iddq_tea Posted April 4, 2022 (edited) Hello, Doomers. Around a year ago I published a thread called Doom III: IDKFA Edition, looking for helping hands to kick off the project. The project received more attention than I ever anticipated, and together we rebranded it as something way more badass. Months were spent at the drawing board, conflicts were had regarding the project's direction, but in the end we settled, and here's the result. The long anticipated update... Hell Strikes Back, with a Vengeance! More DOOM means more carnage - DOOM Refired is the community continuation of DOOM II, with bigger levels, badder demons, and the sweet sweet arsenal you had since your last massacre! After the destruction of the Icon of Sin, a devastating explosion created during the military operation "Hell on Earth" rocked the entire universe. You were hit by the shockwave, reducing you to biomass... Somehow, you opened your eyes again and saw a familiar scarlet sky... This place didn't seem strange to you... Yes, you're back in Inferno, baby! DOOM Refired is a megawad for DOOM II which adds two new monsters, 32 new levels, 20+ new midis, tons of new textures, and more classical demon slaughter! The wad is entirely vanilla-compatible and is designed to run on every sourceport, including the original DOS executable! We push the engine to its absolute limits. If Doom III were released in 1995, DOOM Refired would be it. These demons are the last barrier standing between humanity and their home. So ready your SSG, you're in for a hell of a ride! The Episode 2 demo is out! The first and second episodes have been merged into one demo, both episodes will continue getting updates until the full PWAD is released. Next step is the Episode 3 demo, and after that, the full project. Attached below is an archive containing the .wad and .deh files. : REFIRED_DEMO.zip Since this is a WAD targeted at vanilla, please disable jumping and crouching as it may break the maps. Freelook is optional. Any feedback is appreciated! Please let us know if you find any bugs, softlocks, or graphical errors. Criticism is also highly appreciated, if you think something could be improved, we'd like to hear it! Do keep in mind that the map order will be different in the full episode, so the difficulty progression is not exactly linear. Advanced sourceport (DSDA, Eternity, GZDoom, etc) users don't need to load the additional .deh file. If loading the .deh file, use the -merge and -dehlump parameters. 2023-07-20 - Episode 2: Purgatorio is finally here! - added UMAPINFO episode selection for advanced sourceports - Stygian Council should be less confusing now This update is long overdue, but I hope you enjoy it nonetheless! Hopefully Episode 3 won't take as long to produce. Spoiler 2023-01-01 - new MAP01, The Incinerator - updated Stygian Council - texture edits and fixes Happy New Year! 2022-07-14 - polished Marsh of Laments - fixed misalignments - removed redundant linedefs & vertices - minor texture fixes 2022-07-13 - blue door in Yards of Torment fixed - exits changed from pentagrams to Dead Simple's eye cubes 2022-07-11 - first release! Divided into two parts: The Depths of Hell, the Demons' sweet home, and Surface Hell. You slowly ascend to the surface of Inferno where the vistas look uncanny... yet familiar. The Icon's explosion tears down all reality, Hell begins to spread and consume its surroundings, the last of the demons have scattered and are now causing destruction in your once beloved home. Soul containment and skintek labs await you here. The demons are doing experiments on humans souls, which leads to a new monster. This Episode contains a new type of key - the Soul Key. The Heaven episode, nicknamed so for its lack of Hell's corruption. Marble-Steampunk bases where soulspheres are manufactured are found abandoned here. Spoiler (the new monster designs are still in prototype stage and will be changed before the final release) Spoiler (For the demo) Maps made by: DevilMyEyes, dotQLLDehacked: MaxmaniumSprites: TommyGalano5, DevilMyEyes, osjclatchfordTextures: ItsNatureToDie, DevilMyEyes, LoneAlpha2401 Demo Hellhound base sprite: Captain Toenail Additional textures: jimmytex.wadMusic by: NeilJopnRips - "Sledge Mentality" Varis Alpha - "This Is My Boomstick" SIXGILL - "Freight Train", Intermission SPECIAL THANKS TO: Bobby "J, Neoworm, Crit, Raiva, Large Cat If you want to stay up-to-date with our progress, you're welcome to join our Discord server! Discord: https://discord.gg/nZwgYzwTtZ Old thread: DOOM III: IDKFA Edition Team IDKFA thanks you. Stay awesome! Edited March 9 by iddq_tea 44 Quote Share this post Link to post
gwain Posted April 4, 2022 (edited) looks pretty cool but one part of me dosent want me to kill the green blooded monkeys in screenshot 3 only part of me though... Edited April 4, 2022 by gwain 3 Quote Share this post Link to post
DevilMyEyes Posted April 4, 2022 (edited) 4 minutes ago, gwain said: looks pretty cool but one part of me dosent want me to kill the 4legged monkeys in screenshot 3 It is quite an early monster in development tbh, but it's supossedly going to be a hellhound, lol. I'm one of the texture artists from the project btw. Edited April 4, 2022 by DevilMyEyes 1 Quote Share this post Link to post
iddq_tea Posted April 4, 2022 4 minutes ago, gwain said: looks pretty cool but one part of me dosent want me to kill the green blooded monkeys in screenshot 3 only part of me though... Yeah, currently it's a placeholder to replace the original placeholder which was the Wolf3D dog. The finalized version is going to look a lot scarier, I promise ;) 2 Quote Share this post Link to post
shark man Posted April 4, 2022 ive been hungry for some dehacked stuff 3 Quote Share this post Link to post
Rudolph Posted April 4, 2022 Interesting project! No new weapon, though? 1 Quote Share this post Link to post
iddq_tea Posted April 4, 2022 1 minute ago, Rudolph said: Interesting project! No new weapon, though? Not possible with dehacked, unfortunately, unless we sacrifice an existing one, which we decided against. 2 Quote Share this post Link to post
DevilMyEyes Posted April 4, 2022 (edited) Little fun fact from the artist here: These 32 levels are going to be divided in 3 episodes (stay tuned to know more about them!) and each of them will have a unique intermission screen like those seen in Doom 1 for the advanced sourceports. And ofc, will have it's metal midi track. Edited April 4, 2022 by DevilMyEyes 3 Quote Share this post Link to post
maxmanium Posted April 4, 2022 There will be some Dehacked stuff too. Whenever all the assets are ready and I finally get the green light. :P 2 Quote Share this post Link to post
ZeMystic Posted April 4, 2022 This looks absolutely fantastic! can't wait to play the final release y'all. 2 Quote Share this post Link to post
Cammy Posted April 4, 2022 Damn, this is a great year for megawads! Excited to give this one a whirl. Depending on how my schedule goes, I might be able to throw some midis at you guys in a couple months. 3 Quote Share this post Link to post
DevilMyEyes Posted April 4, 2022 (edited) 51 minutes ago, Cammy said: Damn, this is a great year for megawads! Excited to give this one a whirl. Depending on how my schedule goes, I might be able to throw some midis at you guys in a couple months. Cool!, whenever you're up to, you can join the discord server here https://discord.gg/nZwgYzwTtZ and work on the midi for the map you want. But just a reminder, we may have some maps in there that are kinda outdated and doesn't represent the wad's idea rn, but we'll do our best to make more updated maps. We're also looking for mappers btw. Edited April 4, 2022 by DevilMyEyes 0 Quote Share this post Link to post
Korozive Posted April 5, 2022 This is awesome news!! \o/. I too was a bit disappointed with DOOM 3. Still enjoyed the game but it just wasn't what I expected from id. Can't wait to see DOOM III :o) What a year this is shaping up to be for new content and it's only April. 1 Quote Share this post Link to post
deleted-account Posted April 5, 2022 This looks very cool! I've been working on some MIDI stuff recently that you may be able to use (depending on how it fits the map). 1 Quote Share this post Link to post
Biodegradable Posted April 5, 2022 I'll be waiting in the wings with anticipation for this sucker once it drops. Love those screenshots! 2 Quote Share this post Link to post
CoolerDoomeR Posted April 5, 2022 Nice wad, we are waiting for the release! 1 Quote Share this post Link to post
DevilMyEyes Posted April 5, 2022 1 hour ago, CoolerDoomeR said: Nice wad, we are waiting for the release! Hopefully soon! 1 Quote Share this post Link to post
Zero Master's Clone Posted April 5, 2022 (edited) it's time to wip out the ol' Super Shotgun it's been waiting patiently >:) Edited April 5, 2022 by Zero Master's Clone 1 Quote Share this post Link to post
Rudolph Posted April 5, 2022 23 hours ago, iddq_tea said: Not possible with dehacked, unfortunately, unless we sacrifice an existing one, which we decided against. Ah, bummer. What about new powerups? 1 Quote Share this post Link to post
iddq_tea Posted April 5, 2022 2 minutes ago, Rudolph said: Ah, bummer. What about new powerups? Not possible either. With dehacked you can basically only reuse existing codepointers and not add anything new. maxmanium can explain it better than me 1 Quote Share this post Link to post
Quill Posted July 11, 2022 (edited) Woohoo! I've been waiting for an update for a while. Also fun fact: Corruption was made in a day :P Edited July 11, 2022 by dotQLL 2 Quote Share this post Link to post
Doomlust Posted July 11, 2022 (edited) Have fun with this demo, Team IDKFA has more cool stuff waiting for you guys! Edited July 11, 2022 by Doomlust 3 Quote Share this post Link to post
Rudolph Posted July 11, 2022 (edited) The maps and the music are good, but playing through the demo, I felt more like I was playing SIGIL II than a hypothetical Doom III. Not a problem per se, just an observation. However, I am not sure I get the purpose of the Hellhound. So it is just a faster-but-weaker Pinky? In any case, their introduction in MAP02 was a bit... lackluster: they move so fast that I could not get a good look at them and they seem neither hard to kill nor very dangerous. Edited July 11, 2022 by Rudolph 2 Quote Share this post Link to post
iddq_tea Posted July 11, 2022 13 minutes ago, Rudolph said: The maps and the music are good, but playing through the demo, I felt more like I was playing SIGIL II than a hypothetical Doom III. Not a problem per se, just an observation. However, I am not sure I get the purpose of the Hellhound. So it is just a faster-but-weaker Pinky? In any case, their introduction in MAP02 was a bit... lackluster: they move so fast that I could not get a good look at them and they seem neither hard to kill nor very dangerous. The hellhounds came from the idea that Doom could use more than one melee-only monster, and turbo pinkies happen to be one of my favorite doom monsters due to how dangerous they can be, especially in groups. They're hard to hit when they zig-zag. When brainstorming for concepts, we thought hellhounds would work best when swarming the player in large packs. And due to their low collision box, they could be crawling from under half-stuck doors and other small openings. They have little health so they are easy and satisfying to take down in groups (especially with the rocket launcher), but when they surround you, they can be quite dangerous. The initial hellhound dehacked test was done by replacing the SS nazi in map31 and using the Wolf3D dog sprite; letting them surround you was almost a guaranteed insta-death, with the screen going completely red because of how fast they bite. Overall, they're like a smaller, faster moving, faster attacking pinky with less health. I agree that their introduction in the demo doesn't give off the vibe we wanted to go with, but it definitely will once we find a way to properly introduce them in the full release! 1 Quote Share this post Link to post
Rudolph Posted July 11, 2022 Ah, so Lost Souls on foot in a sense. I guess I can see the appeal. Another thing about the maps in the demo is that they do not feel like early maps; maybe it is because they are big and complex or because MAP01 wastes no time throwing all monster types up to the Hell Knight at the player, but they feel more like maps I would expect late in Episodes 1 or 2. 0 Quote Share this post Link to post
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