March 2008
Last Man Standing 4.0 Released
 Posted
by
Darren 'Doom Dude' Finch
at 11:47 AM |
Category: DOOM |
calimer revealed that Last Man Standing Co-op 4.0 is now available and is the Final official release of the Doom 3 mod.- Over ten new LMS SP Coop easter eggs to find!
- New Map TS_HellPentagram.
- Now features over 80 maps tweaked for Cooperative play!
- Upgraded to the heavily optimized 1.3.1 Classic Doom for Doom 3 Maps.
- Heavily Improved New Supermaggot skin! Also new menu and wrench icons.
- Portals added so players don't get left behind on train maps.
- Spawns have been significantly tweaked to reduce or eliminate telefragging.
- Training Simulation maps (TS_) have been updated and fixed.
- Numerous SP Coop tweaks and fixes to optimize your gaming experience.
Soooo go get Last Man Standing 4.0.
Grab Some HellFun
 Posted
by
Darren 'Doom Dude' Finch
at 7:09 PM |
Category: DOOM |
Maybe now would be a good time to have some HellFun, which is a Doom 3 map designed by phizix for singleplayer.What the developer has done is he played with the hell texture set. HellFun is a good choice for downloading for a bit of good ol' Doom III action, and is fun to play, and the modifications to some of the baddies throw a bit of 'newness' into the game. Downgrab that map off of Doom 3 Files.
New DIAZ Update
 Posted
by
Darren 'Doom Dude' Finch
at 6:03 PM |
Category: DOOM |
WildWeasel has been busy over on the Doom Armory with another DIAZ update. For the list of changes hit the Armory (or look at this thread on the DRD forum) and read the update.... it's easier than having me explain it all.
MaxGFX NG Final 1.8 Update
 Posted
by
Darren 'Doom Dude' Finch
at 6:49 PM |
Category: DOOM |
Dafama2K7 is back with the updated full version of MaxGFX NG for Doom 3.Based on the Maximum Graphics mod by Sinot, this download will maximize your Doom3 gaming experience and tweak out the graphics! For those of you that have not heard of or tried this modification before, Sinot has looked for a long time for a modification that would provide the best visuals/sound/gameplay for this game, after a fruitless search, he decided to create one himself! Check that out on Doom 3 Files.
Sixteen Sector Jobby Finished
 Posted
by
Darren 'Doom Dude' Finch
at 1:29 PM |
Category: DOOM |
It seems that the 16 sector contest / challenge thinghy is over according to Fatal's post in the 16 Sector Thread. Nuxius gave his review of the submitted levels in this post.... I guess that's a wrap.
| Wednesday, March 26, 2008 |
Epic Review
 Posted
by
Darren 'Doom Dude' Finch
at 7:28 PM |
Category: DOOM |
There's a new update on the Outpost Of Doom II with Ismaele doing up a review for Epic, which you can read in the reviews section and you can also check out the screenshots.
GZDoom 1.1.02
 Posted
by
Darren 'Doom Dude' Finch
at 1:06 PM |
Category: DOOM |
Graf Zahl released GZDoom 1.1.02 just recently.- First version with ZDoom's new garbage collector which provides significant performance improvements on maps with lots of actors.
- Switch to Fmod Ex. (It doesn't use the latest still unfinished sound rewrite from ZDoom though.)
- Implementation of 3DMIDTEX feature, inspired by Eternity
- Linked sectors for complex moving structures that are not supposed to break apart when only one part gets blocked.
- Separate texture offsets and scrolling for upper, middle and lower textures.
- Plus lots of smaller things.
So there ye go.... grab teh latest GZDoom.
KingTut Will Explain All
 Posted
by
Darren 'Doom Dude' Finch
at 10:13 PM |
Category: DOOM |
Meh I feel like crap. Meanwhile Bladeghost JV released a tutorial called KingTut that explains to novice modders how to set up a mod for Doom 3. It's not a good day.... hope yours was better. That thinghy is on Doom 3 Files.
Freedoom 0.6.2 Released
 Posted
by
Darren 'Doom Dude' Finch
at 7:11 PM |
Category: DOOM |
The Freedoom site was updated recently (sometime between now and March 14) with the release of Freedoom 0.6.2, which fixes a show stopper bugger in Map18.... so go check that out.
New DIAZ Buildz
 Posted
by
Darren 'Doom Dude' Finch
at 5:28 PM |
Category: DOOM |
That WildWeasel fellow updated the Doom Armory with another new DIAZ build, which includes changed Cultist graphics, reduced Cultist firepower and player classes / Diaz costumes are selectable in new game menu. So check out the Doom Armory.
Zombie Slayer Interview
 Posted
by
Darren 'Doom Dude' Finch
at 7:38 PM |
Category: DOOM |
I was poking around looking for some Doom news and ended up on Mod db and noticed they posted up a Zombie Slayer Interview where they talk with Bryan Henderson about his Doom 3 mod.Then one day, a youtube user commented about Zombie Slayer, and said PC Gamer UK put up an article about it. Soon, I located the article, and I realized that, hey, people do care about the project. So I decided to continue. Also hit the Zombie Slayer site for more info on the mod and get the 1 level demo.
Fixed Gore Mod
 Posted
by
Darren 'Doom Dude' Finch
at 6:33 PM |
Category: DOOM |
Dafama2K7 has appeared again with a release of the fixed, final version of the Enhanced Gore mod for Doom 3.Some of you may remember Enhanced Gore 3 (final), originally developed by Tets, and some of you may remember that it had some small bugs as well as one big bug that prevented players from loading any saved game...well, the good news is that these have been fixed, along with a few other minor issues. That mod is available thanks to Doom 3 Files.
| Wednesday, March 19, 2008 |
It's Time For A Death Orgy!
 Posted
by
Darren 'Doom Dude' Finch
at 9:03 PM |
Category: DOOM |
Benzo is back with a new version of his Infernal Death Orgy mod for Doom 3.It makes Doom3 more realistic, better looking, and slightly more difficult. It does all this without meddling with the game's atmosphere. This mod is based on the super popular Denton's Enhanced Doom3 (v2.02) mod. Yeah so there you go.... have fun with the Infernal Death Orgy thanks to Doom 3 Files.
Pogostick v.09 & Knee Deep In ZDoom v1.1
 Posted
by
Darren 'Doom Dude' Finch
at 7:48 PM |
Category: General |
Realm 667 was updated and Tormentor 667 reveals the release of v0.9 of PogoStick, which is a Doom platform game. The release includes 4 maps (2 official and 2 user) plus tutorials and scripts so you can create your own maps. Further investigation of the update shows that Knee-Deep in ZDoom v1.1 was released (keep your eye peeled on /id games for the downgrab) [edit]Some bugs were found and it's being worked on so we may have to wait a bit longer to get the updated KDiZD].Expect a even more balanced KDiZD that's even working with the latest Skulltag so you can finally play it online with your friends with the communities' greatest client/server port. From what I read, the Soundtrack for KDiZD is also included. Furthermore check out the beastiary because the 100 monster mark is about to be broken!
Dark Resolution 2008
 Posted
by
Darren 'Doom Dude' Finch
at 2:23 PM |
Category: DOOM |
I was poking around /id games and noticed a set of Doom maps called Dark Resolution 2008 was released. The wad is a community project made up of 11 maps for Doom 2 and requires a Boom compatible engine to run.Since the Community Project continues to be popular, this is a mapset composed for the event of the 2008 New Year and Doom's 14 birthday. Soooooo go get some Dark Resolution 2008.
Whispers of Satan Update & Two Reviews
 Posted
by
Darren 'Doom Dude' Finch
at 2:55 PM |
Category: DOOM |
Paul Corfiatis updated his Doom Page a couple times in recent history... so there's info on the Whispers of Satan megawad (19 levels are finished) and Paul has done up a couple reviews, one for the joke wad Mock 2 and another for The Ghoul's Forest 3. Also check out the Whispers Of Satan site for more info on the megawad.
Met2d X3
 Posted
by
Darren 'Doom Dude' Finch
at 10:39 AM |
Category: DOOM |
Nemesis let me know that he found three maps on Map Raider that metalseed released. The levels are all made for Doom 2, and two are designed for deathmatch and singleplayer while the third is singleplayer only, which looks to be the best of the three. I didn't get to download any of this, since my connection seems to be a bit slow for some reason. Check that stuff out right here.
Freedoom 0.6.1 Released
 Posted
by
Darren 'Doom Dude' Finch
at 1:43 PM |
Category: DOOM |
Back on the 3rd of March I mentioned that Freedoom 0.6 was released and I just noticed today that they released version 0.6.1.Include all patches in all IWADS, to prevent crashes with WADs that use custom TEXTURE1 lumps. Several map fixes too (see ChangeLog), a new sound by CSonicGo and a few sounds tweaks. Check out the latest Freedoom.
Oblige III In Development
 Posted
by
Darren 'Doom Dude' Finch
at 1:02 PM |
Category: Other Games |
Ajapted posted right here that Oblige III is being developed and the code for the random level generator is being rewritten.The first big change is the map representation, which was quite limited before, made up of 16x16 blocks, and creating architecture with finer detail or arbitrary shapes was not possible. The new representation is similar to the Quake map format, made up of "brushes" which are solid chunks in 3D space (e.g. the floor is one brush, and the ceiling is another one). This allows to create maps with "Extrafloors" for the advanced DOOM ports, and also allows creating maps for true 3D engines like the Quake series. Go ahead and read more right here.
| Wednesday, March 12, 2008 |
John Carmack Interview
 Posted
by
Darren 'Doom Dude' Finch
at 7:36 PM |
Category: id Software |
Over on PC Perspective they posted up an interview with John Carmack that covers ray tracing, multi-gpu graphics and various tech stuffs.It’s reasonably likely that if my little data structure direction pans out you’ll probably still want to do characters as skinned and boned with traditional animation methods. While you could go ahead and work out a voxel method of characters using refraction skeletons around characters and you could do animation, you probably wouldn’t want to because we can make characters that look pretty damn good with the existing stuff and if everything continues to get 10x faster without us doing anything you’ll probably want to do characters conventionally. But if you can do the world and most of the static objects at this incredible level of detail that you would get with the sparse voxel octree approach that seems like a completely reasonable way to mix and match. Thanks to Aliotroph? for the link.
4000 Monsters (Nuclear Bomb Not Included)
 Posted
by
Darren 'Doom Dude' Finch
at 1:43 PM |
Category: DOOM |
Nemesis sent me a message that there's a map available through Fileplanet/Planetdoom/Gamespy that goes by the name 4000 Monsters, which was released by Lantern Jaw.Just for the record, it is possible to finish this level as I have done so, just remember where the skull key doors are, be prepared to run, fire the BFG and if you are lucky you will see the switches before you die. Mwa ha haa! I don't think this thing is my cup of tea, so to speak, but somebody around here is bound to like it.... enjoy your running around like a mad hatter.
New DIAZ Build Released
 Posted
by
Darren 'Doom Dude' Finch
at 3:13 PM |
Category: General |
He who is known as the WildWeasel updated the Doom Armory with a new DIAZ build, which includes many additions and minor fixes for the weapons mod. You can read about all the changes and get the downgrab in this thread on the DRD forum. I just checked it out myself for the first time and I ran it with Vilecore 2... there's some interesting stuff in here. Didn't get to play long tho... gotta head out. Check it out.
When Demons Become A Problem
 Posted
by
Darren 'Doom Dude' Finch
at 8:17 AM |
Category: Hosted Sites |
I went ahead and ended up playing Exl's Demons of Problematique and added it to my Level Of The Day section on The Megawad. So yeah, like check that out if you like hellish maps, exploring cool looking areas and dieing.
ReX Is Paranoid
 Posted
by
Darren 'Doom Dude' Finch
at 1:12 PM |
Category: DOOM |
ReX updated Doom Nexus with some info and screenshots from his Paranoid project, which is a 5 map Half-Life mod designed for GZDoom. If you want to say something about the mod, you can always use this thread that ReX, posted on our forum.
4 Hours Of Ibixian Blood
 Posted
by
Darren 'Doom Dude' Finch
at 12:49 PM |
Category: DOOM |
Acyclitor released a small, un-screenshotted, dinky map that he calls 4 Hour, which is about how long it took for him to make.Its a standard brown-brick and metal themed level, nothing special. That map is on Ibixian Blood....
Aluqah Releases ZT-96
 Posted
by
Darren 'Doom Dude' Finch
at 7:41 PM |
Category: DOOM |
Aluqah updated his Aluqah's Web site with the release of a ZDoom, singleplayer level called ZT-96.An alien type fortress including a 9 new weapons mod and some new monsters. Hit Aluqah's Web if you want to check out the map.
Level Of The Day Update And Vilecore 2 Progress
 Posted
by
Darren 'Doom Dude' Finch
at 3:48 PM |
Category: DOOM |
So who else is there to post my news? Nobody! So here I go again... I updated The Megawad with some basic progress on Vilecore 2 and I added Point Of No Return by Job to my Level of the Day section. Beware of stealth critters if you head that way. Ok, that's all I have to say for now.
New Realm For Tormentor
 Posted
by
Darren 'Doom Dude' Finch
at 8:57 PM |
Category: General |
Tormentor 667 went ahead and revised Realm 667 again.I thought it was time to improve several things on the homepage that were a bit annoying - not only for me, also for the visitors. It's looking pretty nice so check out the new Realm 667.
Freedoom 0.6 Released
 Posted
by
Darren 'Doom Dude' Finch
at 9:56 PM |
Category: DOOM |
There's some activity on the Freedoom site with the release of version 0.6 and the biggest change is with the levels..We decided that many of the good levels in the DOOM1 set weren't getting much exposure, so we've mapped them into the DOOM2 set. They decided to also replace some sound effects and texture definitions had to be recreated. Check out the latest Freedoom.
ReX Explains How To Shrink Your Sprites
 Posted
by
Darren 'Doom Dude' Finch
at 7:05 PM |
Category: DOOM |
ReX posted a Resizing Sprites tutorial over on Doom Nexus.Those of you that have tried shrinking sprites to reduce file size may have noticed that the image gets horribly pixellated, and gets rendered like crap in DooM (or its source port variants). So how do you reduce an image without the accompanying degradation? Also ReX has been working on Paranoid and has yet to work on the new enemies.... so no screenshots for now but there's more to read over there so go now!
16 Sectors To Doom 2 Contest
 Posted
by
Darren 'Doom Dude' Finch
at 12:55 PM |
Category: DOOM |
Fatal decided to start another one of those newdoom forum, design a map, contest, challenge thinghys and posted this thread explaining the rules n stuff. So if you want to make a 16 sector map that fits within 4096x4096 units, runs on Doom 2, for whatever port.... (well just read the listed rules).... then get cracking because you have until the 17th of March 2008 to get it done. Also if you want to be a judge, then you'll have to talk to Fatal. If you're map explodes and destroys your room, don't blame me, I'm just a messenger. The winner gets a slap on the buttocks by a wild Imp in a cocktail dress. No wait that was just a weird dream. Adios!
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