Posts Tagged ‘Doom’

Cacowards Celebrate 2014’s Best Doom Mods And Levels

By Alice O'Connor on December 16th, 2014.

THAT DEMON SNATCHED MY TROPHY

John Romero celebrated Doom’s 21st birthday last week by sharing a load of neat-o unseen art and photographs from his personal archive, but in my gushing I missed a big Doom birthday tradition. For 11 years now, the Doomworld community have marked the day with the Cacowards, a celebration of the Doom mapping and modding community’s best from the past year. They’re still going strong! If you’re out of touch with recent Doom developments but fancy playing something new, the 2014 Cacowards winners are a fine place to start.

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Doomdump: Unseen Treats From Romero’s Archives

By Alice O'Connor on December 11th, 2014.

Shoot me from my good side.

“HAPPY 21ST BIRTHDAY, DOOM!” John Romero tweeted yesterday. “In honor of this legal drinking age birthday, I’m about to release some never-before-seen DOOM game art!”

I know what you’re thinking – “21 years old! The US drinking age is barbaric.” Then you pause and realise “Wait, never-before-seen Doom art? Ooh!” And yes, it is splendid. Since then, the id co-founder has shared treasures including scans of the clay models id turned into monster sprites, and all sorts of abilities, textures, and gore that never made it into Doom. It’s a joyous Doomdump.

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How Doom Got Me Suspended

By John Walker on October 17th, 2014.

Doom was, of course, originally released in 1993. It wasn’t until 1995 that it saw me get in trouble at school. We had fewer games then, and especially fewer games that could run on the crappy 486s that lined the edges of my sixth form (year 12, younglings) form room.

In the mid-90s, schools decided they needed computers. No one was quite sure what for, but they were needed. The Conservative government of the time encouraged it, and local councils would provide special funding for schools to invest in hundreds of beige boxes, so that there could be computers in every classroom. For which there was absolutely no purpose. The entire curriculum was written around text books and library resources, and the only software that was of any limited use was Encarta 95. Meanwhile, a History & Politics A Level class of twelve students was sharing textbooks one between three, because the school had no budget to buy more. Computers were being used as doorstops. It was very silly.

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Phobos Throwback: Doom Reborn Total Conversion

By Adam Smith on September 17th, 2014.

Doom Reborn is a mega-mod, with the sole aim of proving that the shotgun sound effect in Doom is more exciting than the entirety of Doom 3*. To achieve this goal, a team of modders (currently consisting of the contrarily named duo, GameHacKeR and Brent) are reconstructing Doom and Doom 2 in the idTech4 engine. I think they might be on to something. During the hour of footage below, edit: the shotgun can be heard punctuating the action with its signature ‘BOOM CH-CHCK’ the shotgun sound hasn’t been replaced at all**. Some would argue that the shotgun sound was outdone by its own sequel, Doom 2’s super shotgun, which went ‘BOOOM CA-KLUNK-CA’. If memory serves, the Doom 3 shotgun went ‘PFFFFFFFFT’ and the pistol simply uttered quiet apologies whenever the trigger was pulled.

Doom Reborn is pre-beta is available now.

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DOOOOOOOOOOOOOOM

By Nathan Grayson on July 18th, 2014.

Update: It’s over. You can read all about it below, though. The short version: it’s Doom, but with ludicrously violent, ultra-fast melee finishers. Not even sure if Bulletstorm was on this level in that respect. Otherwise? It looks ok. Fast combat, linear levels, emphasis on madcap action over scares.

Original: It’s QuakeCon O’ Year again, and you know what that means: Doooooooooom. No, seriously. Despite a Carmack-shaped hole in its heart, developer id Software has promised a big reveal. Apparently it’s for attendees’ eyes only, but I will do my best to convey the big moment with the mightiest BFG of them all: language. Join me below as I semi-liveblog the event from my phone, because there’s no WiFi here and QuakeCon is really weird this year, you guys.

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Doom 4 Reveal Will Not Leave QuakeCon, Apparently

By Nathan Grayson on July 2nd, 2014.

NO DON'T LOOK AT MEEEEEEEEEEEE, I'M NOT READY YETTTTT

So the new Doom game will emerge from its eons-long hellsleep at QuakeCon later this month. That much is known. I don’t think it was unreasonable for people to assume that any and all footage would make its way onto the Internet in short order, given that this is the year 2014. That, however, apparently isn’t the plan. Bethesda and id want to make this reveal special for QuakeCon attendees, so it’s for their eyes only. I guess that means press folks like me will just have to settle for writing about it. Yuck, writing about videogames? It’ll never catch on.

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DOOM 4 Definitely Actually Really Revealed At QuakeCon

By Alice O'Connor on June 10th, 2014.

DOOM over the world.

You know how id Software always used to say they’d tell us more about Doom 4 at QuakeCon? And that they really meant it this time? Then they stopped doing that because they never had anything to say about Doom 4? Well, you guys, they really mean it this time. They mean it so much, they’ve even whipped together a cinematic teaser trailer saying that at QuakeCon this July, they’ll really, definitely, for real have something to say about Doom 4. Or DOOM, as they’re simply calling it now. It’s got a Cyberdemon and everything so they must really mean it.

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John Carmack Speaks Out In Support Of Oculus/Facebook

By Nathan Grayson on April 1st, 2014.

Working for id funded my space ship projects, but Facebook will give me enough to establish my own planet.

Depending on which vomit-and-time-encrusted pub on the edge of the Internet you walk into, Facebook’s $2 billion purchase of Oculus Rift is either the worst or most worthy of cautious optimism thing to ever happen. Many developers are on board with the idea. Notch, however, is not. Oculus’ most recognizable faces – all of which now presumably sport company-mandated books – are quite pleased, but what of the notoriously opinionated (if not exactly outspoken) John Carmack? The former id Software tech guru has always marched to the beat of his own drum, so a corporate overlord like Facebook might not seem like his cup of perfectly optimized (for both flavor and caffeination) tea. But if there’s one thing Carmack is always good for, it’s surprises.

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Mein Gott: Wolfenstein Preorders Secure DOOM Beta Access

By Adam Smith on February 19th, 2014.

DOOM is coming but it might well not be called DOOM 4 anymore. I think DOOM 3 was a reboot but perhaps it’s not too early for another. Bethesda send word that preordering the new and spectacularly ridiculous Wolfenstein game will secure access to the beta for the next game in id’s aged series. Presumably that’s DOOM 4, or the artist formerly known as Doom 4. It’s a game that has been far more clandestine than its title suggests would be possible. But, yes, this means that DOOM is happening and presumably happening at some point in the near(ish) future. There’s no word on when the beta will open up but Wolfenstein: The New Order comes out on May 20th/23rd, depending on which side of the Pond you live on. There’s a new trailer below. It made me feel a bit queasy.

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Toast To The Monsters: 20 Years Of Doom

By RPS on December 10th, 2013.

20 years since the course of videogaming was set forever. 20 years since id created what may very well still be the most notorious game in history. 20 years since deathmatch became a thing. 20 years of guns, 20 years of keycards, 20 years of happy hell. 20 years of Doom, not the first first-person shooter but surely the foremost breeding stock of the genre. Happy birthday, old stick.

If only you could talk to the monsters on their birthday – now that would be something. Instead, Team RPS will have to reminisce about the big, brash first-person shooter that changed everything.
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If Girl Talk Made Games: DoomRL And GMDoom

By Craig Pearson on March 20th, 2013.

Together at last!
I have two, TWO, things about Doom to show you. This is like being an archaeologist in the jungle and discovering a skellington, but the skellington’s heart is still beating and then, oh noes, there’s a ball chasing me and I’ve dropped my hat and give me back my whip Alfred Molina! This Doom reporting is tough work. No wonder all the journalists from that period are scarred and flinch whenever they hear the game’s name. For the brave, there are two Doom mashups that you should be excited about.
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A People’s History Of The FPS, Part 2: The Mod

By Robert Yang on September 20th, 2012.

“A People’s History” is a three part essay series that argues for a long-standing but suppressed tradition of amateur involvement in the first person genre. This is part two. Here’s part one.

“Amateur” may mean unprofessional or of lower quality, but it’s also French for “lover.” Even if it’s difficult and time-consuming, even if you’re 15 years old and you have to figure out this complex physics engine to try out a cool idea you have — it’s because you love it.

I was 15 when I joined Nightwatch, an epic Half-Life 1 mod made by a dream team of veteran modders, replete with new weapons, voice acting, monsters, scripted sequences, and a 10 hour single player campaign with 99% custom art. We were the Black Mesa Source of the Half-Life 1 community, except we never released anything.

Maybe that’s because we didn’t really love modding. In fact, we hated modding.
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A People’s History Of The FPS, Part 1: The WAD

By Robert Yang on September 19th, 2012.


“A People’s History” is a three part essay series by Robert Yang. He told us that he wanted to write an alternate view of the traditionally accepted history of the FPS genre as entirely dominated and driven by the mainstream, commercial industry, and to “argue for a long-standing but suppressed tradition of non-industry involvement in the first-person genre”. This is part one.

In 1994, the New York Times filed a review of a first-person game under its “Arts” section, proclaiming it to be “a game that weaves together image, sound and narrative into a new form of experience.” It sold millions of copies and inspired dozens of imitators. It seemed poised to define an era.

That game was Myst and it failed to define an era. Instead, a game called Doom came out three months after Myst — and then it shot Myst in the face.
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