News & Community
Messageboards
Latest News

News Archive
 
NewDoom.com Web
Hosted Sites
Database
New Doom
Interviews
Articles
Contests

DOOM 3
DOOM 3 Enemies
 · Zombies
 · Demons
 · Bosses
 · Characters
 · Miscellaneous

DOOM 3 FAQ
DOOM 3 Shots

Classic DOOM
DOOM Maps
 · DOOM II
 · Ultimate DOOM
 · DOOM

DOOM Shrine
QuickStart Guide
Editing Guide
DOOM Ports
Deathmatch Wads
Singleplayer Wads
Hosted Sites
Resources & Info
Personal Projects
Ports/Mods
 · Doom Legacy
 · Doomsday HQ
 · N D C P
 · N D C P  2
 · Risen3D
DOOM Links
Affiliates
MGE Sites
News Archive
July 2007

 Tuesday, July 31, 2007

 Kevin Cloud And Steve Nix Interview
 Posted by Darren 'Doom Dude' Finch at 12:08 PM
Category: id Software

Usually I hit Shack News for some stuff to post on MGE and while I was there today, I spotted a Kevin Cloud and Steve Nix Interview where they chat about licensing, id's new game, Quake Wars and other stuff.
Kevin Cloud: Yes, we are doing something different, but it's still going to be fast action. We're still going to be first-person shooters and in-your-face immersive action, but yes it's not, you know, Doom 3.
Be sure to read all three pages...


 Monday, July 30, 2007

 Hosts Of Doom Imp-plode
 Posted by Darren 'Doom Dude' Finch at 9:17 PM
Category: General

Looks like The Spiffcave is crumbling and Tango has to get out before the host imp-plodes. Maybe he'll find a new cave? Also over on the ZDoom site Randy is having his own hosting problems and he is in the midst of moving the site and already has the wiki moved. By the way, you don't have to worry about changing your bookmarks for the wiki... Anyways you can hit the site to see what is going on.


 Sunday, July 29, 2007

 News Out Of Hyderabad!
 Posted by Darren 'Doom Dude' Finch at 10:32 PM
Category: DOOM

Over in Hyderabad, Karthik is very busy and doesn't have much time for the Doom stuff but if you read near the bottom of this post right here you'll spot that he hasn't had the time for Stygian Nebula but an unfinished project called The Ninth Gate will be released as individual maps.
This was a proposed E4 replacement for The Ultimate Doom, by Pablo Dictter, Tobias Münch, Damian Lee, my brother Varun and myself. We worked enthusiastically on this and some really excellent maps were created, but the project remains incomplete till date (8 out of 9 levels are done).
Yeah so that's pretty interesting news. We wait now for more info from Karthik!


 Saturday, July 28, 2007

 Me And The Other Guy Don't Mind
 Posted by Darren 'Doom Dude' Finch at 10:32 PM
Category: DOOM

ReX let it be known that he made a mistake when he last posted on his site and that he is indeed not finished From The Ashes of Fear.
What I ought to have said was that I had completed 2 maps in a 3-map set. Ha! Gotcha, didn't I? Yes, it's true. I decided to go the whole hog, as they say, and include the "SUPAR SECRIT LEVAL".
Doom Nexus!


 Friday, July 27, 2007

 Your GL Nodes Were Asking For glBSP 2.24
 Posted by Darren 'Doom Dude' Finch at 6:56 PM
Category: DOOM

Apparently glBSP 2.24 was released. Check out the changelog to see what is new and grab the download of the GL nodesbuilder.


 Thursday, July 26, 2007

 DooM Apocalipse Pre Release
 Posted by Darren 'Doom Dude' Finch at 6:04 PM
Category: DOOM

Fabio914 posted right here on our forum that DooM Apocalipse pre-release for Skulltag is available.
This is the first multiplayer community project of BrDoom , in this wad the player can choose of joining in monsters team (with monsters weapons and *skins) or in marines team (with marines weapons and *skins). Monsters team and marines team will have different missions and the first team that complete its mission wins the game , it will be like an Enemy Territory : Doom Wars (probably in future versions it will have vehicles) . No map will have equal mission of some other map of the wad.
This is a beta version and it works with Skulltag 0.97D beta 4.1 or beta 3. [edit] You can get the download and also some update info right here.


 Wednesday, July 25, 2007

 Fatal Reviews Three For Issue 15
 Posted by Darren 'Doom Dude' Finch at 5:46 PM
Category: DOOM

Fatal did up a threesome of wads in what is called NewDoom Wad Reviews #15. In this bunch of reviews Fatal checks out BHouse, Demons of Problematique and Inner Crypts. Here is a snip from the BHouse review:
Looks can deceive, and BHouse definitely caught me off guard. What at first look seems like an ordinary wad turns out to be a complete slaughterhouse, that of the player, however. Rookies, turn away, this map’s too small for you and the hundred barons that inhabit it.
Check out NewDoom Wad Reviews #15!


 Tuesday, July 24, 2007

 Rising Blood Released
 Posted by Darren 'Doom Dude' Finch at 7:34 PM
Category: DOOM

I just noticed that Chris Hansen updated The DooMer's Recess with the news that he released a level called Rising Blood which is a Doom 2 map designed for ZDoom or GZDoom...
This is a remake of one of my really early levels. I always considdered it as my first really good level and I felt that it needed a revival.
You can get the download off of The DooMer's Recess.


 Monday, July 23, 2007

 Into Cerberon Site Update
 Posted by Darren 'Doom Dude' Finch at 11:03 PM
Category: DOOM

The Into Cerberon site was update with the news that they gained a new modeller (Mandinga) who has experience with work in UT2K4 and he will be re-creating the "Black Pyro" and "Magnum" ships from Descent 3. Also if you want to join the team, go over there and give Hexetic a shout because they're looking for more talent. Hit the Into Cerberon for more info on the Doom 3 mod.


 Sunday, July 22, 2007

 More Darkness Than You Can Shake A Stick At
 Posted by Darren 'Doom Dude' Finch at 2:56 PM
Category: DOOM

Like I said not too long ago, if you have a liking for the darkness in Doom 3, then Dafama2K7 released version 2.5.1 of his D3 In The Dark mod and there's also a ROE version.
Some of you have thought it, and some have spoken it...whether it's a paralizing fear of the dark, or just a plain dislike for dark games, if this is the case, this mod may not be for you.
That is on Doom 3 Files.


 Saturday, July 21, 2007

 DelphiDoom v0.7 build 283
 Posted by Darren 'Doom Dude' Finch at 9:10 PM
Category: DOOM

Jim Valavanis updated his page with an updated version (0.7 build 283) of his Doom to Delphi Total Conversion.
Translation of the Linux C code of the original Doom to the Delphi programming language and updated to use DirectDraw and DirectSound.
Hit the DelphiDoom page to find out what the changes are in this version and get the download.


 Friday, July 20, 2007

 Hollenshead And Willits Interview
 Posted by Darren 'Doom Dude' Finch at 9:42 AM
Category: id Software

While I was looking for some E3 news for Mindless Games & Entertainment, I spotted an interview on Game Industry Biz where they chat with Todd Hollenshead and Tim Willits about such things as E3 and licensing.
Todd Hollenshead: Well, id first started doing technology licensing before I was even at id. Back in those days John [Carmack] wrote an engine, id released a game, everybody said 'wow that's really cool, I want to release a game on that same engine,' and that's kind of the way technology licensing worked.
Check out that interview and part two will be posted next week.


 Thursday, July 19, 2007

 From The Ashes of Fear Screenshots
 Posted by Darren 'Doom Dude' Finch at 11:28 PM
Category: DOOM

ReX completed From The Ashes of Fear and is waiting to have the level playtested before he releases it.
It's a 2-map wad for DooM2 and any limit-removing source port, each map playable from a pistol start. The first map is in the Map15 slot, and the second map is (naturally) in Map31, the first secret map slot. I've even created an exit for Map32, the so called "SUPAR SECRIT LEVAL"; sadly I've run out of steam for the super-secret level itself, so you'll have to content yourself with finding the secret exit.
So hit Doom Nexus and check out the screenshots!


 Wednesday, July 18, 2007

 Darken Up Your Doom 3
 Posted by Darren 'Doom Dude' Finch at 9:49 PM
Category: DOOM

If you have a liking for darkness in Doom 3, then Dafama2K7 released version 2.5 of his D3 In The Dark mod. This new version includes better monster AI, new menu and launch screen, muzzle flashes, new sounds and other stuff. That's all on Doom 3 Files.


 Tuesday, July 17, 2007

 New Update On The Dark Mod
 Posted by Darren 'Doom Dude' Finch at 7:14 PM
Category: DOOM

Just spotted an update on The Dark Mod site that reports they have a new coder who is working on the pre-map purchase screen. They also have their map system working.
Our map system is now working, thanks to greebo. Maps in TDM will be inventory items, which work like readables. When you 'select' them, a parchment gui is displayed on screen.
Furthermore they have a sample readable posted. Also hit the screenshots page to view some new stuff.


 Monday, July 16, 2007

 Tango Released Toxic Cove
 Posted by Darren 'Doom Dude' Finch at 10:47 AM
Category: DOOM

Time to wander into The Spiffcave because Tango released what he calls Toxic Cove.
A tribute to Kim Malde’s Alien Vendetta Map10, Toxic Cove is a short and simple map with fairly straight-forward gameplay. As with t-stone and t-gyro, Toxic Cove was a speedmap to begin with, but was refined both in gameplay and detail. The editing took 6 days after the initial 110 minute speedmap.
Go grab some Toxic Cove.


 Sunday, July 15, 2007

 Edge 1.29 Released!
 Posted by Darren 'Doom Dude' Finch at 8:44 AM
Category: DOOM

Ajapted posted on our forums in this thread that Edge 1.29 was released! Here is the major changes in this release:
  • Drag 'n' Drop support.
  • Greatly improved BOOM compatibility.
  • Handle DeHackEd and BEX patches.
  • OGG/Vorbis music playback.
  • IMAGES.DDF supporting PNG and JPEG images.
  • Good emulation of DOOM lighting.
  • New startup with a progress bar.
  • Added a Sound Options menu.
  • Software rendering was removed.
Hit the sourceforge site for more info and the downgrab!


 Saturday, July 14, 2007

 Steve Nix On Tech 5
 Posted by Darren 'Doom Dude' Finch at 8:32 AM
Category: id Software

Gamespot took the time to chat with Steve Nix (director of business development) of id software about licensing the Tech 5 Engine. Here is a quote from the bigger picture:
The way the rendering works, there are no more texture limitations. Any game can take advantage of that. In a massively multiplayer game, texture constraints are a big problem. Even a fighting game where you're trying to get the ultimate detail in a smaller arena, texture limitations tend to be one of your number one limitations. Not only do we think people can make games outside the action-shooter space with our technology, we encourage it. We'd actually like to see those games made.
Have a look at the rest of that licensing the Tech 5 Engine article.


 Friday, July 13, 2007

 Is It Ripping Time!?
 Posted by Darren 'Doom Dude' Finch at 9:06 PM
Category: DOOM

So it's Friday and I looked through a LOT of sites and nothing. So I was on Doom 3 Files rooting around like one of those Quake gremlins on a dead ogre and found a nifty mod for Doom 3 that I didn't notice before. So anyways it's called Repossessor and it allows you to possess a demon and fight other demons, rather than using weapons like some kind of marine.
Well, instead of weapons, you have the ability to repossess a Demon, and have him/her/it fight your battles for you! These battles will take place in an Arena style map where your chice of monster will face off against an other monster, or monsters. There are several different gamemodes available to you, as well as an assortmaent of baddies to choose from; You will also have the option of customising this mod to suit your needs!
Doom 3 Files got the Repossessor! Might be worth checking out for the weekend.


 Thursday, July 12, 2007

 Tango Splits Vegas
 Posted by Darren 'Doom Dude' Finch at 1:46 PM
Category: DOOM

Tango updated The Spiffcave with some info on DomRem & Tango Go To Vegas. He says that he plans to release his two completed Vegas maps as standalone. One map needs a title and the other needs skill levels and a text file plus a possible sky. Guess we wait now for Tango to finish that stuff.


 Wednesday, July 11, 2007

 Dark Bastion & Stuff
 Posted by Darren 'Doom Dude' Finch at 12:00 AM
Category: DOOM

That guy who runs The Megawad posted an update over there about a level he started for Doom 2 that is called Dark Bastion which has a Quake theme going on with some Quake-cloned textures and Legacy 3D floors. As usual there is also a bunch of other mumbo jumbo concerning playing Quake, editing various games, screenshots and something called Vilecore 2. I'm off to get some sleep and look forward to attacking some sausages in the morning. Nite!


 Tuesday, July 10, 2007

 Spork Releases Wad
 Posted by Darren 'Doom Dude' Finch at 3:12 PM
Category: DOOM

Agent Spork posted on Doom Realm that he released SMFSEoSM!
The title of this project is pretty self-explanatory. These are some maps from some episode of some megawad. The title is, however, a tad bit vague. To be a bit more specific, these are 4 maps from the 3rd episode of Ultimate Simplicity. The megawad was cancelled, but 4 of the maps from Episode 3 were completed but not (officially) released. Well, now they are. That’s all there is to it.
Go forth and grab those maps from the megawad that was never simply completed... what was it called again? You figure it out, I'm off to the beer fridge.


 Monday, July 9, 2007

 The Challenge Mod!
 Posted by Darren 'Doom Dude' Finch at 8:58 PM
Category: DOOM

If Doom 3 wasn't hard enough for you then maybe its time for The Challenge Mod, which is designed by XaviarCraig.
The Challenge Mod has several features to increase the level of...err...challenge in D3; How does it do this? Well, it will increase the power of nearly all weapons with a few player/item tweaks. What's the catch? Well the monster's attacks/attributes have also been pumped up to more closely match their originals from Doom. To offset this, the amount of ammo per clip has been greatly reduced. A word to the wise: make sure your weapon is always loaded, and make each shot count!
Downgrab The Challenge Mod off of Doom 3 Files.


 Sunday, July 8, 2007

 Outpost Of Doom II Update
 Posted by Darren 'Doom Dude' Finch at 2:56 PM
Category: DOOM

Ismaele took the time to update the Outpost Of Doom II with a review of Agent Spork's Temple of Chaos 2: Warped Reality. Check out the screenshots here.
Gameplay-wise, it is quite different from usual "Doom (2)" levels and it exploits ACS Scripts and ZDoom features very well in order to reach incredible special effects. These make you think that the same place (a UAC tech-base) becomes suddenly hellish.
There is also some updated news about the upcoming Italian Episode 2 with info on gameplay changes and Buzzbomber is still working on his maps....


 Saturday, July 7, 2007

 Soldiers Of Fortune Spotted In The Hangar
 Posted by Darren 'Doom Dude' Finch at 5:59 PM
Category: General

Every now and then a Doom level finds itself being recreated for another game and this time around it's Soldier of Fortune 2. Ras Hangar is a multiplayer level based on Doom's E1M1 which was designed by (I.C.E) Raslin.
The map supports dm, tdm, ctf, inf, elim game types and will host 30 Players. The author has kept to the original layout of the map and changed it to suit sof2 mp.
That map is available on Soffiles.


 Friday, July 6, 2007

 Oblige 0.94 Released
 Posted by Darren 'Doom Dude' Finch at 9:34 AM
Category: DOOM

Ajapted released Oblige 0.94, which is his random Doom level generator program.
I am releasing it so that I can begin rewriting the level-building code to fix these problems (and also to generate better architecture). For example, you might get an error message saying that some stairs or a switch could not be added into a room. The only workaround is to try a different SEED value.
Check out what's new in this release on the Oblige site and help Ajapted by giving feedback in his thread on our forum.


 Thursday, July 5, 2007

 A New Nightmare
 Posted by Darren 'Doom Dude' Finch at 2:55 PM
Category: DOOM

Time to hit Wads In Progress again because hardcore_gamer finished his episode 1 replacement that he calls A New Nightmare.
It uses no sprites or monsters or weapons that episode 1 did not use. It will work with any port. All maps are base maps of course.
Check out A New Nightmare.


 Wednesday, July 4, 2007

 Brilliant Highlights NG (v1.0)
 Posted by Darren 'Doom Dude' Finch at 8:16 PM
Category: DOOM

Dafama2K7 released his Brilliant Highlights NG (v1.0) mod over on Doom 3 Files which is an update to version 0.60b.
This is an update to 's Brilliant Highlights (0.60b) mod, which is a modified shader for Doom 3 (and RoE) that gives high quality dynamic highlights and enhaces the 3D look of the surfaces.
Check that out on Doom 3 Files.


 Tuesday, July 3, 2007

 Wads No Longer In Progress
 Posted by Darren 'Doom Dude' Finch at 6:44 PM
Category: DOOM

I just clued in to check on what maps were finished and stuff over on Wads In Progress.Also note that Tormentor667 finished 3 other maps but I didn't mention them because the community projects they're made for have not been released yet. That would be Community Chest 3 and the ZDoom Community Map Pack.


 Monday, July 2, 2007

 Ibixian Blood!
 Posted by Darren 'Doom Dude' Finch at 11:01 PM
Category: DOOM

Acyclitor has his site up on Team Hellspawn and it's called Ibixian Blood! Not a lot of content on there yet but hopefully Acyclitor will get more stuff on there soon. Check it out anyways, while I go attack my map in Doom Builder.


 Sunday, July 1, 2007

 Mind Revealed
 Posted by Darren 'Doom Dude' Finch at 8:54 PM
Category: DOOM

Just spotted over on ModdB a Doom 3 mod by Neurological that is called Mind. The mod will consist of puzzle levels with no monsters and weapons will consist of things like your fists, telekinesi and flares. You can also expect a storyline, original soundtrack, new textures and 10 levels to play through. Hit the Mind page for more info, including screenshots and also view the intro video on youtube. [edit] There's also a official Mind site.




© 2000-2008 Mindless Games & Entertainment. All Rights Reserved.