August 2000
| Thursday, August 31, 2000 |
Megawad Named!
Thats right Doom_Dude has named the Megawad. He has also to updating the level list and fixing the links page. On top of that he has added some new graphics. You had better take a look
| Wednesday, August 30, 2000 |
Lost Doom Sites |
Over the years since Doom first appeared, many Doom sites have come and gone. However, some of those sites are actually still around. Some have not been updated for 3, 4, even five years in some cases. Some you may visit on a regular basis, and some may still be updated but don't end up on the news sites. So, we thought it would be a good idea to pay some small tribute to some of those… Lost Doom Sites (booming echo). And we'll mention more soon!· destROYer's doom zone Home of DOOMLAND: the 2D platform Doom adventure!
· Mantis Doom Page The home of the rec.games.computer.doom.announce newsgroup, as well as exclusive Doom stereo images.
· Doom II Deathmatch Home of the TriO series, and features Tony Fabris' historic BFG FAQ.
New Doom FAQ Posted
We've just debuted v0.1 of our New Doom FAQ! This will definitely be a work in progress, and there will be many updates / corrections / additions in the lifespan of the FAQ to reflect the known progress of the new Doom game being worked on by id Software…
DTNC News
Rick Clark has sent us an email to say that there is now an online character generator and dice roller for Doom: The Next Chapter.Go get it. Here
Mega64 Tutorial
The Mega64 website has been updated. X-Doom has posted news on his first tutorial for ZDoom. Also in the news is that he is to release a second version of ZDk3.
Perforated Update
The Perforated Entrails page has been brought up to date with various titbits of info. First off is a plea for a coder to help with the project. Also an update on the current state of Perforated Entrails, plus news of a departure from the team.
Tarin Moves Hq
Tarin's Little Doom Place has moved. He explains the reasons for this in his update. There is also news of a little program he has written, which creates textures from the patches you would include in a wad.
OSCDoom News
Charger, from over at the Order of the Stray Cats (hosted right here at NEWDOOM.com, natch), has released a demo wad of new music for Ultimate Doom's Episode 3. Only four levels have new music, but he plans to replace the music for every level except the secret level. He might do the intermision music as well, unless he gets caught up in other stuff. Anyway, go ahead and pick up his new music wad (e3mus.zip: 12KB)!
The Latest, Greatest ModDef Ever!
Until next time ;) Here it is, JDoom's best friend, d_modeldef.zip (163KB), with the description from Danok:new this time rocket box correctly sized and offset, altered ammo box skins replacing text garbage with text found on actual ammunition boxes(In case your wodering they say 9mm Pistol 115gr Super Balistic & 12GA 3" MAX dr Extra Hard Buck).
Danok's Very Newest ModelDef
Danok's been slaving away, optimizing his Model Definition file (167KB) for use with JDoom. Here's what's new, from Danok himself:new this time evil eye correctly sized and offset, fixed big plasma cell size new nazi skin that looks more like the 2d sprite only slightly more sinister, removeder hang2.md's brain so it looks right in map30, other misc. sizes and offsets changed.
Recess Roundup
Chris, at The Doomers Recess has reviewed the level 'Year to kill'. Thats two reviews in 3 days. Plus the start of a new level for '2001 A.O.D'. This level is inspired by 'Against thee wickedly' and 'And hell followed' from the original episode 4 'Thy flesh consumed' .
Doom Millenium Update
The Doom Millenium page has updated. - Lüt talks about work on subway and has a little grumble about his Deep editor.
| Saturday, August 26, 2000 |
Wildlife corner
Wildman has updated with news on DNTC. Thing's done include, a rail gun, melee combat rules and more. So if you want to role play away, head on over and shake them dice.
ZDoom Features
More features are being added to ZDOOM which is holding up the release of 1.23. Some of these features mentioned are mirrors, sky boxes, bullet holes and scorch marks. Plus more tweaks than you could shake a stick at.
Edge Of Doom
At the EDGE camp they have been getting some requests, regarding the creation of 3D floors on top of one another. So a simple level of 8 floors has been made and is ready to download. Also Due to a problem with V2.4 of RTS Online, they have released V2.5 which fixes an issue with radiusheight and the z position
Doom 3 Forgery
Over at Shugashack there is a contest for the best Doom 3 fake screenshots. So if you fancy going over and casting a vote, click here. You can also vote for the most humorous one too.
Danok's Latest
Danok keeps getting his Model Definition file (122KB) closer to perfection:new this time a few more offsets are a little closer to perfect, nazi correct size, added another md2 to keep the nazi's gun from disappearing when you kill him.
Annihilation Update
Team Annihilation have updated with stories for e1 and 2. Also any good musicians out there? Only they could do with 2-3 to help on their wad.
Ruins Is Ready!
 Posted
by
at 7:00 PM |
Category: General |
Here is a little Ruins goodness for you:
RUINS is ready! Warm up your EDGE 1.24 for a special treat while you download it!
You get a pretty big single player only map with all new textures, sounds, and some other special stuff that should make yer eyeballs pop out! Get it now!
Goldeneye Update
 Posted
by
at 7:00 PM |
Category: General |
Hey all.. we have a new update to GoldeneyeDoom2! Hey head over and check it out.. here's a snippet:
Has been again updated with a new Edge version and some enhacements to the levels. The Edge versions has a new game mode. "Kill the Scientists, before the bots do!"
Edge version now has selectable skill levels for the bots. Also there is now the Aztec Temple and Egypt Temple DM levels available.
| Thursday, August 24, 2000 |
Megawad Update
In Megawad news, Doom_Dude just added three single player, single wad reviews to his downloads page. He also updated the Utilities area by adding DoomCAD 6.1 for anyone who wants it. Head to the site!
Team Kill News
Ike of Team Kill (hosted here at NEWDOOM.com), sends us this report on all he's been up to lately:My beta-testers must have been tired or something, as a very critical bug in Kill has slipped through. A visplane overflow in E1M2's startroom has occured. I've uploaded a patch on my page.
Also, I've had some more ideas for ROD. One is that I'm limiting the number of total levels to just three. This is to make room for my next TC (no news or even planning yet). Also, if anyone would like to make levels for ROD, please contact me!
As for Kill, production has hit a slowpoint (it'll pick up when school starts. Don't ask how). I'm working on E2M5 currently, and it's going well. It looks like E2 will have less "redecorating" than the first episode, and will also contain more outside areas.
p.s., How many people do you think really understand Kill's concept and background? Head to the Team Kill site to check all of that out.
Operation Destroy
Rick Clark has a new map for the Edge engine called Operation: Destroy. Check out the screenshots on his homepage.
Alien-based TC
Andrew Loly recently released a demo level for his Alien-based Killer TC. Check it out.
| Wednesday, August 23, 2000 |
MegaDudes Wad
More stuff happening over at The Megawad. Doom_Dude has updated with reports on levels and a need to change the title. Also a couple of things not to expect in the final product.
Another Recession
The Doomers Recess has a new review of Metal Gear Solid for Doom. On top of that, all of the pictures in the wads section have been replaced with Doom Legacy pics. Pop in for a peek
Future Doom Legacy Features
As you can see in our newest Featued Screenshot, there are many exciting new features you can expect in next version of Doom Legacy! Thanks to the work of Legacy team member SoM, here's a quick list of new features, in case you couldn't tell:- multiple 3d-floor (not limited to 2 as other projects like edge have) - shadow casting on the floor - also shadow on walls (you can see the wall is a little darker behind the pylon, due to the bridge on top of it) And in case you were wondering what's the meaning of those numbers in the top left of the screenshot:It's the screen height of each shadow casting "plane" against each column... Stay tuned for more Doom Legacy info as it happens!
Danok's Latest ModDef File
Hot on the heels of yesterday's release, Danok's got a new ModDef file (125KB) for JDoom (the script that tells the models to animate correctly in JDoom). Here's the description from Danok:New this time fixed alot of sprites offsets, and few sprites sizes. To use this file you will have to use this command line -maxzone 32m or JDoom will crash, just check custom options and type it in!
DoomarenA News & Shots
DoomarenA has updated with pics and news. Of note, there's a fantastic screenshot using Doom Legacy. Be sure to check it out!
Doom Master Disks
Over at Sgt. Hulka's Bootcamp Robert "sgt.hulka" Waring is having an auction and Up for grabs is his own copy of the Doom master disks given to him by Jay Wilbur. All the proceeds from this auction will go to the family of Jeremy Allford of AGN3D, who is fighting terminal illness.
Danok's Newest ModDef For JDoom
Danok hasn't abandoned us, and has released the latest version of his excellent Model Definition file (146KB) for use with JDoom. Here's a list of what's new from him:now that jaakko has rid us of that mem leak i've dercided it's time to get cracking on this modeldef.txt again. I haven't been holding anything back I've just been doing other stuff. here's what's new: we've got most of the models looking normal the right size and everything the nazie no longer crashes anything all your keys and artifacts spin and finally the doomguy's model looks like I ran it over with a truck. don't know what's up here. to use this file you will have to use this command line: -maxzone 32m or JDoom will crash!
The Megawad News
Doom_Dude updated his NEWDOOM.com hosted site, The Megawad, with the news that anyone who's interested can now grab his favorite Doom II editor, DoomCAD 5.1 off his site.
The Control Center
 Posted
by
at 7:00 PM |
Category: General |
Ok everyone, if you take a gander to your left you'll notice a new exhibit, the newdoom control center. This as you'll see will be and is a little app that will make your browsing of the NewDoom.com site quicker and more enjoyable (at least we hope so). Still under development, but if this sounds interesting to you check it out.
Also, there is one thing we are looking for, is there anyone out there that can design icons? We are looking for some creative individual that can design icons to step on up and take a shot at it. We're looking for something along the veins of D.O.T Studios or Copland style icons. If you are interested in this endeavor just send an eMail my way...pailhead.
DOOMed2Frag In Q3
This might be of interest to you. It's a Quake 3 mod from DOOMed2frag designed to bring the feel of Doom2 Deathmatch to the Q3 engine. In the beta there 7 new DOOM2 based weapons replacing Quake3 weapons. Plus two more in the next release. This could be like looking at what's to come from id.
JDoom Reply
Traz, who some you may know from our forums, received a reply from Jaakko in response to a question he had about JDoom:The reason for weapons only hitting walls is that it's the way it was in the original Doom. I just haven't gotten around to changing it yet.(I hope I do sometime soon...)Although it might take some time, I am optimistic, that JDoom will have 3D-shooting soon.
Doom Quiz?
Think you know all about Doom? You do? Well doom_dude is not so sure. He has come up with the first NewDoom Quiz. So go and rack your brains. And If you think you can come up with a better Quiz then send it to doomquiz. But please remember that we need 4 multiple choice answers (be sure to point out the correct one).
MegaWad Update
 Posted
by
at 7:00 PM |
Category: General |
Looks like Doom_Dude has posted 12 new screeny's from his upcoming Megawad on his site. Head over to check them out...
| Saturday, August 19, 2000 |
J. Romero On Doom
FACE.UK, from our hosted site, DoomarenA, saw this recent mention of Doom from co-creator John Romero that you may be interested in:GameSpy: Did you ever have any idea how big the FPS genre would become? To what or who do you attribute its success? John Romero: Well, I always felt that it was meant to be big considering the amount of fun that was contained in our first well-developed FPS, DOOM. I felt that we were at the beginning of it all...the design was so right the first time that there had to be ways to make the genre better and more fun. The success of the FPS genre is due to its visceral intensity over all other kinds of games.
GameSpy: Going over your portfolio, what project are you most proud of? John Romero: The DOOM series. That engine inherently enabled so much fun while you designed that it was easy to make great, scary content.
DOOMD
It's truth is stranger than fiction time, boys and girls: as reported on Blue's, thanks to MAMED, you can now run all of your favorite Doom .wad files on certain digital cameras.
New JDoom Update!
 Posted
by
at 7:00 PM |
Category: General |
Wakko Jakko sent us a little tip on a new patch for JDoom! Here what he had to say:
A couple of additional enhancements to DTest2:
Memory leak in MD2 loader fixed. Music player pitch bend bugs fixed. Wall orientation affects lighting (it'd now appear that world light comes from the right). -maxzone accepts K and M as postfixes. For instance, "-maxzone 16m" allocates 16 megs, and "-maxzone 9500k" would allocate 9.5 megs for the memory zone. The Enter key is no more hardcoded in JDoom (to view the last HUD message use the console command msgRefresh). Head on over to the JDoom site and get it!
Fake Screenshot
 Posted
by
at 7:00 PM |
Category: General |
Got word from the guys at Doom3.dk of this little screenshot. Here's what they sent us:
Maybe you would like to know this? Try to go to www.doom3.dk (yep, I know it's in danish, but you should be able to understand what it says anyway!) and look at the newsitem with the header "Det fřrste screenshot af Doom3! Eller hvad..." Maybe you would find this interesting? Dunno. Anyway... Now you have the word :P Interesting to say the least ;)
| Thursday, August 17, 2000 |
DooM Legacy v1.30 News
Hurdler's updated the DooM Legacy site has been updated with a patch for the Linux of this essential mod for Doom. Be sure to check the What's New section of the site for more info.
| Wednesday, August 16, 2000 |
Ascii Doom Update
Jonathan Dowland has updated his homepage with a host of screenshots from the new Textmode Doom, otherwise known as Ascii Doom. Not sure what this is? Here's a screenshot to better illustrate.
The Megawad's Mega Debut!
Please welcome our newest hosted site, The Megawad. Authored by Doom_Dude, who many of you know from our forums, the site showcases the progress on his Megawad for Doom II, which is nearing completion. In the future, Doom_Dude plans to review other wads, the bigger the better. Be sure to check out the 12 cool screenshots and return to The Megawad often to see whats up.
New Rules For DTNC
If you've been following Rick Clark's progress on Doom: The Next Chapter, which is a roleplaying game set in the Doom universe, you'll be interested to know he's made some changes to the rules:1) Trashed the ranking system; this was causing problems in the success rolls. 2) Skills are now computed as an average of the two attributes. 3) The BSS is calculated using only the skill and DR. 4) The experience-to-skill conversion is now based on the skill level rather than the ranking. 5) Made some rule clarifications. You can grab a new copy on the DTNC page.
Doom II Rankings Happenings
In Doom II Rankings news, Ferrari has added several news things. The total number of registered players has reached 24 members. However, only 5 of them have been active. Inactive players are no longer on the rankings list, so you guys need to play! ;-) In happier news, three trophies have been awarded! Be sure to check the Doom II Rankings site for all the details!
MindlessGames.com Is Up
 Posted
by
at 7:00 PM |
Category: General |
MindlessGames.com, the home site of the Mindless Games Network, is finally up and running. The site is nowhere near complete, but we are updating the news. If you want the latest news on today's games, check out MindlessGames.com.
DoomarenA News
FACE.UK's got an update up on his DoomarenA showing some of the weapons. There's also a screenshot, taken using Doom Legacy, so you know it looks nice. There's also a short reply to an email he sent to id Software. Head to the site!
Spin Magazine Wants Your Opinion
 Posted
by
at 7:00 PM |
Category: General |
Writer Matt Schwenk sends word that he's currently working on an article for Spin Magazine about the recent news that the soundtrack for id Software's upcoming Doom title will be composed by Nine Inch Nails' Trent Reznor. He's interested in hearing what hardcore gaming fans think (and who you would pick to do the soundtrack), so if you'd like the opportunity to be quoted in the article send your thoughts to DOOM@spinmag.com
Epidermis Emporium Facelift!
The Epidermis Emporium, your one stop shop for all your Legacy skin needs, has just gotten better! Check out the site, and the spiffy new navigation, for news, tutorials, skins, tools, and more!
Doom: The Next Chapter Update
 Posted
by
at 7:00 PM |
Category: General |
Heya ya'll... Mr. Clark sent us an update on his Doom: The Next Chapter. Here's alittle more on the subject.Just a small update to let you know I will be releasing a draft version of the Second Edition rules for Doom: The Next Chapter this weekend. The manual is over a hundred pages and I touch upon nearly every aspect of the DTNC world. It is quite detailed and complete.
Since this will be a draft version it'll still need some work, but I thought folks may want to peruse the rules in case they are planning or playing a game. So if you play it, plan to play it, or are interested in the project, go check it out.
| Thursday, August 10, 2000 |
Goldeneye Doom II News
Derek's been adding even more stuff to the Goldeneye Doom II TC. There are now bots available to play in the Edge Version. There is also an updated Zdoom/Boom/Legacy version. The Surface Level has been added, along with some more enhancements and bug fixes. Head to the Goldeneye Doom II site for more info!
Doom Legacy v1.30 Released!
You've been waiting for it, and now the newest version of Doom Legacy has been released! Here's the info from the What's New page:Yes, you can believe us, here it is, at last! DooM Legacy v1.30 is now available for Dos, Linux and Win32 environments. A MacOS, BeOS and OS/2 version based on this new one will be released soon (I hope) in beta. Multiplayer TCP/IP will be fully compatible between all those versions!
Some highlights (see whatsnew.txt in the distribution file for more) :
Video enhancement - improved Glide support under win32 - new complete OpenGL support under win32 and Linux - improving splats code (activated now by default) - new eye candy effects in hardware mode (dynamic/static ligthing, coronas, FOV, ...)
Multiplayer - Join in game (join without restarting the server). - automatic file copy through network - second mouse support for splitscreen
Misc - Boom compatibility (partial in hardware mode) - improved Linux version (looks similar to win32 one) - added some console variables for your convenience - support mouse wheel and joystick hat under win32 - improved launcher - lots of bugs fixed
This new version is of course avaialble at our download section.
Do attention, please !!!
The exe filename has changed from gllegacy.exe to legacy.exe. Be sure to update that in the launcher if you already used an earlier version of DooM Legacy.
And please, read the docs before reporting bugs.
| Wednesday, August 9, 2000 |
Rage of Destruction Information
 Posted
by
at 7:00 PM |
Category: General |
The Team Kill website (hosted by us) has been updated with some information on their upcoming total conversion, Rage of Destruction: Monster DM. Here's a description of this upcoming total conversion:Hell, once again, has decided to try to invade Earth. Only this time, they're using Japan as a portal. They're sending huge versions of demons to attack and destroy Earth. But, they have opposition... You are Godzilla, King of the Monsters. You don't like Hell on your stomping gounds. You must defeat Hell, and it's demons. Now doesn't that sound interesting, expect some hot screenshots to be available soon.
FRAG 4 Doom II Tidbits
 Posted
by
at 7:00 PM |
Category: General |
We reported yesterday that The CPL had announced that a DOOM II one-on-one tournament will be held at the Razer exhibition booth at FRAG 4. Doomworld has posted some more information about this tournament if you plan on participating:- The top prize for the FRAG 4 DOOM II tournament will be a Compaq Presario 7900 Series 1 GHz Athlon.
- Some of those who apparently got early signup priveleges include Randy Pitchford of Gearbox Software, Tom Mustaine of Ritual Entertainment, Sverre Kvernmo of Third Law Interactive, and John Romero of ION Storm, half of whom I have have absolutely destroyed on the Telefragged csDoom servers (guess which two).
- The tourney will be on Map01 and Map07, skill 5, using old deathmatch rules.
Thanks Linguica!
Shaw On New Doom Music
 Posted
by
at 7:00 PM |
Category: General |
David Shawarticle based on his thoughts about what the soundtrack will be like for the New Doom.
FAQ For The New Doom
 Posted
by
at 7:00 PM |
Category: General |
Doomworld has put up a unofficial FAQ for the New Doom, which doesn't contain that much information yet, and you can also check out the first New Doom FAQ over at Lord Flathead's, which has been up for a while, although there's not much info on that one either. Stay tuned for the definitive New Doom FAQ, which will appear right here on NEWDOOM.com in the very near future :)
DOOM II tournament at FRAG 4
 Posted
by
at 7:00 PM |
Category: General |
The CPL has announced that a DOOM II one-on-one tournament to be held at the Razer exhibition booth at FRAG 4. The Doom II one-on-one double-elimination tournament will be limited to 32 participants so be sure to sign up, more information on the official website.
Sandy Petersen Q&A
 Posted
by
at 7:00 PM |
Category: General |
There is a new interview with Sandy Petersen is up at StrategyZone, talking about his career, and his current work on the Age of Empires games at Ensemble Studios. Petersen, for those unaware, was the author of the original Call of Cthulhu table-top RPG, and was a level designer at id Software where he worked on Doom I and II, and Quake 1. Check out the full Q&A session here.
New (Beta) ModelDef File
Danok offers this latest version of his model definition file , which you can download here (104KB). However, please note that until it's determined how best to make it compatible with the latest version of JDoom (send your suggestions to Danok), this can be considered a beta, as it's in an understandably buggy state at present:well it's kind of sloppy and full of problems, but it's new, in this version cleaned up imp splatter all in one md2, new nazi attack md2 and skin it replaces the old ss skin, the nazi attack seems to crasah jdoom can't figure out why though if anyone can tell me what i did wrong here by all means do so.
JDoom News
 Posted
by
at 7:00 PM |
Category: General |
Skyjake brings this news in his Raven-Games .plan file:I've been working on the rendering and handling of MD2 models. The forced autoscaling to match the height of the original sprites is now gone, and model definition files can define custom scale factors and offsets for each frame. I'll release an updated DTest2 probably later today, if everything works out fine. Be sure to check out the JDoom page.
Tune Talk And The New Doom
Thanks to DoomarenA's FACE.UK for pointing out this interesting tidbit on AMDZone concerning what John Carmack revealed at QuakeCon 2K in regards to what the music may be like in the New Doom:After the crowd had left, I asked John Carmack what the status of Trent Reznor of Nine Inch Nails and Doom 3 was. Apparently, Trent very much wants to do the music for Doom 3. Carmack added that a title soundtrack would also be something they might do for Doom 3, such as done with Quake III, as well as an opening theme like the Quake II introduction sequence. The music should be more ambient as well than id’s two previous games, Quake II and Quake III. All those who are worried about not being able to hear enemies in the game can breathe a sigh of relief, as this will also not be an issue with Doom 3’s music.
Robert Duffy Interview
 Posted
by
at 7:00 PM |
Category: General |
id programmer Robert Duffy is interviewed on Stomped. JCal asks Robert about working with Carmack and the others, QERadiant, Q3: Team Arena and of course, Doom.Stomped: What's the most exciting aspect on working for a new Doom game, as a game fan and as a programmer?
Duffy: Probably as a game fan more than anything, because the new Doom is just like . . . (pauses). The original Doom was one of those jaw-dropping games that kind of redefined the genre and I'm looking forward to trying to be a part of something that, hopefully, will meet everybody's expectations. I know that impossible to meet everybody's expectations but we can try pretty hard.
Another DoomArena Update!
 Posted
by
at 7:00 PM |
Category: General |
Well here's another DoomArena update...A new update on DoomarenA.The transporter has been done and the status bar at the bottom of the Doom screen. A pic of this is up as well. Well there you have it, go check it out.
New Plans At Oblivion HQ
 Posted
by
at 7:00 PM |
Category: General |
Looks like Oblivion HQ has alittle news for us and more. Here's what we have:Hi, I am e-mailing you to report to everyone that Oblivion HQ has plans to do a TC or a somewhat kind of mod for the new Doom. Our actual .com opens 9/24/00 when our 3 projects and mod design team go national. Oblivion HQ's temporary site can be found here. The site contains everything everyone needs to know about our current projects and our plans for upcoming projects. They are also looking for alittle help for some future plans...If you have what it takes we are still looking for 3D artist, level designers, modelers and texture artist. Anybody with Q3Radiant, Lithtech, UnrealEd, Visual C++, Photoshop or DEdit experience might be very useful. Check out the Crew page to see a open slot for you, I will be glad to hear from you! Head over to Oblivion HQ and check out the info. if you're interested!
JDoom Update!
 Posted
by
at 7:00 PM |
Category: General |
From out of the blue (or the Finnish Army, as it were), Jaakko's somehow done some work on, and released a new version of, JDoom! Be sure to get it on the JDoom site. Here's a short list of new features:- MD2 models no longer forced to match sprite heights. - Frame interpolation (cvar modelInter). Makes model animation a lot smoother. - Config entry in model definition files. - New flags for models (autoscale, spin, movpitch, scale:, height:, offset:).
More Carmack on the New Doom
 Posted
by
at 7:00 PM |
Category: General |
There's a Slashdot post by John Carmack to a thread called New Doom Details based on the revelations about the upcoming New Doom game mentioned earlier. Carmack responds to a quote from his recent talk at QuakeCon (Carmack basically said, that single-player games suck from a money/replayability point of view.):This was a balancing act in company morale and politics. My first choice for future projects would be to pursue the snowcrash-like extensible virtual worlds, but most of the company wants to work on a game with a story. We have three new hires coming on soon, so we are growing somewhat to support it. The other two questions concern integrated editors, and the support of C++ style programming, to which Carmack says, "if anything, I think we are behind the curve on making the transition."
Asylem News
 Posted
by
at 7:00 PM |
Category: General |
The Kill team brings us this news on their site:Well, E2M1 of Kill is finished. Screenshots have been posted, along with some info. And man, the action KICKS ASS!!!
Also, I've begun planning a new TC called Rage of Destruction: Monster DM. It's basicaly a mix between King of the Monsters, Godzilla Generations (an import DreamCast game), and Doom. You'll be playing as Godzilla. I'll have a TXT file posted by the time you read this. It'll explain the intial idea. Note, however, Kill is still FIRST priority. Oh, and it'll also use Boom, instead of a stand alone EXE like Kill.
John Carmack's QuakeCon Speech
 Posted
by
at 7:00 PM |
Category: General |
Stomped attended John Carmack's annual QuakeCon speech, and they have posted a write-up of the entire speech. Carmack did not talk a lot about the upcoming Doom game, unfortunately but he did give out a few interesting hints:The game will use DLLs for the game code this time out and as stated before will be primarily a single player game. Carmack said a basic deathmatch multiplayer mode will be included but the new Doom game will not have much of a focus on multiplayer. There might not even be multiplayer bots in the new Doom game like there was in Quake 3 Arena. He did say that he has heard about the CPL's Angel Munoz's tenative plans to create a game specifically for gaming tournaments and Carmack said he would be interesting in helping out with that project if it happens ..snip
More New Doom Info From Carmack
As reported on Scary's, during John Carmack's talk at Quakecon 2K, he gave out a few more details on the New Doom. Here's a quick summary, although sCary promises to give more info by Monday:* Doom will be going back to DLLs, and will be using C++ instead of C * Carmack feels the visual 'wow factor' of the new Doom will be a greater jump than it was from the recent jumps between Quake/Quake2/Quake3. (Lots of neeto new effects), but it will also focus on actual gameplay instead of just that 'wow factor' * Single player is the absolute focus, and Carmack feels it will be their best single player experience to date. * The game and editor/tools are now combined. You'll be able to simply type doom.exe -editor for example (Or maybe even an in-game toggle) * Spending more time on the sound code / game code with the new programmers on the team. * There probably wont be much discussion on the gameplay specifics since what made Doom so big is always a subject of arguments. (No talking about the game itself) * All of the Doom code is being written from scratch. Rendering etc.
News From Carmack!
 Posted
by
at 7:00 PM |
Category: General |
Looks like Stomped got alittle something from Senior Carmack on what's going on with id and the team working on the New Doom project:
Stomped: I know you can't talk about your current project, but how are things at id right now? Carmack: Well we got lots of really interesting technology coming out. We have got the strongest programming team we have ever had in the company where we've got programmers that are working on areas that we have conventionally short-shrifted. Some of the things like sound and game logic are things where I would just always do something that's acceptable that would get the job done. There was never like a primary focus for it. Now we've got expert programmers dedicated to it. We've got a programmer dedicated to making great sound; a programmer dedicated to making great game technology; a programmer dedicated to great tools. Of course, we are going to have great graphics and great networking and all this type of stuff we have always been known for, but a lot of the areas that have been kind of our secondary strength are going to be brought to primary level and that's going to be really cool. Well thanks Jason for the great tip.
id's Cancelled Game
 Posted
by
at 7:00 PM |
Category: General |
The Shugashack has some news on the New Doom from the QuakeCon convention:Graeme Devine just finished a speech up at QuakeCon during which he spoke a little about the new DOOM game (although not much detail) but also interestingly Graeme mentioned that the game they were working on before the decision to make DOOM was made was a game being called Quest. The game was going to be massive multiplayer style spanning multiple servers and even featuring the Dungeon Master feature similar to D&D games.
The Epidermis Emporium Emerges!
Please welcome our newest fine hosted resource site, The Epidermis Emporium! Here you'll find a plethora of fun 'skins' with which to run around and kill and be killed in Doom Legacy! Don't delay, head to the site! :)
DoomarenA News
Head to the DoomarenA site for two new screenshots to go along with their spanking shiney new site.
| Wednesday, August 2, 2000 |
ROKS Review
 Posted
by
at 7:00 PM |
Category: General |
Chris over at the Doomer's Recess has posted a review of Marc "Fanatic" Pullen's latest deathmatch map, ROKS. This map can be downloaded from the Fanatic Asylum.
v1.2a Of Kali II Supports csDoom!
 Posted
by
at 7:00 PM |
Category: General |
v1.2a of Kali II, that has just recently been released, supports csDoom. Be sure to check out the program now that it integrates IRC client matchmaking and support csDoom!
Update At Doom II Rankings
 Posted
by
at 7:00 PM |
Category: General |
Farrari has updated the Doom II Rankings site with an addition of two new players and some information on playing games in the ladder. Here's a piece:I got a question from someone asking me how will players connect to play a game. It will be up to you, either via modem (hope not for long distance), you can use TCP/IP connection, LAN, whatever you guys want to use. Legacy, csDoom, JDoom, support TCP/IP connection. If a player wants to host a game, I recommend that a player host, then another match, the other player host for fairness, since the client usually get more lagged than the server. If you still have an question please ask me via email or post it on the messageboard, found here.
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