Latest News

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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SIGIL released!

SIGIL released!

The SIGIL is a mod for the original Doom by no lesser evil than John Romero himself and is distributed as such and has been already released a while ago. Still, it would be a shame not to mention it here. It contains nine single-player and nine deathmatch levels. SIGIL™ is the spiritual successor to the fourth episode of Doom, and picks up where the original left off.

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Verdant Citadel

Verdant Citadel

The mapper Exl has just released the first testing version of his Verdant Citadel, a map he hqas been working on for the past 6 months. He wanted to get better at non-linear layouts so this is as about non-linear as he could stand making it. As a result there are a few ways to approach the map, some a little easier some a little harder. Playtime is estimated between 25 and 35 minutes at UV. Any feedback about difficulty, ammo\health balance, boredom, bugs, misaligned textures, poor taste in music or or otherwise is greatly appreciated! He is also looking to find the author of the sky he modified for this, sadly he has lost track of who this was. Must be played with the recently released GZDoom 4.0.0. Earlier versions of GZDoom will fail to run this.

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Scattered Evil 1.7 released

Scattered Evil 1.7 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. Many of the ideas of the original Korax’ Heritage concept (which is nearly a decade old) have been implemented in commercial games over the years, many of these features in a much more professional way than we ever could (like a huge seamlessly connected 3D world, epic storyline with different outcomes depending on the player’s choices, etc).

However, there is one very specific and fundamental feature of the Korax’ Heritage concept that has not been implemented in any game up to this day: cross-breeding a 3D first person shooter with a fantasy RPG. There are many action-RPGs out there, but they are all RPGs in the first place, and don’t offer a simple and quick-paced fighting engine like first person shooters do. And while some shooters did add a couple of RPG elements, most of them didn’t go even as far as KMOD does.

Thus, a Korax RPG could still offer something that’s unique, and offer it for a world that has been dropped by the commercial developer.

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Re-Blood

Re-Blood

Re-Blood is a expanded version of original Blood - and it really is! After much thought and the project developing for a long time, the author MaxiClouds decided to release it with a huge amount of features already:

  • Reworked weapons! Most weapons have reload, improved sound and effects.
  • Now you can carry 2 weapons anytime(full time akimbo).
  • More BLOOD, More Gibs!
  • Working Delirium mode.
  • Beast mode!
  • Few reworked maps
  • Improved swimming system
  • All weapons and enemies from original Blood included.
  • Armor system like original.
  • Headshot system.

For screenshots, more information and a download link, check the ZDoom development thread and hope the author will continue working on it!

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Cyborg Lumberjack

Cyborg Lumberjack

Cyborg Lumberjack is a game inspired by PO'ed: You are a cyborg lumberjack and a bunch of rednecks have decided to ruin your day, pay 'em back with many explosions and bullets! There is currently a rough demo you can download, lots of placeholders and crap is present, and the author Darsycho currently figuring things out, suggestions and criticism is most welcome. This game makes use of a flying jetpack, so remember to check your key bindings.

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Tomb Fetus

Tomb Fetus

Tomb Fetus is a free-for-all party arena shooter total conversion for Zandronum by DrPySpy. The mod is inspired by a variety of shooters, including Quake 3 and Team Fortress. Get together with some friends and duke it out in a variety of environments with an odd cast of brand new and vaguely familiar characters, including a handful of special guest characters! The number of maps and characters in the initial release version has yet to be decided, but the author can promise a minimum of 12 entirely unique weapons to decimate your friends with! Tomb Fetus will also provide a diverse selection of FFA gamemodes, including adaptations of Instagib and Last Man Standing. For screenshots and more details check the development thread over at ZDoom.org.

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Heretic to Hexen

Heretic to Hexen

Heretic-to-Hexen by deathzero021 is a mod for Hexen that brings Heretic's maps to Hexen. Maps were heavily modified to work with Hexen assets, as well as containing new features from Hexen and new map progression. All weapons and enemies have been modified in an attempt to balance the experience due to the differing map designs between games. Currently only the first episode is complete, although the other episodes are included in the menu and in the mod, they are not playable. The mod will be updated episodically as he completes them but it may be a while before Episode 2 is complete. For the first episode, check the development thread over at Doomworld.

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Faithless

Faithless

"The hellish minions left to wander in the aftermath of Korax's defeat during the battle of Cronos have now scattered across Parthoris looking for fresh meat, and a new realm to call their own. Beings of chaos roam freely, causing disarray in the realm. The citizens of Parthoris have barely had time to rebuild their lives in the wake of D'Sparil's reign of chaos, which was put to an end by a yet-unidentified outsider."

Faithless is a 9-map hub for Heretic with new textures, classic gameplay but ready for GZDoom 4.0.0 with a lot of nice surprises. It currently can be downloaded as releasre candidate but it's very close of being finishd, so give it a shot and help Jimmy polishing his work to the max.

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Lost Civilizations

Lost Civilizations

"A civilization was collapsed as people got into religion of "ignorant egoistic idiotism". Genetically modified cattle and food turned the people and animals to agressive zombies. But there were few survivors. How they weren't affected" - The story of Lost Civilizations sounds pretty simple but that doesn't describe the briliant mapping behind it that is served by the mapper Jaka. Currently you can only find screenshots in the development thread over at Doomworld but it already creates high expectations to be honest.

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