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!
Batandy for me is currently one kind of a messiahs to the community. He is very productive and enriches us with new and fresh ideas - this time, with something totally new again: Crimson Deed, an immersive exploration based first person shooter starring Vesper, a vampire that has emerged from a long slumber into a world she no longer recognizes. Explore the ruins of a fallen kingdom, and uncover the truth behind its downfall as you fend off vicious foes with powerful weapons and abilities! Currently only a public beta is available but it already shows off the potential of this game. Get the download and help Batandy with some feedback!
From a technical aspect, it is definitely possible. But what about the conceptual? The modder StalkerBlade is exactly doing that at the moment. For various reasons a release isn't planned at the moment but I really hope that he is revising his decision. What I can see so far looks very interesting and promising and with some help from the community chances are high that this turns into a really good thing. Don't believe me? Check the thread and see for yourself - and let's hope, we will get something playable in the near and not so far future.
For me FireSeraphim isn't someone I had on my radar or did remember from the past. He actually said that he already failed a hundred times, releasing something but to be honest, I hope times change with The Edge of Time, a project that he is currently working on - it caught my interest! So what's so special about it? This iteration of his project 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 shall be listed here:
- 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
And if that doesn't make you curious yet, the screenshots should. More information and visual beauty can be found at the development thread of the mod.
I am aware that the german translation of Realm667 might not please anyone regarding its historical relation but I am pretty sure you get the point. I was asked a number of times already if there is a slight chance to have a german, spanish or french version of the page. As I am only a native german speaker, I can only serve with a native german translation but even that would be too much to handle when it comes to the extra effort. Still I thought it would be at least a help for those foreign people if a automated translation service is implemented - and that's what I did. Check the top left corner for your Google Translation glory - hope it helps!
The mapper Vostyok has released the first episode of his post-apocalypric shooter Ashes 2063 and it's an atmospheric and amazing blast. It is designed to be run in the GZDoom or QZDoom port, and includes support for either software or hardware options. Set decades after a worldwide catastrophe has reduced most of the country to toxic wasteland, the player takes on the role of a scavenger searching the ruins of "The City", a once thriving metropolis, for valuable items. Add bands of mutant cannibals, limited ammunition, and a mysterious group of gas-mask wearing para-military types prowling the rubble. Additionally to the first episode, you can also download a few addon packs already at the development thread. Get it, scavenger!
If you ask yourself "Why is Tormentor667 posting screenshots of next-generation games?" the question has definitely a reason for being. Total Chaos is actually the project, that pushed GZDoom not only to the edge but even beyond. Wad'a'holic has created a totally new game with an intense atmosphere and impressive graphics and mechanics only by using Graf Zahl's sourceport. So what is it all about?
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.
Get the standalone version just now from the development thread or ModDb and take care of your pants - this is not for those with a weak heart.
The mapper jazzmaster9 has released his latest project called Innocence X3 a few days ago. It's a 7-level wad for DooM II and meant as a sequel. According to him, it's still in a release candidate stage but ready to go as it already took him forever to finish. You can get the latest version just here at the ZDoom dev thread.
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
Some of you might have already noticed that the message board suffered visual glitches that made it hard or even impossible to write replies and post threads. First of all sorry for the long delay of fixing this, but I simply wasn't able to handle this earlier. I am working as a wedding photographer and this year has been the hardest one since I've started with this job - each weekend one or two weddings varying between 8 and 16 hours of work as well as 20 hours of post-production. That's quite a long time if you are still working a normal 40 hour job in a media agency as well. Enough the whining, board is fixed and should work again.
In the past few months, GZDoom has evolved in the definitely most advanced sourceports - not only in terms of technical possibilites but finally also when it comes to visuals. Only few mods have really used the new possibilities but one mod finally took it to the boundaries: Doom Slayer Chronicles. The author bifurcator says, it is "compatible with all known gameplay mods for Doom2 and takes advantage of the newest features of GZDoom, such as hardware shaders, full-screen post-processing, PBR textures (normals and specular maps, also often called "bump mapping"), high-resolution textures, and of course dynamic lighting." The screenshots already speak for themselves. Check the development thread at ZDoom for some animated footage and more information, as this is close to a release.
After a long wait and an exorbitant amount of work, Dynamo is pleased to finally be able to release his latest project: Compendium. Compendium is as the name implies a compilation-style project, containing a hand picked collection (currently 54 total) of some of the best doom maps/wads released from 1994 to roughly 2004-2005, representing the classic era of Doom modding and fully compatible to gameplay mods. All the mappacks represented have been remastered (in the sense that outdated DeHackED code has been converted to DECORATE/ACS) and bugfixed (generally speaking he has removed all bugs he has found which can allow a player to become stuck in a level, including a ton of fixes that should ensure much better multiplayer compatibility), but they are otherwise untouched, as it is not his intention to mess with the authors' original vision. This means that there are no new rooms, no different thing placements and nothing of the sort to be found in this. Each of the wads included in this is accessible from a (currently functional but unfinished) central hub map. After you complete one of the mappacks, you are sent back to the hub map, which means you can keep your arsenal when going to the next one (or simply start a new game to be taken back to the same hub map with a clear arsenal). You don't believe that? So did I until I checked the development thread.