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The final chain-link | Airport Tempelhof

The final chain-link | Airport Tempelhof

After the past three months have been pretty silent when it comes to public news, the team had been working unweary on the final chapter of Blade of Agony. We made huge progress leaps in the mapping department and there is only one map left to be finished in the main part of the third chapter - Airport Berlin Tempelhof (without mentioning our secret operation and the three specials that can be played at the console, but more about that in the future). After that we will concentrate on polishing the storyline and the structures, adding sidequests and making sure everything works without any flaws and is playable from the start to the end.

"And what comes next? A release?" Well, it's not as easy as that. One of our additional goals for the final release is the localization and the voice acting. For the localization we plan to release the game in various different languages (german, italian, russian next to english) to reach a wider audience. On the other side, we want to improve the atmosphere with a special audio addition, therefore we plan to add voice actings to the briefing, the dialogues and the ingame messages. But this all can only be done as soon as most of the game is set in stone to avoid gaps or redundancies. Anyway, we won't be able to do all this on our own.

So if you are used to translating texts in the languages we aim for, or if you are interested and skilled in doing some voice acting for a specific character in the game, drop us a line, get in conctact over the forums and let us know. We are looking forward to any kind of support in this area.

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Doomed Redneck

Doomed Redneck

Throughout the years you can see a lot of mods that aims to be callbacks of old games. We could spend hours talking about amazing mods in the past that ported (partially or not) games like Duke Nukem, Shadow Warrior, Blood or even the likes of Quake through the sheer power of (G)ZDoom. Doomed Redneck is the most recent mod to follow this trend, bringing back the old Redneck Rampage - sometimes referred as an underapreciated Build Engine game from the 90's - into the scene again.

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Kriegsland II: Untergrund

Kriegsland II: Untergrund

Killing pixelated nazis never seems to get old. Since the good old days of the original Wolfenstein 3D on DOS, passing through all the great WolfenDoom mods that have spawned every since, here we have Kriegsland II - Untergrund.

Made by GAA1992, that's a sequel to Kriegsland: Blutorden, a well received WW2/Wolfenstein themed mod. In Kriegsland II, you'll see a very different take from the first, ranging for a more complete (but not boring) gameplay. Forest Tyler (the mod's protagonist) has many tricks out-of-the-box, partially thanks to his glasses that grant a nice HUD, Nightvision and zooming view! While this mod does not have the astonishing laser effects, dozens of weapons, cross akimbos (YET), sliding and spetacular effects from the first, you'll notice that weapons are far more simple, more effective, more satisfying to shoot, game looks more beautiful in general. 

 

The mod also has a lore attached to it, set in an alternate reality where nazis won the second world war - just like in Wolfenstein: The New Order. You must fight against nazis in K2's own version of the 80' which is pretty much a sci-fi setting. 

 

You can check this and much more at the official Kriegsland II - Untergrund thread at ZDoom.org.

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Vanilla Essence

Vanilla Essence

Ever wondered what your favorite modern engine mod would look like when it was released in 1992? With Pixel Eater's mod Vanilla Essence 4 you can exactly have that experience, it makes entering and exiting vanilla mode easy with a single key bind. You can even configure it to your needs and personal taste. I tried it with Blade of Agony and it actually worked like a charm. Wanna try it yourself? Check the release thread over at ZDoom.org.

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Doom EXP, a Doom Eternal inspired mod for GZDoom

Doom EXP, a Doom Eternal inspired mod for GZDoom

While we are waiting for Doom Eternal's release on March 20, 2020, the modder Officer D is developing Doom Exp, a mod that aims to replicate gameplay elements from the still unreleased game. The mod comes packed with a xp/rank/reward/mobility modification with visual/sound/text notifications, a custom "Doom Exp Settings" menu with many adjustable settings and keybindings, edited sounds & effects, improved mobility (sliding, dashing, wall latching), more gore - etc. Not to mention Doom Slayer's new additions to his arsenal: from the shoulder cannon and wristblade, to even the Crucible Sword itself, all that paired with new power ups to make the gameplay even more enjoyable. Doom Exp is available both on Modb and ZDoom Forums.

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Deathmatch Simulator

Deathmatch Simulator

The modder Kinsie has just released the latest build of his Deathmatch Simulator over at ZDoom.org. It is a mod for GZDoom that aims to recreate the thrills and excitement of all the deathmatching you normally need to install a fork of a decade-out-of-date engine build to do. Independent scientific reports have shown that Deathmatch Simulator is capable of "simulating" a deathmatch game with "100%" "accuracy" (or something). However, should you turn monsters off or actually be able to start a multiplayer game, the simulation aspect will be suspended, allowing you to cheerfully enjoy true multiplayer with some new content that might have even been built with it in mind.

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Jabba's Hood

Jabba's Hood

The mapper reflex17 has just released his new map Escape from Jabba's Palace in the official Doomworld thread. This level is a medium/large MAP01 replacement .wad that is loosely based on Jabba the Hutt's Palace from Return of the Jedi. Almost all textures in the map are from Star Wars: Dark Forces, the sequel Jedi Knight and its expansion pack Mysteries of the Sith. A few areas/details of the map were inspired by Misson 10: 'Jabba's Ship' from Dark Forces and the palace's location in the Star Wars: Galaxies MMO. If you are already hyped for Episode VIII, this is some interesting piece to shorten the time until December.

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Wormwood

Wormwood

Yet another Happy Halloween! In what is now an unofficial tradition Grain of Salt and Ribbiks have again made some orange and vaguely spooky maps to celebrate the holiday. The maps are limit removing, have some custom music in there and are definitely worth a try! Play them, if you dare.

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Bloom Demo

Bloom Demo

Just perfectly for Halloween, the first demo of Bloom has been released. Bloom is a project that merges Doom with Blood (clearly BlooM takes its name from the fusion of the words BLOOD and DOOM). Bloom's lore fits into the universes of the games Doom and Blood, story is situated between a temporary space during Blood events and 10 years after Doom II events. There has already been spent a huge amount of work into the project and it looks very promising what has been done so far. Screenshots, features and videos can be found in the ZDoom dev-thread.

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E1M3 - Toxin refinery remake

E1M3 - Toxin refinery remake

Good news for all those classic Doom lovers: Guardsoul has finally released his E1M3 Toxin Refinery Remake and it's a blast! This is a map he planned to remake a couple of years ago when he played KDiZD for the first time. As he was playing Z1M3 and admiring the detail in there, he also started to become aware that the map had a navigation problem with the underground area in addition of some other problems that we all know very well. So his task here is to recreate, once again, E1M3 in UDMF format, avoiding the issues that Z1M3 had back in the day, with some GZDoom features that can enhance the player experience for the better. In he made a good job on that! A video, screenshots and the download can be found here.

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Lithubristics Under Sanguine Twilight

Lithubristics Under Sanguine Twilight

Lithubristics Under Sanguine Twilight is PasoconDeacon's first full map, a 25-to-35-minute trip for you and nearly a month of bashing his head against Doom Builder X to get what he wanted. 

  • Doom II-based MAP01 replacement, comes with BEX patch to alter automap name. plus new intermission graphic.
  • Boom-compatible, play with complevel 9.
  • No jumping or crouching, designed/tested without freelook.
  • Use software renderer for best lighting!
  • 25-/35-minute map, tested without saves, features some exploration and plenty of combat.
  • Balanced around Ultra-Violence, includes some changes for lower difficulties; difficulty sits around early-2000s WAD range (mid-to-late Alien Vendetta, Scythe, Plutonia-equivalent, etc.).

Check the thread over at Doomworld for the second release candidate and some futher information.

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5 Spiders

5 Spiders

A few days ago ryg released his - as he says - "very big DOOM 1 map ready for playtesting". It is a BOOM compatible map tested it with PrBoom. It uses the original Doom IWAD and is a single level on E1M1. Playing time is between three and four hours and it is intended for advanced players that know their way around an old-style map. The complete thread with all additional information can be found at the official development thread over at Doomworld.

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Doom 4 Vanilla

Doom 4 Vanilla

After almost two years, the author Noiser is proud to announce his biggest project so far: It's a gameplay mod inspired by Doom 2016, made to be compatible with any source-port (or without any of them): 100% vanilla compatible and full of dehacked tricks! All under the limitations of the original Doom2.exe. Be aware: This mod - Doom 4 Vanilla - have better compatibility with the Doom 2 format. You can play it with custom maps as well! There are some restrictions though. For a detailed information, check the release thread.

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Bloodicide

Bloodicide

This is RonnieJamesDiner's fan 8 level WAD for Doom 2, exclusively for the GZDoom port. This has been in the works for about a year (with several hiatuses), and marks his first real attempt towards a serious, cohesive, multi-level project. It features difficulty settings, gameplay changes and few other surprises. For a download link, check the official Bloodicide development and release thread at Doomworld.

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Supercharge released

Supercharge released

Tango has released his gameplay mod and resource base Supercharge. Supercharge is first and foremost a mapping resource for GZDoom, with new and altered monsters and weapons, but can also be used as a gameplay mod. It is the continuation of the gameplay mod featured in Paradise, and the author intends to continue iterating on it and using it in his future mapping projects. For a download link and further information, features and screenshots just check the dev thread over at Doomworld.

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Scattered Evil 1.8 released

Scattered Evil 1.8 released

The latest version of Korax' Heritage: Scattered Evil, the FPS-RPG hybrid in the world of Hexen, is now available for download on SourceForge and ModDB. So what is the mod all about? One strong feature of Scattered Evil is how it approaches the mixture: acknowledging there is no “perfect balance” because each gamer is different, it allows the player to mix the two elements within every single game between the pre-defined limits. A player who is very good in first person shooters can concentrate on that element of the game, set most RPG features to automatic (e.g. skill distribution when leveling up) or discard them altogether (e.g. skipping on doing sidequests and exploring dungeons), and breeze through the game more with his motoric skills than any collected items – while it is easier to defeat a uber-heresiarch at level 50 with highest quality magic weaponry that takes 10% of his life in a single shot, it is also possible to defeat this boss at level 10 with a tier one regular weapon that needs 500 successful hits to finish him off. On the other hand, the player can choose to explore every dungeon to the last cell, find and finish every small quest and reach the highest possible level and acquire the best possible equipment before attempting to face the final foe. So what's new in version 1.8? Read more for details!

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[Road to Wolfenstein] Devblog 09 | Mapping

[Road to Wolfenstein] Devblog 09 | Mapping "The 3rd Reich"

From the beginning we had a certain philosophy when it came to map design: "Every mission has to be unique." Taking a look at the first two chapters which have already been released, I can say we managed to keep up with that. From a desert excavation in Tunis over the snow-covered vulcano of Icelend to the liberation of France's capital Paris - no single map is like the other, there is so much to discover and I can still promise you that there is little to no repetition through all the places you have already visited.

Chapter 3 doubles down

Ideas for the first chapters have been quick at hand. For the third and final chapter, things have been more difficult at first - that's why we can't estimate a release date yet. How can we outperform maps like Astrostein? Don't restrict your imagination. For The Final Confrontation (the 3rd chapter's title has been changed and is an homage to Wolfenstein 3D) we have pushed the boundaries once again, closer to the limits that the GZDoom engine reasonably can handle. In the upcoming version of Blade of Agony you can expect the unexpected.

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Alien Bastards

Alien Bastards

"It ain't easy being a former 90's action game hero in the 21st-century gig economy. But when wily alien bastards kidnap Earth's accountants, you might just have a chance to relive your glory days! Ok, ok, maybe it's not the sexiest mission, but it'll pay the fuel bills this month. So grab your flamethrower, put that old blue helmet on, and get ready to kick some alien ass! ... right after a quick nap."

ALIEN BASTARDS! is the 13th monthly limit-removing project from the wild and wacky folks in the Doomer Boards community. This set, their first partial conversion, features 8 maps of (ahem) "Alien Carnage" 1 credit map, and a MAP30 menagerie showing off the many custom resources. Check the credits text file for complete credits, but special mention to this forum's own Skelegant for the alien imp/sergeant sprites, which feature in several of the new enemies. Get the download and more info just here.

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Darkmoon - Alpha released

Darkmoon - Alpha released

Just yesterday, the mapper DMPhobus released the first alpha version of his masterpiece Darkmoon. It is a modern interpretation of Doom's original "Shores of Hell" episode, heavily inspired by Doom 3, Doom 64 and PSX Doom, taking place on Deimos. It aims to be a more serious and semi realistic doom mod, without sacrificing the fast paced gameplay we all know and love from Doom. It also aims to be a replayable mod, every map has 2 different exits meaning each playthrough will lead you thru a different set of map. More info and a download can be found here.

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DoomLauncher v2.6.5

DoomLauncher v2.6.5

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

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