DOOM II - contact@rockpapershotgun.com (Alice O'Connor)

I adore mods which give new life to mundane objects. Every crate in the crate-filled warehouse of CrateDM is potentially a player waiting to frag you. Prop Hunt modes put us in the mindset of level designers placing rocks and buckets. In Run For It!, a new mod for old Doom, objects which didn’t have legs do now have legs. Ammo packs, lamps, trees, barrels, weapons, corpses and goodness knows what else have sprouted arms and legs to run around. Yup, it’s as daft as it sounds. Watch this trailer, which comes complete with Doomy Yakety Sax: … [visit site to read more]

DOOM II - contact@rockpapershotgun.com (Adam Smith)

Ben Mansell has never released a Doom level before, but his first effort took 300 hours to build, spread across an entire year. Originating as a doodle back in 2003, Foursite is an enormous structure, divided into four parts, each with its own theme and boss battle. Mansell reckons it took a friend three hours to complete on their first attempt and required some tinkering with “advanced processes” to fit the standard file format given its size. You’ll need Doom II to try it out and there’s a full dev playthrough below. … [visit site to read more]

DOOM II - contact@rockpapershotgun.com (Brittany Vincent)

Back in 2010, a chap named Paul Schneider brought Doom II fans an exciting mod in the form of Unloved [official site]. A traipse through the classic shooter several shades darker (way more than fifty shades) than fans were used to, it was an exercise in serving up entrails as floors and chunks of flesh scattered throughout each level.

Most importantly, it was good>. It could have become its own game, honestly. Oh, wait. It looks like it has! Unloved has broken out on its own as a fully-fledged horror shooter after escaping the confines of Steam’s Early Access. It’s available in full now, in fact, and looks like it’s well worth trying.

… [visit site to read more]

DOOM II - contact@rockpapershotgun.com (Jessica Famularo)

After two decades, Doom still has a vibrant modding community. Now game designer JP LeBreton has opted to draft his autobiography, Autobiographical Architecture [official site], as a Doom II mod, deeming the game a perfect medium for the multi-volume telling of his life. Doom has been a huge influence on LeBreton. He started out making his own Doom levels in his bedroom, later finding a career including working on BioShock, becoming lead level designer for its sequel, and being a designer at Double Fine Productions, before going solo. Here’s a trailer showing a little of the mod:

… [visit site to read more]

DOOM II - contact@rockpapershotgun.com (Adam Smith)

Do you remember a time when Wolfenstein hero B.J. Blazkowicz was a grinning, bum-chinned sprite with shiny blue twinklers rather than a morose sad-eyed man in a broken world? I’ve enjoyed several versions of Wolfenstein over the years, and perhaps none more so than The New Order, but I’m still fond of the first 3d title in the series. And I fucking love Doom. What a pleasure it is, then, to find Blade of Agony [official site], a GZDoom-based mod/sequel following the continuing adventures of Blazkowicz. It looks spectacular>.

… [visit site to read more]

DOOM II - contact@rockpapershotgun.com (Steven Messner)

Of all the genres I would choose if someone held a gun to my head and forced me to make a Seinfeld video game, I can’t say a first person shooter would be high on my list. But hey, that didn’t stop Doug Keener from trying that very thing using Doom II, and dammit he has done a fine job.

… [visit site to read more]

DOOM II - contact@rockpapershotgun.com (Alice O'Connor)

I realise the new hotness in demonic dismemberment is Doom Notfour but this weekend I popped back to Doom II to check out a new(ish) player-made level. One of you lovely readers recommended dead.wire by ‘Xaser’ to Adam because our lad’s into spooky stuff, then he shared it with me because I like fraggy stuff. Sure enough, dead.wire is both spooky and fraggy, travelling inside a strange facility where the sky burns with white noise, bits of the level appear from nowhere, and… oh no, where are the monsters?

… [visit site to read more]

DOOM + DOOM II - contact@rockpapershotgun.com (Alec Meer)

“This is a a remake of DayZ but made in a superior engine in which zombies can’t just walk through walls.”> I love that. Puritanism in zombie games. If there was a Mojo magazine for games, “Doom is still the best engine in the world” would be its “the Beatles are still the best band in the world.”

I digress. DoomZ really is DayZ in Doom, including the whole rickety, unfinished thing, at least for now. And, to be honest, there is some truth to its obstinate declaration about superiority – but it’s not because of anything to do with walking through walls, and more because of how its appearance affects -and enhances – my survival game mindset. … [visit site to read more]

DOOM 3 Resurrection of Evil
drhead


There are a number of ongoing efforts to mod older games into newer engines. Black Mesa, for instance, rebuilt much of the original Half-Life in the Source Engine, and the modders behind Skywind are painstakingly crafting Morrowind in Skyrim's Creation Engine. With Doom Reborn, modders have been working diligently to recreate Doom and Doom II in Doom 3's idTech4 engine. They recently released a pre-beta version, so I thought it was a good time to see how the first FPS I ever played looked with a facelift.

Memmories... like a goon-filled poison piiiiit...

Doom II represented a number of firsts for me. It was the first FPS game I ever played (I played Doom II before I played the original Doom). It was the first game I needed to create a boot disk for, just so I could run it on whatever toaster I was using as a PC back then. It was the first multiplayer game I ever played, and I recall an evening spent talking to my friend Mark on the phone, then taking the line from the phone and plugging it into my modem, then dialing up Mark, not getting a response from his modem, then replugging the line into the phone to call him again to troubleshoot (we eventually got it working, had a complete blast, then plugged our lines back into the phones so we could talk about it afterwards).

The Marine needs no colored keys for these doors.

It may seem a bit dubious to rebuild a classic FPS -- the classic FPS -- in an engine that doesn't look particularly pretty these days (I think Source has aged much better than idTech4, probably because Source has been continually refined over the years), but I'm impressed at how comfortable and familiar the mod feels. The levels are immediately recognizable as the layouts are identical: I enter Doom II, immediately turn around, run around the corner to the right, and collect the chainsaw without even thinking about it, even though it's probably been fifteen years since I've actually done that.

Back in the day, we liked our buttons big. Really big.

In fact, while running and gunning through the rebuilt levels, I found all sorts of ancient muscle-memories kicking in. I'd stop and stare at a wall, or hesitate in front of an alcove, or gaze across a bridge, knowing there was something to be done but not quite remembering exactly what. I think it's a pretty good indicator that the levels have been rebuilt faithfully if, even in a different game engine, long-dormant triggers are still firing in my brain.

Huh. I am strangely compelled to stand in this alcove. But WHY?

As for the gameplay itself, I expected it to feel slow and sluggish when compared with the original. And it definitely is a bit slower: guns seem to take too long to reload, enemies seem to take a while to react. After a couple levels, though, it starts feeling more natural, more slick, more in keeping with the breakneck pace and corridor-gliding action of the original game. It's not as fast or smooth as it was back then, no, but on the other hand, neither am I.

No AI misfires here. They seem quite aware of me.

You may have seen the gameplay video which shows the enemy AI, in some cases, completely absent, but in this pre-beta a lot of that seems to have been fixed. I didn't really encounter any brain-dead enemies. Sure, most of them weren't exactly brilliant, but no one just stood there helplessly watching while I killed them. And, nicely, one of the most entertaining bits of the original Doom games is still there: enemies accidentally hitting each other and then fighting each other to the death while you watch. I don't know if that happened in Doom 3 (probably) or if the modders had to code it themselves, but who cares? Monsters killing each other means I can save a little ammo here and there.

You two let me know when you've sorted this out.

The mod is still in progress, so not all the levels from the original games are present, though I was happy to find the secret Doom II Wolfenstein level in there. What can I say, it's fun killing monsters in front of Hitler portraits for some reason.

Sorry to break up your shotgun shell organizing party.

I'm sure this mod isn't for everybody, but I think that can be said for any mod of this nature. People who love Doom from the old days will probably still prefer to play the original games. That's how I felt about Black Mesa: while I enjoyed it and was impressed at all the work involved, it never quite clicked for me. When I want a nostalgia trip, I'd prefer full-fare. Doom Reborn is still worth checking out, though, and I enjoyed it (more than I actually enjoyed Doom 3, even).

All these years later, that's still a good indication of a button you shouldn't press.

Installation: What's the best kind of installation? Self-installation! Just download the pre-beta (what is a pre-beta, anyway, if not an alpha?). When prompted, just point it at your Doom 3 folder. Piece of cake.
DOOM + DOOM II
doomz


Nothing warms my cold cynical heart like the creativity of the Doom modding community. We saw Donkey Kong Country recreated in the engine earlier this week, but now cast your eyes across this work-in-progress attempt to adapt DayZ's core gameplay into a 20-year old engine. DoomZ is the work of a modder disenchanted with the limitations of DayZ in its current, Enfusion-powered iteration. While Zdoom obviously has limitations of its own, it looks like the mod is making steady progress.

The mod currently boasts a day and night cycle, a rather charming UI (see the image above), wildlife, fires and cooking, water, weapons, food, limb damage and much, much more. The goal is to make the game as close to the DayZ gameplay model as possible, though given the engine's limitations there won't be vehicles. Creator Robert Prest writes that the mod could move over to GZdoom, allowing for more flexibility in map design.

As for the video below, Prest provides pretty good commentary on what the project is now and where it's headed. Alpha 11 can be downloaded right now. Cheers to Kotaku for the heads up.

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