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News
PlanetQuake has a one-page editorial up entitled "You Can Never Go Back" dealing with expectations for the new Doom game. Even though it is written by and for Quake players, it does have some interesting points. Thanks Mike Killpack.
The Doom Millennium page has been updated with the small news that intermission graphics have been completed for all the levels, and some general other work has been done on the hopefully soon to be finished megawad. I don't know why it's in a Team Insanity subdir when we have a freaking directory set up for it already. Team Insanity also has a nonrelevant update which appears to be about trying to crash someone's car and then beat him up, so I'll leave it at that.
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Captain Mellow has updated Mellow Land Productions with some pictures of his in-progress Doom sidescroller which uses an Abuse-like control system (aim with the mouse). Looks pretty good so far too.
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Doom Arena has been updated with a new screen shot of the U.S.S. Enterprise's bridge with new textures which really make it feel like, well, the bridge of the Enterprise. Also under construction are Deck 2 and the junior officers' quarters. Finally, they've posted some of the Deck 1 pics on the pics page.
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I've gotten 3 or 4 quite nice entries so far in the 10 Sectors contest, with one in particular standing out that didn't even bother to use all 10 sectors allowed (!). One thing I have noticed is that no one so far appears to be using any of the Boom-specific effects and triggers. Hopefully this will change as the contest goes on, but just be aware that you can use more than just the standard doom2.exe stuff. Deep water? Conveyors? Instant teleports? We'll see, I guess.
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I have already been getting some entries for the 10 Sectors contest, which is a little unsettling considering that I am giving you a month and some people decide they only need a day. I would imagine that it would take at least a week to make a level which really shows its full potential, but I could be wrong. I was pleased to see that most of the entries submitted thus far are merging sectors to create more complex levels, but at least one just has, well, 10 polygons. Merging sectors is going to be a big part of making a good SP level with only 10 sectors -- if you don't know how to do it, go over to our Editing Forum and ask; I am sure someone will fill you in. Also, a word of advice: try and make the level take 5 minutes to beat at the very least. While there's nothing saying a tiny level can't be fun, more complex levels will surely impress us more as well as offering a more varied single-player experience.
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Robert Waring, author of the official \"Doom Strategy Guide\", is auctioning off the original 5,25 inch Doom master disks on his site. He got them in the first place from former id Software\'s business manager Jay Wilbur in order to finish the guide in time. This auction is to help out the family of AGN\'s Jeremy Allford, who was recently diagnosed with a terminal illness. All proceeds from this auction will go to his family. Thanks to Stomped for the pointer... and good luck in trying to grab those disks!
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John Cartwright updated his site with a little blurp about his Phobos Tech Center project. He has switched to the SkullTag engine because he feels its extra ACS specials will give the project that little extra edge. Plus, a demo version is now available for download... Download, play and give us your feedback below!
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Due to Real Life stuff there won\'t be a new issue of the Doom webzine IcarusWeb for a while. Mr Icarus expects to be back for duty \"early September\". Also, did you know that Thandie Newton of MI2 fame is actually his cousin? Whoop!
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Andrew Loly sent word that he has released a preview of his Aliens inspired Doom project called Killer TC. The demo consist of one level plus several new graphics and sounds. A few screenshots are available as well. He also seems to be in need of several more people for his project... perhaps someone like yourself..?
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