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Alas, there were only two wads uploaded to the archives this
week and the first one I looked at was a joke wad that I won't
give the time of day to. There was one other, however, that the
author calls not too difficult and "short" but I gave it a quick
go and it actually looks pretty good. Check it out below
P.S. All of the maps are direct linked in my personal back up
of the archives along with GOD KNOWS how many others for Doom,
Doom2, Doom3, ROE, Wolfenstein 3D, Castle Wolfenstein, Duke 3d,
Strife, Hexen, Heretic and more
here
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The lone DOOM map on the archives this week can be found in
the
Doom/ports/m-o section. Here is a direct link to the
download...

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Moving on to other things going on in the community, I'll
begin with my roundup of the various websites and what they are
doing....
I found this one over on the Doomworld forums - it's called
Fractal Doom. The idea
behind the mod is stated here:
Fractal Doom is a singleplayer/Coop gameplay mod that modifies
Doom's monsters (and their projectiles) and the player's weapons
to be fractal or geometric.
Everything--monsters, weapons, projectiles--is overall faster
than vanilla.

If you're interested in seeing more, scoping out the gameplay
videos, downloads, etc...
head on over to that thread I linked above and go for it.
=======================================================================================
After that I took a stroll over to the Zdoom project forums
and came across this little ditty:
Wolfenstein 3DGE
So, here is what the author has to say about this
Frankenstein project of his:
What do you get if you combine the
original PC version of Wolfenstein 3D with the Atari Jaguar
port, the 3DO port, the Macintosh port and DOOM?
I don't know. But, I imagine it would be something like this.
I present Wolfenstein 3DGE, the new and improved version. No
gimmicks, no fancy updates just ol' classic fast-paced
Wolfenstein action re-created for 3DGE featuring all six
episodes (Original and Nocturnal Missions) plus Spear of Destiny
with smooth 128x128 sprites and textures, crisp sound effects
and CD-quality music. Designed for and requiring a DOOM IWAD and
3DGE 1.36 with 640x480 screen resolution in mind.
There were no screenshots available but you can go to the link
above and get the download, and, if you need it - a link to the
3DGE engine.
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Over at One Man Doom I came across this review from
last week entitled
Bloody Steel.

From the review:
Bloody Steel covers
a lot of gameplay themes. One of the tropes you'll encounter is
the cover shooter, where Doomguy carefully crawls through open
areas populated with hitscanners and other unsavory things and
must contend with death by attrition where his supplies are
limited. MAP01 explores this at its slowest level, since you
start with a pistol and are facing mostly rifle / shotgun
zombies and imps, but you'll see it in plenty of other places.
Memka is not afraid to use some commandos to leave you feeling
exposed or even introduce timers like rad suits into an already
precarious situation where every moment you stand still is
wasted protection, like in MAP08. You quickly learn where your
priorities as a player lie.
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Over
at Wads In Progress I see two new entrants to the site.
The first one is called simply "Shell"
Description:
This is a Doom 2 map done in the style
of a Classic Doom Base. I highly suggest using Brutal Doom
because that was in mind when being made, but it still works
well with Vanilla Doom2. Critique is welcome, be as harsh as you
like.
Things still being worked on...
-Finish lighting of the map
-Change textures/make the map look nicer
-balance changes
-add more to final room and exit

Also over at WIP is a good looking project called "Respawned:
Back From Hell"
Description:
Respawned: Back from Hell is a vanilla
Doom 2 project with focus on single player and cooperative play.
This will be a semi-megawad with about 10 maps. I attempt to
create a set of levels where every map is different from the
other, and yet where type of play maintains consistency. It's a
classic travel through levels which are non-linear but simple to
navigate at the same time.

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I wasn't really expecting it but it looks like the team over
at the Zandronum
team put out a new release of their engine.
Personally, I haven't had much luck with it but hopefully this
release will make it work better.
As they said:
We are happy to announce the release of Zandronum 1.3!
Aside from the usual truckload of fixes, this version brings
some major new features, most notably, persistent storage based
on an SQLite database backend and an optional (and still
experimental) account system. Also included are a client-side
option for overriding player colors and a server-side dmflag for
sharing keys between players.
Note that the account protocol implementation was updated
according to the 7/6/2014 version of the protocol and requires
an updated version of charonauth. This testing server should
work.
Here is the full changelog since 1.2.2
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Over on the
Mods section of Strategy Informer I
came across this
Doom 3 project that tweaks the visuals
and gameplay of Doom 3.
Description:
This mod includes heavily tweaked
visuals making the in-game graphics significantly better, higher
resolution textures, custom art, custom sounds/audio and minor
gameplay tweaks
Enjoy your new Doom 3 experience!
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That wraps up what (as it turns out) was a fairly light week
in the community but I don't want to leave before giving
you the latest playthroughs to pop up on Youtube.
From Brutal Vault Video:
Knee
Deep in Hell, E2M8
From Kotzugi
[Doom 2] Jenesis Map 15: Alchemy
And, you KNOW when there are only two playthroughs found, it
has been a LIGHT week in the Doom Community.
Happy Dooming, my friends. Till next week. Adios!
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