Report abuse DOOM:ONE V0.4.1
Dec 22nd, 2013
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Here it is, the 4th Beta of DOOM:ONE! Changes include; Inferno Portal Room added, Bugfixes in the first three episodes, Thy Flesh Consumed. As always folks give me any bug reports and I'll do my best to fix them as soon as I can!! Those with the V0.3.4 Wad pack can use the music WAD and Pistol zombie with this lite version. This is the last "vanilla" WAD now. The basic complete DOOM:ONE project. This full version includes the maps, the remixed music WAD and the pistol zombie if you are NOT using Brutal Doom or similar. Ep 1 has been returned to its 0.2 state where it was a complete "vanilla" episode rather than the remake. A demo of the remake can be released on request however I'm not really comfortable releasing something still so in development! The next download will be the updated and redone Knee Deep in the Dead. **NOTE* V 0.4.1 Contains some minor bugfixes to the later episodes

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blademaster83 Dec 22 2013, 1:05pm says:

All hail, I was expecting this to take a lot longer. Happy holidays to you and take a well earned brake :)

+5 votes     reply to comment
HEVcrab Dec 22 2013, 1:12pm says:

It´s raining exciting things! Many of my favorite mods are being updated.

One question: are the episodes 2-4 here done the same way as the current KDITD that you refer to as 'vanilla, returned to 0.2 state'?

+1 vote     reply to comment
Bambamalicious Author
Bambamalicious Dec 22 2013, 1:40pm replied:

Yeah, the same way! There is nothing added in Ep4, and a couple of things added in Ep3 as I was playing with ideas. For the most part though they are the standard levels at the moment! My next task is re-doing things like KDITD is going through at the moment!

This version was all the hard work. Getting everything working as one level! Now the real fun can begin...

+1 vote   reply to comment
HEVcrab Dec 22 2013, 3:12pm replied:

Thanks Bamba, you´re doing a great job, I´ll keep looking forward to your future works!

+1 vote     reply to comment
Kyle07 Dec 28 2013, 7:42am says:

Am I the only one for who the intro cutscene in e1m1 doesn't work?
I got this error:
Runaway script 19 terminated

I'm using Zandronum as Source Port.
The cutscene doesn't work with and without Brutal Doom.
The Cutscenes of Episode 2 and 3 does work!

+1 vote     reply to comment
Bambamalicious Author
Bambamalicious Dec 28 2013, 11:18am replied:

This... I know of this and it is causing me all kinds of headaches!! I am trying to fix it but I keep coming up against problem after problem with it. I will get there!!

+2 votes   reply to comment
Kyle07 Jan 16 2014, 12:24pm replied:

ok thanks. :)

+1 vote     reply to comment
Quaker540 Jun 5 2014, 1:04pm replied:

Do you have a back-up of the scripts so I could help you?

+1 vote     reply to comment
cortlong50 Apr 15 2014, 11:06am says:

hey man, are you still working on this?

+1 vote     reply to comment
Bambamalicious Author
Bambamalicious Apr 17 2014, 4:14pm replied:

I am indeed, however life has been delaying me lately! New screenies coming soon!

+1 vote   reply to comment
Quaker540 Jun 5 2014, 1:02pm replied:


Old PCs with Vanilla Doom are NOT able to handle THAT big maps at all.

+1 vote     reply to comment
Doomguy5th Jun 13 2014, 6:46pm says:

This wad is pretty good. Although, it causes me to loose framerate. I recommend making this like SPAWN10.WAD (the saving mechanics when entering certain areas, and not giving it more time to load)

+1 vote     reply to comment
Zdenda1990 Jul 25 2014, 5:43pm says:

Episode 4 is unfinishable. I can't get through E4M6, because the original blue switch still requires the blue key and I can't get it, because you replaced the blue key with blue switch that only opens bars to the original blue switch that requires the blue key and that's wrong. The thing with the blue key and blue switch in that level is that the blue key is required for pressing the switch, not getting access to it, because in the original game there aren't any bars infront of the blue switch. So you have two options. First - you'll gonna leave it the original way, meaning no bars infront of the blue switch and you'll gonna give us the blue key or second - you'll gonna leave there those bars, but in that case make that original blue switch to not require the blue key.

+1 vote     reply to comment
TheUltimateBastich Aug 12 2014, 12:47pm says:

There seems to be a huge lag spike when using Brutal Doom (checked on v16 and v19). I checked with GZDoom and Zandronum, and both produce the same effect. Mod alone works fine, I also checked with Beautiful Doom mod and it was ok as well. I can run high res textures and Brutal Doom together without any problem in HD resolution, so I don't know what seems to be the problem :/ Game literally slows to a crawl. Appreciate any help.

+1 vote     reply to comment
TheUltimateBastich Aug 13 2014, 3:00am replied:

Problem seems to be only with Episode 1, as other 3 work normally.

+1 vote     reply to comment
thedoo Aug 14 2014, 5:34pm says:

keep up the great work

+1 vote     reply to comment
demo_the_doomer Dec 1 2014, 12:09pm says:

you might want to fix the transition between e1m2 and e1m3, the doors on the bunkers when the slide they textures on the doors missalign, causing some pretty ugly looking effects, to an otherwise cool area. I suggest you use swinging doors, or just forgo poly doors on the supply bunkers and have them open like classic doom doors.

+1 vote     reply to comment
PlumBrendan Apr 6 2015, 5:13am says:

Hey, does anyone know if there is a Doom II version of this, maybe this guy could work on it, I don't know, if something like that does exist (a proper version, not a demo, or glitchy beta)

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