NEWS
09/07/01
Well, I wasn't going to announce this yet, but Nick Baker spilled the beans already, so I feel I must address the issue before the rumors get out of hand.

Yes, it is true that I no longer have the time and energy required to work on the Twice Risen TC. I previously notified a select few Doomers about my decision to scale down my involvement in the community. These include Tarin, Ebola, NiGHTMARE, Carnevil, Linguica, Dashiva, and a few lesser-known Doomers. The reason for this was to decide the future of the Twice Risen project before I made any official announcement.

Unfortunately, that's not the way it's going to work, since Nick has brought the issue to the community's attention prematurely. The future of the project is still undecided at this point. Ebola and Tarin are currently reviewing the resources. They are considering taking over the project in my place and finishing it. This would be my ideal solution, as I hold the two of them in high regard among Doomers. Nick has requested that I allow him to use the resouces as part of Paradox, which is another possible solution. I have also considered the possibility of leaving the project open as a community event, or distributing the resources as-is to allow anyone to pick them up and use them as part of their own projects. If anyone has a better solution than what I have described, please e-mail me and let me know. However, do not ask if I will turn the resources over to you for your project. If that is the course of action I select, the sole receiver of the resources will be Nick Baker.

I am not prepared at this time to answer questions about why I have chosen to drop the project. Please wait for a formal announcement in the near future. I will then describe in detail the future of the Twice Risen project and my reasons for letting it go.

03/24/01
Time becomes available again. I've decided I'm trying to do too much at once, so I've been working mostly on my other projects to bring them to completion. The first and foremost of those projects is Skull Tag, For which I have three levels, the railgun graphics, and numerous design ideas. Two out of the three levels are very close to completion, needing only small bug fixes, tweaks, and above all, playtesting. The third level may not make it into the first full ST release, as it is for Episode three. One of the two that will be in the first full release is the first-ever Dynamic Deathmatch (DDM) level.

TR work has been slow but steady alongside these, mostly in the development of the new weaopns. Unfortunately I don't have the skill to program any of the behaviors, but I've been working on their design and putting the models together. The laser pistol is near done, the laser cannon is done, the pulse rifle is close, the pulse cannons won't be changed. The mine weapons probably won't make it into the final release, they always seemed too clumsy. I do have a few new weapons I've been working on but I think I'll just wait 'till later to say anything about them. The graphics for those weapons are also coming along well.

I might just be getting a job soon. That could hinder Doom progress, but it's one reason I'm trying to cut down the number of projects I'm working on. It's supposed to pay well, and I need the experience, though. I also streamlined this page a bit, taking down the useless sections, and I've added Twice Risen to the Top 100 sites over at Doom Center. Go to the Webring page and hit their banner to vote for us.

02/07/01
Time constraints, priorities, and more: I've recently been swamped with all sorts of things - Papers to write, books to read, meetings to go to... I'm sure you all know it too well. Thankfully, I'm coming out from it okay. Last weekend I got some good solid work done, and I don't plan to slow down now. I pulled my modeler back out and started thinking about the weapons again. I certainly don't plan on keeping some of the graphics found in the pre-release.

One of the things I've been thinking about lately are the other projects I'm working on. I'd like to step down my total involvement in Doom, (not to say leave it), so I'll be trying to finish some of these projects up in the near future. Skull Tag will be priority one, Ni'mrod second, and then the other smaller bits for ToJ and Paradox. Work on TR will run parallel to these.

Unless you've been hiding under a rock, you've been all over Skull Tag by now. Even though I'm part of the team, I still have to give Brad a hand for all the work he's done. Excellent job. I also encourage everyone to find some friends and give CTF a go while I still have my server up. It's really quite fun - a much better experience in Doom than Quake.

01/03/01
I don't quit easily. But, I've finally run to my end on waiting for a sprite designer to produce something. I've also run to my end on waiting forever for anything to be submitted back to me. So, things around here are going to change. First, Twice Risen is no longer looking for sprite designers. Apologies to all, but I won't accept anything but the best and I can't get enough of it, so Twice Risen will lack new monster sprites. I've also sent messages to the team and recieved very little feedback, so that is also going to change. I have dropped the inactive members from the team, leaving space open for new blood. Are you a new level designer looking for a project to get your stuff into? Well, here's your opportunity. We're now open for that again. Be sure to check out the help wanted page, as the new member application has changed slightly.

So, if there are no new monsters, how will we enhance gameplay and end up with something worthy enough to call a TC? Well, just let me worry about that. Believe me, I'm not about to sacrifice quality.

12/11/00
This page needs a redesign. But, if I had time for that, I'd be working on TR anyway, so you'll just have to live. I just finished my most recent gaming obsession (That being my first run through the great Squaresoft RPG of Final Fantasy VII) and so my time can once again be turned more toward Doom development. Finding time is always difficult, I have a tough schedule this quarter and classes always come first. But hey, Doom is a passion - so there will always be time somewhere. Looking over what we have and what we need, monsters stick out as the biggest stumbling block - and this is a huge stumbling block. If we could just get some decent sprite artists, the project would come to a satisfactory completion in a reasonable amount of time. To be perfectly honest, I don't see the project finished anytime soon without at least one. So, take this as a hint, a light persuasion, or a desperate cry for help - any way you want. The reality is we need sprite artists, in whatever way works for them - be it drawing, scanning, 3D modeling, or hand-done with clay and shot with a digital camera... whatever.

11/2/00
I decided it's time I got another release out there. This time, it's a variant of Twice Risen, in the form of a csDoom server-friendly pre-release v0.21. That's right, now you can play Twice Risen over csDoom! Clients won't need to download anything new, (unless you don't have the pre-release v0.2,) but any server will need this variant to run properly. There will be an OC-3 server running this shortly, and others are encouraged to run their own TR servers. Pick up TRSF on the downloads page if you want it, and have fun!

9/30/00
I've been getting back into the modeler and gave a shot at building a hand. I'm satisfied with the results, though it's no professional job. Still, I like it and I will be using it until I have something better. I've also been working on the new M-141 Laser pistol, which I like a lot as well. It has a slide which moves forward to allow the player to remove the discharged power cell and insert a new one. From here on out, Pics will be infrequent, I'm not going to give the surprises away. It looks like I will be able to do quite a bit with modeling, but I'm still not sure about new enemies. I'm hoping Skull Tag will finish up soon so Brad can turn his attention toward adding TR-specific features into his engine, but I'd rather he finished ST well first, that way we have 2 killer projects instead of one. I know he's been working hard on it, I'm eager to play it.
I've been getting some responses lately, but all of them seem to have one thing in common - they ask me if I want to use some old stuff that hasn't been used yet. This isn't a 'contribution' project, all material for it should be original and preferrably not just unused stuff in the corners of your drives. If you would like to compose new music for the project; if you can create new sound effects, textures, sprites; if you can do WAD resource management (Not simply adding files into WADs but ordering them for ease of use, making sure there are textures for everything, adding full texture packs, Making sure everything is updated, etc.) Please let me know. I am still looking for help getting from Milkshape to MD2s, if anyone is willing to work me there.

9/13/00
Yes, yes, I know this is taking far too long. Real life tends to get in the way, but I'm still not going to give up on my project. I just started school again, which means I'll either have lots more time to work on TR or none at all. Tell you better in a few weeks. I did have tons of fun this summer, especially in August, which included a trip to Rome.
Oh, project progress? I'm thinking of doing a progress survey here soon for a number of reasons. First, then you can all stop asking me when and how much more. Second, I'd like to get a good idea myself of where we are and how much there is to do. I've done some more work on the resource WAD, but I need my team to contact me so I can make sure things fit with everyone. I've also done some level design work, and the levels are coming along nicely, though I haven't done much with the DRSPE system yet. I must re-iterate, though, that we are in most need of sprite artisits as that is what is holding the project back the most. Also, if there is anyone out there who can help me get from Milkshape3D to working MD2s, please let me know - it would be greatly appreciated.

7/19/00
Sorry about that, Can't update much without net access, and getting my web page to a computer with an FTP client and an internet connection over the summer has been a bit difficult. Oh well. Anyway, the time away from updating wasn't time away from working on the project. I've been away from direct work on the project recently in favor of teaching myself 3D modeling. After all, if Skull Tag gets decent GL, I'd like to be able to take advantage of it. If it doesn't, I can still rasterize some pretty cool looking sprites based on 3D models. This means that finally we will be getting monster work done. I would say it's what's been holding us back the most, because I haven't successfully found a committed sprite artist yet... so I guess if you want something done right...
I've also began to look at one of the levels again, and revisit it completely. I had a nice looking beginning set up before, but the rest just didn't seem to flow right. Well, I've decided to do another approach, and then merge it with the area I already have finished. The end result should be a spectacular level. All I need to do now is get the transitions right.
Don't expect another update here until September, as I'm headed out on quite the end-of-summer blast at the end of this week.
Now for the ever-present somewhat unrelated news: I opened my personal web page. If you haven't been there yet, there's some good reading over there. It's at (Link Dead). Beat Half-Life finally... I was somewhat disappointed at the ending. Haven't been playing much new stuff recently, too busy with 2 jobs and other real life stuff. Are you looking forward to Skull Tag? I am... and I already know all the stuff that's gonna be in it!

5/2/00
DDM is coming...
What is DDM? DDM is a new kind of gaming experience. What does that mean? Upon the release of Skull Tag, you'll know for sure. Until then, I can say no more. Watch the Skull Tag site for updates. So why am I bothering to update about it?

1. DRSPE is a spawn of the DDM system, which may be used heavily in areas of Twice Risen.
2. DDM is unlike anything else you've played, and will change your views on what gameplay is.
3. I designed it.
4. I need to update about something here, I haven't been doing so well lately!

Rest assured that DDM will not be some long awaited project no one will ever hope to see. In fact, DDM is nearly complete now. So what is DRSPE? Well... I'll tell you later.

3/25/00
It's a good day to view pix.


That's one night's work of messing with a modeler, having reference material. To be totally honest, I have no idea if this model or any rasterized versions will make it into any projects I'm doing. (If this happens, I could release it as a sprite for your comsumption into your own projects...) I made it to be a base for my M-141 laser pistol, but I kinda like it just the way it is. Anyway, on to other news: My team seems to have disappeared on me. I don't know where they went, but I sent an e-mail out looking to put together a full build of TR (It's about time we did another one) and I got 2 responses back, both of them later than I had asked. Well, I'm not giving up, but it is a little disheartening, isn't it? On the up-and-up, my sprite modeler says he may get something done soon... He's been having a rough time with real life, so I can forgive the recent lack of work. Working with the Skull Tag engine, and personally with Brad Carney has brought up a few questions: Will Twice Risen have OpenGL support? MD2 models? The answers lie in a few places. First, if SkullTag has OpenGL, we'll have OpenGL. Twice Risen is also working closely with Skull Tag to implement those single-player elements Brad was talking about. As for the MD2s, it does seem like everything is getting rasterized from models now, so MD2s are a possibility. The biggest problem I have now is that I don't have any clue how to animate a model... so, if anyone can help me out, Twice Risen just might have MD2 models. And believe me, I want that - rasterized pixels just can't do good models justice.

Gee, I usually plug the good stuff I've been playing lately here... but you've probably already played Darkening E2 by now. If you haven't, what is wrong with you?

2/19/00
Well, I'm headed off on break for about 2 weeks, so I won't be able to work on any TR stuff or answer e-mails for a while. Not to fear, my team is still working on their individual parts and we seem to be progressing nicely. What a great feeling - to once again have a working useful team. I'm glad the Save TR campaign worked out. Our texture resource WAD looks good, lots of great stuff in there for everyone. I'm looking forward to seeing some of them in action. I did get an e-mail from a prospective sprite artist, let's hope he's good so we can get that ball rolling. My 3D modeler software ran out of shareware evaluation period. Well, I like what I'm seeing and it might be useful later, so I'm going to go ahead and register it. My current sprite guy is coming down from finals and will be able to get some work done soon. I'm waiting to see what fun stuff he can produce.

Unrelated stuff I feel like saying: Just finished finals myself, ready for break, much needed! Saw Prower while playing CS, the only game that can possibly rival DOOM in the FPS genre. He's pretty good. I was having a bad day, so I probably didn't look all that good to him. :) Also played Carnevil at ZDoom. He's pretty good, too. I was having a good day then, so he at least knows I'm decent. :) Played HR2 beta... not through it yet but looks nice. DL'd original HR. Up to level 9 or 10 now... lots of fun! I never thought I was much for this style of play, I guess I just never gave it the time of day. All the better places to gain inspiration and make TR the better game!

2/3/00
We have a resource WAD! Yes, finally our large mass of stuff that was all supposed to make up half a TC has been re-organized into an intelligible package. This should make things go a lot smoother. We have updated our internal storyboard to realign ourselves with the tasks at hand, and it's looking pretty good. We still have a lot of sprite work, coding and playtesting to do, but it seems that as for textures and levels we're pretty much set. I've rasterized the M-4000 (for the non-technical types that means changed it from a 3D model into a DOOM weapon sprite) and it looks pretty sweet in-game. Professional quality, I'd say. I have break soon, and I should be able to get some great level work done then. Until then my end is going to be a little slow, but the rest of the team will be moving quite well.

1/13/00
Ok, so I've been playing with a modeler, right? How 'bout another pic. This time it's the new M-4000 Laser rifle. Unfortunately right now, None of the GL DOOM engines support the features that Skull Tag does, which we will be using. Maybe pics like these will convince someone to add it down the line. Then it would be possible to enjoy this and other models in all their 3D glory. Until then, We're going to have to deal with resampled sprite versions. Well, they still look cool. This time the model is entirely my own creation, so more of this quality and better can be expected of Twice Risen.

1/8/00
Forgot to mention this: My thanks and apologies go out to Edmundo Bordeu who modeled the Imp used in my tech-armor. Thanks for making great models, Edmundo!

1/8/00
Well, I have a present for you.


That's me playing with a 3D renderer. Yeah, I've decided to take up some of the rendering myself. In the state it is in you won't see this model in the game, but there may be something like it. I spent some time playing around and I'm quite impressed at what even I am able to do with patience. So there will most likely be some new monsters in TR done by me. This should make other things a lot easier, too. Good looking weapon sprites, for instance. Dave is also modeling now, but his will be included. That means you won't see it until it's ripping your brains out. And so our new enemies are in a very early stage, but they are oficially in production. That makes me a very happy guy.

Other things: The resource WAD is nearing completion for it's first build after reconstruction. I have also put up a members' only page and had eveyone subscribe to a mailing list so we can keep in touch better. I am seeing this project look up again. This brings Operation: Save Twice Risen to an official close! Thank you, all who took part, for a successful operation. Thanks go out especially to Ed Cripps and Steve Dudzik, new members recruited because of this operation. I also thank Rick Clark for his getting back in touch with me. The official decision is made for now. Head to the Save TR page for the details.

12/11/99
There are only a few more things I need to assemble before bringing Operation: Save Twice Risen to a close. There are over 70 messages in my mailbox now, all of them positive, so I know I'm backed by the community. I have had two incredible level designers sign up. There is one more thing this project needs, and needs badly. That is a sprite artist / renderer. Dave's computer died again. I know it's hard to believe, but I live next to him and it is all true. This means that once again all Dave's work will need started from scratch. If there is ANYONE out there who can do NEW monster sprites, please tell me! (I say new because I don't want retouched - no color conversions, no stick and imp's head on a sargeant's body, etc. What I want are completely new graphics. Whether they are excellent hand-drawn, scanned, and colored; or 3D models from screenshots; or FIMO clay and a digital camera, I don't care.)

So, that's the situation. I haven't got much back from the other members yet in the way of progress updates, I am going to begin scheduling meetings so we can discuss issues with the project and get it all done right. The most important missing element is the enemy sprite designer - without it we are not much.

11/13/99
I think things are beginning to look up for the project again. Operation: Save Twice Risen is doing it's job. I have sent out numerous e-mails to various designers in the community, and the real test is now. I will be away for two weeks. In that time I have requested work for review, level construction, textures, sprites, and other aspects from my team and aspiring team. When I return on December first, what I see in my mailbox may well determine where this project goes.

To brighten things up, Two members have been officially accepted on team, Ed Cripps and Steve Dudzik. Congrats, guys! Together, we will Save Twice Risen! (Link Dead)

10/26/99
Operation: Save Twice Risen Launched!

In an effort to save the project, I have decided to launch Operation: Save Twice Risen. Anyone who would like to see this project continue is welcome to copy the above image and link it to the page. This program will hopefully raise community awareness, give everyone a common goal, and most importantly, get this project get back off the ground. Spread this image and link to every Doom-related page, Add any descriptions you think necessary. With your help, this project can stay alive.

10/19/99

Future of Twice Risen in doubt

Note: This is long! Make sure you read the bottom section.

I never wanted to say this, but I honestly have to take a good look at what the team looks like and figure out where we are heading again - this time because there are very few real team members. Those that were heavily a part of this project have left, others have found themselves with little time, some have just left without notifying me. I have redone the credits page. Take a look at the new "status" column for team members. You'll notice, as I have, that there are few strong forces behind this project at the time. Even I am having difficulty finding the time sometimes to work on it. So what does this mean for the future? Well, the project can go several different routes.

Members of the Doom community can band together to create a full-strength team and finish this project the way it was intended.

The possibility of a merge with Doom Millennium (Link Dead) has been brought to my attention. It would finish both projects sooner, though neither would live up to the full potential of their original ideas.

The project can be continued my me alone with the limited team that I have, resulting at best in a release not possible in the next year or more.

The project can be abandoned, giving nothing but another half-assed PC that no one will play after the first time through.

So as you can see, my options are limited. The merger may not even be a possibility, but it has been proposed. The outcome of this project is now up to the community. I can not hope to do all I would like to alone. I am somewhat disheartened by the fact that I see new projects spring up quite a lot more than I see the older ones get completed. If I am to get more dedicated team members, I am planning on a bit of reform within the way I run the project, though. It seems a project with no deadlines or outside motivation members isn't working. I won't be unreasonable with this, but there will have to be changes in the way things work. Members will have to be more dedicated.

How can we get the members we need? Some may have the time needed to work and never realized what state the project was in. Hopefully this update will bring those in. Some may want to finish the projects they are working on first before committing to another. If you are interested in doing this, I need to know. Some may even have to abandon their own projects, the ones without hope for survival. I have contemplated doing this myself to join and finish other projects, but Twice Risen has so much potential and I have had so much positive feedback on the pre-release that I feel it would be a great disappointment to the community, not to mention myself. I urge all the community to do this: Look at your position in the community. Figure out what is realistic in terms of getting the projects you are involved with done. Decide what it is you really want to do, and what you would like to see completed. Finally, cancel the projects that are unrealistic, join the projects that can realistically be done, and stand by your decision, working in proportion to the amount of projects you have dedicated yourself to.

If this message is heard and taken as it is meant to be, there may be a sudden cancellation of large projects like mine with no backing. Smaller ones may be finished as well, but new ones will not pop up as frequently, rather old projects will get done. If it comes down to myself as the sole constructor of this project, I will most likely take down the page, declare the project officially dead, and release if and when I do enough work on it myself to warrant that. I do not want this to happen.

If you read nothing else, read this:

I need to know, in the next few weeks, where this project is going. If you support the project highly, let me know. If you think it sucks, let me know. If you'd rather see me work on other projects to get them done, if you would like to work on this project, if you'd like to finish up another project and then come work on this one, let me know. If you read this, mail me here (twicerisen@hotmail.com). Tell me where this project stands for you and what you'd like to see done. I may not respond to any of the messages until I read quite a few of them. You, the community, will decide the outcome of this project. Please, one message per person, as I hope to receive as many replies as I can.

Again, you will decide where this project goes.

---

Lead Producer, Michael Niggel

09/28/99
Has it really been that long since I updated? You must all think I'm dead. If anyone has been following the recent debate on DOOM projects recently, you'll find that people are unsatisfied with recent releases. People build projects which never get done, or are released and turn out bad. My goal is to overcome both, but it's really difficult when you have a limited number of good team members. Prower mentioned a communal project, but it's still just like starting a new project. It won't be out for a long time. Maybe if I could persuade some of you into joining your sprite or texture talents talents with current projects (mine) so that this one will get done. I have yet to see any decent sprites come my way. As for textures I'm scraping the internet for free texture packs right now - I'd much rather have some new stuff.

If it was all so easy, I would have been done a long time ago. I've started a new point in my life, and it's getting harder to find time to work on DOOM related projects. This just makes it all the more important that the community brings in the talents they have. I wish there was a better answer, but that would require money. So if you are just looking for a progress update, things are slow. I'm having difficulties finding time to work on it. My sprite artist is in the same position I am, except that now he has no computer. (Crash! New one is in the mail) Nick Baker had to basically pull from the team, as his net connection will no longer be useful for DOOM-related items. I have not had word recently from other team members.

08/09/99
Well, I've come to update once more. I was hoping to tell you that we had some sprites done now, but I can't really do that since I can't get in touch with my sprite guy. I got the first batch of sounds in and they're impressive. There's a talk going around the team that cutscenes with ZDoom will be a reality, but we'll see what happens as things progress. I'm convinced it will happen. What we really need is more flexibility with the cameras.

This brings me nicely to my next point - or lack thereof. We still need dedicated sprite and texture artists desperately, and a coder who produces material would help. I still would take a good level designer or two, but we're beginning to reach the point where other aspects of the TC need to come into play. It's getting harder to design for something you know nothing about. I hardly want Twice Risen to become vaporware, but unless someone can build new graphics and add features, it could just end up as another PC that could've been better.

So, what do I plan to do about it, you ask? Well, first I ask you, the loyal fans, to help me, as I have done before. Visit the Help Wanted section and if you can do any of what I ask and are willing to commit to it, send me an e-mail! The other thing I may end up doing is compiling a basic list of people who can produce quality work and send them mail, personally requesting they help with the project. It's not something I really want to do, but it may be the only way to get much needed new members.

Oh, yes. A short while back someone wrote me about level designing, and sent work. I reviewed the work and accepted the team member. When I went back to my e-mail to notify him of this, the contact info was gone. If this might be you, please e-mail me!

Let's see, anything else around here special? Well, I just came back from vacation. Did a lot of mountain biking. Had fun. You should try it. I'll be gone all next week as well. Oh, and I just got my new computer. It's an AMD K6-2 450 3DNOW. It's got 128MB SDRAM, 8.4 Gig HD, 17" monitor. Right now there's no sound or video, but I'm eyeing a Diamond Monster MX200 (Great sound for $60) and I'll run it dual with an old 16-bit OPTi 930 for DOS sound support. As for Video, it's in the mail - a Hercules Dynamite TNT2 Ultra. This sucker rocks. It has the best performance available now in a 2D/3D card. It runs at 175MHz out of the box! That's 100MHz faster than my current computer. It also has 32MB RAM (matching my current machine) and can be overclocked to at least 190MHz and still run solid. Hey, now don't wipe the drool on your shirt...

07/03/99
I promised a progress report and so here is a progress report. It's not as inclusive as it could be, because I don't have everyone's replies, but I'll give what I have.

Levels are progressing well. I have decided to scrap the old replacement for level 1 in favor of a new one. This one is already looking better. Impax, who announced earlier that he would have to leave the team is thinking about a comeback, but nothing is certain at this point. His 2 current contributions are being touched up before he leaves, at the very least. Nick Baker is going strong, and has sent a new beta of one level in to me. He says it's about 80%-90% done contruction-wise. We still have to wait on weapons/monsters to finish these. Mike Watson apparently lost his level in a crash, so I have to see if I can find a beta he sent me. If not, he's back to the drawing board.

Sprites should be coming along soon, nothing yet. Source work has still been slow, but we may possibly share engines with Paradox, allowing work to speed up considerably. Music and sounds still have little, but at this stage it is difficult to begin work here.

Also, again, I updated the credits to match e-mail adresses, etc. If you would like to be part of this team and can code in C++ or build quality levels, music, sounds, sprites, or textures, please check out the 'help wanted' page and sign up! We still need you!

I just played Q2 Deathmatch for the first time, and I also got ZDoom running over a serial cable. Definitely cool. If you're a Q2 deathmatch fan, try the 'Chaos' DM mod - Loads of fun!

I guess the last update went unnoticed on most news sites. If you missed it, keep reading. It's important.

06/25/99
I finally got the new update list working. To subscribe, send an e-mail to (Link Dead) with the subject 'subscribe risen' and you're done. You'll get a message back about what you can do from there. (You may also get a confirmation message from the list as well.) Note: Anyone who was on the original mailing list has already been notified of this. Some of the later subscribers who signed up for the original list were not put into it because of time and other restrictions. If you are one of these, just sign up here. None of the original subscribers e-mails have been transferred to this list, you must subscribe to the new list yourself.

I recently accepted a new member's application for team membership, but I have lost that person's e-mail address. You know who you are; Please e-mail me! I have things to send to you.

I should have a full progress report soon. I just requested one from each team member. I won't attempt to write one until I get a response. How fast it gets here depends on how fast I get those reports. Don't expect anything until AT LEAST monday, I'll be out for the weekend. Until then, you can amuse yourselves with all the new really cool new WADs. Zort 4 is great, and Securitron 2 is cool, too. (Hmm... the ending sounds a bit like there's going to be a Securitron 3, though...) I mentioned a while ago that a lot of cool new things that would be done with scripting. I was right. I like it when I'm right.

06/18/99
We've hit 10000! This wonderful milestone was hit by Ed Cripps, leader of a little-known TC project formerly called 'Armored Core DOOM.' (The name will be changed due to copyright infringements, but currently has none.) This also concludes the contest, and the three demo slots are taken. Thanks for playing!

Also, progress continues on the new update list, almost done now. Expect it within the next week or so.
06/10/99
Should have had this update up sooner, but something somewhere broke. Oh well, works now.

Still working on that updated update list. Should be up soon.

06/04/99
I finally finished upgrading my computer. I now have a faster box to play with, edit with, and go online. I'm also finished school for the year. Sure, I'll get a summer job - but no homework means more time. This all means more progress, more updates, and faster response times. I have about three to four new member applications and I haven't been able to respond yet. You're not forgotten, I'm just a little slow.

Editing for me has kind of gone into a slump. Real life has been attacking from all sides. Some I enjoy. Others? Don't ask. It has put a BFG right into my inspiration and blasted the hell out of it. The creative juices will return, but I'm going to need some time.

Played Quake DM over my new box and a serial cable. It was pretty cool. I still like DOOM. I finally got to play a friend that was nationally ranked at Q2, and found out two things: I'm not really all that bad, and playing with pansies adversely affects your play style. I actually had to think to win.

I also took the time to update the page a bit more. I removed dead links from the old news, Redesigned the Credits page, edited some graphics and text for better visibility, and added a graphic to the contact link. I will most likely update credits again soon with e-mail addresses in empty spots and more recent ones for others. Hopefully a few new members, too.

05/28/99
I thought I would take a minute here and update. I'm in the middle of a computer upgrade (and I need it) and do not yet have full internet access regularly. This, of course, makes it difficult to send e-mail and update the website.

Unfortunately, We must see off Joe Crain (Impax) as he must resign due to real life. Although his work on the team has not been seen publicly, at least one of his levels is complete and will be modified as necessary to enter the final version. We have also recieved a few more applications for membership, including level designer(s), and a texture artist.

This page desperately needs updating in other areas. Once my upgrade is complete, you can expect faster e-mail replies, page updates, and more time devoted to the project.

05/10/99
Progress? Yes. Efficiency? Perhaps not. Yes, that dreaded disease commonly referred to as real life has struck and claimed another victim: Me. But I am making a comeback. This site needs updating. I think the preview screenies are almost as old as the site itself. Things should start calming down soon, and in another month I'll be out for the entire summer... Yay!

I've been so busy I missed the 1st yr anniversary of this site hosted here on DOOMWORLD. So far, we've seen many new team members as well as the release of the six-level pre-release. Because of this site living here instead of in some backroom of a high-school web server, (previous location,) some 8000 people have come to see what this is all about. I owe it all to the wonderful DOOMWORLD staff. Good job, guys! Keep it up! Also a big thanks to anyone who sent in their comments on the project. Your support is a big encouragement.

Hopefully in another year we'll have released... Geez, just knowing that it's been that long makes me want to do some shoving to get this thing moving faster, but what can you really do to people that work for free? By next update, I should have at least a basic progress report out. Until then, I'll be working on my newest level addition. This one's my first real demonic level, as I've been more inspired to do tech/real up until now. It's looking good so far. I think this means we've got over 1/2 the levels in progress or fully complete.

Remember, if you can 3D model or draw and scan decent sprites, design quality levels, or draw textures, we still need you! Apply now!

04/03/99
Another milestone has been reached here, that of 7500 hits. The winner of the contest this time around is Simon Broadhead. Congrats, Simon!

Progress is continuing. I have decided to start another level myself, and it should end up being a hub, now that we are using ZDOOM. I got my first beta level from Cyb the other day, and it will rank up there with the rest of them. Aaron is recovering from a HD fail, affecting his Win98 registry. Ouch. The word is that we shall see new features in the next couple of weeks. I sure hope so.
We're still in desperate need of texture artists and sprite designers. If you can help, mail me!

03/19/99
A few things need to be addressed:
1. Our counter has been broken. I don't know all the details, but I fixed it. We're still missing 6900 hits, though. I'll do what I can to get them added back. Meanwhile, look for hit #600 if you want to claim the 7500 mark prize.
2. Dave has sent me some textures and I must say they're better than I expected. He hopes to have more for me soon. This means I can get rid of all the unnecessary textures and copyrighted ones. As everyone knows, less ripping = better TC.
3. We're looking at re-working the story and level structure to incorporate ZDOOM's hub features into Twice Risen. ACS is also working well for us - I'm glad we switched.
4. Code work stalled a bit but should pick up soon. One of Aaron's close friends got into a bad car accident and was unconscious for days. I think you can all understand the lack of progress. I know I can. Aaron is now speaking of new features in about a week's time.
5. I'm thinking of tweaking the page design a bit to make it easier to read on low-color screens. It may be as simple as darkening the background pic a bit... Feedback, anyone? I may also add a counter to the downloads page for the amount of times the pre-release has been downloaded. (This has just become available -- I may wait until the final release, though.) I've already moved the ZIPs and other files to DOOMWORLD's FTP site, for faster downloading.

Other things in life... well, I won that DOOMWORLD contest. That was cool. I think I'm going to make the script source available as part of Rick Clark's new script library. About getting a better computer... I'm upgrading to a P75 for under $40. It's really only a temporary upgrade to make my parents happy until I leave here and get my own box, but hey, it's still cool. Well, that's all for now!

03/01/99
If I were any slower at this, I'd be going backwards.
Ok, I'm updating again. This time it really actually means something. We on the team have been contemplating our best options, and with the releae of ZDOOM 1.17 we have been confronted with a choice. Many planned Twice Risen features have already been added to this wonderful port, all within satisfactory working condition. The major decision was to utilize these features in ZDOOM or to stick with the highly solid and bug-free MBF codebase. While MBF will give us friendly AI and better physics, ZDOOM offers ACS, an extremely powerful WAD editing tool. ZDOOM's hexen based features are also impressive, along with it's colored lighting and particle effects. It was a difficult decision to make, but our team decided that ZDOOM offered more than the un-monitored MBF could, at least in the areas that we, as a TC team, are concerned. We have officially changed codebases to ZDOOM

Now, this will mean quite a few things. First, I don't want all you 486 DOS/Win3.1 users to get scared off. Hell, I'm one of you, and I'm the TC mod! ZDOOM will still provide good gameplay for us low-level users. I will make sure of that. If you can run DOOM II well, you should be able to run any good TC. Mine will be no exception. This change also means that level designers can build their environments with jumping and mlook in mind. This will enhance the gameplay dramatically. Many DOOMers do not prefer jumping as a feature in a port because it ruins some levels. This will not be a problem in Twice Risen because they will be built with it in mind. The change should also affect level progress, as designers will not have to wait to get started implementing new features which would have come later on. Our main coder, Aaron Gerhardt, has already begun porting various features such as friendly AI to the code so that we will not miss all that we lose from MBF.

ACS scripting alone will contribute much to the project. This highly powerful tool enables designers to produce effects of all kinds without being restricted to 'one switch=one action.' ACS has been used througout Hexen to produce excellent effects and I forsee that in the coming ZDOOM wads we will see it live up to it's potential. This will help Twice Risen in it's mission-based level structure. When a player enters a level, their primary objectives can be easily displayed before they are dropped into the fray. It can also mean consequences for your actions. If you don't shut off that alarm beacon, you may just run into a few extra monsters you hadn't counted on (or something like that...)

And so this concludes our reasons for this dramatic change. Mike Watson has finally decided on a level assignment, so that's one more, which brings us to about halfway in progress. Dave was out for a week, but vows he has a lump of textures that need only one type conversion and that sprites ARE coming. In other unrelated news, I had a birthday party last week, where Aaron brought his system over and we played Overload until 12:00. It was great. If anything, it convinced me I need a better computer.

02/12/99
It's about time I updated again.
First I'd like to announce the first contest winner. His name is Mike Fyrestorm and he hit 5000 on this site not too long ago. What contest is that? Go to the contest page to find out. Will you be the one to hit 7500?

New members: I'd like to announce the arrival of coders Aaron Gerhardt and Ryan Boisvert, and mapper extrodinaire Mike (Cyberdemon) Watson. Rick Clark has also returned to the scene, promising another great level.

Progress on levels is continuing and I'm hoping that coding will start soon. I'm going to have to start kicking people if I don't see a sprite or two here, soon, though... We're up to 15 levels in progress now and Cyb hasn't started any yet. A team meeting is also planned for the near future to finalize details in certain areas of the project.

The page has had some minor changes, mainly an updated credits screen. It should change again when I get a few important e-mail addresses... The contest section was updated to show the new winner. The Download area has been updated as the original pre-release is no longer available. You can still download the MBF enhanced version, though. The deep water tunnel explaination has been removed because there are newer, better ways of creating the same effect. Also, using BOOM or MBF, it is completely obsolete.

01/12/99
IMPORTANT NOTICE: my e-mail program decided to delete a few important messages. Included in those is one from the winner of the contest who hit 5K on the site. If you're out there, I need you to send me an e-mail again! I can't let you have your prize if I don't know who you are...

Now that I've said it, there's a couple of other things updated here. I tweaked the page a bit in a couple areas just so we stay on top of things with our information. Seems the Credits page lost a few things and the auto-download wasn't working. Oh well, I fixed them. If you haven't visited the Twice Risen forum, feel free to stop by and give us your comments and questions. There's now a link to that forum from here. It's a delphi forum, which means you'll need to get an account first - but it's all free. While you're there, you can check out other forums such as Team TNT, Legacy, DOOM/DOOM2, Thrust, the Armored Core TC and more.

I guess the best news is our review over at Insanity. Although the review is good, any TR fan would be able to prove that all four screen shots there are NOT from the MBF enhanced release. I know I could. Anyway, it's the rating that counts, right?

Well, it looks as if the translucent skies didn't get as big a recognition as I had potentially thought - seems I haven't heard much about them at all. Just the same, I added the section to my new effects page for those who want to know how it works. - at least until some other site decides my effects are good enough to post there, so I can leave this site dedicated to Twice Risen. For now, check the bottom of this page for those effects.

Couple short things I've noticed in the pre-release that should be said: Mines are unstable at this point, and "duds" may still be a factor. The 500%/200% health problem is back, dropping to 200% after you pick up a health bonus, but rising to 500% either by megaspheres or soulspheres. Feedback on the higher skill settings would be appreciated. Another release to fix these bugs has not been scheduled. This is only a pre-release, and more extensive bug testing will be done before a final product is released.

I think I also need to clear something up. Twice Risen is not now and probably will not be available for DOOM Legacy, DosDOOM, BOOM, ZDoom, or any other port. It is MBF only and will not work under these or any others, including DOOM II itself. There are features in Twice Risen that are not supported in these other ports, such as new skies and use of included patch files. Twice Risen will operate in the future from it's own dedicated port, and will not be available even for MBF. The pre-release is not meant as a final product, and is released as-is. We do not plan to spend time getting Twice Risen to work for any other port.

12/29/98
Sorry about that bug there, it seems my brother forgot to update the DOWNLOAD page. Last time I let him update for me. Anyway, it works now. Get it.

 Oh, I have to go check my e-mail now, but it seems SOMEONE hit 5000. Do we have our first winner? Only time will tell...

12/25/98
Happy Holidays! A Present for everyone, the Twice-Risen MBF enhanced pre release is out. You can get it here. Remember that you need Lee Killough's Marine's Best Friend port to run. It is available at doomworld.com/ ports.

12/05/98
First off, we've acquired a new member. Kniggit has joined and promises at least 2 to 3 musics for our project. If there are any other decent composers out there, we need you! Again the call goes out to texture artists as well - We can't just go around ripping everything. That's lame. We are now planning another team meeting to discuss and finalize our plot. Once this is done, we can proceed with a good base and story-oriented gameplay. If it becomes all I want it to be, you'll all be blown away...
I started another level which will be somewhat familiar to everyone, but in a new way. I may post screenies, but maybe you'll like it better if you play it first. Anyway, it fills a spot in one area of the plot, completing that section. That also makes about 13 levels so far. Wow... progress...
Dave's got his new drive in, now he's got to get it to work. Speaking of which, mine just started making funny noises this morning. It's not the one with DOOM on it, but it's still not good. I really oughta think about upgrading. Time to power up the zipdrive, anyway.

(Begin rant here)
I've got some great screenies of MBF under DeathMatch, and I'm asking Lee if I can give you all a peek 'cause it's DOOM's 5th. Speaking of birthdays, My Dad's was yesterday, and my brother's is tomorrow. He didn't get listed on the top ten list, either, but he didn't release anything big. Speaking of which, where is Rick Clark? I guess I'm not the only one who got missed. Oh yeah - I listed the projects I've done before, but forgot I built that Armory Deathmatch WAD, too.
(End of rant)

12/01/98
Dave just can't seem to keep a computer together long enough to do anything with it. Just last week, his Quantum Fireball Neverfail HD turned into a big fireball and failed. He's awaiting the arrival of a new one, then maybe he can get some work done. There's also talk of a new Mac at his place. Powerful rendering software, here we come. Sure, it can't run DOOM, but graphics are another story.
Lee's put some new surprises into MBF again, I'm sure the public will be very pleased with the final product. I won't tell you any more than that.
Say hello to the most underrated WAD author in the history of DOOM. That's right, author of Hangar, Deathmatch Practice, FRuiTDooM, and co-author of Mathouse and the All Hell TC, plus project leader here at DOOMWORLD's own hosted site - yours truly didn't even get listed under 5 years' top ten author picks. Not that I expect a top ten place, but it would be nice to know people knew I existed. Oh, well. Now I'm complaining, so I'll shut up. Such is life.

11/18/98
Well, It's about time we update again. Progress has slowed a bit, we are waiting Lee Killough's release of the Marine's Best Friend source to us, and things will pick up again. Yes, we have an internal beta, and No, you can't have it. It'll be out soon enough. We're now working on a features list for our own enhancements. As a 4th generation port, you can expect some big stuff.

 Anyone who likes to visit and keep up with events via message boards now has an opportunity to do that for Twice Risen. I have set up a board on Delphi (Link Dead) for any and all Twice Risen related conversations. Membership at Delphi is free, and they won't spam you for it. While you're there, you can also check out other DOOM forums such as the DOOM and DOOM2 Customforum, Thrust, Legacy, and TeamTNT.

 Sprites should come along soon, but I've been saying that for a while now... Dave got a shareware trial version of a rendering program from a company who forgot which disk had the shareware copy on it. Sent by mail, which means perfectly legal. Now all he needs is some time.

10/23/98
After just over a month of inactivity here at the Twice Risen site, I have finally had the chance to sit down and get something done. This site has been re-done in multiple areas, including Credits, Help Wanted, Specifications, Contest, Download, and Preview. You'll find that they are now actually up-to-date.

 There's also a bit of news about the actual progress of the project itself. A level I have been working on is coming to a close, at least before we get some new source effects working. Joe Crain has taken up another level, and Nick Baker has reported progress on his. Dave Dall has had a setback in that his computer HD died and he's is attempting to find a rendering program that will do a nice job. He believes he will have something to show this weekend. Another problem is his graphic conversion program, which does not like to change to a custom 256 color palette, or even an optimized one for that matter. This is easily worked around, though.

 The big news is right here. After our first team meeting, we have unanimously decided on using Lee Killough's modified BOOM source port for Twice Risen. It already has some bugs fixed that the upcoming maintenance release will fix, plus more new features which will be used, such as friendly AI and bouncing things. This will optimize our stationary mines and allow for many new effects already, and we haven't even added anything yet. Lee has agreed to give us his source, and is in the process of cleaning it up and sending to us. Once it has been received by our coders, we will begin adding the long list of thing you'll all drool to see. Have a nice day!

09/21/98
Now available: A fix for the TR BOOM .BEX files.
Also available to the team members is the new texture WAD. This time, I fixed that nasty little bug which made it impossible to run. oops. Progress on a new first level has begun, and I must say it looks MUCH better. The TR team is scheduling a team meeting to decide the future port from which to work from. Both DosDOOM and BOOM offer great advantages, and so we will ultimately decide this in the near future.

 Oh, BTW, I've decided to put up a contest. You know the drill, and the target hit is 5000. If this boosts my hits to 7500 or 10000, (it can happen,) then you can claim one, too. NO CHEATING or you will go directly to hell.

09/01/98
A fix for the Twice Risen pre-release and BOOM is now available in .BEX format. The download page should be updated soon.

 Andy Baker of DosDoom has volunteered to write the DDF files for the Twice Risen pre-release. He has also been very interested in the needs of Twice Risen and what DosDoom can do for us. He has informed me that DosDoom can now do some of the things which we picked BOOM specifically for, and will be sending along more information soon. Wether or not it will be substantial enough to warrant a complete codebase change is still undecided, but there will have to be some large improvements over BOOM before we decide to swap. More on this as it develops.

08/22/98
Anyone who's even remotely up-to-date in the DOOM community knows that Legacy will have skin support in its next release. The question now, is what are we going to do? Twice Risen had skin support planned for a long time before Legacy announced they were doing it. Since they are almost done implementing this, we feel that it is fair to let everyone use their own custom skins from legacy in TR. In fact, the formats should be backwards-compatable. We are currently waiting for Legacy to release their skin specifications, and possibly the code so that we'll have that much less work to do. One barrier, though, is that we were thinking of adding new player actions. Most of which would require new graphics if ever viewed from the outside. This and a few other small details will have to be thought over before implementation.

 Another hot topic is dynamic lighting. This would give almost any level a great boost in realism, especially if wall damaging and colored lights were implemented. Twice Risen has not currently explored the possibility of dynamic lighting, and does not have any plans to do so until both Twice Risen and the lighting system itself have developed further. If it is implemented, however, we will most likely use someone else's code instead of writing our own.

 This may sound like an odd request, but I need someone to build a stripped-down port of DOOM. It will need to have no weapons or monsters, no intermission screen, and run from a wadfile which does not necessarily have an "IWAD" ID. It will also need to run on both PC and MAC platforms, though two seperate EXEs are an option. Why? I'll need it for demo purposes, and I only really want to show off the level of detail and interactivity with the environment. If anyone can help me out, please contact me immediately.

 Boy, this may be the biggest update yet! In other TR news, Ross went on vacation, and is supposed to be back this week, but I haven't gotten a hold of him yet. Dave was also on vacation, and still has not sent me my sprite pack for review. As for the rest of the team, progress has slowed a bit due to the fact that everyone is just getting back into things (be it school, or whatever) and I expect it to pick up again in a week or so. Rick Clark has left the DOOM community, and I am sad to see him go. However, I still need you to send your beta levels in! Nick and Impax, same goes for you two, too. Joel - We need to get in touch more often -- mail me (and I'll mail you.) Playtesters, you haven't been forgotten, but we really aren't at a stage where you can be of much help yet. DoomWiz, Aurican - Get those demos in to me as soon as you can.

 Finally, in light of the whole cheating issue, I would like to say that anyone is innocent until proven guilty. That's my policy, and anyone deserves a second chance (tho it's not always as easy as Quickload.) Therfore, when Aurican asked if he could help beta for TR, I freely gave him the same answer I give all applicants: Send me something to look at, and I'll consider. If anyone questions my judgement there, please - let's just put this all behind us and give the guy a break.

 Oh, I guess there is one more thing. I'm thinking about setting up my own page somewhere, so I can rant about other things and not take up space on this TR-dedicated one. If anyone knows where I can get free space on a server that moves at a decent pace (I really hate xoom, it's so slow...) Let me know. You can expect past work posted, and progress reports on my other projects.

08/07/98
Again, not anything to really rant about here. Just made the TR texture WAD available as it stands to all current level designers. We also may be acquiring DoomWiz as a beta tester for his skills in adjusting for difficulty levels. Hope to get some sprites in for review within the week, possibly some pix on the page of these sprites and my new level. I'll be leaving for vacation tomorrow, so this week won't see much progress on TR in my areas. My other projects (One level for Paradox and one for Sigma Epsion DOOM) may start in the design stages, though. (Paper and pencil always travel with me :)

07/10/98
Not much of an update, here - just got the new transparent title bars uploaded. Remember, If you'd like to see either a background page or a progress page, (or both) mail me.

07/10/98
Here's a short update - Haven't had time to re-adjust the page graphics yet, but I'll get to it... Somehow I still regard TR as a higher priority. With this update comes another addition to the page - this time in the story section. Go read it. Also, Ross Elliott has officially begun work on the TR source port (again, since he crashed his computer before,) so some new features may be available sometime soon. I may update this page as things are added if there is enough interest. If you'd like to see a progress page here, then mail me. Also, I hope somebody took over my Mockery level, because they were due today and I never got confirmation from anyone on wether or not I had to throw something together... Why are you still reading? go read the story!

07/03/98
It's been a while since the last update, and so there's quite a bit to say. I'll try to keep this a little short. Here we go...
- Since the last update, we've surpassed 1200 hits and the 60 day mark. Just thought I'd say that.
- I've had my hard drive crash. I lost a lot of material, and so anyone who has sent me something that didn't make it to the pre-release, please send it again. This includes those who are not yet accepted for team. Please attach a text file to your WAD, though, before you re-send it.
- The WadEd source code is about to be released. As a fan of WadEd myself, I am willing to give anyone who can enhance its capabilities a spot on team. Please mail me for details.
- The source port that Twice Risen will be using has been decided. Twice Risen will use team TNT's awesome new BOOM engine as a base. Expect new features to be added, to be done by Ross Elliott.
- Now that Twice Risen will be using BOOM, another pre-release will most likely be built. This time, it will use the phase I BOOM engine, so no one need worry why it won't work correctly with their favorite port. It will also cut install time in half, as well as dropping the file archive's size down a bit.
- The Twice Risen demo contest is officially over. The winners have been posted on the contest page. You should have entered.
- I will soon have a utility to create Transparent GIFs myself. That way the site will look better. It's not THAT important, but I thought I'd just say it anyway.
- In some unrelated news, I've dropped my Mockery level. It was finished before the crash, but I hadn't had the chance to UL it before I lost it. Unfortunately, I no longer have the time to work on this project, even if it will suck. If you would like my level spot, be prepared to build a level without using unpegging correctly once. Then e-mail Covaro.
That's about it. This page has also had a few updates elsewhere, but nothing to speak of. So, enjoy the update... I don't know when the next one will come...

06/04/98
Wow! We've broken 800 hits! That's great. Unfortunately, I don't have all good news. Our current source editor has had a blowout due to lightning, and so lost most everything. This means a setback in terms of time towards TR's port release. Also, TR has been tested with DOOM LEGACY v1.2, and the undesired effects almost paralleled that of BOOM. Sorry, but it just wasn't built that way.
You can now check out the preview page for some new screen shots from a level I am currently producing, and some from IMPAX, a designer who has contributed a level for consideration as part of Twice Risen. The first three are mine, the last three are his. go check it out!

05/16/98
We've now been added to the DOOM TC WebRing. That's the new button down there in the navigation bar. To check out other TCs, or add your own, that's where you'll need to go. Also, Chris has been updating graphics around the page to have a transparent background. I know it doesn't help a lot, but it does make it look nicer. Finally, while I was at it, I gave DOOMWORLD a pic for a link - just for site continuity.

05/12/98
Many people have e-mailed me complaining about BOOM and TR, and how they do not like to run together. I would just like to set things straight. BOOM is a very well-developed engine. This is NOT a BOOM bash. Twice Risen was NOT designed to work with BOOM. The following are undesired side effects possibly caused from using TR with some versions of BOOM:

 Stimpaks cause extra health boosts. (above 100%)
 Some levels may cause Segmentation violations.
 Twice Risen may not work at all.

 So there you have it. Finally, I'd just like to say that the reason TR appears easy is because the new weapons are too powerful to accomodate the old monsters. DON'T WORRY! This is only a pre-release. We're planning much more devious monsters.

05/05/98
Twice Risen has acquired a new member. The TR team would like to welcome David Dall, for his sprite editing and 3D rendering talents. Dave will be building some of the futuristic enemies and possibly other objects for TR.

Also, for those of you who think you'll never win the demo contest, you'll never know if you never try. Currently I have not recieved ANY entries! I would like to see some competition in this area! Come on... I know you're out there.

04/27/98
My Brother Chris has re-done the webpage, into an easier-to-use format. You'll still find all of the Twice Risen Information right here, as well as some new additions.
If you'd like to stay on top of Twice Risen's progress, join the TWICE RISEN update list! When TR is updated, you will recieve an email message. Just place your email address in this form.
NOW UNAVAILABLE.

 Also, I'd just like to add that I've removed the time restrictions on the demo contest due to a lack of entries. You can also check out the official rules of the contest right here. Future deadlines have yet to be established.

04/14/98
I'm sure you are all enjoying the pre-release, but I have found a few things that I didn't exactly like, so I fixed them. You can pick up this upgrade right here, and try it out now. I don't think it will make a lot of difference in gameplay, but I'm always looking to a bug-free product.

04/10/98
That's it! The pre-release is finally done! That's right, you can download a taste of things to come right now. This release features 6 levels, new weapons, a new enemy (definitely more to come!) and a style all its own. Check it out now!

Accompanying this release is a demo contest for all you who want a little fame. Take a look at the contest (Link Dead) page for a shot at having your demo placed on the final release of Twice Risen! One entry per person, please.

 Also, I'd like to attract your attention to a new special effect. It is featured in the Twice Risen pre-release, and has not been done before. It is that of the deep water tunnel. To learn to construct this new effect, look no further.

(Link Dead)

04/08/98
I know there are people out there waiting patiently for the pre-release. I thought I'd inform you that the final stages of development are underway and it should be ready soon. Also, I've decided to include all currently available weapons, with or without graphics, in the pre-release. Since the final release will include a new EXE, you'll still have more to look forward to in the weapons department.

 04/04/98
As I am eager to get the pre-release out, there will be a few things left out that will be in the final release. These will include the source port, and correct WAD sprite building. (You will need DEUSF.) This basically means that it will be released as an old-style PC, and you can expect longer install times and a general feel close to that of actual DOOM - though not entirely.

03/31/98
We have been connected! DOOMWORLD is now the proud host of the official Twice Risen site. This means that now all our efforts can be diverted to finishing the pre-release!!! The last level is in progress, and is about 75% done. Keep watching, we're getting there!

03/24/98
No, we're not just slow. The connection to DOOMWORLD is still underway, but complications have risen and we will proceed as soon as possible.

03/20/98
Ross Elliott has now volunteered to take on the project or a source port for Twice Risen. As of yet, the base is unknown. Improvements may include look up/down, currents, new weapon support, new linedef types, 8+ multiplayer support with name and color choice, Deathmatch extras (like a grappeling hook,) and much more. If there are any requests in this area, please e-mail us.

03/98
Twice Risen has been discovered and asked to join an anonymous DOOM-only site. Connections and merging with the site will commence as soon as possible.


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