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 All the mappacks represented have been remastered (in the sense that outdated DeHackED code has been converted to DECORATE/ACS) and bugfixed (generally speaking he has removed all bugs he has found which can allow a player to become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.
To get his feet wet after not paying attention to ZDoom for a while, TehRealSalt decided to take a stab at remaking the Mirror Mode he did for SRB2Kart, but in ZScript form instead of C. Really simple trick, just flips the screen, then flips strafing and looking. Requires OpenGL for the shader, but otherwise should be compatible with just about everything. Far from perfect, but a lot of the issues would only be solvable as an EXE modification. More information can be found at the release thread. Known issues are:
- Might be a little messy with MP prediction (confirm?). May update this in the future to try and use PlayerThink, but I want to make sure it maintains its current level of compatibility.
- Sounds are flipped. Not much I can do about this one.
- Automap is wrong too, which I probably also can't do anything about.
- Occasional, really subtle mouse jitter with rendering interpolation. Yep, also can't do anything about this.
5 Nights at Freddies is exactly what it says: A remake of the well-known game powered by GZDoom. For those unaware of the mod, a brief little summary: You (and/or your friends, up to 8 players supported) must stay alive in the mysterious 'Freddy Fazbear's Pizzeria'.
Hold out until the clock hits 6:00 to survive each night. Each night will progressively get harder and harder, you'll have to manage your power, the location and behavior of the 4 animatronics (and possibly more), and other events. The recreation is well done, top-notch quality and therefore the 700MB are for a reason. Check the download and further information from the official development thread.
"It is time to return to the fray and battle for the Earth!" This is the big introduction sentence before you grabyour boomsticks everyone, because Doomguy is back for more in this Ultimate Remake of Doom II! Gardevoire is currently working on something all of us classic mappers have been waiting for: Replaying the original Doom 2, just remade, expanded and improved, but still feeling like the good old stuff we know for over 2 decades now. This mappack for Doom II currently contains 20 levels and is still under progress, but you can download the current version from the development thread. Let your journey to the hell and back begin, once again!
A perfect sidescroller in the Doom engine isn't possible... or is it actually? GreenLegacy proofed that with the power of GZDoom's ZScript it's not only possible but it's also very good an fun to play. Echo is GreenLegacy's first commercial game and influenced by several side-scroll-games such as Metal Slug or Megaman, and it does very well with that. What is it about?
M16 is the protagonist of this game. He was famous butler robot. But after Mutant Armageddon started, he got the order of Dr.Miller who created M16.His mission was saving the people's life from the mutant. After adding combat capabilities to M16.He armed with plasma weapon and combat gear that never has before.Now all he needs to do is eliminate all enemies to bring peace back to the earth...
Sounds like fun? It definitely is. Check the newly released demo from the development thread and support the project!
Batandy is obviously on a mapping and modding rage these days. After having released Golden Souls 2 only a few days ago, a new version of Castlevania Simon's Destiny has been released, bringing it up to version 1.3 and adding new features like environment maps or the so called bump mapping. Check the ModDb page of the project and download the latest version, it's definitely worth replaying,
July is definitely the month of big releases. Doom : The Golden Souls 2 is finally out and the sequel of the groundbreaking mario styled hub-based mod that we have waited so long now. Batandy has created something amazin here! This time you'll travel through levels with a world map, unlocking new paths by reaching secret exits or by collecting big coins. You must retrieve 7 Golden Souls stolen by the Cyberdemon's minions in order to save the world... once again! For a gameplay trailer, more information and the final download, check the development and release thread over at ZDoom.org.
Revae has just released one of the TCs I have been waiting for a long time now. REKKR is an ambitious vanilla TC set in a fantasy world that feels vaguely Norse or Celtic. You are a warrior recently returned from war, only to find your hometown massacred by hellish creatures. From there you set out to find revenge. So what does it feature?
- 27 maps + 8 and 1/2 bonus maps
- Over 10 monsters
- All new weapons
- All new music
- All new sounds
- All new graphics
- All new everything
It should run in just about any engine you throw it at. For ZDoom variants, make sure your compatibility settings are for Doom (Strict), and don't jump or freelook or you'll break the visuals/everything. More information including a download link and a link to the project homepage can be found in the ZDoom forums.
Back in the day I don't think people would have really gone for this whole "corporation as state" thing, but I guess back in the day they didn't have to deal with portals to hell ripping our dimension apart. When push comes to shove, if the throne is empty, somebody's going to go and sit on it. Just happened 200 years ago that it was the UAC. They call themselves a commonwealth now, their CEO a president, their shareholders are the public. All told they've done a decent job putting the pieces back together.
This is how the whole Interstellar Enforcer story starts. ReformedJoe has just uploaded a gameplay trailer of his wip-project and it's really nice looking stuff he got there. What is Interstellar Enforcer? In a nutshell, it is a mission based GZDOOM TC for DOOM II. Take doom, mix in a dose of unreal and turok, add a splash of metroid and maybe a little bit of system shock 2 and you'll not be far from the target. You play as an officer of the Interstellar Enforcement Patrol, tasked with policing the obscure fringes of humanities bustling space empire in the future of the DOOM II timeline. You generally do this by shooting things.
It is so impressive to see, how far the Doom engine has come if you take a closer look at Membrane, a standalone game developed by SuperDon which is based on GZDoom. Featuring fast gameplay, expansive labyrinthine levels, with fun sci fi weapons and powers. Membrane is a throwback to classic First Person Shooters, inspired by the likes of Jedi Knight, Duke Nukem 3d, and of course Doom.
The story so far: You awaken in the crumbling ruins of a laboratory. An alien membrane covers your arms and back. You hear it in your head... responding to your thoughts, telling you to escape! As you climb into the light, it becomes clear you have been the subject of alien experimentation. You can hear a patrol in the distance... you will have to fight your way out and find a way back to Earth! A gameplay trailer can be found in the official thread over at ZDoom as well es on the ModDB page.
Just spotted that the modder Revae has posted a new "work-inp-progress" screenshot of his mod REKKR. Teasing is one of his greatest strengths, no doubt about that. If you haven't heard about this project yet, let's put it in a nutshell: It's a vanilla TC set in a fantasy world that feels vaguely Norse or Celtic. Think Skyrim, but without the billions of dollars or cohesive art direction, or planning. All the weapons and enemies and maps and sounds and musics and textures and graphics are new from scratch (except 3-4 textures that I re-shrunk from a high res Thief texture pack Revae did years ago). A total total conversion. The general idea is a 90's Doom clone. It started as a sprite tutorial and snowballed into a full game - and it looks brilliant so far. Check the thread, there is even a gameplay-trailer.
Ever imagined what Doom II would have looked like when the first maps weren't focused on the Space Station theme but some kind of a darker and more hellish theme? Doom II Dark World is exactly that: 11 maps that are patterned after the first set of 11 levels in Doom II. The concept for this mapset was inspired by the Dark World levelsets from Super Meat Boy: levels with the same broad layout as the original they're based on, and with a familiar look, but with different aesthetics and a much higher challenge factor. The chief mapping guideline the mappers Hellser, Trance and Grimmoire followed was that if a player knew their way around the original map, then they should never get lost playing one of these. The goal is to provide longtime Doom II veterans with a fresh experience traversing maps which feel both instantly familiar and new and challenging at the same time - and it does a good job at it!
It's already been a while since Enjay released his ambitious 1-map project Gene-Tech but I spotted the old thread again today and I think it is fine to showcase the project another time - I am actually still hoping for a sequel. The game has sort of an EU-like, fan-fictionish plot for another game inspired by a single paragraph in an article that Enjay found online. You are tasked with investigating the Gene-Tech corporation. This company, based on Mars (why is it always mars), specialises in genetic manipulation and cybernetic integration. The Global Defence Force has strong evidence to suggest that Gene-Tech has made contact with an alien race and is working with them on new technology. This goes against the internationally and interplanetarily agreed protocols for alien contact and is considered to pose a significant security risk. As such, you are authorised to use any means necessary to investigate Gene-Tech, discover the nature of their work and neutralise any alien threat should it become apparent that there is one. Sounds thrilling? It is! Get the map now, it's worth every bit and byte of download!
Imagine having the Legendary mechanics of Fallout 4 integrated into Doom - how cool would that be? That's the premise of the Legendoom mod from Yholl! If you are unfamiliar with those, here's basically what happens. Random enemies on the map are chosen to be Legendary enemies, with increased health. Bringing them down to half will cause them to fully heal and transform (kinda) into a more powerful form, attacking you relentlessly and with even more damage than normal. Killing a Legendary enemy at any point will cause them to drop a completely random Legendary weapon, which will have an extra effect altering its behaviour! There are currently 60 different effects, ranging from things like increasing the effectiveness of healing items, firing bouncing projectiles, doubled explosion size, or even a triple shot attack! These effects are seperated into four tiers of general awesomeness, with each tier having a different color representing it, as well as cool weapon sprites. You want more? Go for it!
While being on a gameplay-mod rage the last weeks, I have to mention one special thing from the modder Deadalus: Complex Doom. In my eyes it honors its name in all regards when it comes to its features:
- Each monster has typically 3/4 tiers where a random tougher monster will spawn in its place.
- Armor and Spheres have a random chance to spawn a stronger type / powerup.
- Weapons have been redone and feature reloading.
- There is an inventory system to make use of items / powerups which are randomly dropped by monsters.
- You can toss grenades and mines with weapons equipped.
- here's plenty more in it but again, its been out for so long people likely know whats what.
Next to that, a lot of additional features have been added since the initial release like upgradable weapons, kicking, demon runes and many more things. For a detailed explanation and a gameplay video, simply check the development and release thread over at ZDoom.org
Just spotted a very interesting gameplay mod over at ZDoom.org which is all about our beloved protagonist from the first early build games. Let's set our minds back to 1871. We all know the sad fate of the undead cowboy known as Caleb, main character of the Blood series and his thirst for vengeance, as he was betrayed by the dark god known as Tchernobog. When he (Tchernobog) killed the Chosen, and among them, his beloved Ophelia, he knew Caleb would seek revenge more powerful than ever, many years later. But what if Tchernobog used his powers to banish Caleb once and for all from that dimension? Caleb awakes in the middle of a demonic invasion on earth. But not that world he used to know. Things look too different. It's up to you to find some answers. Or maybe, you could awake on a Dark-fantasy themed scenario, or even, a dystopic cyberpunk themed world! The possibilities are on your hands. Ultra Crispy combines the best of both worlds when it comes to Doom and Blood.
Admeral has released his gameplay mod Enhanced Vanilla Project already a few days ago, but it doesn't matter, as it is still in progress and development is continuing. for his very first Doom gameplay mod and a QoL (Quality of Life) type of mod, it's a very solid release. It some kind of Smooth Doom and Beautiful Doom. But, what does this mod? To keep things simple: It gives vanilla Doom a fresh coat of paint, while maintaining vanilla gameplay. If you are interested, simply check the dev thread over at ZDoom for a full list of features, a gameplay video and a changelog.
The mapper ImpieTwo has just released his latest side-project called Operation Bodycount, revisiting a previous remake he abandoned a couple years back. The project is three objective-based with multi-storied missions. The objectives are clear: Kill terrorists, rescue hostages, disarm nuclear devices, and save the world from HORUS's ultimate jihad. A remake of the terrible DOS shooter of the same name, in the same spirit as his previous remake, Nerves of Steel. The story goes:
The HORUS terrorist group has just made super-terrorist Victor Baloch its new leader, and they’ve stolen several nuclear warheads. With the nukes in tow, they’ve begun holding the world hostage one region at a time.
In response to this, NATO has greenlit a campaign to eradicate HORUS and Victor once and for all, with the Hercules of counter-terrorism Hector Juarez taking point. Operation Body Count is a go.
This doesn't only sound fun: It definitely is. Check the release thread with more information and a nice showcase video from the official release thread over at ZDoom.