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Antaresian Reliquary RC2 released

Antaresian Reliquary RC2 released

Antaresian Reliquary is a compilation of levels, designed by antares031 for various community projects for the last 4 years. Seven levels with different themes and limitations were selected for this compilation, and the wad is designed as boom-compatible with some custom gameplay elements, such as new enemies and weapons. It is recommended to read the details about the gameplay changes, before you start playing this wad. Also, each level has a death exit, making every level starts with forced pistol start. So please keep in mind about this. 

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DoomRaider 2020

DoomRaider 2020

17 years ago Russel_P released a map called Doom Raider which somehow managed to scrape into DoomWorlds top 100. It's safe to say the map is looking somewhat dated these days. It was his first non vanilla map and he only really achieved part of what he was aiming for. Over many ZDoom (and subsequently GZDoom) updates, many of the maps features have become diminished or broken. The original map is now unplayble due to GZDoom changes which leave the poison clouds in the level with infinite height, which makes it almost impossible to survive without cheats.

So here's an unpdate/new version/reimagining/reboot/whatever. This started out as an exercise in updating his doom mapping knowledge, but ended up becoming a complete obsession. Russel_P has undoubtedly spent more time on this new version than he ever spent on the original and, if he was to produce a list of changes, it would be quicker to list the things he hasn't tinkered with. If it wasn't for the cuurrent lockdown, which has given him a large amount of free time, he doubts this map would have been released this year. But hey, here it is, the remaster of Doom Raider and it definitely was worth the wait.

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25 Years of Doom II

25 Years of Doom II

To celebrate the 25th Anniversary of the introduction of such wonders as the Super Shotgun and Arch Vile, Phobus presents a brand new, limit-removing megawad, which uses every line and sector action at least once! Difficulty starts low and gradually builds through this set as your journey unfolds across a planet lost to Hell 25 years ago. Will this be the mission that finally defeats the demons? No jumping or crouching, please! Do feel free to use mouse look, and if gameplay mods are your thing, go ahead - this should be compatible with everything. Doom II: 25 Years of Earth is designed for continuous play, but every map is beatable from pistol starts if that's how you prefer to do things - let's celebrate the game all together.

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Sapphire - Remaster finished

Sapphire - Remaster finished

While continuing the work on The City of the Damned: Apocalypse together with Nash and Ozymandias81, and making a small creative break from Blade of Agony, I had the time and motivation to finish up another Remaster for one of my old releases that had the potential for visual improvements and gameplay fixes. So there it is another one: Sapphire - Orbital Research in its new and (hopefully) final version 2.0. What can be expected compared to the original release in 2006?

  • Added a new statusbar (base by NightFright)
  • Added widescreen graphics
  • Added a new palette
  • Added dynamic lights (removed sector light effects)
  • Added special effects (volumetric light)
  • Added ambient sounds
  • Added brightmaps and gl-lights
  • Added alt-deaths
  • Added gore effects (by Nash)
  • Added low-health effect
  • Added a new weapon (black-hole gun)
  • Added new secrets
  • Added new areas
  • Added new level geometry for visual enhancements
  • Turned doors into polyobjects
  • Improved liquid and computer textures
  • Improved skybox (rotates on all axis now)
  • Improved colors for messages and statusbar graphics

Once again, Ozymandias81 had been a big help with finishing up the final version and polishing code and internal mechaincs to make it work as good as it looks so I want to dedicate this release to his tireless dedication . But I also want to thank everyone else at Doomworld and ZDoom again for joining the testing phase and supporting me with feedback. I hope the new version is as fun to play as it was for me to improve and fix up for this new and definite release.

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Final NeoDoom released

Final NeoDoom released

It looks like I am not the only person in the community considering remasters of previously released work. The modder Daniel released his new version of Final NeoDoom just a few days ago with numerous fixes, improvements and changes to his awesome mod that has been initially released 2015 if I can remember this correctly. So what can you expect from one of the coolest releases of the 2010's? It's a mod with 17 new maps for GZDoom source port, including new music, weapons, monsters, inventory, textures, graphics and hud. It uses special features such as 3D floors, jumping and crouching, dynamic lights, 3D objects (MD2 and MD3 models) and extended DECORATE definitions. Gameplay is quite varied: monsters have different personalities, and some of them requires specific weapons to be beaten. Inventory items also play an important role on specific situations. So what are you waiting for?

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Repository Submissions on hiatus

Repository Submissions on hiatus

Some of you might already have noticed that submissions for the repositories, that are posted on the submission forums were not treated, accepted or moved to the official pages in the past few weeks and months. It's not that there is no interest in all the cool and quality content that gets posted, it's simply that we lack manpower for this. Blue Shadow did a great job in the past, but I can fully understand, that he isn't interested or capable in doing all of it on his own. For me, my time is very limited since months now and it's hard to even handle my own projects, especially Blade of Agony that is somehow on hiatus as well currently.

As a consequence, the submission forums have now been deactivated until the situation changes for us. If you want to speed things up and you are interested in helping out with sorting repository entries, helping with technical assistance, doing sort of quality control and adding finished submissions to the database, feel free to contact me through This email address is being protected from spambots. You need JavaScript enabled to view it. or a private message on the ZDooom and Doomworld forums.

Best regards, take care,
Torm and the Realm667 staff

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The City of the Damned - Walkthrough Video

The City of the Damned - Walkthrough Video

A few days ago I spotted a walkthrough video recorded by Dimon12321 at the Doomworld forums. I have to say it's always very entertaining and interesting for me to watch these videos as a developer. It gives an insight on how people react to certain situations when they are playing your works. Sometimes everything happens and proceeds as intended and sometimes ... well - does not, which is a good thing as well. Thanks for recording this! And to everyone else: Have fun watching and playing the remaster, just click the link below.

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Austerity - Remaster finished

Austerity - Remaster finished

While working on The City of the Damned: Apocalypse and preparing further work on Blade of Agony, I had the time and motivation to finish up another Remaster for one of my old releases that I felt could need some tuning and improvements. So there it is: Austerity - A Simplicity Tribute in its new and (hopefully) final version 3.0. So what has been changed since 2011?

  • Added a new statusbar (base by NightFright)
  • Added widescreen graphics
  • Added a new palette
  • Added dynamic lights (removed sector light effects)
  • Added special effects (volumetric light, fire particles)
  • Added ambient sounds
  • Added brightmaps and gl-lights
  • Added gore effects (Nashgore)
  • Added new traps and improved gameplay
  • Added low-health effect
  • Improved colors for messages and statusbar graphics
  • Improved exteriors (grass)

Once more, Ozymandias81 had been a big help with finishing up the final version and polishing code and internal mechaincs to make it work as good as it looks. But I also want to thank everyone else at Doomworld and ZDoom again for joining the testing phase and supporting me with feedback. I hope the new version is as fun to play as it was for me to improve and fix up for this new and definite release.

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ALIENS: Eradication

ALIENS: Eradication

I am excited to announce the release of Aliens: Eradication (RC1), an 8 map action/survival game, designed for use with Kontra Kommando's Aliens Trilogy (Payload edition). The Aliens have risen again on planetoid LV426 at Weyland/Yutani corporation's best kept secret: a second colony! They still want the creature for research. The mod features

  • Four unique player classes with there own stories, enemy encounters, item placement, side/bonus missions, and even some maps exclusive to the class you have chosen to play.
  • Weapons and enemies from the Aliens Trilogy PS1 game, the Aliens films and more.
  • Play the single player, 8 map campaign or load up the mod with your favorite iwad or pwad to give them the "Alien treatment". Works with most Doom and Doom2 wads (not tested with other mods).
  • Deploy auto turrets and drones (class specific) to set traps or create defensive choke points.
  • Take advantage of environmental hazards (fire and electricity) to help even the odds.

 

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The City of the Damned - Remaster finished

The City of the Damned - Remaster finished

Even though it took a bit longer as expected, the first part of The City of the Damned got its remaster finished and released today. The original was released in 2004 and after 16 years I took the opportunity to polish and improve the map in a way, it was always meant to be - I just suffered knowledge how to properly realise some things.

  • Added dynamic lights to improve the atmosphere
  • Replaced some vertical doors with polyobject doors
  • Improved gameplay, added skill settings
  • Added a custom status bar
  • Added new palette
  • Added brightmaps
  • Added new graphics (widescreen compatible)
  • Added new sound effects
  • Improved various textures
  • Retextured areas, replaced many original Doom textures
  • New ending sequence
  • Two new monsters for boss battles
  • Fixed countless misalignments and bugs from the original release

On top of that, a few people helped me with the remaster from 2020 - especially Ozymandias81 with whom I work on Blade of Agony for over 5 years now was a great help. But I want to thank everyone else at Doomworld and ZDoom for joining the testing phase and supporting me with feedback and testing before I was finished. I hope the new version is fun to you, it feels perfect to me now and I am looking forward to the community's reception, it's about 30 minutes of non-linear gameplay and I'd be happy to see some Let's Plays around - that would be awesome! ...oh and for those who wonder, a remaster of The City of the Damned: Apocalypse is already underway, powered by Gothic, Nash, Ozymandias81 and me.

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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

 

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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.

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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. ;)

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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.

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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.

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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.

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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.

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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.

 

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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!

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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!

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