After his first Wolfenstein project Shadows of Destiny has been released only a few months ago, you would consider he will take a short break but little did I know. Just a few weeks ago he has released the first beta version of the successor with the promising title Machines of Death, another GZDoom-project based on the original Wolfenstein 3D with a lot of interesting additions thanks to the new engine-capabilities. He really took the spirit and carried it further. This is a real recommendation if you are into those good old times. Check the development thread and the beta version at the ZDoom forums.
It has been a pretty long while since we last posted news about the development of the final episode of Blade of Agony - and no, this won't change today. I can already promise you though that Chapter 3 will showcase a lot of surprises again that will make the last chapter the best chapter. We are currently focusing a lot on the settings, plot and twists that will conclude the storyline after a lot of turns have been taken place in the second chapter, but more about this another day. On the other hand we are taking community support and feedback very serious as it's the most important thing to see our creation from a player's point of view. Therefore, we have taken Chapter 1 under another overhaul and also improved and developed Chapter 2 to be better according to Let's Plays and tests we got from Youtube and other useful sources. One thing I want to show you finally is the replacement of the terrible ugly jpg-artifacted and pixelated starry night skybox that so many people have complained about - for a reason. Other than that, a lot of other improvements have been made so far regarding the quality of visuals, gameplay and maps. I can promise you one thing: Replaying and revisiting Chapter 1 and 2 will be worth it - if not only for the voice acting...
Good news for Blade of Agony when it comes to awards: After we made it into the Top 100 of ModDBs mods of 2017 (the voting is still going btw), I just discovered that we also got into the final rolling of PC Gamer's Games of the Year 2017 contest, which is amazing news for us developers. The final list is still not set but we are part of the contenders that the team then got together to argue over the winners and put together a final list that represents the best of PC gaming. We are honored to be part of this and we can't wait to see if we make it into the list of winners this year. More about this as soon as we get the news!
Some of you might have already noticed that donations for the Realm667 or Blade of Agony weren't working anymore. Unfortunately, I didn't - for the past 10 months to be precise. The old mail adress wasn't attached to the site's PayPal account anymore so all of the donations didn't reach me or the page account and simply have been refunded or not accepted (no idea what PayPal itself does if a donation is given to a non-existant mail adress and if it isn't accepted for weeks and months). Anyway, if you got your donation refunded in the past 10 months (what I really hope for) and if you would like to donate the same amount again (what we really hope for even more) then go for it, the system/button is working again and the donation will be delivered. Sorry for the trouble, this is more annoying for us site runners than for you visitors, so thanks already a lot if you consider doing it another time.
Only a few days ago, the Annual Cacowards have been celebrated over at Doomworld.com and to be honest, this years winners are simply amazing - even the "Runner up"s are of a tremendous quality that I'd consider 2017 one of the greatest modding years in Doom history. Unfortunately, Blade of Agony Chapter 2 wasn't mentioned in this year's edition but regarding the competitors we can actually live with it and will focus on making Chapter 3 even better for 2018. Nevermind, this is what one of the authors says: "2017 has come and gone, and with it comes another installment of Doomworld's Cacowards. Doom is now twenty-four years old and has successfully weathered the release of its technologically superior progeny; in fact, I'm certain that public interest has only increased since Doom 2016's release the previous year. If anything had a chance of doing any damage to its longevity, it would have been the end of development on ZDoom. Thankfully, developers were more than prepared to pick things up, and the torch continues to burn in QZDoom and GZDoom." Read the rest of the article in the official page at Doomworld.com.
The final voting phase for ModDB's "Mod of the Year 2017" and a second time you have the ability to vote for Blade of Agony and other mods to decide, which project is the number 1 of this year (multiple votes are possible btw). So if you want to support us, please do your vote - it's pretty simple: Visit the Top 100 page at ModDb, click on the Doom II button and then hit the red "VOTE" button for your voice - thanks already a lot in return for your help, we can't wait to see the final results!
Mod of the Year has begun on ModDB, and a voting booth for our fans of Blade of Agony has been added to our mod profile on the ModDB site. If you have a moment left, and you like Blade of Agony as we do as modders, support us and do your vote, just click at the link and hit the "VOTE NOW" button for your voice - thanks already a lot in return for your help, we are eager to see the competition's results :)
Just saw a new screenshot from a project that I have been following for a while now: REKKR by Revae. To be honest, it's very ambitious for a one-person show but other projects have already proven, that people are able to create complex projects totally on their own (like ravage with Hocus Doom or MSPaintRock with Woolball). So REKKR is another special gem that happened out of nowhere. The special thing about it is: It's an Ultimate doom TC. It's intended to be vanilla compatible, but runs fine in ZDoom (and nearly every other engine) with the proper compat flags. The theme is vague norse/celtic/fantasy. Notable differences from Doom are a lack of hitscanning enemies, and that weapons are tad more balanced, rather than dooms obvious progression (as much as dehacked would allow for anyway). The weapons also (generally) function quite differently.
Does anyone of you still remember Eriance and his ambitious project Demon Eclipse? A addon for Doom with countless self-drawn new enemies and weapons, unique detailed maps and a totally thrillng experience? Well, then you might also still remember that this project has been cancelled a few years ago, the drama has been terrible but nobody was able to stop Eriance from his decision. And out of nowhere, the dead has been resurrected: Hell Forged is the successor to Demon Eclipse. Thanks to Tarnsman's feedback from some time ago, he's convinced Eriance (now called Amuscaria) to focus on the Hell-tech theme of Demon Eclipse instead of having two essentially different games in a single package. Hell-Forged is currently planned to be a single 9-map episode set in another world being invaded by Hell. Although Episode 2,3, and 4 were designed and much thought put into them, it's unlikely those will be completed. The focus is for Hell-Forged's 9 maps and ~dozen new enemies and bosses. More information can be found at the development thread.
After playing Golden Souls and Simon's Destiny you can't wait to proceed with something in the similar style? Then I have good news for you: Batandy has released another 3-map demo of his Golden Souls 2 mod a few weeks ago: Try 3 new levels and two brand new weapons! From the damp caves of Beautiful Bay, through the cold icicles of Rimy Residence, to the cozy skies of Strawberry Fields, there's plenty of content to give you a taste of the final release! Read more for the trailer:
Just discovered, that Vostyokuploaded a few new screenshots and a showcase video of his Ashes total conversion including a few other extras that totally blew me away. The atmosphere of this post-apocalyptic project is simply brilliant and I am looking forward to the first fully playable version. I mean - riding a motorcycle, isn't that already enough that keeps you eager? This is what the author says about his creation:
Even though the final release has been made almost a month ago, it's still worth to be announced at the Realm667 as well. Castlevania : Simon's Destiny is a standalone non-profit GZDOOM based fan game born as a love letter to this legendary franchise. This mod aims to reinvent the very first NES title of the franchise with a nostalgic yet brand new first person gameplay. All the levels from the classic NES era game have been reimagined like never before, experience the tale of Simon's fight against Dracula and his army of the night! And to be honest: It does a damn good job at reimagining the old nostalgic feeling. Check the official ZDoom forum thread for more informaton, screenshots, trailers, extras and the final game.
Even though people know that I am not a big fan of Brutal Doom and its derivations, I have to admit that the dedication ZioMcCall puts into his Brutal Wolfenstein is really impressive. Brutal Wolfenstein 3D is a TC for Doom 2:Hell on Earth which aims to recreate a new experience of the original Wolfenstein 3D,with new gameplay mechanichs such as new enemies, new weapons, interactive enviroment and - of course -blood. A huge amount of blood. Next to remade maps you will find a large arsenal of weapons and enemies to spice things up. A demo of v5.0 can be found at ZDoom.org.
Once in a while ravage is posting a new playable version or promising screenshots to the development thread of Hocus Doom, a 3D port of the 2D jump and run scroller. It is really impressive what he has achieved so far, not only because it's a "one-man-show" but also when it comes to sticking to the original. Check out the new screenshots and the latest playable beta from early october to get an idea.
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
Well, 1984 isn't only the year of one of the most prominent releases in the 80's (Tetris and Boulder Dash to name two of them), it's also the birth year of ... well ... me! Growing up in these days, when it comes to games I was used to big pixels, low resolutions and my beloved pc-speaker sounds and music. Still, after 33 years I am a big fan of these classic retro looking games and so I brought back to my childhood memories when I played Doom the way it would have been in the 80s. How? Thanks to various modders, it is possible, a mix of charming pixels and new-gen graphics. Combining LowRes Doom, ChibiDoom and 8-Bit Music makes it possible. You can grab all of them (linked) in the development thread of Ezepov's LowRes Doom. Currently the first episode is playable, and I really hope he is already preparing the rest of it. Thanks a lot for this - and someone please take care of the pc-speaker sounds...
Ten years ago, the Ultimate Torment & Torture was uploaded to /idgames. A lot of things have been said about it. Some good. Some bad! But for TerminusEst13, alongside Scythe 2, Dissolution, Psychic, Equinox, Agent Diaz, and other things, Ultimate Torment n' Torture is one of the old projects that got me into the Doom community and inspired me to start modding it.Ten years later, and gameplay mods have become a huge thing--possibly one of the biggest selling points for using GZDoom over other engines. Gameplay mods have exploded both in popularity and ease of use to make. They may not be the "proper" way to play the game, but it's fun to go through mapsets we love and experience them in a brand-new way.
Over at Doomworld I just spotted that Dragonfly is preparing the release of his official expension pack for Skulldash, the Fast-Paced Speedrun Arcade Mod released in 2015. It is receiving a major re-release, which he has been referring to as the Expanded Edition! So what can be expected? This release will land on the two year anniversary of the original release, October 22nd 2017. The expansion pack features 15+ new levels by Dragonfly, Remmirath, Bauul, Tormentor667 (yes, that's me), Jimmy, Dreadopp, Xyzzy01, AtroNx and kyle2959 as well as upates to all previously existing levels, ported from Zandronum to GZDoom, a scoring system and finally a highscore-logging. For a video, just read on or check the announcement thread.
Thanks to Cage's Twitter channel, I spotted some news about Mechadon's mapping project Supplice. There is some progress actually, and with progress I mean sprites and mapping screenshots that make your heart go crazy. What you can see here is high-end art, no matter if you take a look at the custom pixelated sprite work or the complex mapping. This is one of the projects people should definitely keep having on their screen, as - at least for myself - I can't wait to see all this in action. The project has been started in 2012 which is already 5 years now, no idea how long it will still take but I wish the moddrs best of luck to stay focused.
The mapper nightfall has posted screenshots and information about his latest projectg Volatile which is currently in progress. Volatile is a 15-20 map pack for ZDoom with maps that have very non-linear layouts and focuses on adventure rather than spamming thousands of revenants at you, though it will also fall sideways to dropkick beneath your belt when you least expect it to. There'll be quite heavy use of ZDoom features, including custom monsters and probably weapons (when he gets around to doing that) though nightfall hopes to put in some compatibility mechanism so that you can still play it with mods. The project has basically existed for eternities (since 2011) according to the mapper under an infinite number of names. Let's hope he gets it finished this time as it looks very promising.