Written by Tormentor667 on
After 16 years since its original release, we are excited to present the rejuvenated version of ZPack - Random Maps for ZDoom. This remastered collection of 30 community-crafted maps, originally released in 2008, has been given a fresh new life. It's hard to believe so much time has passed! Some may wonder: Why a remaster? Well, while the original map pack was of exceptional quality at the time, it hasn't aged as gracefully as we'd hoped. For this remaster, we've not only integrated next-gen features but also enhanced some of the weaker maps in terms of gameplay, texture choices, and overall aesthetics. Over the past two years, we've worked (on and off) to refine the project into a cohesive and polished experience, adding a variety of new features that elevate the final product.
We truly hope you enjoy what we've done with the original project, and we look forward to hearing your feedback—especially from the original authors, many of whom are still part of this incredible community.
New enhanced features:
Special thanks to Ozymandias81 and Salahmander2 for their incredible work and support on this re-release. Without their help, this wouldn't have been possible - and now: enjoy the show!
Written by Tormentor667 on
With Torment & Torture Lost Episode, the Classic circle can be considered as finished. In about 4 months, together with Ozymandias and Salahmander, I was able to finish Fury of Fire, a single huge map that will twist your bones. The whole remaster-procedure has been applied and the way has been set for the upcoming UTNT remaster that we are currently working on- so what's in there?
As you might see, it doesn't seem to be much, but it should make up for a reason to replay this historical map. Enjoy the remaster and look forward to some more to come. Thanks to Ozymandias81 and Salahmander2, without you, this release would not have been possible at all.
Written by Tormentor667 on
With Torment & Torture 3, I was quite faster considering the build time. In about 4 months, I was able to finish The Fortress of Damnation, with a total of two maps and a lot of twists that heaven't been seen in a Doom map yet, for example four totally new monsters and a new weapon without overwriting existing assets. What was that ZDoom-sorcery? This was planned to be the final installment in the Torment & Torture series, and well, I lied as we all know. As for the other two remaster, Torment & Torture 3 Classic Remaster features some quality-of-life-improvements but is a purer experience compared to TUTNT - so what's in there?
As you might see, it's not much, but it should make up for a reason to replay this historical map - historical at least for me. Enjoy the remaster and look forward to some more to come. Thanks to Ozymandias81 and Salahmander2, without you, this release would not have been possible at all.
Written by Tormentor667 on
Two years after the release of Torment & Torture, I finished another take on this setup, this time called The Armory of Pain. Luckily the remaster didn't take me yet another two years (thanks to the help of Ozymandias and Salahmander). To date, this was the largest Doom map I have ever created. Despite its size, it was filled with intricate details (at least back then it wasn't common), a variety of styles, and a number of surprising events. As for the first remaster, Torment & Torture 2 Classic Remaster features some quality-of-life-improvements - and a lot of memories:
As you might see, it's not much, but it should make up for a reason to replay this historical map - historical at least for me. Enjoy the remaster and look forward to some more to come. Thanks to Ozymandias81 and Salahmander2, without you, this release would not have been possible at all.
Written by Tormentor667 on
Do you remember "www.newdoom.com"? That classic Doom website that was launched prior to the release of Doom 3? Well, yes it's long time gone (and so is that third installation of our beloved classic). What makes me remember that website though is the Wad in a Week contest that was held back in December of 2000 when I created my submission and won a Doom shirt... and it started it all for me somehow as it was the very first step towards greater mapping. Oh - and it was the first episode of my Torment & Torture series. In case you haven't played it yet, you now have the chance to take a closer look at the classic episode with some additional twists - not as in the UTNT variant, but a more cleaner style, but with some quality-of-life-improvements:
As you might see, it's not much, but it should make up for a reason to replay this historical map - historical at least for me. Enjoy the remaster and look forward to some more to come. Thanks to Ozymandias81 and Salahmander2, without you, this release would not have been possible at all.
Written by Tormentor667 on
After an on-and-off development phase of 3 years together with Nash Muhandes, Blue Shadow and Ozymandias81, we are proud to present you the long-awaited remaster of one the most prominent Realm667 classics: The City of the Damned 2 - Apocalypse. This is not just a visual facelift but an extensive overhaul. So what can you expect from this team-effort?
No matter if you have played the classic back in 2007 or if you are totally new to The City of the Damned 2 - Apocalypse, it's worth playing both ways. Check out the project page for more info and enjoy the remaster as much as we have enjoyed it revisiting it for you.
Written by Tormentor667 on
The first release of The City of the Damned: Apocalpyse has hit the crowd on the 1st of November 2007. That's quite a long time to be honest. It was well received and still is one of the must-play-classics but it didn't age too well. In the past two years I didn't release anything new after finishing Blade of Agony but I remastered a few older releases that I thought of deserving it, like Austerity, Sapphire or The City of the Damned. For the second part of the series, I avoided working on it for a while because I found it too difficult to realize my own ideas without too much help. Fortunately though some well-known people from the communt like Blue Shadow, Nash and Ozymandias decided to join me and since about half a year we are concentrating on this very special remaster. So, what can you expect?
That's quite a lot, isn't it? For further details and the latest content, just feel free to check the GitHub repository. Stay tuned for more media soon!
Written by Tormentor667 on
After the page layout hasn't been touched for more than 4 years, I thought it would be the right time again to update the general layout and design. As you can (hopefully) already see, the complete menu and landing page got a large overhaul. On top of that I begun to make improvements to the subpages as well, which are mostly only aesthetical. If you spot something or if you have suggestions or wishes, feel free to post them in the board. Other than that I hope you like what you see.
By the way: We are still looking for news authors, so if you are interested in taking care of an up-to-date news section, feel free to apply in our forums as well.
Written by Tormentor667 on
Lately I am really enjoying spicing up my old projects from time to time. It's nothing that "I have to" or that time plans demand from me, it's something I can work on when I am interested in doing. For the past year I have been working on a remaster of The Refinery with the title Trinity. There has been some bashing around when it was released in 2012 (let's simply forget about the "Shores of ZDoom" drama) and maybe it was released in a certain rush back then. Anyhow it wasn't released the way it was meant to be so I took the time to finish it up, adjust the gameplay, exchange some actors, add some new content and on top of it all, enhancing it with a 3rd playthrough that totally shuffles the cards again. Give it a try, at least three times before you wipe it of the harddrive again. It might be fun.
Written by Anthippos Anastasakis on
Warchild has been around in the modding community roughly since Doom Legacy v1.42 had been released and introduced 3d floors. After some first steps in mapping he decided to make his own project. It was called "Doom Dimensions" and after an SSD crash it was renamed to Doom Nemesis and reworked from scratch. This project has been around for at least a decade but was beyond the capabilities of the GZDoom port and suffered the lack of limit removing features in the port itself, manpower, hardware power and especially public interest, as nobody seemed to be interested in 3d Models that were provided by Warchild as he was one of the first to do that. Doom Nemesis nevertheless evolved parallel to the GZDoom port. Slowly but surely many limitations would vanish and new features would appear, such as DECORATE, ACS, 3D Floors, dynamic lights, HD Textures and 3D model support. With these developments, the project would slowly start to take shape and a playable alpha was released in 2021.
Doom 2: Nemesis (new name since 2022) runs with a customized particle fire enhancer fork as base "Engine" for SFX, GZDoom Port and Led´s generic weapon mod. Features are dnymic lights, scripted events via ACS, monsters, weapons, actual tracer bullets, custom basic gore, 3d Floors, tons of 3d models, custom sounds and textures, and many other things, to bring some modern gameplay and visuals together with classic gameplay and visuals.
While technical limitations get fewer thanks to GZDoom and Ultimate Doom Builder, the project still suffers from lack of public attention and feedback and therefore stays under the radar and mostly unknown to the greater community.
Many 3D modelpacks were provided by Warchild over the years since GZDoom managed to implement 3D model support and still releases packs for mappers to work with. Unfortunately to this day no foreign Doom mod is known to be using these models. Due to no available feedback, possible reasons are purely speculative. Currently, the amount of GZDoom ready 3D models reaches roughly 3000. Mentionable modelpacks are:
and some others in development.... However, mods like Total Chaos, Hunter´s Moon, Doomreal, Doom Turnament, Wolfendoom: Blade of Agony e.t.c came into being with no relation whatsoever to these modelpacks. Warchild is also the author of "Ballern", a mod that consists of playable vanilla maps from 2007-2010 and was released as "Ballern2012". Ballern2023 is planned to be the Remake af all the old maps + additional old maps / map snippets recycled and redone.
Written by Zhaojue Éphastine on
After going on a trip towards the plains of Eternal Evilness and back, fai1025 got tired of huge adventures with a hidden treasure deep into far-far away shores of Hell. The Fai Slayer realised that travelling wide, desolated bits of Hell just to retrieve a random MacGuffin wasn't for them anymore. That's why they decided to gather a team of Science Slayers to exploit a chaotic and demonic radioactive matter known as DOOMium. Their research team has two months, until the 10th of December, to test and find out how DOOMium will benefit the future of mankind and other thriving people that have to deal with demons and alike on a daily basis.
This community project is a collection of 32 short maps using OTEX 1.1 as their only texture set and are interconnected using the exact same teleports for entering and exiting the level. It started on the 16th of October and there's only less than one month left now.
Prior to this community project, fai1025 also did a 20 maps MegaWAD named Unternity in an attempt to move on from Eviternity as a too big maps MegaWAD. Check the links provided for the community project and Unternity MegaWAD if you want to learn more about this DOOM mapper's past projects.
Written by Zhaojue Éphastine on
Few weeks ago, I stumbled upon a YouTube channel named "Doom Wads" that uploads one video weekly (+ the month the week is set in) where they show a bit of gameplay from multiple WADs. They display the name of the WAD, the number of maps the WAD has, the author's name and the monster count. If you want to try new WADs, test fresh creations and keep yourself up to date with what's going on, I am confident you will find this channel interesting and useful. Moreover, because the NanoWADMo finishes less than 10 days ago, a lot of WADs were put in the video. First week of November. And here's the direct link to their channel.
Written by Zhaojue Éphastine on
There are many things that are cool about the month of October. Mainly because it ends with Halloween, objectively the best special day earthlings have to offer. The Spook Season has the best vibes, so I guess it’s not a surprise that the NaNoWADMo took place during that month. For those who do not know, the NaNoWriMo (standing for National Novel Writing Month) is a month-long contest but foremost a self-challenge spanning each November in which you try to be consistent enough to compose a story made of 50,000 words on about any topic.
And NaNoWADMo is clearly the same vibes, but with WAD mapping. The goal is basically to map something during the 31 days of October. Well, October is sadly over and so is NaNoWADMo. And oh yeah! People did map WADs! I’m particularly looking forward into trying the WADs from Kam Tovalski, Meowgi, Blue Phoenix, Death Bear, Napsalm and cannonball; but just try them all! There are 17 links in the second message of the event and you can head toward the provided link to discover them.
Written by Zhaojue Éphastine on
Back in March, Womp the Cat released their WAD named MEKANISM. Initially, it had 6 maps with an interesting, dark environment accompanied with, according to its author, orange and purple touches. It got updated about an hour ago with a brand new episode, along with some tweaks and a secret level made with the collaboration of Thelokk.
Sadly enough, the initial episode 1 message got wiped out for the second episode's release, but if you’re looking for stuff to try, here’s a really fresh addition. I will definitely try it out soon and you can read more on their project page.
Written by Tormentor667 on
"The last news entry is from March 2022, isn't that a bit old?!" - Well, yes. And therefore the Realm667 is recruiting authors who are interested in crawling the major Doom communities as well as ModDB areas to collect the latest releases and updates for Doom mods, editors, content or trivia. Why? Because it's always a good thing to have one central spot where all the wires connect. If you are interested in contributing, drop me a line on
Written by Tormentor667 on
At nearly 5 years in the making, this has been a labor of love for everyone involved, and it is amazing (and slightly surreal) to have it finally released! The first phase of Elementalism has been released and it's a celebration of both advanced UDMF mapping and classic Doom gameplay, the aim of the mapset is to bring together the classic Doom experience we love with ambitious, high-concept modern mapping techniques. And it absolutely succeeds at that. Screenshots and details can be found at the official development thread - enjoy!
Written by Tormentor667 on
Dust Devil is a single player mission for GZDoom spread across two intertwined maps by CaptainToenail. You have been sent to a UAC outpost on a desert world to recover a mysterious artefact. Expect heavy resistance and some new surprises. Featuring new textures by Ukiro and music by Jimmy, jumping and crouching are disabled. There is an experimental optional checkpoint mode that adds several checkpoint items to the map. Simply pick them up to save the game.
Written by Tormentor667 on
A short, slightly puzzle-oriented map originally made for TerminusEst13's DUMP3 project (Doom Upstart Mapping Project) by Jimmy. You're stuck on the weather-worn planet Ratama with only a bunch of hostile aliens for company. Find a way off it and kill everything in your way.
Written by Tormentor667 on
Do you remember Hocus Pocus Doom by ravage? You liked it? Well, so do many of us and maybe the impossible might happen. As stated by the author himself: "I've been doing a thing", accompanied with a load of images from a certain mod. You want to see more? Check the link, and let's hope, the thing is turning into something releasable quite soon.
Written by Tormentor667 on
Abysm 2: Spirit Falcon is an Expansion for the GZDoom mod Abysm 2: Infernal Contract. It includes a new singleplayer Campaign with new Weapons, Monsters and Quests. The Prized possession of the leader of the Satsuma Clan, The Spirit Falcon, has been stolen by the Rival Yanagi Clan. Nadia, Mercenary of Iron and Demon Slayer of Hadria, travels to the Kingdom of Kiyoshi and is tasked to recover the stolen heirloom so it may be returned to its rightful owner. What dangers does the Yanagi territory hide?
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