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!

Report article RSS Feed DOOM:ONE V0.2

Shores of Hell is complete, new downloads and file structure!

Posted by Bambamalicious on Sep 8th, 2013

Shores of Hell is now done! All the levels are linked, and it has been bug tested the hell out of!!


Further to that, The download now comes in two different forms. The "Lite" version is just the maps for both episodes, and the original MIDI music. I've done this as some people don't seem to like the metal, instrumental versions of the songs (Cannot for the life of me think why!!)

The Full version includes a separate WAD with the music on, and the pistol zombie to use as you see fit! Obviously this is a much larger download, but also a fuller experience!

My last test video before release is below, the music for the prison has been fixed before I uploaded the files.

A full changelog then of the latest version is as follows;

Split the WAD into 3 files for players to pick and choose which parts they want to use,
Completed the Shores of Hell and Bugfixes to Knee Deep In The Dead,
Fixed the ACS Errors and unknown scripts,
Removed some ancilliary texts and story based elements, they were just impeeding the gameplay,
Many many other little hotfixes, instead of listing, I think that credit to WalterSullivan and L0L3R on here, and Zdenda1990 on YouTube is more appropriate as they were the ones who did the majority of bug testing for me!

Anyways, looking to the future! I will shortly start work on Inferno, the next release will not be until the entire episode is linked. That is unless it proves to be extremely difficult, in which case I will probably whet your appetites with a V0.2.1 at some point.

I am going to take a little hiatus to finish my Knee Deep in Zdoom Youtube project, which I have some plans for the presentation to make it a bit more engaging! Then its back to the grindstone to give you all that which you want!!

Please Like, comment and subscribe to the Youtube channel RM-Doom, which is where I upload most of my videos, and where you will get the latest news about the mod as and when I develop new parts and test them!!

See you all soon and enjoy playing DOOM:ONE! As always, your suggestions and comments are much appreciated and I do try to respond to all your questions!

Post comment Comments
Khyra Sep 8 2013 says:

ok. LOVIN the mod and how you've linked the maps into one large map. makes the game feel new again. heres my question. is there a wad file out there to change the weapons you have to a hi-resolution image or model instead of those 16-bit sprites?

+3 votes     reply to comment
brunocar Sep 8 2013 replied:

the models always look like ****, if u want hi-resolution sprites there is a comfiguration for that in gzdoom or using opengl in zandronum, or u can simply use beutifuly doom

0 votes     reply to comment
Bambamalicious Author
Bambamalicious Sep 9 2013 replied:

Beautiful Doom looks good, however it is GZDoom only. I may look to expand the Hi-Res addon pack for this once I've done some testing though! Good spot right there!

+2 votes   reply to comment
brunocar Sep 9 2013 replied:

there is an addon for brutal doom that is beutifily brutal doom and it works in zandronum

+1 vote     reply to comment
TheHappyFriar Sep 9 2013 says:

This is awesome. :)

Works with FreeDoom too, just make sure you're loading the doom.wad.

+1 vote     reply to comment
Bambamalicious Author
Bambamalicious Sep 9 2013 replied:

Well you learn something new every day! Do the 3D floors work ok?

+1 vote   reply to comment
TheHappyFriar Sep 9 2013 replied:

Not quite sure what you're referring too. What (old) map should I go to to check?

+1 vote     reply to comment
Bambamalicious Author
Bambamalicious Sep 10 2013 replied:

The Hydroponics lab in Knee Deep in the Dead uses them for the floating walkway before the blue door. That would be a good place to start I reckon!

+1 vote   reply to comment
TheHappyFriar Sep 13 2013 replied:

Ok... where's the Hydroponics lab. :) Looks like the level cheats still with (IDMAP E1M3 takes me to what would be episode 1 level 3), which map?

+1 vote     reply to comment
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7FoX Sep 9 2013 says:

Can i get this to work with brutalDoomass ?

+1 vote     reply to comment
Bambamalicious Author
Bambamalicious Sep 9 2013 replied:

If you mean Brutal Doom, I have designed this to work alongside it yes. A lot of the traps and everything are centred around being played with Brutal Doom

+1 vote   reply to comment
Kfoolu Sep 9 2013 says:

Great looking mod you got here! I love the idea of each episode being turned into one large, seamless level.
Just two nitpicks I have.
I don't know if these were your decisions or if it's just standard for ZDoom, but IMHO the voice prompts when you pick up power-ups just need to go. They're so awkwardly out of place it's not even funny, and I think they just plain ruin the atmosphere.
Secondly, I noticed pistol and chaingun sound effect are the only ones changed and they just really don't fit in with the old sounds from other weapons. If you ask me, you should either update all of them or leave them all as they are.
Like I said this is just nitpicking, however you should at the very least consider making these things optional.
Other than that, great idea, great mod; I wish you the best of luck with it!

+1 vote     reply to comment
Bambamalicious Author
Bambamalicious Sep 9 2013 replied:

The voice prompts are native to the source port, not my doing!

With regards to sound effects, my original plan was to replace the Beretta pistol with a glock 17... However I just could not get the sprites to work nicely. The first one looked too small, the second set looked nothing like the real gun. The third just looked wrong! Ill remove the sound as it just one file for the next version, makes sense not to change the guns now, just oversight on my part

+1 vote   reply to comment
Thales_The_Unstable Sep 9 2013 says:

Give it up for DooM - The game that will forever refuse to die.

+3 votes     reply to comment
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Released Jun 30, 2013
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