Latest News

Statement regarding the plagiarism accusation

Statement regarding the plagiarism accusation

A few minutes ago I was reading a personal message from on of the Doomworld members regarding a demand for an excuse. Before reading the thread in question, I had absolutely no idea what it was all about and after reading all the pages to the end, I was shocked. I felt terrible, unconscious to a certain degree. Why?

In the past, I have done mistakes, no need to deny this. I send my excuses to esselfortium regarding the texture fraud for my Refinery release years ago, it wasn't one of my most decent and clever dickmoves but I kept learning from it. Yes, I got a lot of inspiration from the Adventures of Square website when creating an appropriate place for Blade of Agony's space, because MTrop hit the nail on the head, the page is perfect. Adding an easter-egg into Torment & Torture from Laz Rojas' Rheingold is something that doesn't ignite but feed the fire. But plagiazing maps for one of my most respected co-mappers Dragonfly (having worked together on Stronghold)? This sounds so wrong - but unfortunately it's true.

Disclaiming that assets from Epic 2 have been used in my Skulldash contribution "Sekhmet's Fury" according to the facts that have been found would be very implausible. So why did I use parts of one famous and well-known mapset in a map for a project that - with a high certainty - will be played by a huge amount of members discovering, that the assets have been copied and pasted? When reading the thread I wasn't able to answer the question myself. Almost stunned I took the time to research, and I found an explanation - not an excuse.

I am mapping for Classic Doom since 1996 - that's 24 years now. During such a long time, mapping and creativity approaches tend to change organically. For a very long time I was mapping in a way that I called myself "Baukasten System" (a building set). I played all kind of community maps as an inspiration. If I found some interesting architectures - no matter if they are generic or complex - I saved these little snippets in a folder called "/inspiration/" or rebuild them from scratch to study and also put my interpretation in a folder called "/pieces/" for later use. When creating a completely new map, I started off with a) building new structures I just had in my mind, b) building structures that I drew inspiration from and c) using finished room pieces in the map, texturing it and connecting it organically to the rest of the map.

I used this technique over 12, 13 years between the early 2000's and the middle of 2010's, collecting and creating a huge amount of content for both, the inspiration and the pieces folder. These folders served as a base for Stronghold, ZPack and Austerity.

While I was working on Blade of Agony, Dragonfly and I were talking about his new project. I loved the concept and when he was asking for guest mappers, I wanted to support the project as Dragonfly was a great help when I was working on Stronghold years ago - one hand washes the other. It was also a chance to ultimately release a lot of unused material from the "/pieces/" folder, so that's what I did: Aligning unused structures and ideas in a very linear map, speeding up the process of contribution and still deliver a qualitys and entertaining result. Unfortunately - and this is what currently annoys me the most about myself - I had no careful organization with the folders. Between original assets from me, one of the wad files in "/pieces/" contained structures that should have ended up in "/inspiration/" but instead ended up in Skulldash as altered original material from Eternal.

There is not much I can say at the moment, I feel ashamed and I feel angry about myself. The community is a place that is kept alive with original ideas, with syndetic support and inspiring each other. Yes, I am not a good texture artist, neither a programmer or a sprite drawer. But I am a visionary, I am a mapper, I am putting my heart and soul into this. And the least I ever wanted is to be a thief, that's not my nature as I respect everyone's effort and work that keeps this beautiful community so lively and creative.

Dragonfly, I am sorry for bringing you into this situation, accounting yourself for the accusation of plagiarism that was induced by my inaccurate operation. I also want to apologise to Eternal for using his wonderful assets in the map without his agreement and his credit, I didn't do this on purpose and it was not my intention to steel your work and present it as my own creation. Last I want to beg the community's pardon: apologies to everyone I disappointed, especially those that I work and discuss with side by side for over two decades now.

I also want to mention a little update from April, 8th 2020 and speak out my gratitude to everyone giving me encouragement and sympathy during these days (some people know it's not only about the plagiarism) through e-mails, forum posts and personal messages, especially Redneckerz and Maxim for their words. It's not about whitewashing what has happened, it's more about seeing that behind every nickname there is a person, a human-being that can make mistakes - and that can improve himself.

Sincerely,
Daniel "Tormentor667" Gimmer

 

Read more

Visit a National Videogame Museum through Doom

Visit a National Videogame Museum through Doom

The more outspoken critics of Doom have said that the title belongs in a museum, being a relic of older times. But Doom is more than just an demonslaying platform. Way back in 1995, Doom was used for ArsDoom, a virtual exhibition of art. The player would explore several rooms full of art. QuakinDoom, owner of the indie studio DevHour Games brings a similar concept with National Videogame Museum, a one on one rework of the actual National Videogame Museum located in Frisco, Texas.

NVM is a year long undertaking to recreate the entire museum into a Doom level, and currently you can explore the entire place as if it were a virtual exhibition. Enemies are also planned to be placed, so that you can even have some funny shooting demon's amidst references of Mario. But the National Videogame Museum is more than that. Its a throwback to a concept of using Doom as more than just a shooter, exploring the lesser known methods of using tried and tested tools. In that, NVM provides an experience that is unique from most other WAD's, but you should give it a whirl. Take a day off with the kids to this one-of-a-kind museum, and you won't even have to leave home for it. NVMDoom is certified  COVID-19 resistant.

Read more

Kinsie and The Shadsy reveal Reelism 2

Kinsie and The Shadsy reveal Reelism 2

Welcome to this special Saturday edition of Realm667 News! Why is that, you say? Well, simple! Glorious leader of pure ACS (and soon ZScript) fun and Eternal internet whiner Kinsie (Together with The Shadsy) revealed Reelism 2. Almost half a decade later and nine years since the original launched are they back with one of the more popular and famous modifications in the Doom community and beyond. Embracing the move from ACS to ZScript where possible, Reelism 2 promises the same hilarity of the original + more.

If you never played the original Reelism, here's how it works: It's basically an arcade survival mode where gameplay is split into five sixty-second rounds. At the start of each round, three modifiers on a slot-machine style display are re-rolled, changing gameplay rules and what weapons and monsters spawn. Some of these are fairly normal, like, say, "explosive weapons" or "Imps and their many variants". Some are quite a bit less normal, like "drive an invulnerable tank", "swarms of the dogs from Wolfenstein 3D" or "shrink to the size of a Pinky's toe". If, after five of these rounds, you've somehow managed to stay alive, a strange and wacky boss will swing by to finish you off. Defeat the boss to achieve victory! Alternatively, die hilariously and vow to get a higher score next time!

Reelism 2 is still heavily in progress since the vast amount of mechanics is being rewritten. However, with the legacy of the original being the catalyst for this sequel, it is clear that Reelism 2 will deliver. I mean, you can dunk on dogs with a basketball and attempt to eat a salty dog flask (???). All in all, in Reelism 2, canines aren't a Marine's Best Friend. ;)

Read more

Paradise Rebirth: an abstract puzzle world powered by GZDoom

Paradise Rebirth: an abstract puzzle world powered by GZDoom

If you take the shooting out of Doom, what do you end up with? Well, still a place invested by hellspawn, obviously. But what if you change the grim dark world to something more abstract, and colorful? Paradise Rebirth by gwHero brings you to that place. Existing since 2018 but due to an 18 month break restarted this March, Paradise Rebirth brings a world dominated by flat shaded objects and brushes, where puzzles, not guns, await the player. In this abstract world, your mission is to explore your surroundings and solving the puzzles you will encounter.

Paradise Rebirth uses the GZDoom engine to bring a world that visually looks reminiscent of Firewatch, itself also a title focussing heavily on exploration. The world is full of abstract scenery, bringing forward an ethereal like ambiance to the player. As of now, Paradise Rebirth is still in development, but if you dare to drop your weapons down and be open for something that is beyond your usual fare of Dooming, then Paradise Rebirth is worth waiting for.

Read more

Choose your destiny

Choose your destiny

Just spotted a new release from one of the quality garants at the ZDoom community: Corruption Cards by cutmanmike. If you have ever been into gambling, this is the right mod for your classic experiences. It is a gameplay modifier which starts each map with a choice of cards. These cards effect the gameplay in some way. The effects range from altering monster attacks, adding new rules, changing items etc. They are only slight tweaks, some more dangerous than others. Every 3 maps, you are offered a permanent card. This card will be locked in for the rest of the game, meaning you will have to live with your choice until the game is over! Obviously this is intended for single runs or survival (zandronum) to see how long you can go on with all the stacked effects, but as with all Doom mods you're welcome to save and load. For more information, features, and compatibility, check the development thread over at ZDoom.

Read more

Guzz: Ace of the ASS is a TC that brings a smile on your face

Guzz: Ace of the ASS is a TC that brings a smile on your face

Quality total conversions (TC's) are far and inbetween. But total conversions that are good and a parody/comedic? Guzz: Ace of the ASS by TontonMayonnaise is what you are looking for. In this total conversion, set on the fictious European east country of Glaviota in the year 19XX, the space exploration complex sent Laïska, a young she dog into space for a test. The poor animal was sent to a certain painful death, starving in the depth of deep space.

But there is light at the horizon: there you go Guzz, the ace of the ASS (Alien Secret Service). To save the lady doggo and fell in love with her. Alas, she died at a young age (as every doggo would be,  if you think about it) and so you set off  Glaviotan secret lab to search for Laïska's DNA extract to make her alive again.

Its clear, Guzz: Ace of the ASS is a total conversion with a ridiculous premise, but it also harbors impressive cartoony spritework. Still a project in progress, Guzz stands among the more unique works to come out of the Doom community this year that isn't a full-on jokeWAD.

Be sure to keep this parody close to you, preferably just not near your ASS.

Read more

The Power of OTEX puts deathmatch maps at the forefront

The Power of OTEX puts deathmatch maps at the forefront

Texture packs give Doom a new fresh lick of paint to its existing gameplay, but quality packs are a work in and out of itself. Ukiro's OTEX pack is one such work that stands among the top of the hill. The Power of OTEX mapset puts four maps together in this little project by Kinker31. As you can tell by the thread, the maps look fresh, vibrant, courtesy of the OTEX pack that is used. But what is more rare is that these maps are made for Deathmatch and Deathmatch related modes. As maps of this kind are currently far and inbetween, let alone made for Boom level format, the Power of OTEX has its charms. Get your friends together and put aside the differences as you battle eachother in these fresh new DM maps.

Read more

Isolation: Speedmapping project with community greats!

Isolation: Speedmapping project with community greats!

The current coronacrisis (Covid-19) has led people to creative ideas. Varying from playing card games through Skype, to a Covid-19 mod for Doom to Isolation, a community project led by resident Aussie invader Jimmy and a plethora of veterans, including Pcorf, Gothic, Walter confetti, DynamiteKaitorn and more and with an exclusive TITLEPIC by none other than Harmony creator Thomas van der Velden. Isolation brings some big names and big guns, and you can join in on the fun!  So what is required:

TEXTURES:
Download d1gfxd2

Custom optional PLAYPAL: Download Isopal

  • RULES / RESTRICTIONS:
    Short, breezy, light-hearted Boom (CL9) maps, please!
  • NO USE of F_SKY1 permitted! The outside world is cruel and evil.
  • Use of damaging NUKAGE1 mandatory. Use of radsuits encouraged!
  • All health items must be placed on FWATER1. Wash your goddamn hands!
  • Use of Cacodemons encouraged (use at least one please).
  • BUILD TIME LIMIT: Please don't spend MORE THAN 12 HOURS on your submission!
  • NO CO-OP STARTS. This is to be a single-player mapset only! You're supposed to be isolated, dummy.
  • NO CUSTOM ASSETS except music.

SUBMISSION DEADLINE:

Sat 28th March 2020 @ 11:59PM GMT.
The project release is scheduled for Wed 1st April 2020.

Play a part in Isolation, and show the world some mapping love in these tense times.

 

Read more

Fancy a shadow without breaking the hardware, with GShadow Resurrected

Fancy a shadow without breaking the hardware, with GShadow Resurrected

The devil is in the details, is what people used to say. This also rings true for Doom.  For such an old game it is no wonder that shadow generation is not one of its strongest suits, especially when it comes to monsters. For some time for (G)ZDoom users an alternative existed for quite some time, called GShadow, originally made by sonic_HD87. This gave every actor (monster) in the game its own dynamic ''blob'' shadow. Because it consisted of pure DECORATE and ACS code, it didn't break the bank on your graphics hardware and it was also available for ZDoom. Other ZDoom based implementations however fell short, however.

Modder TDRR,  who you may know of the TDBots project picked this up and has now released GShadow Resurrected. A significantly refined implementation of the original that can now also run on the Zandronum port. But there is more. You can stick with the regular ''blob'' shadow, or you use one of the socalled ''shadowpacks''. These packs change the shape of the shadow to be more realistic - So far all vanilla actors, including DoomGuy, are properly shadowed. And it runs both on the software and hardware renderers.

Do note that not all gameplay mods are supported, only those that leave monsters and decorations intact. Only exceptions include DUBG, if you enable Dehacked Compatibility, and possibly MetaDoom. You can disable it mid-game by setting the gs_enable CVAR to 0 or FALSE. You can also disable shadows being casted outdoors without any nearby light source with the gs_outdoorshadow CVAR.

All in all, GShadow Resurrected gives modders and level designers an easy but powerful tool to add shadows to their works, without impacting your hardware too much. Head over to the thread to read how to implement GShadow support in your works!

Read more

Parallel Doomensions (WIP): A Quake 1 styled community Megawad

Parallel Doomensions (WIP): A Quake 1 styled community Megawad

This community WAD project is so early in progress, that even its name is still WIP. But at Realm667 we like to highlight the special things in Doom, so here is Parallel Doomensions, a project by AgentBromsnor and various friends like (As of this writing) Juza, Egg Boy, DJVCarDMaster, damned, Archvile Hunter, Crunchynu44 and TheNoob_Gamer that has one clear objective: Deliver A Quake 1 styled megawad.

AgentBromsnor had this idea lingering for a few years now, but realized that a megawad is quite an undertaking and not for the faint of heart. It was thus decided that this was going to be a communal project form the get go. Stock Doom monsters are to be used, but its levels are clearly inspired by Quake. In order to get there, those who want to join in on the fun need to abide to a few rules:

  • Boom compatibility (test with PrBoom+ to be sure)
  • Make sure your level theme is consistent and in adherence to those found in Quake 1's singleplayer campaign. If you're confused, check out this link: https://quake.fandom.com/wiki/Level_Theme
  • No slaughter maps (it wouldn't feel right in a Quake setting!)
  • Make sure your map somewhat adheres to the length of an average Quake level. While there's no "hard" rule for map size, I think it's fair to say that a single map shouldn't take an hour to beat.
  • Try and provide a name for your level that fits the Lovecraftian atmosphere of Quake 1.

Do you have what it takes to join in on a community project that isn't centered on Doom textured levels, give it a shot!

Read more

Rise of the Abyssal: a Total Conversion worth waiting for!

Rise of the Abyssal: a Total Conversion worth waiting for!

You have total conversions, and you have Total Conversions (with capital letters). Works so extensive and full of quality, they are practically their own games. it becomes even more impressive when you know that this is done by a newcomer in the community. This is what first time author Night Falls throws at you with Rise of the Abyssal, an Total Conversion worthy of the capital letters.

Still piggybacking on Doom2's WAD file, Rise of the Abyssal is completely unrecognizable from its forefather, and it is planned to be a standalone game in the future. GZDoom powered, Rise of the Abyssal tells the story of the formation of a new civilization, formed around a mysterious energy source which allowed them to create technology that would not be possible otherwise. Then, when the civilization began to flourish, the animalistic species unique to the land became organized and waged war against them.

And then someone shows up on the shore, carrying nothing but a note in an unknown language.

Rise of the Abyssal dials the action rampant gunfest of Doom down and presents a more tactically focused total conversion featuring overhauled combat, monster behaviors, new puzzle mechanics, and so forth. Already featured in the game are:

  • You can now kick monsters over to leave them vulnerable or get them temporarily out of your way, and slash staggering demons with a demonic dagger to regain health.
  • The combat flows kind of like a fast paced dance, dashing around things, kicking, stabbing, shooting, and slashing.
  • You no longer have medkits, and must instead protect your health with vitality: armor that takes 100% of damage taken. As mentioned above, the main way to regain health is through the demonic dagger.
  • You're weapons include a versatile sword which delivers a continuous series of swings and slashes, a bow that you pull back and fire, an unconventional crossbow that can fire up to four bolts in a row with dynamic reloading, triggerable explosives and bait for monsters.
  • Monsters have a wide range of unique behaviors, from dodging to lobbing props at you to breathing jets of flame while chasing after you. Every enemy is unique, and most of them are much smarter than a standard Doom demon.

Night Falls has been working for several years already on this Total Conversion on his own before signing up and presenting the work. Visually it embraces low polygon models but also modern rendering features, courtesy of GZDoom. Rise of the Abyssal is still a work in progress, but its clear that we are dealing with something special here, a Total Conversion worth waiting for.

Read more

Cacoward winner releases new map, Mutabor

Cacoward winner releases new map, Mutabor

Is it often that a legitimate Cacoward winner releases a new work afterwards? Probably it is, but Mutabor by Cacoward winner Tourniquet has something special. A large map, Mutabor targets vanilla compatibility so it should even run on your oldskool DOS executable for those who want that. Immediately it is apparent that the looks of Mutabor are quite different from regular Doom's, and so are some of the monsters. Several texture packs and recolorizations have been put to use here, giving the unique look that Mutabor possesses.

According to Tourniquet, it should be a little less demanding than his previous works. So put yourself into your seat, and have a go at Mutabor - You know you want to.

 

Read more

Quest for the Crystal Skulls, a new Heretic episode, in beta

Quest for the Crystal Skulls, a new Heretic episode, in beta

We step outside the realm of Doom to enter the forest of Heretic in today's news. Doom veteran Captain Toenail  temporarily leaves his address at Doom Street to take a stroll through said forest with Quest for the Crystal Skulls, a new Heretic episode.

This GZDoom required mapset sees Corvus  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.

Quest for the Crystal Skulls promises a level hub, new monsters, traditional level design and new graphics/textures and more. Currently still in beta, this episode is worth a look and a playtest. Its not like you have much else going on, right? So get on it!

Read more

Thanks to the ZDCMP2 team

Thanks to the ZDCMP2 team

A few days ago I got an e-mail from Tomas Taufer (I hope it's okay that I mention you here). I wasn't sure what to expect when reading reading the subject "Words of Praise" because I had similar contacts already, offering me $ 1.000.000 from an indian bank account or a box of newly developed viagra types. In this case, I was curious and started reading though.

I just completed the "ZDoom Community Map Project - Take 2" and... *sigh*... the first thing, that comes into my mind [..] are the words of the song by Fatboy Slim "I Have To Praise You"... like I should!

Because I constantly feel a remarkable surprise of what a community of enthusiastic people can accomplish (and without salary, just a pure joy from jurney). It is nearly unimaginable. It is (and please excuse me my language here but) it is just one fuckin' map, and it feels really complete ("Four hours of play, like - really?!"). It's like a one whole game without blind spots, very nice ideas and places. Coherent, is the word I would say. Coherent and well crafted.

May I have a serious request to you? Can I ask you to pass these words of praise to other people (modders) so they know? I really think, for what they do, they deserves at least that. The knowing. The acclaim. Especially when the ratio of free stuff and it's quality is as it is, as I know it is work of passion, "sweat", common goal, unmistakable joy of the results. I don't want to sound any pretentiously (or something like that), but if there are no other voices of praise from the community of mere players, please consider me as a voice for all of them. I had a fun and really good time. As I am a "stickler" I enjoyed every detail perfectly crafted and added (damn. I forgot the easter eggs... oh my... the easter eggs!) Thank you guys!

He asked me to pass the words, and so I did. Thanks for the kind words Tomas, and thanks again to everyone who has contributed to the ZDCMP2. I think we achieved an amazing result with it and it's still very enjoyable to people out there - including myself, playing it from time to time.

Read more

Atomic Island puts quality over quantity, and here's why

Atomic Island puts quality over quantity, and here's why

Sometimes you come across a project around the corners of Doom and you instantly know: This work in progress oozes quality. Atomic Island is one of those works in progress. Led by Guitardz and Loveless, and with additional work by nxGangrel and Bauul, Atomic Island makes usage of several high quality mods to bring flavor to its twelve maps. Ukiro's OTEX texture resource is used, and Tango's Mini-Charge gameplay mod is incorporated.  By doing so, Atomic Island has a look of its own.

The story focuses on captain Natalie Rage, Earth's most decorated Exterminator. The Marshall Islands has turned into an UAC blacksite named ''Midnight Exigent''. 4 months ago contact was lost with the facility administrator, and the site is presumed to be lost. Multiple UAC marine detachments have been sent to assess the situation, none have returned. It's time to assume the worst: The demons have returned, and are using the islands as a staging area for a new invasion force. Its up to Natalie Rage to clear the base of the demon infestation, close any Hell portals found, and destroy the facility.

Unlike many other projects, Atomic Island is not a community project. Development is on-going, but the developers plan on publishing this before 2021, however, it is coming, when its done. Till then, feast your eyes upon the quality of the screenshots, and keep this one in your save file. Atomic Island is a WAD you may not want to miss.

Read more

Standalone Project Osiris brings Amiga FPS Alien Breed 3D to GZDoom

Standalone Project Osiris brings Amiga FPS Alien Breed 3D to GZDoom

Back in the days of Amiga, Alien Breed 3D was a popular alternative for Doom, despite not being Doom. It contained an original story and a interesting setting, and even some visual tricks its inspiration could not do, like 3D floors and water effects. Project Osiris by ArcturusDeluxe brings this old classic to the modern age, powered by GZDoom. Its however a remake and slight reimagining, but here is what Project Osiris offers:

  • All 16 maps from the original game converted and adapted. The maps have generally been given additional monsters, tweaked item placement and even some extra shortcuts and surprises, but they are also still close the originals, for better or worse in some cases.
  • New textures and visual effects have been added. Dynamic lighting is used on many objects and some areas of the maps now have coloured lighting where appropriate. Additional textures have been added to denote teleporters, and doors that require switches to open (very handy on MAP11!)
  • New HUD, designed not to take up most of the screen this time! It now fits into a familiar Doom status bar format, or a fullscreen HUD if you prefer maximum viewage potential.
  • All 5 weapons from the original game, including new redrawn graphics and visual effects - also an additional one that didn't make it into the original game, the knife, for when you're out of ammo or you just feel like getting stabby. You can also switch back to the old weapon graphics if you're a fan of the hugest pixels!
  • Body Armor and map terminal powerups have been added. Body armor absorbs damage like normal (at a rate of 40%, in-between the Doom blue and green armours.) The map terminals reveal the full automap when activated.
  • All the original aliens are present and are angrier than ever. Many of them now have diagonal angle views (the original game only had side, front and back,) some now have death animations where they didn't before, and some have been completely overhauled graphically. The two boss enemies are also back, now with new mechanics! Look out for those in MAP08 and MAP16.
  • A few music tracks made by ArcturusDeluxe, remixed from music originally made for the game but was missing in some versions. Also lots of additional sound effects added, some of which are actually legally allowed to use

What's more, the game runs as an IWAD - No Doom WAD file is required, it is its own standalone game, using GZDoom. The title is still in beta, but promises to be completely playable from start to finish. So take the day off, and surround yourself with a decidely different atmosphere.

Read more

Its a doggy dog business: Woof! brings Marine's Best Friend to the modern age

Its a doggy dog business: Woof! brings Marine's Best Friend to the modern age

Source ports are the bread and butter of the Doom community. Whether you play through Chocolate Doom, GZDoom or lesser used products such as EDGE, each have their own set of advantages But others like to keep things simple and stay vanilla. Fabian Greffrath, who maintains the popular Chocolate Doom offspring called Crispy Doom, has released Woof!, a new source port for those who like their Doom straight on the rocks, without ice. Woof! bases itself around the WinMBF source code and puts the focus on Quality of Life improvements and bringing MBF to the modern age. So what does Woof!, a reference to Marine's Best Friend provide to the end user?

  • The code has been made 64-bit compatible
  • The code has been ported to SDL2, the game scene is now rendered to screen using hardware acceleration (if available)
  • Enhanced map support in DeepBSP and ZDBSP formats
  • On Windows systems, support for dragging and dropping WAD and Dehacked files onto the executable has been added
  • The sound system has been completely overhauled, using SDL_Mixer
  • The original partial invisiblity effecthas been brought back
  • Support for helper dogsand beta emulation from MBF is now unconditionally enabled
  • Modern WASD movement scheme by default
  • Playback of demos in Vanilla has been vastly improved
  • Support for the Doom 3: BFG Edition IWAD files
  • Support for the Freedoom IWAD files

And much, much more. With all these enhancements, Woof! is a surprisingly stable source port that will surprise you on its versatility, but retains a ''conservative'' approach to improvements. This dog is a keeper. Treat it well.

Read more

Survival is key in Live Through Doom, A survival gameplay mod

Survival is key in Live Through Doom, A survival gameplay mod

That SGT_Mark IV's Brutal Doom generates a lot of influence can be traced back to all the new community members that join because of the famous mod. But what if you make a mod for a mod? Live Through Doom by Grey_Wolf uses Brutal Doom as a base and adds in several new features that are primarly focused on survival. New stim packs, flashlights (with depleting batteries),  flares, sounds and weapons are married to an enhanced parameter system where stamina and health are the primary components.  Each attack and movement costs stamina, introducing a new element to the frantic gameplay. Live Through Doom is a standalone mod, which should work with most maps.

Live Through Doom is still heavy in progress, but its introduction of several survival mechanics give Doom a Resident Evil-like vibe. No longer can you slaughter demons without a penalty - in Live Through Doom, each action has a consequence. So you better choose wisely.

Read more

Hard G: The Speedmap where you punch Imp hiney's

Hard G: The Speedmap where you punch Imp hiney's

Leave it to Revenant100, Doom Philosopher at night and Doom Connoisseur by day to come up with something as twisted as Hard G. The premise is simple: Gib as many enemies in the straight track that lies ahead and beat the clock: 1.22 is the time to beat.  Revenant100 made this on the premise of a Youtube video that stated that ''Gibbing should not affect Doom in any way''Hard G is the result of putting this theory to the test.

Hard G: A Speedrunning Challenge requires a limit-removing port, -complevel 2 recommended. GZDoom users are advised to use the "Doom (Strict)" compatibility setting to provide correct monster behavior. So what more is there to say to this novel WAD? Beat the clock, beat an Imp or stare for the remainder of the day to its perfectly shapped butt-cheeks. Do not act weirded out when any bystander catches you drooling all over the desk.

Read more

Limits of Doom: Dread is a Doom clone for Amiga... 500!

Limits of Doom: Dread is a Doom clone for Amiga... 500!

No, you aren't looking at an unreleased map of the SNES version of Doom. But you are looking at something that's equally impressive. Doom has appeared in the past on Amiga, but due to the inherit nature of the machines, they required an Amiga 1200 and quite a few megabytes of RAM to function. Dread pulls a card that is pure wizardry: It acts as a Doom clone, but does it on the Amiga 500, from 1987.

This game has its roots in the demoscene: An underground culture that focuses on releasing demos and software pushing the limits of the devices they run on. Dread is also done by a member of said scene, Krzysztof Kluczek has this game running on a mere Amiga 500 with 1 megabyte of RAM. Now, there is some trickery involved: It does not actually use the Doom engine. Similar to the SNES version of Doom, Kluczek has written his own highly optimized renderer that as of now runs assets from the FreeDoom project. To construct the levels, however, he uses Doom Builder, meaning the engine can understand Doom BSP's. 

The result? The Amiga 500 saw only one proper shooter in its heydays, called Cytadela, and it had more in common with Wolfenstein 3D on a postage stamp size screen. Dread, however, manages up to 15 FPS on a stock Amiga 500 with 1 MB expansion. You have to see it, to believe it. And you can with the video that is found in the link, where Kluczek explains how he gets his technology running and how he constructs the levels. Its an unusual sight to see, but Doom inspires developers to this very day. Be sure to also check Kluczek's other game Silas's Adventure - A Wolfenstein 3D styled dungeon crawler for 1987's Atari Lynx!

Read more

Archive

What's old?

Submit News

Submit News

Wir nutzen Cookies auf unserer Website. Einige von ihnen sind essenziell für den Betrieb der Seite, während andere uns helfen, diese Website und die Nutzererfahrung zu verbessern (Tracking Cookies). Sie können selbst entscheiden, ob Sie die Cookies zulassen möchten. Bitte beachten Sie, dass bei einer Ablehnung womöglich nicht mehr alle Funktionalitäten der Seite zur Verfügung stehen.