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!

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RSS Articles
DOOM:ONE V0.4

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!!

20th Annivesary John Carmack with Wired & John Romero with IGN

20th Annivesary John Carmack with Wired & John Romero with IGN

News 10 comments

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...

DOOM:ONE V0.3

DOOM:ONE V0.3

News 8 comments

Inferno Joined together... now the fun begins! This is the full 9 levels of Inferno, not much in the way of added extras this time!

DOOM:ONE V0.2

DOOM:ONE V0.2

News 16 comments

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

Updates! Shores is nearly Finished!

Updates! Shores is nearly Finished!

News 4 comments

Few scripts to sort out... then I think I am ready!

RSS Files
DOOM:ONE V0.4.1

DOOM:ONE V0.4.1

Demo 41 comments

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...

DOOM:ONE V0.4.1 Lite

DOOM:ONE V0.4.1 Lite

Full Version 10 comments

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...

DOOM:ONE V0.3.4

DOOM:ONE V0.3.4

Demo 13 comments

The 0.3.4 Version of DOOM:ONE including Inferno. he development is taking a slightly different turn and as such, you will not see many new additions here...

Doom Hi-res Texture Project (outdated)

Doom Hi-res Texture Project (outdated)

Textures 6 comments

The hi def wads I have used when filming the DOOM:ONE videos. These are not my work, I downloaded them from somewhere (they belong to the DHTP project...

Comments  (0 - 10 of 265)
DOOMMARINE117
DOOMMARINE117

is this finish?

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Guest
Guest

This WAD is great, and I really enjoyed the way the level's blended together. It's sad that Inferno doesn't work, especially as this mod is dead. I really wish that the creator hadn't given up on such an awesome project, especially since there are precious few WADS that remake the original DOOM on such an accurate level without screwing over the level design.

The only complaint I have is the Hydroponics Lab. It was a pleasant surprise at first, and I thought it might be a section with normal humans that was sort of a safe zone, since it looked like the humans in the first room were letting you in voluntarily. But they turn out to just be really weak enemies, despite showing no signs of demonic corruption. It's totally jarring, and the music absolutely doesn't fit Doom's style. I almost felt like I was killing tons of innocent researchers. I want to kill demons, not the people who need to be saved from them!

Other than that, great WAD, I wish the creator hadn't abandoned it.

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BOOFTHEPASS420
BOOFTHEPASS420

Please finish this my g

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Keystrokes
Keystrokes

Is...is the music in the Hydroponics Lab a cover of the Requiem For A Dream theme???

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Tirimor
Tirimor

So, Doom:One Sigil when?

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Kiamat
Kiamat

I have seen gameplays of this with brutal doom, I tried it and played through episodes 1 2 and 4 but 3 didnt work, I played doomone on vanilla doom all episodes but on brutal doom inferno autocompletes itself.

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Guest
Guest

I played through the entire Ultimate Doom game with this, and I have some notes. On the one hand, the cutscenes at the beginning of the level effectively hold the player hostage until they use the C or Z button to roll away. This becomes a problem in Thy Flesh Consumed when enemies are already visible and trying to kill you.

Secondly is of course the lag and slowdown that occurs as you get later into the game, due to all the enemies killed.

Thirdly has to do with Inferno; While Knee-Deep and Shores worked perfectly, Inferno began and immediately took me to the ending cinematic. So effectively, it's unplayable...Thy Flesh Consumed worked though, however...

During the Final Levels of Thy Flesh Consumed, I noticed that certain objects - like Trees - were not rendering in. Granted, this saved me from taking a few pellets to the face, but it also became a hindrance from trying to move around.

It's too bad this Mod has been dead for five years. It has a lot of interesting things added to the levels and adds the potential for a Narrative in the gameplay.

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erians
erians

its really t0o bad that this is ended since 2013 . . . what a great idea in pr0gress ... 0h well . . . 0h well . . . ... 0h well . *

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DoomVideoVault
DoomVideoVault

Can you refrain from using Brutal Doom in your shots?

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cambreaKer
cambreaKer

why

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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

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