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.plans Update

miscAlso, die letzten 2 Monate hab ich die ganze Zeit nur rumdesignt. Hauptsächlich hab ich an meinem eigenen Board gebastelt (www.sunset-lounge.net) und nebenher hab ich Webdesigns erstellt. Derzeit bin ich noch an der Arbeit, hab noch 3 Jobs zu tun (die dann natürlich in meine Referenzen kommen) und danach werde ich mich endlich wieder "DooM" widmen. Warum ich nicht auf DooM3 warte und dann daran arbeite? Ich hab das dumpfe Gefühl, dass die Community auch nach dem Release vom 3. Teil noch für die zwei Vorgänger rumentwickeln wird, weils einfach einfach (!) ist und riesen Spass macht. Meine Pläne sehen deshalb folgendermaßen aus:

Bis zum 30. November will ich meine Webdesign Tasks abschliessen. Dann werde ich mich ein wenig DooM widmen, hauptsächlich aber endlich mal ne Demo meines Starwars RPGs freistellen damits mal wieder was neues gibt. Diese Demo wird dann hoffentlich bis zum 1. Januar 2003 von mir veröffentlicht werden. Danach werde ich mir meine Freizeit hauptsächlich für Doom aufsparen um einen Nachfolger von "Torment & Torture" zu basteln :) Wenn mir das gelingt und ich wieder einen Namen auf www.doomworld.com habe (und ev. die neue Skulltag rauskommt) werde ich "Perforated Entrails" soweit fertigstellen, dass es ohne Probleme läuft und Benutzerfreundlicher ist. In diesem Sinne: Stay Tuned :)
This old news item is only available in german

"Arch-Viled" from the ashes!

Arch-Vile painting by Emortal982We are back - finally! After several weeks of hard work (migrating, reorganizing, updating, improving, nights staying awake, coffee-rage) the Realm667 is back online - better, faster and more beautiful than ever before. Every little aspect of the page has been improved to your visitors' and our administrators' pleasure. The page should work now pretty fine again being updated to secure and latest versions of our CMS (same goes to the components, modules and plugins) but if you find any bugs, just let us know in the forums.

That being said, I want to thank everyone being involved in the migration process, especially those who donated the money to actually realise this. It was quite impressive how fast we got the money together and this proves the strength and solidarity of the whole Doom community. Thanks alot for making this possible boys and girls.

Beyond that, some things on the site and forums might have changed, so please make sure to take a look at each section and also make sure to read the new submission guidelines in the forums. Other than that, we are glad to be back again and we are looking forward to some more years of Doom and activity on this page.

Best regards,
Dan "Tormentor667" Gimmer
and the whole Realm667 staff

"Its Done" (tm)

doomDOOM0009.png Yeah, it is really done and I am sure you won't believe me if I say this, but it is the truth :) After a development time of 2 years and 9 months we - the team - proudly present you Knee-Deep in ZDoom, the full, finished and official final release of our mammoth project. Wanna know more? Read on...

The experience of playing through Knee-Deep in the Dead is one that many gamers will never forget, but through the years the episode has become too easy for many to play through and enjoy the way they did the first time.

Knee-Deep in ZDoom is an interpretation of Id Software's original groundbreaking production, Knee-Deep in the Dead. The team has focused on expanding the original episode by utilizing the power of Randy Heit's ZDoom port; adding new areas, features, and gameplay devices not possible under the original Doom engine. Knee-Deep in ZDoom is a new experience, but holds strong to the atmosphere of the original. Relive the fear. Relive the nightmare. Relive Phobos.

  • Adventure through all 9 reinterpreted Episode 1 maps
  • Explore additional map content including basements, outdoors, and beyond
  • Become immersed in the environment sporting a full compliment of new textures, ambient sounds, and interactive objects
  • Relive the suspense of encountering new monsters for the first time
  • Unleash the power of an extended arsenal
  • Track your progress and performance with interactive statistics
  • Attack each scenario alone or with up to seven cooperative partners
  • Uncover additional features and hidden surprises

Relive Knee-Deep in the Dead: Experience Knee-Deep in ZDoom. (source: KDiZD Homepage)

DOOM0012.png So did this catch your interest? I'm sure it did ;) Find the full complete download in my projects section or visit the official KDiZD Homepage over at http://kdizd.drdteam.org/ for some further information, screenshots and a complete list of contributers and feel free to post some feedback and praise here as soon as you are done. :D

"Other Style"-Beastiary

OtherStylesFor those who have long been requesting it, we now have an "Other Style" category for the Beastiary!  This section is dedicated to monsters whose assets are sourced from non-Doom engine games, or who may otherwise not fit artistically into any specific Doom-engine game.  Many of our existing Beastiary submissions have already been relocated to this category (unless they have connections to a specific IWAD, in which case you can find them in their usual location).  Also, new submissions are eligible for entry into this category as well if they don't specifically fit into any particular game's category.  Remember, though, any new submissions should still use an art style that would reasonably fit into one or more Doom engine games (in other words, renders are still subject to rejection unless modified or retouched), and all submissions are still subject to our usual standards of quality.  In other words, this is not a "junk" repo category for trash monsters or half-assed rips from other games--this is a new avenue for legitimately useful submissions that might have been rejected in the past due to aesthetic differences.

"SFTFT" - Some Funny Things For Today

miscHehe, once more I have some time to update my beautiful webpage :) Today, I don't have a very important topic or some very amazing download for you, but I have something else, which is - at least in my eyes - very funny!dreamyfun.gif
Just for fun, I browsed through some googled page, when I got this crazy idea to just search for my nickname out of curiosity how much I will find. Well, actually I found a lot and there are 2 things I want you to see right now!

The first pic is a screenshot from a page I found through this "Google"ing, just take a look at the text. I really find it some kind of scarying that somebody plays my Doom-Maps and dreams about them :) On the other hand, who would not like to dream about such a brilliant thing like Torment & Torture? *g*russianfun.gif

The second shot is funny because it just has been a text-file in russian with a link to my maps.... evil... I always knew, that communism will take the hand on my shoulder and force me to socialice my work :(
And well, this is all for today :)
More coming soon ;)

"Shadows of the Reich" is coming

Screenshot Doom 20170411 204713After another half-year since the release of the first chapter of WolfenDoom: Blade of Agony Chapter 1: The Staff of Kings, we are proud to announce the date you have all been waiting for.

WolfenDoom: Blade of Agony Chapter 2: Shadows of the Reich will be released on May 20th, which also marks the 17th anniversary of Realm667.

And with this announcement, there will also be a few improvements that come with Shadows of the Reich, including a near-complete overhaul of The Staff of Kings (replaying that is a "must"), new models, new and reworked textures, and improved game mechanics. Shadows of the Reich continues from the point The Staff of Kings left off, with you in a Gestapo prison in eastern Europe. You will encounter new enemies, new weapons and new locations through 8 different missions -- even 2 more as a reward if you are attentive enough.

There is one thing that is new in Shadows of the Reich that we are most proud of - something that has taken an unimaginable amount of effort, dedication and work: High-resolution sprites for all enemies and NPCs throughout the mod -- not only upscaled, but highly detailed artwork similar to the Wolfenstein 3D Mac version - something that hasn't been seen in a comparable project yet. Check out the new screenshots in our media page for a proof of concept, and stay tuned for more information soon - more content at the official page.

(Forum) Needs more Detail

homepagesAfter Gez has updated the forum to phpBB 3.0.10 last week, I took the opportunity to add several enhancements and do several visual and internal fixes that I already wanted to do for ages. You will find new icons for the threads, you will find a new "description" field when posting new threads, you will recognize a (finally) fixed footer and several other aesthetical changes around the thread view and you will also notice the introduction of ranks - yes, the good old posting ranks. The more activity you show, the better your rank will be... or what actually can considered as "better". I am currently working on some more enhancements, but that should be all for the moment. I hope you enjoy this.

[Realm667] Revision 6 is done!

homepagesDon't close your browser window just in case you wanted to visit the Realm667 once more and now seem to be lost because it doesn't feel familiar anymore, because this is really Tormentor's Realm667 :)

After almost 2 years, I felt like changing something on the main design again, and even changing a few things conc. my little PHP system I had (still, thx goes to Lukas "Evaluator") so after testing and spending minutes, days and hours looking for a good and easy to use CMS ("Content Management System"), I found Joomla CMS and started to create my very own unique template and design for this PHP/MySQL based system. And after 2 months of developement and content transfer, the new Realm667 Revision 6 is finally finished and online and I really hope you like what I did here :) Not everything is finished and not every single Content Item has been converted from the old page to the new one but I will do this in the next few days. For now, all the important things are already in.

Beyond, during my long absence some things have occured that we really have to celebrate. First at all, Realm667 has reached the magical frontier of 100.000 Visitors (in words one hundred thousand visitors), even some more, but I am very proud of this little statistic achievement :) The second thing is just a bit older and dated May 20th... so guess, what could have happened on this day? Just to give you a little help, read this old news item:

May 20th, 2000:
I finally have opened my Doom WebSite! Now I'm able to release all the cool things I have constructed at home! Like my X-Mas Deathmatch or my very good (I think so :-) Z Doom Levels which you can download on my WAD-FILES Section when it is ready! The Site has a Link Section too (which Doom Site doesn't have this?!) where are great Links to the world's best Doom news and resource Sites! So, I hope everyone who visits my site will enjoy it!

Yes, you are right, it is indeed the...
6thanni
...of my little Realm. About 6 years ago, I started with a small HTML Site on Geocities.com with a few doom related things, wads, links and some information on my person and now look what has happened so far :) If you are even more interested in the history of my page, just check the History section, as soon as it is added again ;)

So, nothing to add here anymore, enough news for today and just visit me again, for a little news item or two, no need to think that this place is getting boring :)

Yours Sincerely,
Daniel

[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!

Read more: [Road to Wolfenstein] Devblog 01 | AI improvements

[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.

Read more: [Road to Wolfenstein] Devblog 02 | Modern Shaders

[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.

Read more: [Road to Wolfenstein] Devblog 03 | Compass 2.0
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