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Progress Report: 04/03/15

I thought I'd take the time tonight (It's 11:22 at night, I haven't slept in three days, and I'm running on nothing but caffeine and chocolate) to announce that a major update to Doomzone is in the works. I know, I know. "This is gonna be the final update, you said, remember? The last version is gonna be the final one!"

Funny story, actually. Turns out, I can't stop working on it. And as CaptainJ continues to produce resources for it, such as new weapons and casings, I just can't resist.

Coming to the mod is a new player class, the Heavy. This beast of a man walks onto the battlefield with a heavy machinegun with an underslung rocket launcher. But that's not all - In addition to this theoretical slaughter map machine, four new weapons are slated for the mod, two of which are already complete - the HMG and the SLAR. What's a SLAR? It's a plasma powered sniper/light assault rifle, that's what. As for the other two? That's a S.E.C.R.E.T.! I will say, though, that the Slipgater is gonna get his grubby hands on them...

But wait, there's more! If you've felt like the first five classes felt a bit light on their arsenals, well, you're in luck. Each of them will be able to carry and use an additional weapon. While they may not be "new" (save for the SLAR), it should help alleviate any ammo starvation you may have experienced while playing as them.

Anyway, this update will bring the mod to version v1.4. Will it be the final update? Beats the heck outta me. Either way, hopefully, it will be "worth the weight."

Update: 01/31/15

Time for an update! Doomzone's been updated to v1.3.2. In addition to numerous bugfixes and brand new sounds by CaptainJ, burst fire and the pistol have been rebalanced.

Additionally, a new weapon for the Mercenary has hit the battlefield, the Inferno Shotgun! Packing more punch than the Shredder, this bad boy uses its own specialized dragon's breath rounds to set your enemies on fire. The Mercenary can now pick up the M82, and use rifle grenades with it.

You will need to update your GZDoom/ZDoom executable to run this update. The mod uses some new features that are only available in the newest betas. Grab the development builds here.

Have fun!

Update: 12/07/14

Update time! Doomzone has been updated to v1.3.1. While this update is minor in nature, it features a bugfix for those that play in Deathmatch mode. Players are now able to pickup and use both the suppressed and unsuppressed variants of each weapon, be it an assault rifle, SMG, or pistol. This holds true for weapons weilded by the Mercenary, which have different ammo pools. This fix applies to weapons dropped by other players upon death, not naturally spawning weapons in the map.

So if you were irritated that you picked up a weapon from a fresh kill that you thought you'd be able to use but couldn't, grab the update and have fun!

Update: 09/21/14

Doomzone v1.3 has been released! As noted before, the update contains a new player class (Slipgater), several new weapons and enemy types, a crapload of bugfixes, and two new difficulty levels to challenge your skills. In addition, the patch to run Doomzone with Doom Gaiden has been updated to work with the new update. You do NOT need to update Doom Gaiden at this time to run the patch.

You'll find both updated files in the Doom Wads section. As always, if you find any bugs or experience any issues, please feel free to send those concerns my way.

Special thanks to CaptainJ, for producing some new sounds and sprites for use with the mod. Much appreciated!

Progress Report: 08/24/14

It's been about a month since the last update, so I figure it's about time I clued everyone in on what exactly has been going on.

Basically, Doomzone v1.3 is in the works. I realize that some of you already know this from the YouTube videos I've been posting lately of a new player class. The new class, the Slipgater, brings a little bit of the Quake universe into the mod, and works surprisingly well. The build is pretty much complete for the class, and existing player classes have some new tweaks to them.

So, if the build is complete, why haven't I released it? Simply put, Doomzone v1.3 is actually going to be a larger update than just an additional player class. As a matter of fact, the next update will include some new difficulty settings, hailing from the Doom Gaiden mod. However, these difficulties are still in the testing phase, and are subject to rebalancing. Rather than putting out an untested product that's still in the testing phases, I've decided to continue testing and balancing the new settings. Don't worry, you will still be able to play Doomzone on UV! Although the new difficulties provide a few new challenges that UV won't provide.

While the new difficulties already increase monster aggression and scale both their and your damage factors and HP, I am also toying with the idea of replacing a few of them on the new difficulties to further increase the difficulty level. I'd also like to note that monsters that aren't being replaced on the difficulties will exhibit new behavioral patterns... Infer from that what you will.

That's it for this update. I don't have an ETA on Doomzone v1.3 just yet, but it IS in the works. I leave you with the following video to show what's in store for you when the update hits the net.

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