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Progress Report: 08/24/14

It's been about a month since the last update, so I figure it's about time I clued everyone in on what exactly has been going on.

Basically, Doomzone v1.3 is in the works. I realize that some of you already know this from the YouTube videos I've been posting lately of a new player class. The new class, the Slipgater, brings a little bit of the Quake universe into the mod, and works surprisingly well. The build is pretty much complete for the class, and existing player classes have some new tweaks to them.

So, if the build is complete, why haven't I released it? Simply put, Doomzone v1.3 is actually going to be a larger update than just an additional player class. As a matter of fact, the next update will include some new difficulty settings, hailing from the Doom Gaiden mod. However, these difficulties are still in the testing phase, and are subject to rebalancing. Rather than putting out an untested product that's still in the testing phases, I've decided to continue testing and balancing the new settings. Don't worry, you will still be able to play Doomzone on UV! Although the new difficulties provide a few new challenges that UV won't provide.

While the new difficulties already increase monster aggression and scale both their and your damage factors and HP, I am also toying with the idea of replacing a few of them on the new difficulties to further increase the difficulty level. I'd also like to note that monsters that aren't being replaced on the difficulties will exhibit new behavioral patterns... Infer from that what you will.

That's it for this update. I don't have an ETA on Doomzone v1.3 just yet, but it IS in the works. I leave you with the following video to show what's in store for you when the update hits the net.

Update: 07/16/14

I've got a real treat for everyone today. Basically, I got bored this morning and thought, you know what? After all these tests I've been running on Doom Gaiden, I could use some variety. So, I developed a patch for Doomzone that allows it to run on the Doom Gaiden mod. In order to accomodate the patch, Doomzone was updated to v1.2.1c, while Doom Gaiden was updated to v1.1.

Please note that these updates are entirely OPTIONAL. But in order to run the mods together, you'll need to get both updates. Then, download the patch file located at the bottom of the Doom Wads section. Keep in mind, though, that due to the random nature of Doomzone, it may add to the frustration-- err, challenge of running through Doom Gaiden. Still, if you could use the added layer of difficulty, give it a shot!

Update: 07/10/14

Since the release of Doom Gaiden, I've had to go back and fix a couple of texturing issues. Apologies, but every time I go back and fix something, my editor screws something else up. Additionally, I've had a beta tester leave me high and dry on the project, so I'm running through everything myself. Everything SHOULD be fixed now, but if you find something else that looks weird or just doesn't look right, please shoot me an email and I'll look at it.

Additionally, Doomzone has received a minor update, adding water wading sound effects and a new console font. Both updates are available in the Doom Wads section.

Again, I apologize for the issues.

Update: 07/04/14

It's finally ready! After four years of on-again-off-again development and repeated development hell cycles, Doom Gaiden - Insertion is now available for download. The mod features five maps (four main, one secret), new enemies and weapons, and a scaled difficulty system. If you've bested Hardcore, try it on Necro to really have your sh*t rocked.

Find it in the Doom Wads section. I'm happy to finally be able to present the project. Thanks to all that made this possible.

Report: 06/28/14

Just a quick check in to report some progress. The "Doom Gaiden" project is proceeding as planned. MAP03 - Waste Dump has been completed, and there is just one more map to complete before I release the first episode. The final map is already in development, and shouldn't take nearly as long to complete building as the other maps for the proejct.

I fully expect to have a release by the end of the year, although I'm really shooting for the end of the summer. In the meantime, here's a teaser of what you're in for.

See you next update!

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