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News Archive
September 2004

 Thursday, September 30, 2004

 Doom 3 Deathmatch Guide
 Posted by Darren 'Doom Dude' Finch at 9:57 PM
Category: DOOM 3

I noticed on Rust that Method geared up a Doom 3 Deathmatch article that has various playing tips. It covers everything from running, strafing, jumping, grenade handling, controlling items, knowing the map, etc.... all the basics and stuff. Just read that article and go frag some suckers.


 Wednesday, September 29, 2004

 glBSP 2.10 Released
 Posted by Darren 'Doom Dude' Finch at 9:25 PM
Category: General

glBSP 2.10 has been released. The Doom Nodesbuilder is designed for OpenGL DOOM ports. This release should fix crashes with JHexen. Here is a list of changes:
  • Support V3 GL-Nodes (handle insanely complex levels).
  • Comprehensive problem report when levels fail.
  • Handle levels containing more than 32767 sidedefs.
  • Removed -fresh option (now the default), added -fast option.
  • Removed code to detect and ignore dummy sectors.
  • Overlapping linedefs are detected and ignored.
Hit the Glbsp site for the download and stuff.


 Tuesday, September 28, 2004

 Doom 3 v1.1 Patch Released
 Posted by Darren 'Doom Dude' Finch at 9:56 PM
Category: DOOM 3

There is a Doom 3 patch out now that updates your game to v1.1 and here is a quote:
This patch for DOOM 3 updates the game to version 1.1. Offers a bunch of interface, stability, network/multiplayer, rendering and localization fixes & updates (click Additional Information for a full list). It also adds a Win32 dedicated server executable.
Also note that the patch resets your progress in a saved game which means you'll have to replay whatever level you're save is in. Go forth and get the patch from these download locations: One other thing, the update Fixes the issue when switching between flashlight and previous weapon after using the PDA. I'll add more download locations when they appear. Adios.


 Doomcity Updated
 Posted by Darren 'Doom Dude' Finch at 9:40 PM
Category: DOOM Wads

Xerxes sent the word that he now has 8 news skins available for Doomsday that include Caleb, Centaur, Goblin and Ogro. He also updated his funMonster pack. Also he uploaded his Quake2 patch for Darken2 (called jDarjen2). The patch has some objects and weapons from Quake2 for Doomsday to make Darken2 a better game. Vamoose to Doomcity!


 Monday, September 27, 2004

 Entryway's 2nd Doom II Map Finished
 Posted by Darren 'Doom Dude' Finch at 9:39 PM
Category: DOOM Wads

Entryway finished his second map for Doom II and the gallery for that is right here. The level will run on any doom port without vanilla engine limitations (prboom 2.2.4. recommended). Get the 2 level download on here and it's near the top of the page.


 Sunday, September 26, 2004

 PrBoom 2.3.1 Released
 Posted by Darren 'Doom Dude' Finch at 10:08 PM
Category: DOOM Sourceports

Just spotted that the Doom source port PrBoom 2.3.1 was just released.
This is still experimental, but should be much more usable then 2.3.0. Please test it thoroughly and give us feedback. The feedback from the last release was very helpful.
Theres a big list of fixes and changes so go check the PrBoom site for whats going on and stuff.


 Doom Builder 1.64 Released
 Posted by Darren 'Doom Dude' Finch at 10:00 PM
Category: DOOM Editing

CodeImp released Doom Builder 1.64 and here is the list of changes:
  • ZDoom (Heretic in Hexen format) config file. (thanks Graf Zahl)
  • Fixed selection bug after dragging vertices.
  • Fixed bug in support for PNG textures.
  • Allowed the use of patch 0 in textures. (texture SP_FACE2 uses this)
  • Improved automatic sector height adjustement for copy/paste.
  • Added option for automatic sector height adjustement in copy/paste.
  • Preserving "void" parts of map when pasting.
  • Removed "Save map as prefab", use "Save selection as prefab" instead.
  • Changed description in Insert Sector dialog to "radius".
  • Insert Sector now makes a square of correct size when 4 vertices entered.
  • Updated Eternity configuration. (thanks SargeBaldy)
So go get Doom Builder 1.64.. If you don't know what Doom Builder is then go here.


 Saturday, September 25, 2004

 Doom 3 Visual Walkthrough
 Posted by Darren 'Doom Dude' Finch at 9:10 PM
Category: DOOM 3

JaggeD dropped me a message that there's a new walkthrough online for Doom 3 and it's all geared up with screenshots making a very cool visual of how to get through the game. The walkthrough is still a work in progress but it's over half done so-far. Check out that Doom 3 Visual Walkthrough.


 Friday, September 24, 2004

 Cleaned Materials File For DoomEdit
 Posted by Darren 'Doom Dude' Finch at 9:20 PM
Category: DOOM 3

A visit to pcgamemods.com reveals that Eutectic released a pk4 that contains cleaned-up versions of all D3 shaders of which many were screwed~up (1800 or so) when you load textures in DoomEdit. So if your a Doom 3 mapper you really should check this out. Get the 12.56mb Clean Materials File and get mapping..


 Thursday, September 23, 2004

 WildWeasel's Doom Armory Updated
 Posted by Darren 'Doom Dude' Finch at 6:59 PM
Category: General

WildWeasel dropped us a note to let us all know that he is running a site dedicated to weapon mods for Classic Doom and also Doom 3. He says that he's posted eleven reviews for mods three tutorials (including one of his own), two of his mods and the official Doom Armory Forum's. Check out WildWeasel's Doom Armory.


 Doom3 UAC Mix Mp3
 Posted by Darren 'Doom Dude' Finch at 10:02 AM
Category: DOOM 3

Jeremy Miller sent in a linkage to a Doom 3 remix that is comprised of sounds taken from Doom 3 with some sounds added in.
The sound effects were something that jumped out at me while first playing the game and I thought that a song based around them would be a cool idea that some other Doom fans might get a kick out of. Out of the 40+ tracks I used only 3 were not from Doom 3 (namely the bass line, front synth piece, and one drum track). All the other sounds came directly from the game and are either used "stock" or heavily edited/filtered (the other "drum" tracks for instance are just edited hits and explosions).
I just listened to it myself and think it's pretty cool. Anyways here is the direct linkage to his Doom3_UAC_mix Mp3.


 Romero Death Skittles
 Posted by Darren 'Doom Dude' Finch at 9:29 AM
Category: DOOM Wads

Russell Pearson dropped us a note that he finished his ZDoom Mod that is called Romero Death Skittles. Russell sayeth:
Battle through 30 frames of palm sweating, teeth grinding, nightmare inducing, hot bowling action....or something like that.
So jump on duellist.net and get that 'work in progress, yet very playable' Doom crazyness.


 Wednesday, September 22, 2004

 Csports Now Supports Doom 3
 Posted by Darren 'Doom Dude' Finch at 9:43 PM
Category: DOOM 3

I received an email that Csports.net is now tracking Doom 3 They're providing a service for the DOOM 3 community and it's players like they do for other online gamers. As they say on thier site, they track the performance of individuals, clans and games providing definitive worldwide rankings. The site also provides a suite of tools for getting more out of the whole shebang and players can look at their personal stats and rankings and also display this info using flash banners. It's all on Csports.net so check it out if your into the whole Online Doom 3 Multiplay dealie.


 Tuesday, September 21, 2004

 Doom3Fortress Mod Interview On Doom3Xtreme
 Posted by Darren 'Doom Dude' Finch at 9:28 PM
Category: DOOM 3

Doom3Xtreme posted up an interview with Photeknix of the Doom 3 Mod, Doom3Fortress.
Doom3Xtreme: Do you plan a recreation of the original TF (same classes, weapons, etc) just with a new graphics engine?

Photeknix: D3F isn't going to be a direct port of TF by any means, but it is what we are basing the game after. There will be alot of fixes and changes that we felt were needed in TF, and a few original thing of our own will be implemented. Like the conc jump and bunny hopping will be our own. Replacing the spy's feign death with our "cloak" is something more original (we did this for performance reasons). There will also be alot of slight changes to make TF fit more with the Doom3 engine. Much of this will be discovered and worked on once we get the SDK and see what can be done. Besides that, we are trying to make the gameplay the same and keep it balanced. There will be alot of changes with the physics because of the engine, but this will be balanced out. And on top of that, we are designing and creating all new art, skins, textures, models, and levels. Even all the classic levels you know from TF will be redesigned with our own D3F feel.
Also check out the Doom3Fortress site for more info on the Doom 3 mod.


 Monday, September 20, 2004

 Hellcat On Rampage
 Posted by Darren 'Doom Dude' Finch at 9:23 PM
Category: DOOM Wads

Looks like [OFoD]Doom Rampage just announced a new ZDoom, Coop project on the Doom Rampage Edition site and what once was called Project 2 is now named Hellcat. Check out the Doom Rampage site for the rest of the info and a zig shot.


 Sunday, September 19, 2004

 Get Your Doom 3 Demo Now!
 Posted by Darren 'Doom Dude' Finch at 7:23 PM
Category: DOOM 3

Aliotroph? pointed out the fact that Slashdot reported that the Doom 3 Demo is out already. So check out the article and you can downgrab the demo on 3d Gamers, GamersHell, 3d Downloads, 3D Games Online, Ferrago, Game Guru Mania, Fragland, Filerush, Fileaholic, The Adrenaline Vault, Worthplaying and Shacknews. The demo is 461mb and includes the three level Mars City mission (the first three levels of the game)..


 Saturday, September 18, 2004

 Doom 3 Top Selling PC Game For August
 Posted by Darren 'Doom Dude' Finch at 6:57 PM
Category: DOOM 3

Just spotted on The Adrenaline Vault that according to The NPD Group's top 10 selling games PC list for the month of August, Doom 3 has come out on top. For the full list of the top 20 PC games for August check out this page.


 Friday, September 17, 2004

 Viavga DM1 Released
 Posted by Darren 'Doom Dude' Finch at 9:55 PM
Category: DOOM 3

b0rg released a Doom 3 Multiplayer level called Viavga DM1 that is designed for FFA (Free For All) and smaller sized team based deathmatch modes of play. Here is a quote from his description of the map:
Although I've tried to imitate the same kind of frame speed performance of the default official DM maps, I have gone for a slightly different look and feel. This is partly due to the fact that I felt that the official maps all feel very similar to the single player levels, so I was inspired to make something that had a bit more of a Quake 2/3ish sort of mood to it.
The map in question is on Doom 3 Files and can be viewed (screenshots) and downgrabbed if you visit this page here.


 Thursday, September 16, 2004

 Wads Finished On WIP
 Posted by Darren 'Doom Dude' Finch at 10:18 PM
Category: DOOM Wads

I just decided to jump on Wads In Progress and had a check on what previous 'In Progress' maps have been finished since I last did one of these postings. Anyhow we have two Tolwyn levels, both of which are Doom 2, single player that require a limit removing source port.... the levels are: An Affinity for Pain and Outpost Recon. Nextly we have a Doom 2, single player level designed for the Edge Port that is called Close Combat by Apocsoft. Thats all for now...


 Wednesday, September 15, 2004

 Kiltron's Trites Swarm Doom Wad Station
 Posted by Darren 'Doom Dude' Finch at 10:40 PM
Category: DOOM 3

Sematary let us know that Doom Wad Station now has Kiltron's Trite Breeding Facility reviewed curtesy of Master Of Puppets. Lets do a small quote:
If Doom 3 was mostly about getting you to fall back in your seat, then Trite Breeding Facility is all about gluing you to the screen. The enemy’s come fast and hard, ambushing you from multiple directions often. The layout of the level is basically linear, except for some short back tracks to locked doors, etc. Other than that however there isn’t anything too outstanding or worth mentioning. It’s a simple run and gun mission, but still fun.
So hop on over to Doom Wad Station and check out the review, get the download and fry some Trites... By the way theres also a few screenshots to check out before downgrabbing that Trite Breeding Facility.


 Karl Urban Will Star In Doom Movie
 Posted by Darren 'Doom Dude' Finch at 10:26 PM
Category: DOOM 3

Ant from AQFL and also NoPoet both let us know that Karl Urban will star in the upcoming Doom movie and here is a quote:
Urban will play John Grimm, the leader of a special ops team that is at the center of the futuristic action-adventure film. When dealing with alien demons, he is forced to cross paths with the organization responsible for his parents' deaths.
If you can speak Spanish then check out this site. Karl Urban's last films included The Bourne Supremacy, Chronicles of Riddick and he played Eomer in the 2nd and 3rd Lord Of The Rings movies. The English peeps can visit Hollywood Reporter for more info.


 Tuesday, September 14, 2004

 Doom 3 Multiplayer Editing Guide
 Posted by Darren 'Doom Dude' Finch at 10:42 PM
Category: DOOM 3

VIA Gamers Arena has the first five parts of thier Doom 3 Multiplayer editing guide posted up. The guide covers everything from an introduction to making a room. So if your in need to get started thrusting brushes around then go ahead and check out thier Doom 3 Editing Guide. By the way, some of the info in that guide can be applied to making Single Player maps as well. Hey if you can learn how to design a basic room off it then you can apply that in either game mode you want to edit for. Ok I go now.


 Monday, September 13, 2004

 John Carmack Article
 Posted by Darren 'Doom Dude' Finch at 10:24 PM
Category: General

CNN Money posted up an article about John Carmack which talks about John being a father, his interest in rocket ships, Doom 3 and some bits on id softwares next game.
While he mulls his future in the industry he helped create, Carmack is building the engine for id's next game. So far, the company has not divulged many details, other than it will be a new franchise, likely in the horror/action genre and it will probably be a first person shooter.

"Visually," Carmack teases, "it's going to be a pretty good step above what we've shown in 'Doom'."

The company's also hoping for a shorter turnaround time than the four-year development cycle of "Doom 3."

"We really, really want to get it done in the next two years," Carmack said.
Hit this page for the full deal.


 Sunday, September 12, 2004

 Barry Reviews Doom 3
 Posted by Darren 'Doom Dude' Finch at 9:52 PM
Category: DOOM 3

Barry Little of Barry's Rigs n Reviews has his version of a Doom 3 review posted up. Here is a piece of the four page review:
Unlike its namesake back in the day, DOOM3 is not your typical first person shooter fragfest where you tear through level after level at break-neck speed, snatching up cute little glowing ammo, health and armor power-ups convenient lying around, blasting wave after wave of demons into a satisfying, pasty pulp. DOOM3 requires a somewhat slower and methodical approach in dealing with your Hell-spawned adversaries.
Now ya'll can go ahead and read the full Review.


 Saturday, September 11, 2004

 Phobos Revisited Released!
 Posted by Darren 'Doom Dude' Finch at 11:18 PM
Category: DOOM Wads

As anticipated, ReX has finished Phobos Revisited. ReX sayeth:
My last public release was Fear Station Alpha for ZDooM, back in October 2003. That makes it 11 months since I released anything, but I think that a 9-map set more than makes up for my apparent lack of productivity during the past year.
So there you go! Go get that Phobos Revisited wad on Rex's Nexus and get Doomed!


 Doom 3 Normalmaps Article
 Posted by Darren 'Doom Dude' Finch at 11:13 PM
Category: DOOM 3

Over on chainsaw.cz they have a Normalmaps Article for those people interested in making textures for Doom 3. Run on over and hit that article if your in need of some help with those Normalmaps...


 Friday, September 10, 2004

 Doomsday 1.8.2 Released
 Posted by Darren 'Doom Dude' Finch at 9:26 PM
Category: Hosted Site | Ports/Mods

MAZter sent in the news that Doomsday was updated to 1.8.2, which is a small bugfix release. Here be the changes:
  • Fixed console font disappearance
  • Added control panel setting for rend-tex-filter-smart
  • Adjusted particle Z coordinate when touching a plane
  • Fixed fatal error when building GL nodes for a map in the end of the data lump directory
  • Fixed endianness problem with MUS-to-MIDI conversion on Mac OS X
You can get the download off of SourceForge.


 Thursday, September 9, 2004

 Doom 3 Makes Hardware Boom
 Posted by Darren 'Doom Dude' Finch at 9:27 PM
Category: DOOM 3

Got one of them newsletter jobbys that reported an article on Game Daily Biz which talks about the fact that Doom 3's success has caused a Boom in hardware sales.
According to the report, the rise in sales has been largely attributed to the popularity of id Software's DOOM 3. Not only that, but several high-profile sequels have the potential to fuel a PC sales boom. Those who bought DOOM 3 will likely be interested in Valve Software's Half-Life 2, and EA's The Sims 2 has a fair chance of attracting gamers across the spectrum, whether hardcore, moderate or casual.
Catch that article right here.


 Wednesday, September 8, 2004

 Fatal1ty Crowned Doom 3 Champion
 Posted by Darren 'Doom Dude' Finch at 9:32 PM
Category: DOOM 3

gamespy.com announced that Johnathan "Fatal1ty" Wendell was crowned as DOOM 3's first world Champion due to his recent DOOM 3 victory at QuakeCon 2004. He will appear in the pages of the Twin Galaxies' Official Video Game & Pinball Book of World Records, which is the industry's official record book.
In a recent news release issued by Terpin Communications, an L.A-based publicity firm representing Johnathan Wendell, it was announced that "Fatal1ty, the world's best known PC gamer, is heading to Europe for a 35-day tour of six countries, after capturing the $25,000 prize for taking first place in the inauguaral DOOM 3 Deathmatch at QuakeCon 2004. Fatal1ty (Johnathan Wendel) will participate in ABIT Fatal1ty Shootouts in each location at which he appears. Fatal1ty Shootouts give European gamers the opportunity to challenge the 3-time CPL Champion to 1v1 matches for an aray of prizes."
Here is the full article on the story.


 Tuesday, September 7, 2004

 XGR Interviews Chris Vrenna
 Posted by Darren 'Doom Dude' Finch at 10:04 PM
Category: DOOM 3

Noticed on Shack News that XGR Radio has an interview with with musician/composer Chris Vrenna who talks about working on Doom 3 sound design. The interview in in Mp3 format and you have a couple different choices for downloading. Check that all out right here.


 Monday, September 6, 2004

 Small Update Blurb On Rex's Nexus
 Posted by Darren 'Doom Dude' Finch at 9:59 PM
Category: DOOM Wads

It looks like Phobos Revisited will be released sometime soon as ReX just updated Rex's Nexus with a tiny blurb~zoid that E1M7 is 100% complete and some house cleaning will happen with E1M1 and E1M8. So maybe a September release is gonna happen. Anyroad have a poke around Rex's Nexus.


 Sunday, September 5, 2004

 Doom 3: Jedi Interview
 Posted by Darren 'Doom Dude' Finch at 9:37 PM
Category: DOOM 3

There's one of those interview type things on Doom 3 Files with the leader of the Doom 3: Jedi mod. Here is a shot from the article:
Vorrik: I guess Doom 3 Jedi is more of a total conversion than a "mod". All models, textures, animations, effects, maps, ect will be ones that we create and put in the engine. The reason we are using the Doom 3 engine is the awesome graphics capabilities. We are hoping to create something that looks very good, something like watching an animated film. Obviously the graphics aren' t quite there yet but Doom 3 brings us one step closer to that end. We all owe Id Software gratitude for pushing the industry, hardware developers, and the technology in that direction for several years now, not to mention their openness to allow people like modders to take their game and create something new. I say this especially because I have been waiting for years for games to begin looking this good. Thanks Id!
Now that you've read that much you can check out the full interview right here.


 Xerxes's FunMonster Pack
 Posted by Darren 'Doom Dude' Finch at 9:28 PM
Category: DOOM Wads

Xerxes from Doomcity said he updated his FunMonster pack to be compatible with the jDRP just like his WeaponPack. So go and get that on Doomcity if your into that kinda stuff for Doom.


 Saturday, September 4, 2004

 Hellcore Abandonware Release Soon?
 Posted by Darren 'Doom Dude' Finch at 9:22 PM
Category: DOOM Wads

Hey nothing in the olde inbox today. So I resorted to manually looking for Doom related news and the first site I jumped on for a change was the Hellcore site. Hey look Darkfyre posted on Sept 2nd and says all thats left is playtesting. So it looks like a release is coming soon, however a glance at the news that was posted on August 21st gives the.... just read this:
Well there we go. Hellcore will officially be abandonware to be released relatively soon. Unfortunately, people will be stuck with levels that were made in 1996 and so forth, because no one from the public really seemed too interested in helping out! My thanks goes to the members who have done all the work they have, I promised you guys I'd get your work out there, and come 'Hell' or high water I will.

Unfortunately a pre-Doom3 release wasn't capable, and there has been a fair amount of work done that won't be shown in the final release, but atleast the people who have been tracking this wad progress will enjoy being able to finally play it.
So there you go, Hellcore will be Abandonware....


 Friday, September 3, 2004

 Doom Reloaded 0.8
 Posted by Darren 'Doom Dude' Finch at 9:44 PM
Category: General

necromanthus let us know that Doom Reloaded has been updated to version 0.8, with the following changes:
  • let's get back to Wolfenstein ! (expanded world)
  • The ChainGun
  • The Blue Key
  • Faster engine (the number of polygons and textures was almost doubled, but you'll get the same game speed)
  • New sounds
If you don't have shockwave you'll be prompted to download it....


 Thursday, September 2, 2004

 New Skins On Doomcity
 Posted by Darren 'Doom Dude' Finch at 9:23 PM
Category: DOOM Wads

Xerxes has 12 new skins for Doomsday on his website and he updated his weapons pack to make it compatible with the jDRP. Go to Doomcity for that particular jobby.


 Abbspack Updated To v3.03
 Posted by Darren 'Doom Dude' Finch at 9:04 PM
Category: DOOM Wads

The Risen 3D site was updated and Abbs says that there's a fix for Abbspack bringing the version to 3.03. Abbspack, in case you don't know is a weapon replacements for jDoom and Risen3D. Hit Risen 3D and get that update.


 Wednesday, September 1, 2004

 Doom 3 Gets Multiplay Review
 Posted by Darren 'Doom Dude' Finch at 9:04 PM
Category: DOOM 3

Just recieved a notification from Jodie that the Multiplayer Online Games Directory site has posted up a Doom 3 review that focuses on the games Multiplayer side. Time for a quote:
Every environmental detail is a factor in your victory or defeat. The lighting plays a key factor in ambushes and stealth kills, or it can also hide your escape. Toggling a light switch on or off can hide your presence as well as reveal an adversary. Each player casts a shadow and should be wary of it at all times. Also, the HUDs on your weapons can clue an opponent off as to where you may be hiding, so a player has to carefully consider their choice in weaponry for the given environment.
So maybe ya'll go read the rest of that review.


 Hell on Earth Mod Interview
 Posted by Darren 'Doom Dude' Finch at 8:53 PM
Category: DOOM 3

Got the word from Bishop that Doom3Extreme has posted an interview with Argo of the Doom 3 Mod: Hell on Earth. Here is a piece from the interview:
We are going to continue the story of the Doom Marine as he heads back to Earth, battered and bruised and in severe shellshock, only to find his homeplanet is being destroyed by the same enemy that he already thought was defeated during the incident on Mars. We are trying to create the same suspense and horror as the original, and let you travel to various new locations and settings on earth, e.g. an icy, arctic cavern or a deserted city. We plan to implement driveable vehicles in specific areas too. It'll be great fun! To complete the set of features, we will probably add some MP maps to the mix, about 3 to 5, in "Hell on Earth" environments.
Go ahead and read the rest of that interview.




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