The basic goal is to recreate the original Doom and Doom 2 in the idTech4 engine with all the engine eye candy ID Software has provided us with so we can recreate the game for a classic Doom player to remember and enjoy the memories of the classics in a modernized way, but keeping the old Doom spirit well in the game. We hope that you enjoy playing Doom Reborn as much as we have enjoyed making it for you, Have Fun!

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Unused E1M4 Pre-Beta 1.3 Loading Screen Images Unused E1M4 Pre-Beta 1.3 Loading Screen Images Pre-Beta Version 1.3 Load Screen Changes
Blog RSS Feed Report abuse Latest News: Doom Reborn Pre-Beta Version 1.3

3 comments by gamehacker on Aug 16th, 2015

Update 24/08/2015



Doom Reborn Pre Beta Version 1.3

Pre-Beta Version 1.3 is finely released, all though we couldn't get saves sorted for this release like me and Brent hoped, Or add the missing "X" from the Doom font we are using, There is still alot of changes i've been able to get done for this release.


- What's New:


1.3 Features 4 new levels E2M2 Map05-06-07
Rebalanced Health\Damages of monsters
Corrections to monster placements in Episode 1 for "Hurt Me Plenty" difficulty
A new sky I created using the original doom sky texture and jdoom texture as a base
Many new textures for the new levels have been added

All of Episode 1 and most of the other levels have been reworked and heavily tweaked
alot of monster placements have been changed to properly match "Hurt Me Plenty" which is the difficulty for all of the levels, Then later towards the final release all the other difficulties will be done then, due to avoiding unforeseen issues to the levels that would result in multipliable versions of the levels needing adjusted in the same way to correct the unforeseen issues

Most levels have had other polishes made to them and various fixes\changes

New easter eggs in E1M8, E1M9, E2M1, Map04 Already included in E2M2, Map05, Map06, Map07

Shotgun has a slightly bigger spread than before

Monster damage\health have changed for pistol, shotgun, imp, pinky, hellknight(barrons), cacodemon, lostsouls,

Weapon key bindings now match the hud numbers and a random glitch should be fixed where the hud would display the incorrect weapon when picking it up

Modified music volume slider, old max was -10 new is 0 which is true max (slider in menu isn't perfect still midway will mute music)

Megahealth and berserk power up will no longer respawn after about 2-5 minutes

And probably a couple more things :)


- How To Follow Progress Instantly



You can view all updates\changes to the mod as soon as they happen, and the ones that I haven't listed here thanks to Brent :)

This way you'll be able to see what to expect in the future releases, This is also are new bug tracker so if you find any problems you can submit an issue that needs resolved.

Doom Reborn Pre-Beta Version 1.3

If you want to set a custom resolution like 1920X1080

You can follow the tuturial on www.DoomReborn.com or ModDB

New resolution options will be added to the main menu in a future release



- Groups You Should Check Out For Other Doom Related Stuff


DoomDB - The official Doom WAD Sharing group
DoomDb - The official Doom WAD sharing group!

Doom Italia Group Page (www.DoomItalia.it)

DooM Italia

Just noticed that afullo (ModDB User name but owner of www.DoomItalia.it) and Neurological(Creator of the Doom Reborn Remix Music) have a DoomItalia group page on ModDB, So I'm sharing a link to the group page, But I'd highly recommend checking out www.DoomItalia.it for good Doom mod news, while pointing out about awesome Doom mod news check out these sites too, EarthQuake DoomWadStation.Net for more Doom Mods


- Copy of Pre-Beta Version 1.3 Read Me

-----------------------------
Doom Reborn Mod
Pre-Beta v1.3
www.DoomRebornGame.com
www.Moddb.com/mods/DoomReborn
-----------------------------

- Setup

Using our new installer simply just select your Doom 3 folder and click next
Example "C:\Program files\Doom 3"

After the install has finished you'll have the option to place a shortcut to the "DoomReborn.exe" on your desktop

- Launching the Mod

Brent has made many code fixes and changes that will only work with the new DoomReborn.exe
and gamex86.dll

Like last time this is the new method to launching the mod and for now on

You should always use the DoomReborn.exe found in the Doom 3 folder

Example "C:\Program Files\Doom 3\"


- What's New:

Many new textures for the new levels have been added

4 new levels E2M2, Map05, Map06, Map07

All of Episode 1 and most of the other levels have been reworked and heavily tweaked
alot of monster placements have been changed to properly match "Hurt Me Plenty" which is the difficulty for all of the levels, Then later towards the final release all the other difficulties will be done then

Most levels have had other polishes made to them and various fixes\changes

New easter eggs in E1M8, E1M9, E2M1, Map04 Already included in E2M2, Map05, Map06, Map07

Shotgun has a slightly bigger spread than before

Monster damage\health have changed for pistol, shotgun, imp, pinky, hellknight(barrons), cacodemon, lostsouls,

Weapon key bindings now match the hud numbers and a random glitch should be fixed where the hud would display the incorrect weapon when picking it up

Modified music volume slider, old max was -10 new is 0 which is true max (slider in menu isn't perfect still midway will mute music)

Megahealth and berserk power up will no longer respawn after about 2-5 minutes

And probably a couple more things :)

- Found a bug:

If you have found a bug in the mod please let Us know so we can fix it, Contact us at
www.DoomRebornGame.com
www.Moddb.com/mods/DoomReborn
Or
Blueantsoftware.com


Credits:

Michael Hanlon (>>GameHacKeR<<) - (Current Leader, Mapper,Texture Artist, Other Odd Jobs)

Brent de Carteret - (Project Founder\Co-Leader, Coder, Web design, Object modeler, Mapper)

Past Contributors:

Apz Feak - ( Texture Artest, Map Object Modeler, Item modeler, Monster/weapon Skiner)

Pablo_messier - (Mapper)

Neurological_1 - (Music)

Lab_Rat - (Mapper)

Stine - (GFX Artest)

Gazz - (Managing Support)

Striderdm1 - (Tester) Old Member

Cristiano Salvati - (Music) E1M5 Sample

Disclaimer: You may not use this mod for your own designs with out permission from the Doom
Reborn dev team.

(New E1M1 Loading Screen Image)

e1m1

(New E1M5 Loading Screen Image)

e1m5

(New E1M8 Loading Screen Image)

e1m8


Fan Videos

SimoK\GX Gaming

Simo K's Message

"I am so disappointed with this mod why these settings can not be added to this [DOOM REBORN] MOD?

1. does not include Doom 2 sounds of monsters
2. does not include Doom 2 weapons sounds
3. does not include Doom 2 doors sounds
4. monsters do not move fast
5. and difficulty levels do not work at all
6. and more? custom textures to these monsters?
7. The player's movement speed is too fast
8. The maximum amount of ammunition is quite incorrect configuration settings
9. monsters weapons do not use gravity !!!!!
10. key-cards size is too small :(
11. does not include [Doom 2] Player sounds
12. and does not contain new monsters, such as: baronofhell, painelemental, dead soul, spider-mastermind? and other monsters
13. fucking map bugs
14. drw_hud.gui or player.def does not work properly with this mod [Doom Reborn Pre-Beta v1.3]
- Doom Reborn Pre-Beta Version v1.2 it is working properly

15. game console says that the version should be v1.2 !!! (it has not been updated to v1.3?)

16. Why all the chaingunner monsters has been removed from this Doom 2 maps?
- Added only machinegunner monsters !!!
==================================
I made myself small settings for this mod because it does not use Doom & Doom 2 game requirements!

I hope the next version would be better?
Simo-K
==================================

[Doom Reborn Pre-Beta V1.3] MOD
- Moddb.com

[Doom 3 To Doom 2] MOD
- Moddb.com

[Doom2 style Weapons and Sounds] MOD
- Moddb.com

[Absolute HD] MOD
- Moddb.com

[Demon Expansion Pack] MOD
- Moddb.com"

Note to SimoK I wasn't able to get in contact with Brent before the release of 1.3 that's why the console still says 1.2, Also I would like permission from the makers of the other mods before I use there stuff.

But mostly we also want all the assets that you've added in remade to replace the original Doom 3 assets for a move to standalone, Completely remade Monsters to match the original, A Composer to remake all of the original sounds etc

Hopefully none of this sounds offensive it's not intended to, but simok you can release a download link for your patch to the mod like you did before, I don't mind :)

But most of the things you have a problem with are things I'd love to change when I have the new content created and provided by a new member of the team whoever that may be in the future, I could request permission from the developers of the other mods you've listed, to add some of the stuff you'd like,

Something that needs to be made clear is Difficulty's will be added after all the levels have been completed truely 100% for "Hurt Me Plenty" first, then levels will be adjusted from the "Hurt Me Plenty" levels to match key placements (Example blue key is in a different place in Map06 on ultra violence than hurt me plenty) monster placements of other difficulty's later, This is to avoid having to fix map bugs for 5 different versions of 1 map because the same bug will most likely be found in the 5 difficulty versions of 1 level, Each level will have 5 versions of the map in the final version, Having 1 difficulty fully finished and polished will essentially, make it easier to make the adjustments if necessary later.


Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Doom Reborn Pre-Beta Version 1.3

Doom Reborn Pre-Beta Version 1.3

Aug 17, 2015 Full Version 6 comments

1.3 Features 4 new levels many fixes\changes to episode 1 and every other level Many new easter eggs Rebalanced Health\Damages of monsters Corrections...

Doom Reborn Pre-Beta Version 1.2

Doom Reborn Pre-Beta Version 1.2

Dec 13, 2014 Full Version 3 comments

Although we announced the release of version 1.1 just a few days ago, we are releasing Pre-Beta v1.2. I felt there was a few minor things I needed to...

Doom Reborn Pre-Beta Version 1.1

Doom Reborn Pre-Beta Version 1.1

Dec 10, 2014 Full Version 0 comments

- What's New: Some textures have been updated and a new Lava shader has been added based off the nukeage\water shaders 2 new levels E2M1 And Map04 Most...

Doom Reborn Pre-Beta Version 1.0

Doom Reborn Pre-Beta Version 1.0

Sep 10, 2014 Full Version 7 comments

Doom Reborn Mod Pre-Beta v1.0 www.DoomRebornGame.com www.Moddb.com/mods/DoomReborn

Doom Reborn Alpha Version 0.841

Doom Reborn Alpha Version 0.841

May 19, 2014 Full Version 2 comments

New Method Too Launching the Mod Place the new DoomReborn.exe next to the Doom3.exe And Use The DoomReborn.exe What else is new Added Wind effects too...

Doom Reborn Alpha Version 0.84 E1M7 Audio Fix

Doom Reborn Alpha Version 0.84 E1M7 Audio Fix

May 15, 2014 Patch 0 comments

When uploading 0.84 I forgot to include the e1m7's music "e1m7.ogg" I actually did do a re-upload before the file was public But then I forgot to change...

Post comment Comments  (0 - 10 of 322)
Sarge887
Sarge887 Aug 17 2015 says:

Very nice! We appreciate your work!

+4 votes     reply to comment
gamehacker Creator
gamehacker Aug 17 2015 replied:

Thanks very much really means alot :D
I appreciate your appreciation ;)

+4 votes   reply to comment
DragonWraith
DragonWraith Aug 17 2015 says:

Thanks for the update (speaking of uploading 11:31pm) :)
Haven't tried earlier versions as only recently decided to give Doom3&RoE; another go, awaiting version 1.3.

Even though Doom modding community has been around for ages and this is a remake using better engine, are you bothered that Doom 4 is coming out and this is WIP?
Its happened before,such as morrowind and Half Life to name just two examples, which both are on their second remakes...

+2 votes     reply to comment
gamehacker Creator
gamehacker Aug 17 2015 replied:

Heya I hope you enjoy the latest version :)
and no i'm not bothered that Doom 4 is coming out, I don't suspect it to be very modder friendly anyway, it is nice that is has a editor but I believe the snap map editor would belong only on the consoles but still playable on the pc version (which I believe they are going to be) But the pc should always have the full editor available, the choice of snap map or true would be even more awesome (build a quick map in snap map or on the console, Open it later with the true editor and polish it off)

But I wouldn't expect that at all, id locked all moding support when they merged with zenimax they after many uproars at them leading up to rage and slightly after they released the rage tool kit and that was only because john carmack stated years before rage in a demo stration of megatextures using the true rage editor (32bit in 2007) that "all you'd have to do is open the console type "idstudio" and boom there's everything that we used in house to make the game" and on release you got nothing, the console recognised the command but did nothing and if you opened the rage.exe with a program like resource hacker you'd find the editor in there like you could with the doom3.exe but you just could launch it. -.-

Would be awesome to take the project to another id engine idtech5 would've been nice years ago, and idtech6 would be fun to, But it's also just as much fun to see what we can do with this one, Also there's alot of cool things going on with the BFG editon idtech4&5 merge

Also both full sources are released and many many engine upgrades could happen soon

So who knows what all could happen with the final version of this :)

+1 vote   reply to comment
DragonWraith
DragonWraith Aug 18 2015 replied:

'Not modder Friendly'
Have to agree with that, definitely developer's care more about making games graphic intensive than having actual gameplay these days. BFG edition what a joke, couldn't believe they would remove the Torch, I saw that as a feature with demons of the shadows. The HD Modded version is way better.
...
Have to say enjoyed the first couple of levels of 1&2, only done a few to test the mod. Its cool, the smoke and shadow effects adding a gloomier feel than the originals. Great job making the levels have the same layout.
Would have prefered the original Doom 3 setup with the Doom1&2 mapset but well done anyway, plays great.
...
Bit shocked to see that the models have been changed and the reload of weapons taken out, yet jump and duck left in!
Was the model change a design or a legal reason?
...
For update might be good idea if you made the KEYS larger, if people haven't played 1&2 (unlikely) it could be confusing as they are too small.
Cannot do without the Save / Load :(
...
Secret 4 of Map01 doesn't seem possible without jumping?!
...
Nice idea for Map02 double teleport, hope there are more bits of the mod you make your own, adds little bit of extra over the originals to discover.
...
Finally sorry this a mess, never been good at writing meaningful sentences ;P

+2 votes     reply to comment
gamehacker Creator
gamehacker Aug 20 2015 replied:

I'm the exact same, When I go to write one myself, I write a story

I'm really glad that you've enjoyed it :)
I would like keys etc to be a bit larger myself, Apz-Freak was the modeller for the team years ago that made all the world models, monster and weapon reskins, I only have a week bit of knowledge to do with modelling but I'm sure scaling the models up in size isn't the hardest thing to do, But finding the compatible tools and plugin's for idTech4 is.
If anyone like Blade Yautja could give me guide on importing and exporting models for idtech4 using 3ds max 2015 or Blender and what plugin's are used that'd be more than great
Because the only guides I have and experience is from 2004-5 from Brian Trepanier (Check his youtube still awesome) using 3ds max 6-7

The other models that aren't made or reskined by apz freak are used from Doom 3 litterly from Doom 3's base folder, Sarge887 actually messaged me about a problem he had stopping him from launching Doom Reborn and it was because he had a weapon flashlight mod which added a flashlight to all of his weapons, Since Doom Reborn still uses the Doom 3 weapon models this was a compatibility issue :(

Jump and duck haven't been removed or made a toggle-able option yet because me and Brent are still early in development, And in the levels i'm making jump is necessary from time to time example jump is needed to clear the gap to he blue key in Map06 the crusher more less just due to the Doom 3 engine.
Other little things that could maybe get the player stuck without jump could be worked around by changing the player step size which I think I made a slight change to for 1.3

When all the levels are done i'd be tempted to disable jump and duck try and get through all the levels and if not adjust so player settings to see if it can be done
And then if so make it a option

Also glad to hear your finding some easter eggs :D

hopefully this all makes sense, if not, then see what I mean when it comes to me trying to write meaningful messages too. :L

+2 votes   reply to comment
DragonWraith
DragonWraith Aug 21 2015 replied:

Finished all levels currently available,its been a treat.
End of Episode 1,Bravo! Had to jump into Episode 2, couldn't find switch to lower wall.

Have list which sure you know about.
Anyway...
1) Switch's that get used more than once, animations don't return up.
2) Trap roofs don't crush enemies lol
3) Map06 there is a light problem, being able to see through the wall whilst standing on the platform that raises from switch press. Platform in room with green river.
4) Results page displays wrongs numbers of kills and items

Good luck finishing this mod, will check in to see the progress...

+2 votes     reply to comment
gamehacker Creator
gamehacker Aug 21 2015 replied:

Thanks very much, :)
And yeah i've been meaning to get these added into a known issue section

But you lost me though when about the switch to lower the wall?

Trap roofs in E2M2 and Map06 do crush the enemies, but at the moment it does take longer than the original,

You can follow the progress more closely here btw :)
Blueantsoftware.com

And thanks again the feedback really means alot :D

+1 vote   reply to comment
DragonWraith
DragonWraith Aug 21 2015 replied:

'But you lost me though when about the switch to lower the wall? '

Beginning of e2m1 there is window/wall right behind player.
Completing e1m8 I was on the other side of said window/wall and without jumping couldn't find (official?) way of getting through.
Hopped through and level played no problems.

Falling ragdoll effect of enemies, very funny :)

+1 vote     reply to comment
gamehacker Creator
gamehacker Aug 22 2015 replied:

Yeah there is no switch, You have to jump through,
Originally I thought about making it a door due to that being the original texture there.

+2 votes   reply to comment
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Release Date
Released Aug 18, 2015
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