Late, but nonetheless an interesting curio for those interested in mapping.
By boiling down the progress of a map and what it requires in order to “beat” it into a diagram, it’s possible to dissect what kind of gameplay a map entails. In theory, at least.
Either way, for those who study level design as a science and want another perspective to analyze things with, this might be relevant to you.
GZDoom 3.4.0 has been released, carrying with it the usual assortment of bug fixes, feature breakage, and new stuff involved.
Notable is the removal of the DirectDraw and Direct3D backends, inclusion of UE1 model meshes, animated titlepics without the use of TITLEMAP, and the ability to change the renderer on the fly in-game.
DOOM 2: Hell On Earth - NEW World Record (Nightmare speedrun in 21:14)
Two things: First of all let me point out the vast difference (and perhaps superiority) of Nightmare mode in Classic DOOM compared to DOOM 2016’s counterpart(s). In Classic DOOM, Nightmare is nothing to fuck with: Faster enemies, faster enemy projectiles, faster reacting monsters and respawning monsters; on the other hand, Nightmare and even Ultra-Nightmare in DOOM 2016 are simply just harder difficulties with a one-life challenge on top of the last one. Ehh.
Now imagine speedrunning Nightmare mode in Classic DOOM with the intention to complete the game in one sitting with no deaths. Now that’s a challenge.
Second of all, Zero Master did it again. Yet another DOOM 2 World Record broken, however, Zero-Master has said that this is perhaps the last time we’re going to see him doing speedrunning demos in a while. If that’s the case, he’s leaving on quite the high note!
If you’ve never seen a DOOM speedrun before, I’d highly recommend you to watch this one, as it features undoubtedly the hardest difficulty setting the game has to offer + arguably one of the best DOOM speedrunners we’ve seen in a while. A few mistakes and errors were made, but it justifies on the fact that this is Nightmare difficulty.
No, it’s a secret in the eight level (Final Outpost) which you’re required to figure out to proceed.
Pressing this wall lowers the pedestal on which the yellow key sits in another room, and you need the yellow key to complete the level. There’s no indication that it does that, other than:
a) If you leave the door to the room the yellow key is in open (it’s across the hallway, but it closes automatically), you’ll see it lowering, or
b) If everything is completely silent, and you pay attention, you can hear the pedestal lowering in the other room.
This person who did this doesn’t have a job anymore
As pointed out by Calinou on the ZDF Discord: Yesterday apparently marked the 20th anniversary of ZDoom initial 1.11’s release. That’s two straight decades of new features, bugs, new features precariously piled atop of bugs, forks, forks of forks, scripting languages, forks of scripting languages, regime changes, drama, laughter, chaos, and trying to figure out who the hell Lars is.
You can view some excerpts from the original readme file in this post. We never quite got that PAK file support or a separate renderer DLL (or a better name), but I like to think that wishlist from the original release was pretty well accomplished…
Many thanks to everyone who has kept this fantastic port alive and thriving for so long, and here’s to many more years to come!
Name: Ion Maiden
Author: Voidpoint, LLC
Game: N/A
Source port: eDuke32
Type: Game
Link: http://store.steampowered.com/app/562860/Ion_Maiden/
Release date: February 28, 2018
After Bombshell had a, uh, lackluster debut, the planned quirky tie-in promo minigame expanded in scope to become a full-fledged actual game, bringing along the developers of eDuke32 and several prominent Doom sprite artists (such as Cage and HDoomguy) to turn it into a bigger project.
Has launched in Early Access with a “preview campaign” spanning five-ish maps.
How far has the progress of the Evil Unleashed mod been right now?
The porting to ZScript of most ACS scripted things and DECORATE code has almost been finalized at this point. There are still a lot of bugs to fix, since deleting DECORATE caused basically everything to break.
Another year, another Cacowards. This time though, they decided to switch to a yearly format (you will no longer read “The 14th, 15th, etc”, but they will read as “Cacowards [Year of release]”). Not that it matters in the long run, though.
It’s no surprise that after the release and reception of the newest installment in the franchise (DOOM 2016) people started to look up the DOOM community and get a little bit more involved. This is yet another celebratory event in the community, which I’m pretty sure is gearing up for the Road to the 25th Anniversary of DOOM. And you should do the same, and what a better way to do so by playing all of these WADs and mods!
Espi Award for Lifetime Achievement - Marisa “Randi” Heit. Thank you for ZDoom, thank you for everything!
Hi everyone! Me and my friend @yhollkai are proud to finally announce FINAL DOOMER PLUS, a gameplay mod for Doom! 3 new classes themed around Ancient Aliens, BTSX and JPCP have been added. We hope you have a blast playing through it!
Download it here: http://mab.greyserv.net/f/FinalDoomer_v2.0.pk3
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