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The /newstuff Chronicles #487
Ryathaen on 50 Shades of Graytall: Man, Doom content creators REALLY love to impose artificial limitations on themselves. 50 Shades of Graytall is the next big limitation project from a community that can't seem to get enough of them. Thought this sort of thing was going out of style? Heck no -- and of all the limitation projects that've come out in the last decade or more, 50 Shades might be the most interesting. (more)

Zandronum Friday Night Fragfest #297: Hide N Seek & Mega5 Team Possession

Run like a coward in Europe's Hide and Seek, because those seekers will hunt you like rabid hounds and chew you a new one. Dig yourself a nice hole to hide in with America's Mega5 Team Possession, because once you grab that stone, all you have left is your teammates to prevent it from becoming an early grave!

European FNF
When: November 20th, 2015, 19:00 UTC
Where: Grandvoid, UK
WADs: Skulltag Content, STLMS (HnS Edition), Hide 'n' Seek, HnS patch, NewTextColours
Mode: 28-Player Team Last Man Standing
Maplist: STLMS01-05, 07-08, 14, 16-18, HNS01-02, 04-10

American FNF
When: November 20th, 2015, 20:00 EDT
Where: Best Ever servers
WADs: Mega5, Possession times, ZandroSpree, NewTextColours 220
Mode: 24-Player Team Possession
Maplist: MAP02-08, 10-16, 19, 22

If you want to join, you'll need to download the latest version of Zandronum. You can find out anything else you need to know about Zandronum here. More specific details for this event can be found here. If you need help setting up Zandronum, please look here.

ZDaemon Thursday Night Survival #223 - Pcorf Community Project 2 (Part I)

Join us this Thursday as we play the final version of the second Pcorf Community Project. The maps here are restricted to a playable area of 2048x2048, so let's see how it goes when lots of players try and charge through all at once!

  • Skill: Ultra Violence
  • IWAD: doom2 or freedoom080
  • PWADs: pc_cp2
  • Maps: 01-15, 31-43
  • Lives: 1
  • Euro session: 19:00 GMT @ [L@P] - Germany, Europe
  • US session: 19:00 EST @ DUI - New Jersey, USA
  • Date: 19th November 2015
  • More Details...
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Sandy Petersen Reddit AMA

Sandy Petersen recently took to Reddit to answer a bunch of questions in an AMA (Ask Me Anything). While a majority of the questions and answers were not Doom related, a few interesting tidbits about Doom development were brought up, which are summarised below:

  • His level design process: Start with a sketch on paper, then come up with a theme (eg. exploding barrels, traps, house blueprints)
  • Mostly focused on the single player aspect of maps; other members of id were more focused on multiplayer.
  • Enjoyed experimenting and pushing the limits of the engine. Carmack would then have to change the engine to accommodate because the other designers would begin to push things too. Example: large outdoor "city" maps.
  • Barrels 'o Fun was fun to think up, and took a lot of setting up and testing to pull off.
  • "Downtown" was the map that inspired the other designers to make more open "city" map layouts. The buildings are based on the layout of the id office building at the time, which "looked like Satan's Rubix Cube".
  • If more time was available during Doom development, he would have liked to incorporate a game mode with both monsters and deathmatch.
  • Favourite Sandy map: Downtown. Favourite non-Sandy map: E1M1.
  • id hired a sound guy to do all the sounds for Doom. The Mancubus sounds are pig noises.
  • Didn't enjoy Doom 3; "it basically killed Doom for me". Hearing good things about the new Doom game.
  • E2M9 is designed to be best played from a pistol start. It was also his favourite map design-wise.
  • In-house id level editors were generally not finished until the game was done. During development they were constantly in a state of flux.

ZDaemon Thursday Night Survival #222 - Hadephobia (Part 2 Revisited)

Halloween is behind us, and you have nothing to fear but Hell again while we dive into the other half of Hadephobia.

  • Skill: Ultra Violence
  • IWAD: doom2 or freedoom080
  • PWADs: h_phobia
  • Maps: map17-map30, map33-35
  • Lives: 1
  • Euro session: 19:00 GMT @ [L@P] - Germany, Europe
  • US session: 19:00 EST @ DUI - New Jersey, USA
  • Date: 12th November 2015
  • More Details...
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Speedrunners Rejoice, for Swift Death is here!

Swift Death, an extremely difficult Boom-compatible 32-level megawad created by French Doomer FranckFRAG (plus some guest maps by JCD and Memfis), has now reached its final edition. The purpose of the megawad is to challenge the speedrunning community to complete the maps as quickly as possible and provide the community with more exciting demos. However, it does have difficulty settings implemented for practice and recreational play, and Deathmatch and Cooperative Starts for multiplayer modes. (The text file suggests "Survival Cooperative" for ZDaemon and Zandronum.) As different versions of the same wad can be a real hassle for the community, the final version of Swift Death states that speedrunners can now go forth, compete, and dominate maps of this megawad without the risk of a new version obsoleting their demos, so we can expect a whirlwind of new runs for this exciting new Doom experience!