DOOM:ONE is a new look on the classic first game DooM. Imagine, a game full of surprises, new secrets, and one continuous, fluid DooM. No loading screens, No waiting betweens levels... No breaks in the action. That is the aim of DOOM:ONE. I am working on a beta release version of the complete game. The 2nd version is available, which explains what I am trying to achieve here better than I ever could!!! I have found its best to play this with the Brutal Doom mod installed, however it is not required. This will be released as a PWAD that will work with GZDooM and Zandronum, due to the scripting involved in tying everything together. Please feel free to leave any comments or suggestions below!
Just over 6 months ago I had an idea while filming a series of Brutal Doom videos. "What if the levels in the Ultimate Doom were one level per episode?"
Today I am pleased to say that original idea has come to fruition. This V0.4 Update of DOOM:ONE brings with it "Thy Flesh Consumed", as well as the needed portal rooms for co-op play.
This is now the mostly standard DooM in the DOOM:ONE style. Each episode being one continuous level, with no breaks. There are some changes to levels, and some new added parts as I was experimenting and learning just what the DooM engine is capable of but apart from those everything is pretty much as you would expect.
So where now? Well, I've learnt a HELL of a lot making this mod. So much so that this is FAR from the end for DOOM:ONE. The next step is to completely overhaul the episodes into something more fitting of the exceptional power of the modern source ports available. Some of you have had a sneak peek of this in the V0.3.4 version of DOOM:ONE, what you've seen there is a small part of what I am hoping to achieve.
This video above displays some of the changes I have been making to Knee Deep in the Dead. These were the beginning of me really exploring the skills I've mostly self learnt during making this mod, and really applying them to something a bit more original!! Soon you will be in one level, only to look through a window and see another level right in front of you! Following Romero's "horseshoe" level design especially for Ep 1, you will see the end, from the very beginning.
I can't thank everyone enough for their support during the development of DOOM:ONE over the last 6 months. Enjoy this latest iteration of the mod, as always give me feedback, bug reports and ideas!! For the latest updates on progress and test vids etc, please subscribe to my Youtube channel RM-DOOM!!
P.S. This is probably my last update until the New Year now! Don't own a laptop and I'm going away for the holiday!! I will be checking the site if you have any troubles but for all of you, have a very merry Christmas and a Happy New Year!! See you all in 2014!!
To commemorate the 20th anniversary of his most momentous game release, WIRED spoke with Carmack about the creation of Doom, while John Romero does a...
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Highest Rated (5 agree) 10/10
This mod has a great flow and it also adds challenge to the first episode of Doom. The developer does a great job keeping people updated and is constantly posting pictures of his progress as he keeps working. The mod also adds more interesting details to the maps. Science labs look more like science labs, and some of the work areas look more disheveled, better driving home the fact they had been attacked unexpectedly. It really makes the maps look more like an operational paramilitary research facility…
Sep 1 2013 by chrispowell10048