Limited Run Games to offer a DOOM Classic Limited Edition bundle with a wearable helmet

Be the DOOMslayer

Full-size wearable replica as seen on the original Doom Slayer. Limited to 4,000 helmets available worldwide.

Detailed battle-worn painting effects
Inner adjustable head straps
Material: PVC / ABS
Dimensions: 13 x 14 x 11.4 in (33.02 x 35.56 x 28.96 cm)


DOOM FLOPPY DISC PIN: Proudly display this recreation of the MS-DOS hardware that started it all. Modeled after the classic 3.5 in floppy disk. Features classic Doom logo.

CLASSIC DOOM COVER ART PRINT: Give your place a badass ambiance with the iconic and brutal first cover art of the franchise. Created by Don Ivan Puchantz, Godfather of Dallas Illustration. High quality litho print on acid-free paper.

If you're willing to go all-out on this bundle, you can do so Friday, Sept. 25th. You'll have to cough up $140 to lock down your purchase, but I think that's a fair price to snag a wearable DOOM helmet!

DOOM Eternal executive producer says the Switch version is "very close," more details coming in the "not too distant future"

DOOMer sooner

DOOM Eternal released for all other platforms back in March of 2020, yet here we are in September and there's no sign of the Switch version. Is it time to get worried? Not at all, says DOOM Eternal executive producer Marty Stratton. Mr. Stratton says work continues, and the game is quite close to releasing.

“I wish I could give you specifics. I read all the comments, and when we say anything about Doom Eternal, there’s always the one out of every five comments is, ‘Yeah, how about you tell us about the Switch?’ I know people are anxious.

We’re trying to make it the best version of the game it possibly can be, so we’ve been working with Panic Button. They’re also like everybody in work from home. It’s taken a little bit longer to get there, but we want it to be everything it possibly can be. It’s very close, and we’re trying to be very uncompromising with what it needs to be because there’s a high demand for it. We will be talking about it again in the not too distant future. It is close, but I can’t say exactly how close.”

Limited Run Games announces special physical version of Doom 64

Two mods mesh together the worlds of DOOM and Super Mario 64

Mario is DOOMed

There's just something about DOOM and Super Mario 64 that keeps modders and hackers coming back. They can't get enough of tinkering with both these games, and now two more mods have popped up that actually bring the games together.

On mod takes Super Mario 64 and puts it into DOOM, while the other takes DOOM and puts it into Super Mario 64! Two classic games that can be enjoyed in all new ways. Which version would you rather play?!

Thanks to MysteryMan for the heads up!

Random Time - Fan manages to play Doom on a pregnancy test

A determined fan by the name of @Foone wanted to see if he could get a functional version of the classic first-person shooter game Doom to function on a pregnancy test. After trying to get the game to function enough times, he eventually got a positive result! It may not be the most practical way to play the game, but at least it has now been demonstrated that it is possible!

DOOM and DOOM II updated for 16:9 support, gyro aiming, and more

Some really nice updates

Bethesda and id Software continue to update DOOM and DOOM II with impressive features, and today's round of tweaks might be the best. Both games now include 16:9 support for the first time, and also feature gyro controls. Check out the full patch notes below.

Added widescreen rendering support

For the first time in an official port, the original DOOM renderer has been modified to natively render 16:9 without any letterboxing. The FOV has been increased to reveal more image on the side instead of chopping off the top and bottom. All new 16:9 versions of the titlescreen, intermission, and ending screens have been added. Many of our Add-Ons have also had widescreen support added, so download the latest version from the Add-Ons listing to check it out!

DeHackEd support

The engine now can load DeHackEd patches, a popular tool for the original release that modified the game in order to support more advanced behavior. Add-Ons can now use new weapons, change enemy behavior, and more!

Deathmatch 3.0 in split-screen multiplayer

Split screen deathmatch has been changed to what is commonly known in the community as "Deathmatch 3.0." Weapons will stay in the world after being picked up in order to account for the extreme lethality of DOOM's weapons, and the weakness of the starting pistol, while all items and ammo respawn on a 30 second timer. Invulnerability and Invisibility will never respawn after being picked up for the first time.

Added optional crosshair

A crosshair, which can be disabled in Gameplay Options, will also change colors when targeting an enemy. This means less guessing if firing a rocket is going to aim at the enemy above you, or fire directly into your face, bringing about an untimely death. Enabling the crosshair may also help reduce motion sickness by giving you a fixed point to focus on.

PC/Switch/PS4: Added Gyro Aim

Gyro Aim, enabled by default, allows you to look left and right by either turning the controller, or rolling the controller left or right. This allows for an additional amount of precision by enabling fine corrections to turning in order to track moving enemies, while still using the right analog stick for large turning movements. Gyro Aim can be set to either use the controller's yaw, or pitch, or disabled entirely, along with a separate sensitivity slider. Please note: On the PC version, Gyro Aiming is only supported when using a DualShock 4 controller.

Added millisecond accurate timer

A millisecond accurate timer has been added to the minimap, and to the end of level intermission, for anyone looking to speedrun levels.

Added secret area notification

A message and notification is now displayed when you enter into a secret area for the first time.

Added Ultra-Violence+ Skill Level

Ultra-Violence+ is a twist on our existing Ultra-Violence skill level. Deathmatch/Co-op only weapons will spawn in, and enemies are fast like in Nightmare mode. In DOOM II, this means you get the BFG and Rocket Launcher right from the start, but in Final DOOM: Plutonia you'll have a Spider Mastermind staring you down as soon as you spawn in on the first level. It cuts both ways.

BTSX Episode 1 and Episode 2 are now available in both games

Previously available for DOOM II, both parts of this amazing community Add-On set are now available for owners of either title.

Fixes Header

Nightmare behavior has been fully restored to the original 1993 release by making enemies move twice as fast.

In honor of double speed enemies returning, the warning when selecting Nightmare difficulty has been restored.

Resolved an issue where lighting in split screen was not accurate compared to single player.

Improved behavior of additional lighting option to increase light levels more accurately across walls and floors.

PC/Switch: Reduced input latency by disabling rendering extra frames in advance.

Reduced delay in starting certain MIDI music in Add-On levels.

Resolved an issue from the original 1993 release where the Super Shotgun blast will linger for an extra frame.

Resolved an issue from the original 1993 release where the Former Human would not light up when firing.

Resolved a rendering issue from the original 1993 release where certain textures wouldn't tile vertically, commonly known as the "Tutti-Frutti Effect"

Changes Header

Restored original attract loop to the original 1993 release. The original title screen and credits screen are now visible between demo playback.

Restored cut message from the original 1993 release when picking up a medkit, while having with less than 25 health.

Restored cut "ouch face" from the original 1993 release for when a lot of damage is taken in a single hit.

Intermission screen is now shown after boss levels, instead of cutting immediately to the ending screens in order to see level completion stats and time. Par times have been added to E1M8, E2M8, and E3M8.

Random SFX pitch is now disabled for chainsaw sounds to allow for better looping. Random pitch variation has been reduced for other sounds.

Pickup sounds and player voices will no longer interrupt weapon firing sounds.

PS4/XB1/PC: VSync option in Video Settings to minimize input latency, at the cost of potential screen tearing.

Add-Ons will now use their intended custom graphics during intermission and level loading screens.

Latest Add-Ons appear on the top of the Downloaded list.

DOOM Eternal: The Ancient Gods composers revealed

Big shoes to fill

As you may know, DOOM Eternal composer Mick Gordon stepped away from the franchise after he had a rather public falling out with both id Software and Bethesda. That left composing duties for future content up in the air, and today we find out who's taking the reigns.

DOOM Eternal: The Ancient Gods is the first DLC heading to the game, and now we know who's in charge of music. Andrew Hulshult, who's composed for Quake Champions, Brutal Doom, and Dusk, is hopping in on the project. He'll be collaboration with id Software's David Levy.

Doom Eternal 'The Ancient Gods Part 1' DLC trailer breakdown with Hugo Martin

Doom Eternal director Hugo Martin reveals a ton of new details about the upcoming campaign DLC, The Ancient Gods Part 1, in this trailer breakdown. The Ancient Gods Part 1 will be released on October 20 for PC, PS4, and Xbox One.

Future DOOM Eternal DLC will put you up against mechs and dragons

There be dragons!

Just yesterday, the piece of art above made its way onto the internet. It's a bit of early concept art that features some elements you don't find in the game's campaign. This lead to fans on Reddit wondering if this concept art showed elements that were cut, or hints of things to come.

None other than DOOM Eternal director Hugo Martin hopped in on the official Reddit discussion to clear the air. When a fan asked if future DLC will let players take on mechs and dragons, Martin said that it indeed will. Now when that DLC releases and what else it entails remains to be seen.

The original DOOM used camel and cat noises to create its iconic sounds

I can guess that sound in one grunt

There's a series of sound effects in DOOM that have become absolutely iconic. They're noises you continue to hear in movies, TV shows, and even some other games to this day. Every wonder where they came from? In the video above, you can see how DOOM used the sounds of camels, cats, and more to create its iconic audio experience.


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