprites and a few textures, like the exit door. Tomorrow I'm planning to take a bunch of measurements and hi-res photos from every angle, and share them for the benefit of folks making HD textures and 3D models.

For more detailed information and some photoshop stuff that makes you notice the origin even more, just check the Doomworld thread.

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[Road to Wolfenstein] Devblog 02 | Modern Shaders

[Road to Wolfenstein] Devblog 02 | Modern Shaders

Shaders are something that is already part in modern games for some time now: Motion Blur, Vignette, Lens Flares,Noise and many more features. These additions have lately been showcased by Total Chaos, an amazing mod by wad'a'holic which makes you ask yourself: "Am I still playing Doom?". These shaders have been implemented and developed by Nash - and yes, Nash is part of our development team. We had only to answer the question if it enhances the playing experience and if it fits our philosophy or if we only want to add these features for the sake of having them.

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Bury My Heart Knee Deep

Bury My Heart Knee Deep

Since John Romero announced his very own 5th episode for Doom, people tend to be highly interested in classic style megawards to celebrate the good old times. Recently Ryath has released his approach on an episode 1 style replacmeent called Bury My Heart Knee Deep with a twist. It is a huge, vanilla, E1-style map for Doom II that takes cues from Metroidvania game progression. It's bursting with optional areas, secrets, and potential sequence breaks. You can follow the "intended" path or make your own way through. You can even complete the whole thing without picking up a single key. If you like the map, he hopes you'll play through two or three times and look for different ways you can beat it! 

In true Metroid fashion, "upgrades" like the rad suit and light amp goggles are "unlocked" at certain points. There are also barriers scattered throughout the map that can only be opened using rockets. These are never required to progress, but they usually provide valuable ammo, health, and gear. Rockets are a precious commodity, so it's up to you: Do you fire all your rockets off to survive a tough fight, or save them to blast open a cache of healing items later? 

 

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Lunar Catastrophe

Lunar Catastrophe

Doom is bringing together people, we are all aware of this. But did you already know that even couples share the love for this 25 year old shooter? Lunar Catastrophe is a proof of concept for this:

I'd like to share with you a project that has been in the works for nearly two years. My boyfriend Count651 and I have collaborated on this project since 2017, with many breaks in between. It started as a single Episode 1 themed level made by myself, and eventually after having made a couple more, I decided to try creating an entire episode. Once it was nearly finished in late October of 2017, we began discussing the idea of working on an entire wad together.

And here it is, get the full download of this classic masterpiece made by The Doom Couple from the official release thread over at Doomworld.com - share the love!

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Eviternity RC1

Eviternity RC1

A few days ago DragonFly has released the first RC of his new masterpiece Eviternity, a megawad comprised of six 5-map episodes (called Chapters) plus two secret maps. This project exclusively uses OTEX, a brand new high quality texture pack by ukiro. Eviternity’s six chapters explore a series of unique and varied themes, each featuring classic gameplay with an interest in making each map hold its own unique identity and personality. The themes are “Medieval”, “Techbase”, “Icy Castles”, “Industrial / Brutalism”, “Hell / Gore / Alien” and “Heaven”.

This project was created as a birthday gift to Doom, which is celebrating its 25th birthday on the day this was released. The texture pack used in this project, OTEX, was also released on the same day. While mostly being a “Dragonfly project”, with 24 maps being made or heavily worked on by myself, he presents to you a mighty lineup of well-known guest mappers who have crafted beautiful and fun levels. Check the official page for more information.

 

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Operation Sea Wolf

Operation Sea Wolf

ImpieTwo has finally released the third project in a row now after Project Einherjar and Operation Boycount with the promising title Operation Sea Wolf, an 8-map remake of the original Wolfendoom - Operation Arctic Wolf. The story in a nutshell: You are Juno, drafted by her government to destroy an enemy operation centered around a stealth submarine which could allow two maniacs to dominate the globe. The mission is somewhat personal for Juno, as one of those maniacs is an old rival with a score to settle. The mod Includes new maps, weapons, and enemies in a modified Junoverse. All maps are adapted from Operation Arctic Wolf and remade from scratch for improved, streamlined gameplay and a more cinematic experience. This is really a big recommendation from me, so go and get it from the original page.

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Ascension - Demo released

Ascension - Demo released

Just spotted over at ZDoom.org that the mappers Big Memka and Shadowman released a first demo of their mod Ascension, their new project, which has been under development since 2016. It is the direct heir of Inquisitor III. A modified RPG system, which was developed for the first time for The Inquisitor III, is used. And although in the demo version of Ascension the player is unlikely to be able to advance above 4 levels of experience, but this is quite enough to appreciate the number of innovations of the wad, as well as its atmosphere. The screenshots are already very promising and give a good taste of things to come. 

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[Road to Wolfenstein] Devblog 01 | AI improvements

[Road to Wolfenstein] Devblog 01 | AI improvements

First of all, happy new year to all of you out there. Since our last news item it's been almost a year, and even longer since the release of Chapter 2, so I thought it was about time to let you know: We are still working, harder than ever to be clear. The past 12 months have been a hard time for us developers as some of us had to struggle with job and family stuff. But even though progress has slowed down, we kept working. Not only regarding the 3rd chapter of Blade of Agony but also with improving what we have already released. Why? Because we are listening, and we take your feedback serious.

Shadows of the Reich has received mixed reviews. Where some people loved it from the beginning to the end, there have also been others with some gripes that made a good point and therefore we wanted to make sure that these issues get sorted and with the release of the final game including all three chapters, we want you have the best possible game experience that we are capabale of creating.

With the upcoming development blog entries we want you to get a certain behind-the-scenes inside information about the things we have been working on, we have improved and added. It hopefully will make waiting for the final chapter a bit easier. This is the first one of many more to be posted so stay tuned and make sure to get back from time to time, it's worth it!

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Happy New Year 2019

Happy New Year 2019

Another year has passed and the Realm667 is heading into its 20th birthday in 2019 - yes, twenty fucking years, I would have never thought that this really happens when I first started in the year 2000 with the page. Well, I didn't even believe that I am still doomin' when I am 34 but, that's a different story. Regarding the long time we have survived, I need to say a few words before now. On the one hand, the community has donated a total of $1100,- this year, onethousandandonehundred dollars. This is quite a lot and I am very gratful for these donations, as it helps me to host the page but also keep the system up to date, mostly the subscription plugins that make the page that fast, modern and useful. On the other hand, I noticed that my time as an adult got very limited in the past 12 months - Job, reallife, personal family issues - I wouldn't be able to handle this on my own. There is one person, who is taking care of most of the repository submissions in the past 12 months, helping to keep things sorted and adding them to the system. And even though, he maybe thinks I do not notice - I actually do. Blue Shadow, thanks a lot for maintaining the forums, the community owes you a lot and I am glad to have you on board.

With this opportunity I also want to tell those people out there: If you are interested in being part of the staff with maintaining the repositories or posting news, let us now. Every little help is of good use to all of us. If you are interested and have a little knowledge, simply drop me a line to This email address is being protected from spambots. You need JavaScript enabled to view it., looking forward to your application.

Other than that: Best wishes to all of you, keep doomin'!

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Total Chaos 1.0 released

Total Chaos 1.0 released

Finally Wad'a'holic released his finished version 1.0 of Total Chaos, a total conversion mod for Doom 2 that runs on the GZDoom source port. 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. What's new you ask? The new version fixes stuttering and adds motion blur, lens flares, noise and vinettes (thanks Nash). It is also 1GB smaller in file size!

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The Edge of Time - Beta released

The Edge of Time - Beta released

The mapper Fireseraphim has just released the first beta of his mod The Edge of Time that we already featured a few weeks ago. This iteration of The Edge of Time 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 he listed in the original thread:

  • 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

 

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Ashes: Dead Man Walking

Ashes: Dead Man Walking

"In the wasteland, death comes fast and it comes easy. It doesn't take much: overconfidence, a moments inattention or just a little bit of bad luck. Carpets of parched bones speak to this brutal truth."  Reformed Joe's project is an expansion campaign ( or dlc, as the kids call it these days), for Vostyoks Ashes 2063. You reprise your role as the Scav, hunting the wasteland for those who tried to kill you. "Dead Man Walking" is being developed with the approval of Vostyok, who has been very helpful throughout the entire process. It Features 3 new levels of mutant-blasting, vent-crawling, radiation-sickness-getting action, 1 new town map, 5 New tracks by Primeval, the very same gentleman who made the awesome Ashes 2063 Soundtrack - aaaaand the same Ashes gameplay you all know and love. You want more? Go for it!

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SIGIL - A new megawad by John Romero

SIGIL - A new megawad by John Romero

Crazy things are happening these days. John Romero, former member of the team that originally developed Doom, has announced a new megawad. Sigil will be released in February and to be honest: It's exciting and great news to many of us. There is already a project page on his official site for further information, so take a look at it for some screenshots and detailed stuff about the project. Hell, I am excited!

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Scattered Evil 1.5 released

Scattered Evil 1.5 released

Scattered Evil 1.5 is now available on SourceForge and ModDB.  If this is the first time you heard about Scattered Evil, here is a short summary. The mod is a large world to explore, including over 20 dungeon maps and more than 30 towns inhabited by hundreds of unique NPCs. Travel around the world on foot, by boat or by stagecoach and learn about its geography, its history and its inhabitants. There is a main storyline with a three stage quest that leads you from forest to desert to barrens to the Underworld in an effort to save the world from a new peril. Over a dozen side quests that reward you not just with experience but also with bulging sacks of gold, new weapons and spells. Explore ancient ruins, find legendary artifacts, rescue captives or fight alongside guards – or just go on a treasure hunt to get rich quick. Sometimes you can even take revenge on people who wronged you. For more information, simply click the button below.

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Doom with PBR

Doom with PBR

Since a few months now, GZDoom supports PBR materials. Some dedicated modders thought it might be a good idea to generate normal/roughness/metallic/ao maps for the good old classic doom textures. First I thought "Can this look good?" - well, it really does. The current state can be found at the development thread at Doomworld and I really hope that these people get the rest pulled of. It feels very modern and still gives you this slight retro-look that we all love so much.

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Demonastery

Demonastery

The mapper Nootrac4571 has released his map Demonastery already a few weeks ago but I didn't spot it earlier, still think that it's worth a news item at the Realm. Demonastery is a single level wad for Doom 2 (Boom compatible ports,) set in a crumbling monastery made of marble and corpses. He has added a whole bunch of new textures and a few new decoration sprites, but nothing that changes gameplay. From a visual point of view, it looks totally stunning, I unfortunately didn't have time yet to try it but I am pretty sure it's worth a download.

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UAC Invasion: Supply Depot

UAC Invasion: Supply Depot

A map that DooMKnight started in 2007 finally nears completion. The mapper was going to present it to a vanilla map tournament that year. The idea was to make a sequel to an old map of him called Europe, but it ended up being so big and complex that he reached the limit of 65536 linedefs and had to discard it for the tournament. So in the end he left it parked and continued with other projects, until last year that he took it back and since then he has been working on it when time allowed. You can already see on the screenshots that this project is made with a lot of dedication and love, as it simply looks stunning. Check the development thread for more information and the official download.

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