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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Updated: 01/04/2020


Early Pre-Beta Version 1.65 is now available at DoomWadStation.net

Download



Changes so far for Pre-Beta Version 1.65

Most of the levels are now done and i've made a couple bug fixes

and i've added widescreen resolutions into the menu

I've updated the cvar r_mode to support the new resolutions


Thanks to DoomWadStation.net

A Christmas release is available for everyone.

it is a early version of the upcoming Pre-Beta Version 1.65

with all the latest changes that i've made to date.

The update is provided as a drop in file to the standalone release

So you will require the standalone release of Pre-Beta Version 1.61 to play it.

I hope yous enjoy the release and

have a Very Merry Christmas :D


Also

DoomItalia.it

Thanks very much to DoomItalia,

they have shared a reupload of the project on their site.

Doom Italia is a Italian Doom fan group that have been around for a quite a while

you can also check out their facebook group page here :)



Early Pre-Beta Version 1.65 E1M1-E1M7 (SOME SPOILERS) - Mod DB


Архив Алексона - Youtube Channel


Архив Алексона - Youtube Channel


Архив Алексона - Youtube Channel


Архив Алексона - Youtube Channel


Архив Алексона - Youtube Channel


Patches&Updates


Doom Reborn Pre-Beta Version 1.61&1.65 UHD Widescreen Support Update

This update adds widescreen support and includes the

Performance Fix & Health Vial patches

Resolutions range from 4:3 320x240 too 16:10 8192x5120

DoomReborn Pre-Beta Version 1.61&1.65 UHD Widescreen Resolutions Update





Doom Reborn Goes Standalone

I've released Doom Reborn now as a standalone version,

with this release this allows a wider range of players to get involved with the project.

I hope this release encourages a lot of other modders, level designers etc to get involved by

making custom levels, if you do, feel free to submit your levels at DoomWadStation.net and in the

mods section on the new Doom Reborn Game page here on ModDB

In this release i've also included my unfinished version of Map10 of Doom 2 so if you're new to level design

in the idTech4 engine i'd suggest opening other levels from Doom Reborn to see how things are done

and try to finish off Map10 to get a feel for it.

I've included Dafama2k7's Pre-Beta Version 1.6 mod in this release and

I've made various tweaks and changes myself to improve lighting in areas where I wasn't happy.


If you're a coder and want to dabble with the source code you can download it here from github

The UHD Widescreen Support Update is the latest version of the compiled code,

But Brent&Jonny's old .exe and gamex86.dll have been included in

Pre-Beta Version 1.61 standalone build which you will have to download the update to replace.


If you're a level designer and want to make a mod, something i'd like to see is

a remake of John Romero's new fan made project for Doom called Sigil

or remakes of fan levels over the years for the original Doom

You can find alot over at DoomWadStation


I hope everyone enjoys the project,

If you've found any bugs report them here.

Thanks for your interest.

God bless :)


Doom Reborn Pre-Beta Version 1.61

Doom Reborn Pre Beta 1 61 Standalone


Doom Reborn Pre Beta Version 1.61 Comparison Images

e1m6


e1m6 2

e1m6 3

e2m5 2

e2m5

map03

e1m7 2

e1m7

------------------------------------------------------------

Doom Reborn Mod

Pre-Beta Version 1.61

Moddb.com
Doomwadstation.net

------------------------------------------------------------



- Setup

Using the installer simply just select drive location you want to install too

Example "C:\Program files\Doom Reborn"


- Saves:

To use saves you will need to use the provided patch, It will replace Brent's DoomReborn.exe & Gamex86.dll
With Jonny's.

Known Issues:

Weapons don't carry over after completeing a level

Stat screen music doesn't play

Music slider doesn't exist

Stat screen counters don't calculate correctly

(If you find other issues please report them)


- What's New:

The project is now standalone
i've (Michael Hanlon) adjusted some settings and added Dafama's 1.6 mod into the project
I've adjusted some lights in various levels

I've included my incomplete version of Map10 of Doom 2, Now that the project is standalone and open to everyone (Source Code included at github)
I really want to see the community get involved in someway like dafama2k7 did with his mod for the mod,
If you want to make levels for the project I'd suggest finishing off map10 to get a feel for the idtech4 editor and the doom reborn assets
if you are formiliar with the editor i'd love to see a remake of Romero games "Sigil" Doom 1 Episode 5 fan project by John Romero or other fan levels
over the years that you can find at www.DoomWadSation.net

Once you have made a mod you can submit it at www.DoomWadStation.net as well.


- Enabling Parallax Occlusion Mapping

I've enabled Parallax Occlusion Mapping by default
To disable it, open the command console by pressing left "ctrl" left "alt" and "`" at the same time and type
"image_usecompression 1" and then press enter.
Then type "vid_restart" and then press enter.
The screen will go black then come back grey for a few seconds while it reloads, don't worry that's normal.

After the screen reloads (takes longer if you make the change mid level) that's you all done, press escape or "`"
to close the command line console.

To enable Parallax Occlusion Mapping again follow this same process except use this command instead "image_usecompression 0"


- Found a bug:

If you have found a bug in the mod please report it at:

Moddb.com


- Credits:

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


- Past Contributors:
Brent de Carteret - (Project Founder, Coder, Web design, Object modeler, Mapper) (Last Contribution Pre Beta Version 1.2)

Reinchard - (Creator of remade Doom Guy face in the hud and some of his remade textures and new menu buttons and skull face) (Last Contribution Pre Beta Version 1.5)

Jonny - (Coder created the red damage flash and redid some of Brents code) (Last Contribution Pre Beta Version 1.5)

Dafama2k7 - (Creator of the Doom Reborn Pre-beta Version 1.5&1.6 mod which some of the changes have made it into Pre Beta Version 1.61)

Apz Feak - ( Texture Artest, Map Object Modeler, Item modeler, Monster/weapon Skiner) (Last Contribution Alpha Version 0.80)

Pablo_messier - (Mapper) (Last Contribution Alpha Version 0.80)

Neurological_1 - (Music) (Last Contribution Alpha Version 0.80)

Lab_Rat - (Mapper) (Last Contribution Alpha Version 0.1)

Stine - (GFX Artest) (Last Contribution Alpha Version 0.80)

Gazz - (Managing Support) (Last Contribution Alpha Version 0.80)

Striderdm1 - (Old Tester)

Cristiano Salvati - (Music) E1M5 Music (Last Contribution Alpha Version 0.84)


Status of Update Pre-Beta Version 1.65

Update Pre-Beta Version 1.65 will be a full lighting overhal to every level.
I've completed the lighting overhal to the levels.
I'm currently playtesting and making a couple tweaks and changes where needed.
I'll be setting a release date soon.

Doom 1

E1M1= Completed

E1M2= Completed

E1M3= Completed

E1M4= Completed

E1M4b= Completed

E1M5= Completed

E1M6= Completed

E1M7= Completed

E1M8= Completed

E1M8b= Completed

E1M9= Completed

E2M1= Completed

E2M2= Completed

E2M3= Completed

E2M4= Completed

E2M5= Completed

Doom 2

Map01= Completed

Map02= Completed

Map03= Completed

Map04= Completed

Map05= Completed

Map06= Completed

Map07= Completed

Map08= Completed

Map09= Completed

Map31= Completed

Doom Reborn Pre-Beta Version 1.6

Doom Reborn Pre-Beta Version 1.6

News 3 comments

Doom Reborn Pre-Beta Version 1.6 - What's New: New Levels E2M5, Map09, E1M4b (To get to E1M4b you have to find the easter egg in E1M3 or cheat by entering...

Doom Reborn Pre-Beta Version 1.5

Doom Reborn Pre-Beta Version 1.5

News

Doom Reborn Pre-Beta Version 1.5 New Maps E2M3 E2M4 E1M8b New Textures From Reinchard Parallax Occlusion Mapping From Wulfen Texture Pack for Doom 3

Doom Reborn Pre-Beta Version 1.4

Doom Reborn Pre-Beta Version 1.4

News 2 comments

Pre-Beta Version 1.4 Features Map08 Tricks and Traps and Various changes to health\damage of weapons and monsters but to view all changes check the news...

Doom Reborn Pre-Beta Version 1.3

Doom Reborn Pre-Beta Version 1.3

News 3 comments

Doom Reborn Pre-Beta Version 1.3 Features 4 new levels many fixes\changes to episode 1 and every other level Many new easter eggs Rebalanced Health\Damages...

RSS Files
DoomReborn Pre-Beta Version 1.61&1.65 UHD Widescreen Resolutions Update

DoomReborn Pre-Beta Version 1.61&1.65 UHD Widescreen Resolutions Update

Patch 1 comment

This update adds UHD Widescreen Resolution support and includes the Performance Fix Patch & Health Vial Patch Choose Your Pre-Beta Version 1.61 or 1.65...

DoomReborn Pre-Beta Version 1.61&1.65 Performance Fix

DoomReborn Pre-Beta Version 1.61&1.65 Performance Fix

Patch 1 comment

Doom Reborn Pre-Beta Version 1.61 & 1.65 Performance Fix

Doom Reborn Pre Beta Version 1 61 Health Vial Patch

Doom Reborn Pre Beta Version 1 61 Health Vial Patch

Patch

Fixes Health Vials not working above 100 and stat screen not displaying

Doom Reborn Pre Beta Version 1.61 Standalone

Doom Reborn Pre Beta Version 1.61 Standalone

Full Version 30 comments

Doom Reborn Pre-Beta Version 1.61 Standalone Version

Doom Reborn Pre-Beta Version 1.6

Doom Reborn Pre-Beta Version 1.6

Full Version 11 comments

Doom Reborn Pre-Beta Version 1.6 - What's New: New Levels E2M5, Map09, E1M4b (To get to E1M4b you have to find the easter egg in E1M3 or cheat by entering...

Doom Reborn Pre-Beta Version 1.5

Doom Reborn Pre-Beta Version 1.5

Full Version 17 comments

Doom Reborn Pre-Beta Version 1.5 New Maps E2M3 E2M4 E1M8b New Textures From Reinchard Parallax Occlusion Mapping From Wulfen Texture Pack for Doom 3

Comments  (0 - 10 of 516)
DOOMMARINE117
DOOMMARINE117

will this get finished soon? do i need 1.61 to play?

Reply Good karma Bad karma+1 vote
gamehacker Creator
gamehacker

Heya i'm almost done with the lighting overhal but before I release 1.65 there is a couple of things I want to still do to the current levels which are adding new easter eggs and tweaking a couple of minor things,
Example in 1.61 if the player unlocks E1M4b in E1M3 by finding all the easter eggs in E1M3 if they choose to go to E1M9 they would be taken to E1M4 instead of E1M4b
So in 1.65 I'll have it set up to take you to E1M4b instead if you go to E1M9
About a release date, Well unfortunately it's too soon for me to put a date on it yet, but it's almost ready, it's getting there ;)

But no you won't need 1.61, I will be doing a full release again with 1.65 due to more changes I have done and will be making before release. :)

Reply Good karma+1 vote
DOOMMARINE117
DOOMMARINE117

cool. then i wait for the full release then.

i look forward to it.

im assuming you be doing master levels?

will you do wolf 3d?

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gamehacker Creator
gamehacker

Heya, well currently i'm not working on any more levels I'm hoping the community gets involed to continue the project further, at the moment i'm focusing on polishing the project as it is currently.
Map31 of Doom 2 "Wolfenstein" is already done ;)
If you look at the bottom of the article
you can see the level list and my progress of the lighting overhal for 1.65
Once that's done i'll be doing the other stuff I mentioned before for 1.65. :)

Reply Good karma+1 vote
Simo-K
Simo-K

it is good to see that this mod gets more updates and it gets new features :)

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Syph0
Syph0

Amazing Doom Mod!
It's very well optimised and has a lot of great mechanics and features. Really hope to see LAN play someday!

Reply Good karma Bad karma+3 votes
Guest
Guest

Fantastic Mod.
Important for me: can we use enhancedgore-mod (Doom 3 Mod) with it?
Or how can we make that gibs and corpses will stay??
Thanks

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gamehacker Creator
gamehacker

I'm not sure if the enhancedgore mod would work with out major tweaks, But to make the corpses stay the burnaway settings would have to be tweaked in the monster def files, if edit the file you need to look for a setting called burnaway If I remember correctly when I had it setup before dafama2k7's mod for the mod I had to increase the burnaway time to something insanely long because when commenting out the setting to remove it, it crashed without it probably because it's defined somewhere still in another file.
I will look into making them stay again in the 1.65patch i'm working on for the end of the summer. :)

Reply Good karma+1 vote
Guest
Guest

Thanks for answer, but -sorry- where are these monster def files?
I cannot find any..
Sounds really good, would appreciate it if you could add it in the new patch :)

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gamehacker Creator
gamehacker

No problem thanks for checking out the project, The files are in the doomreborn.pk4 :)

Reply Good karma+1 vote
Guest
Guest

Thanks gamehacker for clarifying.
I tried to change some values of burnaway for the imp, zombie, commando but nothing made any changes.
Also copied the def folder of enhancedgore to doomreborn.pk4 without any luck.
What I want to see is that gibs will not vanish

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gamehacker Creator
gamehacker

No problem, if you changed the def settings in the doomreborn.pk4 the def files from dafama2k7's mod are maybe being loaded instead overriding your changes, to test that remove the zzz****.pk4 files from the doomreborn folder and load the game up again to test. The burnaway setting will react only to the imp body and not the giblets though. I'm not exactly sure which setting will react with the giblets in that way though :(

Reply Good karma+1 vote
Guest
Guest

Yes deleting the zzz...pk4 files is the start, just tried that!
I then copied the monster...def files inside the def folder of testenhancedgore.pk4 file over the def folder inside doomreborn.pk4 for a test.
Now the giblets of the imp stay with some grphical issues. But the ones of the soldiers still disappear..

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gamehacker Creator
gamehacker

The graphical issues if they are black boxes it's because the enhancedgore probably is trying to use doom 3 assets that are no longer used.
if you put the defs with the increased burnaway times in dafama2k7's zzz .pk4's it should work.

Reply Good karma+1 vote
Guest
Guest

Tried that, copied the monster defs of enhancedgore into zzz_doomreborn_enhanced_defs.pk4.
Gibs of imps stay, but again with the black boxes, soldiers gib unnormal (internals disappear shortly, weird added body parts stay for only a short time).

Reply Good karma Bad karma+1 vote
gamehacker Creator
gamehacker

aye the black boxes are missing assets, I'm not sure whats going on with the soldiers if it's working for the imps
if your adjusting a settings that starts with a "//Burnaway" or "/*Burnaway*/" the // and /* *** */ are comments meaning the engine will ignore these settings as though they are removed
Ether way though I expect burnaway would work the same for the soldiers imps etc the same but I could be wrong since the soldiers desolve really compared to the imp's etc

Reply Good karma+1 vote
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Highest Rated (3 agree) 10/10

This is AWESOME MOD! Im very happy after this stuff. Good luck in development

Oct 1 2016 by DOOMGABR[RU]

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