Set in a hellish outpost known as Enemy Mountain which you must escape from, this modification features my interpretations (rather than recreations) of Ultimate Doom maps. Expect fast-paced, old-school gameplay, randomized monsters and items to add extra replayability, and alternate fire modes on the stock Doom 3 weapons, including proximity grenades that detect monsters as well as players. There will also be full-on monster infighting- even monsters of the same type can be lured into attacking each other. A modified HUD and level stats system will add to the retro classic Doom-style feel. The next release will consist of four maps, the start map and then E1M1, E1M2 and E1M3. The scope of the mod is open-ended, but I certainly hope to at least complete Episode 1.

Add addon Report Ian Simpson's Ultimate Doom Soundtrack v1.0
Filename
ultimate_doom_20th_anniversary_remixes.zip
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Music
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hellstorm27
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71.91mb (75,404,883 bytes)
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167 (1 today)
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1dc004d7af881161f532810fc2c4c2ac
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These are Ogg Vorbis versions of the Ultimate Doom soundtrack, created for the 20th anniversary of the release of Ultimate Doom back in 1995.Rather than just synthesize the soundtracks with a better soundfont, I decided to create my own interpretations of the soundtrack using Linux Multimedia Studio. The focus is on a more ambient feel, although some of the tracks also have a metallic element, depending on what I felt did and didn't work well for particular tracks.

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Ian Simpson's Ultimate Doom Soundtrack v1.0
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Kyle07
Kyle07

Sry if I'm to new to doom. But how are ogg files usable in GZDoom or Zandronum?

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hellstorm27 Author
hellstorm27

In the case of GZDoom, you can insert the OGG files into a custom WAD file using a standard Doom WAD editor (both SlumpEd and SLADE worked for me) and then load the WAD file with GZDoom (e.g. typing gzdoom -file music.wad at the command line). I would hope that Zandronum and other source ports would be similar.

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