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!
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.
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.
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.
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!
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.
Other than that: Best wishes to all of you, keep doomin'!
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!
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
"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!
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!
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.
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.
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.
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.
Doom 64 Retribution project is a full re-make and "port" of Doom 64 for the Nintendo 64 to the GZDoom engine. The goal of the project is be mostly accurate to the original game as well as add very minor improvements for that extra bit of polish. Think of this mod as being a remastered or enhanced version of Doom 64 for GZDoom. We have Doom 64 EX, Doom 64 Absolution TC, GZDoom64, and Brutal Doom 64. Why you ask? Nevander, the creator of this mod was personally dissatisfied with the quality of the GZDoom64 project, and Brutal Doom 64 (while it is a great improvement) is along the same lines but changes too much and deviates from the original Doom 64 experience. And thus, this project was born. The current version 1.5 can be found at the development thread over at Doomworld.
A scientific approach to a DooM-related problem. And that problem is… Linear/Nonlinear maps: which is which? Wraith777 considered this to be a stupid idea but I really think that this is somewhat enlightening to me - even after 25 years of mapping. Since nobody actually tried to make such a classification and analyze maps based on it he has developed this on his own. And, off course, not everything is 100% definite – those are simply his suggestions based on study and observation of various maps and are subjects of discussion and corrective actions. The shemes and details can be found at the discussion-thread at Doomworld.com.
A few days ago I was lurking around the Doomworld forums and found an interesting thread from reveilleun about floppy disks he found - filled with 1,44 MB of custom material. Linguica posted a very interesting thread about some more addon cds which are directly hosted at the archives.org with even more '94ish material that I found supercool as it retrieved a lot of memories from my childhood about exactly these addon cds. I am not sure if everyone else was aware about it so I thought it's a good idea to share it here as well.
Porting other games to the Doom engine (or actually to it's derivated sourceports) is something, people already do for a while now. Doing it as close as possible to the original game engine is a difficult task though. If you are as old as I am (34 years now), you might still remember the good old times when egoshooters had pixels as huge as thumbs and only 16 colors to help your imagination killing demons and skeletons - just as in Catacomb Abyss, the grandfather of Doom. The modder inferion seems to be my age, for what other reason should someone consider porting the game to GZDoom? He did a very good job, it's not perfekt yet but I had that good old feeling when playing the project, listening to the pc speaker sounds and blasting my way through the secret walls again - just as I did 28 years ago... hell I am old. Keep up the good work and please improve the little flaws before you continue with the next installment ;)
There can't be enough of postapocalyptic projects inspired by Fallout and similar games - so here is another one: Shadows of Apocalypse. The mapper ramon.dexter has released a first public demo of his project and it is already very promising what he came up with. It features a hub based and detailed world filled with hand crated voxel models and sprites, strife-like gameplay with strong emphasis on main story and sidequests, new enemies/weapons/items, a new hud and many other cool features like a camping system that makes you feel like in another game. It's worth checking out!
Don't worry - this is can also be viewed under 18, even though it's very sexy. Remmirath has posted an update about his spearheaeded project Elementalism that is in development for a while now with a lot of promising screenshots and some information about the development in general:
Back in October last year, GZDoom v3.2.0 introduced 'per pixel lighting' for models, meaning different parts of a model could be lit separately, compared to all-at-once like with sprites. This meant that, for the first time, models could be used as stand-ins for proper level geometry, opening up a possibility of vastly more interesting shapes and constructs than Sectors and Linedefs would allow. Unfortunately for the Elementalism team, we lacked any kind of real modeling skill, so we've been limited to simple shapes or pre-fabs. That is, until now.
What that means can be seen in the teaser for this news item. So what has changed? Read the rest of the post at the ZDoom forums. I really recommend checking out the rest and I wish the best of luck and dedication to the team finishing the project. It's simply amazing what you are doing here - keep up the good work!