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News Archive
December 2002

 Sunday, December 29, 2002

 Doom Rampage
 Posted by Jason 'FACE.UK' Sloan at 5:06 PM
Category: General

Tom Kachel has sent along news that his Doom Rampage site has been updated. This has been made easier to navigate and has had a lot of new stuff bolted on. This includes new screenshots from a Doom RPG that was started about a year ago.


 Saturday, December 28, 2002

 Torment & Torture
 Posted by Jason 'FACE.UK' Sloan at 1:58 AM
Category: General

Tormentor's Realm 667 has the release of Daniel Gimmer's latest creation which is called Torment & Torture-Armoury Of Pain. It has been about one and a half months in the making and is full of features like slopes, skybox, scripting, water and ambient sounds. It will require zDoom 123 or higher to run and Daniel also sends Greetings and a Happy New Year.


 Thursday, December 26, 2002

 Annual Vendetta
 Posted by Jason 'FACE.UK' Sloan at 1:42 AM
Category: General

Exactly one year after the original release Alien Vendetta has been refined and released. The reason for this, according to the website, was due to a lot of nitpicks and reported bugs. There is also a brand new map by Lee Szymanski and Anthony Soto.


 Wednesday, December 25, 2002

 Which Doom / Doom 2 Monster Are You?
 Posted by William 'Phoebus' Mull at 9:22 AM
Category: id Software

Ever wanted to be one of bad guys in DOOM? If so, which one is right for you? Fellow New Doom Forums alum Picklehammer offers you the chance to fling your own Impballs, or Rat-a-Tat-Tat like the Chaingunner Dude, along with many more DOOM character selections, with his Doom / Doom 2 Monster Selector. Enjoy your Christmas in Hell!


 Monday, December 23, 2002

 DoomarenA
 Posted by Jason 'FACE.UK' Sloan at 5:49 PM
Category: General

DoomarenA gets an update with the latest goings on in my little mapping world. There is a new screenshot of one of the many projects that I am working on at the moment. So spare a minute and pop by for a visit.


 Chris Mus' Give Us A Gift
 Posted by Jason 'FACE.UK' Sloan at 4:48 PM
Category: General

The Doomers Recess has a gift just ready and waiting to opened. It's the latest creation from Chris called Rip it, Tear it, Smash it! It's for Ultimate Doom and is spread over two levels. There is also news of a new project which has screenshots on the way.


 Sunday, December 22, 2002

 Megawad Update
 Posted by Jason 'FACE.UK' Sloan at 5:19 PM
Category: General

The Megawad has been updated by our old freind Doom_Dude with news about Vilecore. Map 28 is almost finished and some work has been done on map11. There is also a progress page available now so you can keep track on what is being done. There is also Doom_Dude's Best Of Doom page where he has his favourite Doom levels with a small peice about each one.


 Why? Because We Like DOOM
 Posted by Jason 'FACE.UK' Sloan at 5:12 PM
Category: General

Jussi Pakkanen has released the latest version of his Why editor bringing it up to version 0.95. There are a lot of changes and here are the highlights:
· graphics preview
· working copy/paste
· improved dragging/grid snapping
· tons of redesigned menus
There is a lot of other stuff that Jussi cannot remember as well but it is all in there.


 Saturday, December 21, 2002

 Console Kaiser
 Posted by Jason 'FACE.UK' Sloan at 1:13 AM
Category: General

Kaiser has released Console Doom. Console Doom was made for either Prboom, Eternity, or Zdoom. However there is also a patch included for Legacy users as well. There is also a new section called other projects which will contain such items as CChest and the Newdoom Community Project. Get all of this at DSV Outworld.


 Doomsday 1.7.6 released
 Posted by Jason 'FACE.UK' Sloan at 1:02 AM
Category: General

Doomsday HQ has announced the release of version 1.7.6. It was released two days ago but due to a few difficulties Skyjake has only been able to announce it now. On an importent Skyjake says that those of you missing the file dsCompat.dll should either download the release again or get the binary snapshot.
· Since a number of people have contacted me with reports of problems with Doomsday's default sound code, there is now a more compatible choice: dsCompat.dll contains routines that use DirectSound 6. It's activated with the -csd command line option. If you're having sound-related problems you should give it a try.

· Particles can now have a flag that causes them to be rendered flat against a surface if they're close enough to it. This is utilized by jDoom's new blood effects (in Defs\jDoom\Particles.ded). This is no match ...
Get this latest release at Doomsday HQ also don't forget to check out Cheb's Modelyard where you can get your jDoom Model Pack.


 ROTT Source Release
 Posted by Jason 'FACE.UK' Sloan at 12:55 AM
Category: General

3D Realms have finally released the source code for Rise Of The Triad. In the Readme are some thoughts about Rise of the Triad by Tom Hall, who was the game's producer and who had also left id Software, after working through half of DOOM, to start up In-House Development at Apogee. Plus word from Scott Miller (Apogee/3DR CEO/Founder). Anyone up for making a Port?


 Romero's Pages Of Doom
 Posted by Jason 'FACE.UK' Sloan at 12:41 AM
Category: General

The Romero has put up a DOOM section on his site. This includes a lot of content, most of it being Lee Killough's legendary DOOM site. There is also a radio advertisment that id Software made for Ultimate DOOM. Take a look at all of this at the so-called Planet Romero.


 Thursday, December 19, 2002

 Seasonal Update
 Posted by Jason 'FACE.UK' Sloan at 5:46 PM
Category: General

Doomsday HQ brings some christmas cheer to the table with this little gift:
Version 1.7.6 should be ready for release in a day or two. If you glance at the changelog you will notice a number of features concerning particle effects. The default effects in jDoom are now vastly better than the previous ones (IMHO!). Expect to see some bright explosions, slightly lighter rocket smoke (vanishes faster), various monster effects and even some blood. I've tried to keep things sane, though, but I recommend shooting a crowd with the rocket launcher to see how things get really messy. The downside is that it's all made with particles, so also expect things to be a bit blurry and vanish quite rapidly (for performance and other reasons; you'll soon notice the caveats).
There is more information on models and a few changes to the website as well.


 Wednesday, December 18, 2002

 Karthik Sketches
 Posted by Jason 'FACE.UK' Sloan at 12:53 AM
Category: General

Karthik82.com has a new picture that Karthik has sketched out, and he has posted it to celebrate 9 years of DOOM.


 Tuesday, December 17, 2002

 Re vile
 Posted by Jason 'FACE.UK' Sloan at 12:22 PM
Category: General

Doom_Dude has refreshed The Megawad with a progress report on the re-release of Vilecore. There is also a new screenshot that is of the Nukage Plant, which is map 10.


 Sunday, December 15, 2002

 DeHackEd Gets A Window
 Posted by Jason 'FACE.UK' Sloan at 4:42 PM
Category: General

Dennis Meuwissen, who is a member of the Newdoom Community Project, has been working on a windows version of the popular DeHackEd. The first version has rolled of the production line and can be downloaded by clicking this link.


 Reviews Worth Praying For
 Posted by Jason 'FACE.UK' Sloan at 1:09 PM
Category: General

And They will Pray for death has updated after a while of inactivity. All of the sections have been updated with new reviews except the Final Doom section.


 Friday, December 13, 2002

 Searching For Sounds
 Posted by Jason 'FACE.UK' Sloan at 1:12 AM
Category: id Software

Christian Antkow has updated his .plan. It appears that id Software are looking to contract a sound designer to work on weapon sounds, impact sounds, monster sounds, world ambience, machinery, etc. You can find all of this with more details here.


 Thursday, December 12, 2002

 Zeth
 Posted by Jason 'FACE.UK' Sloan at 12:54 AM
Category: General

The ZDoom pages has news on Zeth. This has now been brought up to version 4.15. Here are the changes:
· You can add a pause between the time the script editor is started and the time the script is compiled. This is needed for using a Windows-based editor instead of a DOS-based one, because ZETH has no way of knowing when you're done with a Windows editor.
· A 64x64 "floor grid," like WadAuthor's.
Head along to ZDoom.


 Wednesday, December 11, 2002

 Opulents Bag
 Posted by Jason 'FACE.UK' Sloan at 12:57 AM
Category: General

Opulent's Doom Speed Demos Archive has a new bag of goodies. Alexander Sushkov and Eugene Bondarchenko teamed up to make a TAS speedrun through all 21 levels of HACX. Ledmeister did a Led-style demo on the Master level Bloodsea and Magikal did a maxdemo on Bndalyq. These are just some of the paraphernalia to found at Opulent's Doom Speed Demos Archive.


 Tuesday, December 10, 2002

 DOOM Turns 9
 Posted by William 'Phoebus' Mull at 8:12 PM
Category: id Software

There are several threads about it posted on the New Doom Forums already, but we couldn't let the day pass without mentioning it in the news, that the game that changed our lives celebrates its 9th year of history today. Happy Birthday, DOOM! Thank you, id Software.


 Purge For Edge
 Posted by Jason 'FACE.UK' Sloan at 12:59 AM
Category: General

Andy has updated Purge with a new release. Purge is a new level for EDGE 1.27 which makes use of the new DDF and radius trigger features to add multiple extra floors as well as complex switching and switch dependencies. There are no new enemies in this one yet although Andy says this is not ruled out. The main focus was on scripting and other EDGE features.


 Monday, December 9, 2002

 DeHacked Delight
 Posted by Jason 'FACE.UK' Sloan at 1:05 AM
Category: General

Doomer34's DeHackEd Palace is a new site for the housing of DeHacked patches. This was set up by Daniel Carroll as he has never found a sight with this aim in mind. So if you have a DeHack patch not there then he might like to hear from you.


 Friday, December 6, 2002

 Doomenstein Demo
 Posted by Jason 'FACE.UK' Sloan at 12:58 AM
Category: General

Doomenstein is a cross between Doom and Wolfenstein. I do not expect you are shocked by that. However there has been a 4 level demo released and it weighs in at about 2.3 megs. Download it and blast the 3rd reich.


 Thursday, December 5, 2002

 Chaos News
 Posted by Jason 'FACE.UK' Sloan at 12:58 AM
Category: General

The Chaos Crew page has been updated in time for christmas with four screenshots from Phobos: Anomaly Reborn. There is also the possibility that it might be finished by the end of the year.


 Tuesday, December 3, 2002

 Chris Reviews
 Posted by Jason 'FACE.UK' Sloan at 1:00 PM
Category: General

The Doomers Recess has a new review in the form of Phoiba which does rather well. There are also some screenshots of his newest creation for Ult. Doom. There is this and more at The Doomers Recess


 Sunday, December 1, 2002

 New ZDoomGL
 Posted by Jason 'FACE.UK' Sloan at 4:01 PM
Category: General

A new version of ZDoomGL has been released. This brings it up to v0.7. Slayer points out though that this is not up to where it was in previous incarnations. So this means that there are no dynamic lighting or md2s but these are promised for the next version. Also any bugs should be reported to the 'ZDoomGL v0.7 Buglist' in the forum.


 DarkWolf Tutorials
 Posted by Jason 'FACE.UK' Sloan at 1:05 AM
Category: General

Darkwolf's Doom Page has no news on his Blake STone Project as he is very involed in the Newdoom Community Project. He has however added a tutorial that explains how you can make void maps and pits without scripting. There is also a pic to take a look at as well.




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