I have been doing for the majority of the history of Doom's existence, I
will continue to bring you new doom wads, new reviews, updated news and much more. This
particular page is my modest attempt to keep you abreast of all the current
goings on in the Doom community - new Doom wads, new Doom 3 maps, updates on
projects, Doom engines and more. Enjoy and Keep on Dooming!
This is sort of late breaking news but since it came out today and I'm
posting this today (April 6th), @Doom on Twitter announced that there will
be an OPEN Beta of the new Doom game From April 15th to the 17th. It is,
like the closed beta, not single player (the game will have a single player
option). Just thought I'd get that out of the way.
This Week in Doom: 04.3.16
This week the DoomWorld community was blessed with a present from the
Japanese Doom community! "Japanese Community Project" (JPCP) is a
32-level megawad for limit-removing ports. Tested in PrBoom+ -complevel
2 as well as (G)zDoom, this wad is simply fantastic!
I could go on for days about how great this wad looks, but I'll just let
these few screenshots do the talking for me. Note here that I chose to
use the extra wad that was included to change the HUD to Japanese, but
that HUD is not needed to play this.
The gameplay of this wad was very nicely handled. There were many
encounters that I simply loved, though of course not every encounter can
be awesome. One of my favorite encounters was a small-scale one, fairly
insignificant though a very nice example of a well-thought-out
encounter. I had a regular shotty, opened a door and there's a
Chaingunner in front. So I naturally go to shoot at him, but then notice
a PE off to the side. My shot didn't kill the Chaingunner, but it did
get him firing at me right away. The PE then went in front of the
Chaingunner, which was nice for me, but then a rev also walked in that
path and soon killed the Chaingunner. All of this happened fairly
quickly, as the PE was still alive by the time the Chaingunner kicked
it, but it equated to a very weakened PE and a surprisingly weak rev
encounter. There were many fights that you could tell just vibed right,
and that's one of the things that I absolutely loved about these maps
(aside from the awesome visuals).
I highly recommend that everyone try this awesome megawad out as soon as
possible; you won't be let down. I know I'm already having trouble
keeping up with all of the awesome projects that roll in but this one is
definitely a keeper! I'm sure that we can expect to see this on the
DoomWorld MegaWad Club's playlist very soon! It will also be appearing
in TeamTNS's Thursday Night Survival, so keep your eyes peeled! Check
out the DoomWorld thread with the download link here: https://www.doomworld.com/vb/wads-mods/87080-japanese-community-project-1st-version-released-please-feedback-for-final-version/
What a Hell of a megawad! Let's now jump into
/idgames and see what's in
store for us there.
This megawad contains 34 levels and runs in GzDoom 1.6.0 or higher.
This megawad was awesome and a fantastic tribute to Doom 1 and 2! It was
nice playing maps that seemed farmiliar, yet looked updated and laid out
somewhat differently. A couple levels were blah to me, but most of the
levels were very interesting to play. Give this one a shot right away!
This wad wasn't bad, though it evinced a few zdoomisms. The author did a
good job placing supports and little sections differently textured walls
to break up what would otherwise be long, continuous sections of
textures and some of the architecture was interesting and nice to look
at. The gameplay wasn't half bad either. Little bit of a maze in one
part, but the overall level didn't feel like a maze. My only real gripe
about this map was the ending where the baron (surprise) teleports not
only behind you, but behind some bars with the exit switch straight in
front of you. Really big let down there, as the only thing forcing you
to kill the baron is the fact that you were expecting to kill one the
whole time and it'd be total bullcrap if you didn't now, so that exit
switch can wait... or something like that. Anyway, this one wasn't half
bad, so give it a shot if you like easy, short-medium maps.
Run this wad in something Boom-compatible with the Doom 2 iWad.
This wad was weird; the imps looked sickly and sounded like former
humans, the spectres were what I'm assuming to be strippers, and the
sound-effects were wonkey. Oh, and apparently vases are explosive. The
map itself was okay. Give it a shot.
***Note from Doom Wad Station***
As I was doing this, I discovered that this was actually a replacement
of a wad that was created in 1999. I haven't looked at it,
so I don't know what the differences are, but I didn't want to see the
original disappear, so I named it Cataboom_1999 on my backup of the /idgames
directory. You can get that one here:
Our fifth and final wad of the week is called "Jerry's Kids: Take #969
(version 2 'c')" by Guy M. Babin; find it here:
***NOTE from Doom Wad Station****
Apprently, between the time Vinny wrote this and the time I started
working on it, the author had nixed jerry2c and replaced it with an even
newer version called
It REALLY makes me wish I had gotten to
the archives sooner so that the 2c wasn't lost to time. I really don't
know why they didn't just leave it there. /shrug
This wad runs in Vanilla Doom under the Doom 2 iWad.
An obvious jokewad, this thing felt about as antiquated as it was.
Didn't look that great or play that great, but hey, that's just me.
Couple custom sprites and sound-effects; house-looking area complete
with throne-room and bedroom and giant locked door textures used as
That's five more for the archives and five more wads for us to enjoy!
Let's take a look around the web.
Over on DoomWorld there are a couple interesting tidbits. The first is a
mod called "Q4 Lightning Fast Mod: Doom Edition" by dbthanatos. This
thing is very fun and basically turns Doom into Quake 4, except with a
faster player. This beauty of a mod is even compatible with D-Touch for
those of us lucky enough to have it on Android devices. I highly
recommend that everyone heads over to the thread and checks this sweet
thing out right away!
Run this great mod in GzDoom, Zand, or through D-Touch.
DoomWorld member Ribbiks has been cranking out maps at a rate that most
of us cannot play, let alone create. I don't know how I missed this
before, but one such project is a 7-level mapset titled "Stardate 20x7"
which is a loose sequel to his previous "Stardate 20x6" mapset in that
they both use a lot of purple; that's about it, though. Still, as with
any maps Ribbiks touches, these maps were outstanding and an absolute
delight for me to play! If you like beautiful maps with well-thought
encounters cranked up to the extreme and are also a masochist, then you
need to look these maps up right away. Even if you don't like maps to be
too hard, remember that there are difficulty settings for a reason and
there is no shame in having fun over getting frustrated.
*NOTE from Doom Wad Station*
Click on the pics for the full size screenies. :-)
Run these awesome maps in the Doom 2 iWad with any Boom-compatible
Absolutely give these maps a shot if you haven't already! Check the
thread out here:
Wildweasel's "'(File)Size Matters' 64K Competition" thread on the zDoom
forums is heating up with more competition as the deadline draws closer.
There is still 3 weeks and a couple days to go for you to get your
submissions in; let's see what you can do!
Across the forums I saw a project named "DooD," so I naturally checked
it out... wait, that didn't come out right >.<
"DooD" is a mod that mirrors almost everything in the game, including
pictures, sounds, music and even maps. It is a hilarious trip to play
and worth the time to download it and check it out. Lotta hard work went
into making it from several people, so you know it's a good quality.
On the Zandronum forums I saw a really cool mod called "Survivalism" by
haxmurderer. Words cannot describe how cool this is, but the author
calls it a "DayZ-like world in the Doom engine" and it has certain
aspects reminescent of Minecraft. It's really cool and probably deserves
a Cacoward. There are also servers up for this mod already, so if this
video isn't enough for you, why not jump on in and play with others!
This mod kicks ass; head on over to the thread and download it
The first is of a map that I absolutely love, "Overdose 2: Comatose" by
expert-mapper Lainos. This map was beautiful and extremely
well-detailed. Lainos did an excellent job of creating an atmosphere of
an uninhabited building complex that is secluded and depressed, complete
with what appear to me to be tons of unsmoked cigarettes littering the
grounds, though are probably really just cigarette butts. It's a very
realistic-looking map, if reality were a strange dream. Even the monters
weren't normal, being merely spectres of their former selves. The long
of the short of it is that this wad is awesome and if you haven't played
it yet you are really missing out on a fantasitcally fun experience,
exploring the recesses of this long-forgotten complex. Run this
must-play of a wad in any Boom-compatible port, though KMX recommends
GlBoom+. Read KMX E XII's full review here:
The second review is of John Romero's most recent map, released at the
beginning of this year, "Tech Gone Bad." This map was a fantastic
reimagining of the classic E1M8 of the original Doom, which now gives us
a full-Romero E1! This map is not in Vanilla format, however, instead
being made for limit-removing ports, but that still means that pretty
much anything that isn't vanilla will run it. If you haven't played this
yet you must have lost internet over the last few months, but Doom is
love and Doom forgives (the rest of us not so much though ;p ). KMX
wrote an excellent article here on this wad and I highly recommend
giving it a read! Check it here:
Wads In Progress has some progress to show on 4 wads this week! "Quarry
of Despair" by Tolwyn, "Phobos Echoes" by Zemini, "Shadow over the
Pathoras" by kloki38, and "Final Doom JAG Remix" also by kloki38. These
things all look awesome, so check out their progress when you can here:
Doomsday has a new blog up titled, "Home sweet home?" which states that
in Build 1918 Skyjake has merged his two work branches. This basically
means that all that stuff before about the Home UI has finally been
added! Doomsday fans rejoice! Understand that this is still a work in
progress, but the light at the end of the tunnel has suddenly grown
exponentially in size. Congrats on all of your hard work paying off,
Skyjake; I hope to see this thing polished off soon!
DoomWorld member ClumsyDoomer has been working on a TAS demo for
FranckFRAG's "Swift Death" megawad. Total time is 2 minutes 49 seconds,
which is mind-blowing! "Swift Death" is one Hell of a fun megawad worth
playing if you haven't already and FranckFRAG an excellent mapper.
ClumsyDoomer's TAS speedrun of this tough mapset is amazing and at less
than 5 minutes you know you have time to see the culmination of all of
the hard work that went into making this video for us to enjoy! Great
job with this TAS, ClumsyDoomer!
No news for Doom 3 this week, but the Doom Reborn team is looking for
good people to help set it free. Check out their site here:
Y'all take care and God Bless all of the Doom communities around the
That about wraps it up for this week. Once again, Vinny and I would like
to thank YOU, the people who keep the community alive, for visiting this
tiny corner of the internet and getting your news from Doom Wad Station.
See you next week, same Doom time, Same Doom channel. If you have news -
a wad, a new site, a youtube video you want to share, just
email me and we'll get it into
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