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News Archive
September 2006

 Saturday, September 30, 2006

 Deathmatch In Jh Cloudtop?
 Posted by Darren 'Doom Dude' Finch at 9:08 PM
Category: DOOM

Dwayndibly released a deathmatch map for Doom 3 that is called Jh_Cloudtop that he made out of boredom. If you want to view the screenshots, you'll have to scroll down the page to the comments section where the author posted the links to three screens. That map is on Doom 3 Files.


 Friday, September 29, 2006

 Outpost Of Doom II Update
 Posted by Darren 'Doom Dude' Finch at 7:51 AM
Category: DOOM

Ismaele updated his Outpost Of Doom II with the news that the second episode of Italian DooM isn't quite ready yet and we may have to wait until sometime in October to see Italian Doom - Episode 2: The Singularity released. Also he's posted up a review for Zero Tolerance by Dutch Devil and you can check out some screenshots right here.


 Thursday, September 28, 2006

 Three Wads From Three Authors
 Posted by Darren 'Doom Dude' Finch at 10:45 PM
Category: DOOM

If you can put a hit on Wads In Progress, there's three wads that have since been released. First of all there's Burning Fane, a Doom 2 singleplayer map. Next is Awakened Evil for Doom 2, singleplayer and Skulltag. Last but not least is a map called Traps that is designed for Doom, singleplayer and ZDoom.


 Wednesday, September 27, 2006

 Doom On XBox 360
 Posted by Darren 'Doom Dude' Finch at 6:55 PM
Category: DOOM

If you have an XBox 360 you can now play Doom single-player, 2-4-player coop and Deathmatch modes over Xbox Live.
“Haul out the BFG and fire-up the chainsaw, DOOM delivers the heart-pounding thrills of the original experience to a new generation,” said Todd Hollenshead, CEO, id Software. “Now with Xbox Live Arcade, gamers can take the classic action online for over-the-top Deathmatch or team-up in co-op play.”
I spotted the news on Worthplaying in this article.


 Tuesday, September 26, 2006

 How Goes The Great Boss Battle?
 Posted by Darren 'Doom Dude' Finch at 10:20 PM
Category: DOOM

Just a little update about what is going on with the Great Boss Battle Contest. So far they have 5 maps entered and a possible 3 more being worked on. Remember that the deadline is October 19th so there's still time to make a map or finish one, if you happen to be into doing that kinda stuffs.


 Monday, September 25, 2006

 Origin Facility
 Posted by Darren 'Doom Dude' Finch at 11:04 AM
Category: DOOM

Origin Facility is a deathmatch level by Ice Weasel for Doom 3.
This map is based on Boxy's Origin map for The Hidden source, and serves as all my inspiration for the level, so a big thanks to him. I made this because I figured it would be a nice present to the Hidden team for such a cracking mod on their behalf, a big thank you from me, if you will. That said, I hope you enjoy the map!
Check out the Origin Facility.


 Sunday, September 24, 2006

 Hard Attack
 Posted by Darren 'Doom Dude' Finch at 11:10 PM
Category: DOOM

Dammit, my ISP was down for most of the day, so I played Oblivion instead of digging for news and stuff. Anyhow, after I did get back on I realised that Dutch Devil mentioned (on the forums somewhere) that he released his Hard Attack level for Doom 2.
The map is based on the original master level named attack and its completely made from scratch. Jumping allowed altough its not needed to complete the map but it shouldn't mess up gameplay either. Overall its not an hard map at all I think this map would please the less skilled players on UV.
Ahhh, here are the screenshots, although I believe those are older screens. Anyhow, play the map and have fun.


 Saturday, September 23, 2006

 Hellcore 2.0 Beta Testers
 Posted by Darren 'Doom Dude' Finch at 12:49 PM
Category: DOOM

The Hellcore site was updated and they're looking for some Beta testers, so if you want to help you can email Darkfyre. Also if you read this post on our forums (which is part of thread) you'll see that Hellcore 2.0 has been scaled back to 12 maps. You can also talk to Darkfyre in the thread if you want to help Beta test.


 Friday, September 22, 2006

 Doom 3: Lost World III
 Posted by Darren 'Doom Dude' Finch at 7:53 AM
Category: DOOM

Kai Moosmann released a Doom 3, deathmatch level that is called Lost World III.
My second Doom III-Map is a total conversion of the Quake III Arena map "Lost World" (q3dm13) for Doom III's multiplayer-mode. The reason why I picked Lost World is simple: It's my favorite Quake III Map ;) Altough Doom III doesn't have the fast paced multiplayer carnage that Quake III is showing, the map plays very well in 4 player-Deathmatch
Map Factory got the goods.


 Thursday, September 21, 2006

 It's Not A Pill
 Posted by Darren 'Doom Dude' Finch at 9:54 PM
Category: DOOM

I thought Map Factory was dead but I recently found a link that works, heh. Ummm anyways b0rg released a deathmatch level for Doom 3 that is called VIAVGA.
viavga_dm3 is the spirtual successor to viavga_d3_bench. This map has been made to be more suitable for deathmatch and team deathmatch, and has been tweaked for more consistant performance as well as being enlarged to suit more players. It is still a bit of a crusher though and players will need reasonably fast PC's for smooth performance. This map will be ported to Quake 4 soon after it is released.
Take some VIAVGA!


 Wednesday, September 20, 2006

 New Realm 667 Update
 Posted by Darren 'Doom Dude' Finch at 9:15 PM
Category: General

So I was looking at Doom sites again and happened to go onto Realm 667 where Tormentor667 added a new site related poll and mentions Knee Deep In ZDoom (still working on it, he is) and something about some hooligan who said some stuff about his Sapphire map for GZDoom. Yeah go visit Realm 667 to see what the hell is going on.


 Tuesday, September 19, 2006

 Two Reviews On Doom Wad Station
 Posted by Darren 'Doom Dude' Finch at 3:06 PM
Category: DOOM

Over on the Doom Wad Station they have some new reviews to check out. First of all there's a review of the FIFFY series of wads from 1994, then there's Psycho 2 for Doom 2. That stuff is all on Doom Wad Station.


 Monday, September 18, 2006

 UAC Specialist Weapons MOD
 Posted by Darren 'Doom Dude' Finch at 11:47 AM
Category: DOOM

The UAC Specialist Weapons MOD for Doom 3 changes the machinegun and pistol with different skins and sounds.
It does not turn them into super weapons though, balance is maintained.
Check that out on Doom 3 Files (there's five screenshots to gawk at).


 Sunday, September 17, 2006

 Inside id Software Video
 Posted by Darren 'Doom Dude' Finch at 9:47 PM
Category: id Software

I was over on PlanetQuake4 looking for some news to post on our Raven-Games site and I spotted that they put up an Inside id Software Video.
A look inside the halls of id Software's offices in Mesquite, Texas. The video starts off showing the awards and magazines in their main hallway, then proceeds to the lobby and conference room which both house many id awards and memorabilia. You'll see original Doom models, the models used on the Team Arena box, and much more .
The vid is several minutes long and is presented at a 1024 x 768 resolution.


 Saturday, September 16, 2006

 PrBoom-Plus 2.4.6.1 Released
 Posted by Darren 'Doom Dude' Finch at 9:54 PM
Category: DOOM

Just got a message from entryway that PrBoom-Plus 2.4.6.1 was released. Check out the Changelog for the full list of changes and get the download off of sourceforge.


 Friday, September 15, 2006

 Screenshots On The Megasphere
 Posted by Darren 'Doom Dude' Finch at 6:56 AM
Category: DOOM

Mr_Rocket of the Megasphere updated his site a couple days ago with the info that his NDCP2 map is pretty much done. He's posted some shots of the map plus some shots he taken in the latest Alpha version of Doom Legacy of a DM map he started for fun. Hit the Megasphere and get charged up.


 Dreaming Up Doom Levels
 Posted by Darren 'Doom Dude' Finch at 6:55 AM
Category: DOOM

Tango posted over on The Spiffcave that he had this Doom dream and is going so far as to make a level out of it.
At first, I wasn’t going to even try because I didn’t think I could do all that I wanted using Doom, but I decided oh well, it’ll probably be fun making it anyway (which it has been).
Yeah so hit The Spiffcave and read more. Should be interesting to see this map...


 Thursday, September 14, 2006

 Realm 667 Update
 Posted by Darren 'Doom Dude' Finch at 8:35 PM
Category: DOOM

There's a small update on Realm 667 where Tormentor667 put up a few more project sections in the "Doom Projects" area. Furthermore he mentions that The Ultimate Torment & Torture and Knee-Deep in ZDoom are still being worked on and are closer to release every day that passes. Time will tell on that deal of course. Hit Realm 667 for more info.


 Wednesday, September 13, 2006

 Vae Victus 2 Unleashed
 Posted by Darren 'Doom Dude' Finch at 1:10 PM
Category: DOOM

alicechain posted on our forums in this particular thread that he's gone and released Vae Victus 2.
Vae Victus II is an all new level set for Doom 2 utilizing new graphics and music. The episode consists of 7 levels of varying themes and difficulty. The first Vae Victus was an attempt to honor the traditional gameplay of Alien Vendetta and other classic megawads; however, VV2 is a more balanced approach that provides challenging battles without the swarms of roaming enemies.
Downgrab Vae Victus 2 and hit the thread for screenshots.


 Tuesday, September 12, 2006

 GZDoom 1.0.20
 Posted by Darren 'Doom Dude' Finch at 2:24 PM
Category: DOOM

GZDoom 1.0.20 is out now because Graf Zahl had to fix a texture problem people were having with the last release (1.0.19).


 Monday, September 11, 2006

 Forever In The Hood
 Posted by Darren 'Doom Dude' Finch at 3:36 PM
Category: DOOM

Skadoomer sent in the news that he released the beta of Foreverhood 1.0 and is now working on Foreverhood 2.0. Along with the beta release you can downgrab some wallpapers, check out the new site design and jump on the new forums.


 Downgrab Some Balls
 Posted by Darren 'Doom Dude' Finch at 7:56 AM
Category: DOOM

checkmate posted in this thread on our forums that he's released a level that goes by the name: Balls. The map is for Doom 2 and there's 2 versions, one for Risen 3D and anouther for ZDoom / GZDoom.
I originally made this for Prboom+, the idea being that it would be playable in all Boom compatable ports. Unfortunately it turns out that that isn't possible. Variances in each port have forced me to 'tweak' it to work with a particular one. So after another month here are the results. There are no port specific features used beyond Boom. More info in the readme.
There's also some screenshots if you go into this thread..


 Sunday, September 10, 2006

 GZDoom 1.0.19 Released
 Posted by Darren 'Doom Dude' Finch at 5:36 PM
Category: DOOM

GZDoom 1.0.19 was released now that Graf Zahl has merged the latest ZDoom changes into the port and made the required adjustments. Go forth and downgrab the new GZDoom.


 Risen 3D Rises No Longer
 Posted by Darren 'Doom Dude' Finch at 5:32 PM
Category: Hosted_Ports

Unfortunately the Risen 3D team has decided to terminate the project. If you don't have the latest version of the port, now would be time to download as they've posted that the download links will be taken down in a few days. So it looks like Risen3D v2.1.0 is the final and last version we'll ever see from the team. [edit] Site and links are all gone now. What a waste.


 Saturday, September 9, 2006

 Seeking Musical Help
 Posted by Darren 'Doom Dude' Finch at 7:04 AM
Category: General

Doom Hacker is looking for some help with a RTS game based on Doom that's called Doom: The Battle For Mars in the form of a Midi artist.
I'm currently looking for advanced person in making MIDI files for the game, means that he needs to know how to make mid files and of course have some talents with making good musics for the game.
Take a look at Doom: The Battle For Mars.


 Friday, September 8, 2006

 Damnation Awaits The Wicked Screenshots
 Posted by Darren 'Doom Dude' Finch at 3:43 PM
Category: DOOM

ReX mentioned on Doom Nexus that he has some new screenshots for the eighth map in the Wicked series: Damnation Awaits the Wicked. ReX also mentions that the map is finished but is awaiting playtesting. So now we look at screens and wait...


 Digging Up Some Death Valley Deathmatch
 Posted by Darren 'Doom Dude' Finch at 7:58 AM
Category: DOOM

I was digging around Doom 3 Files and spotted this decent looking Doom 3 Deathmatch level called Death Valley Research Center (1.2). There's six screenshots to ponder over before deciding on the downgrab. Might be worth getting for a weekend match, so check it out if you're in that kind of mood.


 Thursday, September 7, 2006

 The Cause To Get The Heretic & HeXen Code GPL'd
 Posted by Darren 'Doom Dude' Finch at 9:43 AM
Category: General

This morning I opened a PM from SLydE concerning the attempt by the Doom Community to get the code for Heretic and Hexen GPL'd by Raven Software. SLydE points us to this Digg Story covering the subject. Also SLydE started this thread on our forums and he points us to this thread started by Quasar on Doomworld. To put it simply, so to speak, with the code GPL'd the various sourceports will be able to move forward at a better pace with support and such for said games. Furthermore there's also a petition online with 237+ signatures so far. So take time to discuss the subject or at least sign the petition.


 Wednesday, September 6, 2006

 Augerstehung On Doom Wad Statiom
 Posted by Darren 'Doom Dude' Finch at 12:56 PM
Category: DOOM

Over on the Doom Wad Station you can check out Augerstehung which is a Doom 2, TC based on the world of Wolfenstein and made using Slige.
You are the lone survivor of the Marine squadron sent in to eliminate a Neo-Nazi take-over in a nearby city; you have been given the task of eliminating the Nazi plans of Global Domination. Earlier, while fighting through a ravaged city taken over by Neo Nazis, You and your squad members found an unbelievable discovery within a Neo Nazi vault: The remnants of Hitler's Nazi Generals had escaped to different regions of the Earth to fulfill an ancient Prophecy of Germanic Origin rewritten in the texts of Leonardo Davinci.
Augerstehung!


 Tuesday, September 5, 2006

 Teknik Deathmatch Level Released
 Posted by Darren 'Doom Dude' Finch at 6:31 PM
Category: DOOM

If you creep into the The Spiffcave you'll notice that Tango released a deathmatch map called Teknik that requires a Limit Removing port to play.
A small deathmatch map I made in a day. The layout was drawn in a graphing notebook, just as an experiment. The layout was drawn in 30 minutes or so, and probably took another 45 minutes to make it in Doom Builder.
Check out Teknik!


 Monday, September 4, 2006

 ZTerrain 2.0 In Progress
 Posted by Darren 'Doom Dude' Finch at 11:08 AM
Category: DOOM

I'm currently expanding my Doom news search to sites that get overlooked. So it's come to my attention that Grubber over on GrubberSoft is working on ZTerrain 2.0.
ZTerrain is command-line tool which generates terrain from heightmap (grayscale BMP) and stores it into WAD as ZDoom level. Then you can cut&paste it or only parts of it into your level. You can also test the generated wad itself, but before you do, you have to build nodes for it.
I can't say I've heard of this program before and it certainly is cool. Last time I used something like this I was making terrain for Half-Life, which was a major pain in the ass to make terrain for manually. Anyhow check out ZTerrain.


 Sunday, September 3, 2006

 Risen 3D v2.1.0 Released
 Posted by Darren 'Doom Dude' Finch at 9:12 PM
Category: DOOM

If you put a hit on the Risen 3D site you'll notice that the port was updated to version 2.1.0. You can find the links to the download , plus the additional model packs right on the Risen 3D site. Also note there's a new launcher so you'll have a choice of which one to use. Thanks to Phoebus for pointing the news out.


 Freedoom 0.5 Released
 Posted by Darren 'Doom Dude' Finch at 7:25 PM
Category: General

We have some more news to post about on this fine Sunday. Jon posted on the forum that Freedoom 0.5 was released (the open source IWAD project).
0.5 (or, "half way there") has a major focus on updating graphics. We have new Baron, Revenant and Demon monster sprites, plus more sensible placeholders for the Pain Elemental, Arch-Vile, Cyberdemon and Spider Mastermind. Playing PWADs with the freedoom IWAD is no longer hampered by indistinguishable "sprite not done yet" boxes.
This release includes FreeDM, the freedoom build system source archive and tweaks to resources. Grab the download off of the sourceforge site.


 New Dark Mod Screens & Video
 Posted by Darren 'Doom Dude' Finch at 3:18 PM
Category: DOOM

A short journey to The Dark Mod site reveals a couple new screenshots and a video that showcases a map Gleeful is working on. So check that stuff out while I go munch on a hot pizza....


 Saturday, September 2, 2006

 New ZDoom 2.1.5 Released & GZDoom Update Delayed
 Posted by Darren 'Doom Dude' Finch at 12:43 PM
Category: DOOM

Some Doom port news has popped up. ZDoom 2.1.5 was released yesterday and the new release includes new ACS and Decorate functions, more supported texture formats and other goodies. Check out the ZDoom site for the full list of newstuff, changes and fixes, plus get the download.

Also note if you were waiting for the next GZDoom (now that the new ZDoom is out) it's going to be delayed for a few weeks because Graf Zahl hurt his wrist in a cycling incedent. Hopefully Graf's wrist will be feeling better soon.


 Friday, September 1, 2006

 Legacy 2.0 Progress
 Posted by Darren 'Doom Dude' Finch at 6:23 PM
Category: Hosted_Ports

Hurdler posted up on the Doom Legacy site that Legacy 2.0 is progressing quite well.
There still remains lots of thing to do regarding the network and the hardware accelerated renderer, but you can already tests the new features with the released alpha version (see our forum for more information for now).
Check out Doom Legacy and the Legacy Forum.




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