Post news RSS Fragging Free - Remastered is coming!

A new release of Fragging Free is close, after so many years!

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Me and my twin brother started this project almost 15 years ago. That's crazy! Everything has changed in the meanwhile, work and personal life left little time for anything else, but we never gave up.

Being both of us software engineers, we got proficient with the game code and editor, but we relied on the community for new assets. We added new monsters, weapons, textures and models. We found testers and Neurological wrote a soundtrack for us. We are grateful for that.

The first release won Moddb's "Mod of the month" award and we received very positive comments. Thanks! We actually searched the web for constructive feedback (like "powerups are too cartoonish") and took note. After that we basically continued on our own, in a seemingly endless loop of improving, polishing and testing.

Despite the long development, we always stayed true to our goal: to bring the classic fast-paced gameplay to the maximum. The game has been rebalanced and improved with new fire modes, powerups, double jump, faster enemies and better monster "possession". We were amazed to find many of the same ideas in DOOM Eternal! We take it as a form of validation of our choices.

"FraggingFree" and "Last Night On Mars" campaigns

We are proud to introduce a new map called "Last Night On Mars", which is one of the most complex maps for Doom3 ever created! Actually, we had to split it in two and still raise some limits in the SDK to make it work.

Existing maps have been expanded with new areas to make them less linear and vary the pace of gameplay.
We tried to make the game more 'fluid' and 'immersive' by removing useless cinematics and distracting UI elements (the concept of 'map sectors' is gone). We placed monsters in the map instead of spawning them in front of you (at least... for the first wave :D ). Weapons are now carried over between the 11 maps of the campaign, which adds strategy and makes finding secrets more rewarding.

Doom3 and ROE campaigns

On top of this, we now support both Doom3 and ROE campaigns, offering an incredible number of hours of gameplay. Enemies and weapons have been changed and repositioned. Ammo have been rebalanced. Statistics have been unified in the PDA, so they are available in all campaigns.

Weapons

Weapons received a lot of love, with improvements under every aspect: secondary fires, powerups, projectiles, models, sounds. I'm particularly proud of Flamethower and BFG, really a big improvement over the past.
The HUD now features a Serious-Sam style weapon overview.

Gameplay: Dodge, Double Jump and Bullet Time

Dodge and Double Jump code has been rewritten in C++ to work well with existing techniques like Strafe Jumping, giving you the best of Unreal and Quake gameplay.
The role of Bullet Time has been adjusted so it's still useful, but not as 'pervasive' as before.

Enemies and AI

As player movements got faster, also enemies became more aggressive.
Compared to Doom3, they move around more, some have new attacks and projectiles are faster.
Friendly AIs also received enhancements as they better navigate the map and choose their enemies more wisely.

Monster Possession

Possession has been rewritten from scratch. It now features 8-way directional movement, more monsters, better aim. We actually removed the crosshair from the HUD. You'll really feel like one of them! :)

Stay tuned for the upcoming release!

Comments
Shot846
Shot846

Looks cool, is this going to work with the Dhewm 3 source port?

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Ivan_the_B Author
Ivan_the_B

I'm looking into it, but I'm not sure it'll be already supported with the next release.
Depends on the required effort to do it. I'm trying to get in touch with Dhewm3's author to understand better.

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DiamondBorne
DiamondBorne

My god this thing is still alive!

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Revility
Revility

Awesome to this coming back! The textures for some enemies such as the mancubus, pinky & commando were updated in Rivensin... feel free to port them over. Resolution & detail were increased. Pretty sure they are all listed in the change log for it. There is also a large collection of vanilla doom 3 props in it converted to moveable for the grabber. Vending machines, toilets and even the kitchen sink.

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Ivan_the_B Author
Ivan_the_B

Thanks Rev!
We already tested the mod millions of times, so I'm a bit hesitant to change something right before the release.
If there will ever be another version of FF, I'll port them over! :D

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tomyjax07
tomyjax07

Can marines be spawned? by the way very good mod :)

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