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News
Don't forget that the signups for the CPL FRAG 4 Doom 2 tournament start today at 4 PM CST. You don't want one of those industry bigwigs to end up taking home the 1 GHz Athlon, do you? :P
Rick Clark sent word that he has uploaded a draft version of 2nd Edition Doom: The Next Chapter rule set to his homepage. It is available in ZIP and PDF formats. As he says:
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Here's your weekly update of new DOOM-related WADs, found on CDROM.COM.
Darkening Episode 2 by Various Authors - This is a re-release of a 24-level megawad launched earlier this year. Twelve deathmatch levels, and twelve multi-purpose levels. This WAD comes with a whole whack of new textures, as well as a bunch of new musical themes. If you haven't already downloaded this megawad, well, now is the time. The World Of Deth by Morten Stromsvold - Behold! A 32-level megawad for Doom 2. While the level design in this WAD is rather simple, with lots of emphasis on green stone, it isn't all that bad for 32 levels. Not very much in the way of eye candy, although each map is rather large. If you like WADs with lots of levels, then this is an okay pick. Grinder by Thomas Bringle - A single multi-purpose map for Doom 2. The level design isn't very complex, but does use the game's textures in a colorful way. Lots of monsters in this one. With room after room being wide open, with no doors, there's almost nowhere to hide in this map. For a level that doesn't care about eye-candy, this is one of the nicer-looking ones. Snake Doom by Miffe - Here's something different. A once-popular video game known by such titles as Snake, Serpent, and Crescent, has been ported to ZDoom! This 2-player game is meant to be used on one keyboard. One player controls the green snake, one player controls the blue snake. They both go after the red dot, and well, you'll figure it out from there. Very interesting!
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I saw over at the Shugashack that some people have apparently noticed a server on Gamespy running "DOOM 0.01 win-x86-debug Aug 9 2000" on the map "x_doom2." Here's a screenshot so you can judge for yourself. If this isn't some sort of trick it makes me wonder just how complete the engine is if they have multiplayer maps that people can run around in.
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Almost forgot about this: that fake BFG that was being sold on eBay a month or so ago has been relisted after the previous buyer bailed. It's currently at a mere $26 with a little over a day to go, so hop on over and check it out if you're so inclined.
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The DoomServ homepage has been updated with the release of DoomServ 4.1. As the webpage says, "this is NOT a beta," but is instead a full-fledged new release of the ZDoom / csDoom player-finding frontend. What's new you say? I'm glad you asked:
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Afterglow has updated his homepage with the news that he was not successful in his quest to either take screenshots in DCK, or get MBF working in its VESA modes. He also talks about some weird bugs he has been running into while mapping and playing lately, talks about a way to make torch-lighting more realistic, and mentions that his CTF level will now be for Skulltag.
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Version 1.3 of the DOS/Win32 Doom/Heretic/Hexen source port Vavoom has been released. Changes in this version:
Where the hell is Mordeth anyway? If he's gone much longer I'll just have to mirror these ports on Doomworld myself (yeah, I can see that happening).
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For those of you who were not particularly thrilled with the quality of the recording of John Carmack's QuakeCon speech which we posted here a few days ago, Crusader of Linuxgames sent us a link to a cleaned up version which is infinitely more understandable. The talk has been split up into 3 segments, each of which has been MP3-ized into a file about 7 megabytes large.
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