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News Archive
July 2006

 Monday, July 31, 2006

 High/Low 1 Released
 Posted by Darren 'Doom Dude' Finch at 9:49 AM
Category: DOOM

Chris Hansen released a single player, Doom level that requires a limit removing port to play and goes by the title: High/Low 1.
I wouldn't exactly state this as a come-back wad as the quality isn't really up to par with my previous work. However, I just hope people will accept this map as a good small to medium sized episode 1 map and nothing more. While it has a distinct episode 1 feel, it doesn't follow the same strict rules as my CH Retro Episode maps. So you might just bump into a cacodemon or two!
Discovery of the map release courtesy of Wads In Progress.


 Sunday, July 30, 2006

 Classic Doom 3 v1.1 Final Released
 Posted by Darren 'Doom Dude' Finch at 11:22 PM
Category: DOOM

Classic Doom 3 1.1 Final was released.
As a team, we have finally decided that it is time to close the project, and we want to do so with a bang. As per the previous news post, we have fixed all of the bugs that we were able to find. There are a handful of minor bugs remaining, however we feel that on the whole we have done everything we can to make this 1.1 release of Classic Doom 3 as complete as possible. Contained within this final update are many fixes and some nice new features that everyone should find useful.
Hit the Classic Doom 3 site for more info and the download.


 Saturday, July 29, 2006

 PRBoom-Plus 2.4.3.1 Released
 Posted by Darren 'Doom Dude' Finch at 6:23 PM
Category: DOOM

According to entryway who dropped me a message, PrBoom-Plus 2.4.3.1 was released with the main features being:
  • Updated to the latest prboom 2.4.3.
  • PRBoom-Plus is now available on UNIX, Linux, and other POSIX systems and also on Mac.
Check out the Changelog for the full list of changes.


 Friday, July 28, 2006

 Anouther Romero Interview
 Posted by Darren 'Doom Dude' Finch at 7:31 AM
Category: General

Apparently the Quake Expo site geared up an interview with John Romero where they talk about..... Quake! So lets have a look at that:
scar3crow: Now whose idea was it to give an ogre a chainsaw AND a gun? And is there a connection between him and that old screenshot of what looks like a greenish ogre wielding the player's bloody axe?

John Romero: The chainsaw idea was there from the inital concept and the axe was the first weapon we modeled into his hand. The only problem was that both his weapons required close combat attacks and i wanted a distance attack - so we put the grenade launcher in his hand instead. One thing I wanted to have the Ogre do is laugh and piss on your corpse after he killed you. We ran out of time...
So go read that interview and be sure to check out both pages. Thanks to Mitch666 for sending in the news.


 Thursday, July 27, 2006

 Doom Wad Station Reviews
 Posted by Darren 'Doom Dude' Finch at 8:13 PM
Category: DOOM

Ok my ISP is acting screwy and pages aren't loading, etc.. So I can't see the pages on Doom Wad Station but Bob Larkin sent me some news about a couple of reviews (now it seems that it's just DWS that's not loading). Luckily I can post news so here we go.. First up is a wad that goes by the name of The Island and here is a snip from the review:
The experience this map offers is quite unique, and just plain awesome to look at. The action doesn't really stop, it seems you are always running into an ambush or a hidden monster, but not so much that you feel hounded, at least, not until the last part, just before you face off with the demon boss....
Secondly there is also a classic Doom2 map from 1995 that's called Castle of Horror which also got reviewed. So check those reviews out.


 Wednesday, July 26, 2006

 John Romero Interview On The Escapist
 Posted by Darren 'Doom Dude' Finch at 2:53 PM
Category: General

Aliotroph? pointed out this John Romero Interview that is on The Escapist. Here is a sneak peek at the article:
JR: I like being me, actually. I want to continue doing things I consider fun. As do we all. I still love developing games and as a daily job it just cannot be beat. No matter how much bitching you hear from overworked game employees, the work definitely beats just about any other job for the kind of work you do and the salary and benefits you can get. I've worked beyond insane hours and have loved every minute of it. You have to really love game development to go through that. Especially for 27 years.
Hit the bricks and read the rest of that John Romero Interview.


 Tuesday, July 25, 2006

 Zakyrus's High-Definition Sound MOD v0.6b
 Posted by Darren 'Doom Dude' Finch at 10:37 PM
Category: DOOM

Zakyrus released v0.6b of his High-Definition Sound MOD for Doom 3 and here is what he has to say about it:
Just what everyone has been waiting for and few have thought to create. I have enhanced the sound effects for all voices, cinematics, and much, much more! In all cinematics you can hear footsteps sounds, environment sounds, and everything else alot better. Even if you don't have an X-fi or Audigy card!
That is available on Doom 3 Files.


 Monday, July 24, 2006

 PRBoom 2.4.3 Released
 Posted by Darren 'Doom Dude' Finch at 1:32 PM
Category: DOOM

Hot on the heels of the 2.4.2 release is the 2.4.3 version of PrBoom and here is the list of changes:
  • Massive speed improvements in higher resolutions taken from Eternity.
  • Fix bugs in gameplay occuring with gcc-4.1.
  • Mac OS X: Add "Show Game Folder" to menus, for easy installation of new game wads.
  • Mac OS X: Disable games in popup menu whose wads cannot be found.
  • Fix compilation warnings.
  • Tidy up configure script.
So go grab PrBoom 2.4.3.


 Sunday, July 23, 2006

 Team TNT To Decide Demo Release Date
 Posted by Darren 'Doom Dude' Finch at 9:46 AM
Category: DOOM

Lets go put a hit on Doom Nexus and see that Rex kinda mentioned that a 9-map demo of Return to Oblivion is probably coming soon and Team TNT has to decide on a release date. Also on Doom Nexus he did up a comic review for Spider-Man's Tangled Web #4: Severance Package.


 Saturday, July 22, 2006

 Underworld Scripted
 Posted by Darren 'Doom Dude' Finch at 7:42 PM
Category: DOOM

Wa59 posted on the forums that he released a singleplayer level for ZDoom that is called Underworld Scripted so check that out if you happen to be in the neighborhood and need some Doom stuffs.


 Friday, July 21, 2006

 Into Cerberon Screenshots
 Posted by Darren 'Doom Dude' Finch at 7:38 AM
Category: DOOM

Apparently Into Cerberon gained a new team member by the name of Jaspos who will be making levels for the Doom 3 mod. You can see some of his Into Cerberon map right here which is called Tumbler. Those screens are on his Ungineering site. Check em out.


 Thursday, July 20, 2006

 Inspratel Got Released
 Posted by Darren 'Doom Dude' Finch at 10:30 AM
Category: DOOM

Now that Wads In Progress is back on track we can check out the latest releases when people finish thier maps and make it know on the site. Ummm anyhow Tiger released a Skull Tag level that is called Inspratel so check that out.


 Wednesday, July 19, 2006

 The Dark Mod Trailer On D3Files
 Posted by Darren 'Doom Dude' Finch at 12:00 AM
Category: DOOM

If you haven't grabbed it yet, The Dark Mod Hi-Res Trailer is available on Doom 3 Files.
Much of the footage is rather out of date since it was recorded back in October. There are no death animations and the maps you are seeing aren't 'real' maps, they're just our tech maps for testing. This will still give you an idea of how things can look later down the road, and considering we still have another two years ahead of us, some great things have yet to happen.
Also check out the official mod site for The Dark Mod.


 Tuesday, July 18, 2006

 OldSkool Doom Frustration
 Posted by Darren 'Doom Dude' Finch at 11:42 AM
Category: DOOM

Sitters posted on the forums that he released an oldeskool map from 1997 that was originally designed to be frustrating. He also says he won't change the level, so it's presented in it's original form including texture unalignments. I haven't checked it out myself but give it a shot if you don't mind being annoyed. Prepare to be frustrating.


 Monday, July 17, 2006

 Birdman Interview
 Posted by Darren 'Doom Dude' Finch at 11:02 PM
Category: General

Bob Larkin sent me a email that I missed somehow and just noticed now (/my bad). Ummm anyhow he did up an interview with Birdman (Scott Bardy), the author of Boomtown and Lost in Time. Here is a snip:
When Doom2 came out everyone I know was into playing it and my friend Chris Couleur was on Compuserve and I was on AOL at the time and we would download deathmatch levels and play them on the weekends. After about 4 months of playing Chris said we should start designing our own levels because after downloading hundreds of levels and finding that most of them sucked.
Check out the full interview right here.


 Sunday, July 16, 2006

 PRBoom 2.4.2 Released
 Posted by Darren 'Doom Dude' Finch at 9:23 PM
Category: DOOM

I was looking for some Doomish news when I noticed that PrBoom was updated to 2.4.2 and here is the list of changes:
  • Move gamma correction tables into prboom.wad.
  • Clean up light level calculations for walls & sprites.
  • CheckIWAD uses ANSI C streams for better portability and error handling.
  • Make screen wipe time independent of resolution.
  • Applied various small cleanups and fixes from PrBoom 2.3.1.
  • Fix problems with dehacked substitution of long strings.
  • End of level sound crash fixed.
  • Mac OS X: Added simple launcher which allows to configure the most common settings.
  • Mac OS X: Uses Quicktime for music now to fix crashes (adapted from Jaakko KerÀnen's work in Doomsday).
  • Windows: Converted project files to free Visual Studio 2005 Express Edition.
So go grab the new PrBoom.


 Saturday, July 15, 2006

 Phobos Anomaly Fiction
 Posted by Darren 'Doom Dude' Finch at 12:45 PM
Category: General

Now would be a good time to hit Doom Nexus and read the fan fiction Rex wrote that's entitled: Phobos Anomaly, which just happens to be a story based on the map in Ultimate DooM of the same name - E1M8. Here is a small clip from the story:
They saw me a split second after I saw them, and with a unified roar they charged me. Sweet God Almighty! There are so many of them! I thought frantically, as I raised my sidearm and fired wildly, my training just about forgotten. A few coughed in pain as stray bullets struck them, but on they came, urged on by the pain, the hatred burning in their eyes.
Go forth and read the full Phobos Anomaly story.


 Friday, July 14, 2006

 Reviews On Doom Wad Station
 Posted by Darren 'Doom Dude' Finch at 7:13 AM
Category: DOOM

Bob Larkin sent in the news that some reviews were done by people who help out on Doom Wad Station. First of all the megawad Congestion 1024 was reviewed and also Enterprise NX-01. There is also a new review posted in the Classic maps review section right here. Furthermore if anybody wants to wade through the ton of crap from 1994 and 1995 to try and find the gems, then email Bob Larkin. That's what he said.


 Thursday, July 13, 2006

 Bot Mode DM For Doom Legacy
 Posted by Darren 'Doom Dude' Finch at 9:21 AM
Category: General

Mr_Rocket of the Megasphere sent me a PM to let us all know that he's released Bot Mode DM For Doom Legacy.
This version comes with BotmodeDM.wad, BotmonstersDM.wad, a retainer for Doom2 and Freedm with bots. aswell as installer and launcher + plus a few small additions you might dig. All that's really left for me to do with this mod is update the small monster arena map.
So go hit the Megasphere site and grab that mod.


 Wednesday, July 12, 2006

 Zakyrus's High-Definition Sound Mod
 Posted by Darren 'Doom Dude' Finch at 7:49 PM
Category: DOOM

Zakyrus released a sound enhancement mod for Doom 3 that is called Zakyrus's High-Definition Sound MOD and here is what he has to say about it:
I have enhanced the sound effects for all voices, cinematics, and much, much more! In all cinematics you can hear footsteps sounds, environment sounds, and everything else alot better. Even if you don't have an X-fi or Audigy card! Also, keep in mind that if you check out the sounds, you'll notice that some have been "replaced" with silence. Don't worry, the now "silent" sounds have taken and have been mixed into other sounds that are louder and can be heard better. This is a hacky way of doing it, but for those that can't have multiple sounds running at once it's a blessing. Besides, you still hear the same sounds(and more!) when you are supposed to anyways because it technically is still playing the same sounds. Trust me, no matter what sound card you have, you are going to like the effect.
That is available on Doom 3 Files.


 Tuesday, July 11, 2006

 Hell Island Final Released
 Posted by Darren 'Doom Dude' Finch at 11:17 PM
Category: DOOM

For some reason there's no screenshots over on Doom 3 Files but DaveTheFreak released a Doom 3, singleplayer mod that contains 20 new maps and is called Hell Island (Final).
You came back from earth but there's no chance to rest. The UAC send you to an island. And there you find out something... I don't wanna tell more, because you'll see in the Mod.
Go get that Hell Island (Final) mod.


 Monday, July 10, 2006

 John Romero's New Game Company
 Posted by Darren 'Doom Dude' Finch at 12:30 PM
Category: General

John Romero's new MMO game company, Slipgate Ironworks has been revealed and a number of job opening have been posted on the site.
My executive cabal and I are very excited to build an amazing development team and create something truly unique. Our offices are located near Redwood City, California.
Check out the Slipgate Ironworks site.


 Sunday, July 9, 2006

 Wads In Progress Is Back!
 Posted by Darren 'Doom Dude' Finch at 6:44 PM
Category: General

Here is a bit of good news! The Doom community site Wads In Progress that was started by boris is back online with a new webhost. So check out Wads In Progress and thanks to DooMAD for dropping me a message about this.


 Saturday, July 8, 2006

 The Dark Mod Trailer Released
 Posted by Darren 'Doom Dude' Finch at 11:09 PM
Category: DOOM

Over on The Dark Mod site they posted up a trailer for the upcoming Doom 3 mod.
Much of the footage is rather out of date since it was recorded back in October. There are no death animations and the maps you are seeing aren't 'real' maps, they're just our tech maps for testing. This will still give you an idea of how things can look later down the road, and considering we still have another two years ahead of us, some great things have yet to happen.
Check out that trailer of the The Dark Mod.


 Friday, July 7, 2006

 Rocket Chaingun 1.1
 Posted by Darren 'Doom Dude' Finch at 7:31 AM
Category: DOOM

Step right up and get your Rocket Chaingun (1.1) if you plan on going into Doom 3 with all those demons. Find that weapon on Doom 3 Files!


 Thursday, July 6, 2006

 Steveo's Chamber
 Posted by Darren 'Doom Dude' Finch at 11:39 PM
Category: DOOM

I was looking around for something to post today and there's not much new but I found this site called Steveo's Chamber that I haven't seen before. Apparently he hasn't updated since May but you can check out his Doom 3, deathmatch and ctf maps just the same. He also has some Quake 3 and 4 stuff to check out as well. Hopefully Steveo will update again soon. ;)


 Wednesday, July 5, 2006

 Mysterious Small GTX Mod Update
 Posted by Darren 'Doom Dude' Finch at 10:47 PM
Category: DOOM

According to Doom 3 Files the GTX mod had a small update. I have as of yet to determine what the update is exactly. Meanwhile you can check out the Doom 3 GTX of the Various GTX mods and if you never heard of the mod before, then welcome to the club....


 Tuesday, July 4, 2006

 Doom Nexus Moves
 Posted by Darren 'Doom Dude' Finch at 10:35 AM
Category: General

Rex has moved his site from the olde 50megs place to this newfangled Doom Nexus site so you might want to fix your bookmarks. Also ReX reports that he's completed some work on his Return to Oblivion hub.
I have made some progress on the third map in the hub, but the going has been slow because of a 3-week vacation hiatus followed by job-related travel to parts distant.
Return to Oblivion is a Team TNT project that ReX is doing a 3 map hub for. The final project will be a 32 level megawad for ZDoom. Check out the new Doom Nexus site.


 Monday, July 3, 2006

 D3DM Maya
 Posted by Darren 'Doom Dude' Finch at 10:20 AM
Category: DOOM

D3DM Maya is a deathmatch level for Doom 3 that uses custom textures to give it a Aztec / Mayan theme.
This map hasn´t any story, step in and kill everything who´s walking through your way. Cause the Doom³ MP has only place for max. 4 Players - this map isn´t big. Planed places with weapons and items are making a hard deathmatch.
Check out D3DM Maya on Doom 3 Files.


 Sunday, July 2, 2006

 Into Cerberon Update
 Posted by Darren 'Doom Dude' Finch at 10:05 AM
Category: DOOM

Over on the Into Cerberon site that they posted up some screenshots of some pre-skinned, pick-up objects. You can also keep tabs on the mod's progress by keeping an eye on thier IC 0.0.3 Objectives List forum thread. Also note that next release of the mod is scheduled for sometime in July or August.


 Saturday, July 1, 2006

 The Contest Is Getting Tight
 Posted by Darren 'Doom Dude' Finch at 11:05 PM
Category: DOOM

According to Fatal there's still time to enter the Make a realistic map contest. If you happen to be into that kinda stuff that is.
Hurry up people, you still have time to start making a map, but it's getting tight!
So if you have an interest in joining the contest, you have until July 23rd to get your map done.




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