Re-Doomed: The remaking of DooM under the Quake2 engine.
Welcome to Inferno, the third episode.
This mod has been updated to be more compatible with today's OpenGL video cards. The earlier version was rendered and referenced on an older Voodoo2. Unfortunately, the levels were much too dark on a newer card. Hopefully, they'll appear much brighter. I've also fixed some entity balance issues and other problems with Inferno. ---Ricebug
Uses new sounds, including
some DooM originals. Uses all the original DooM textures. Has 4 different sky
textures, including the original.
All
levels are authentic duplications of the original levels. EXCEPTION: E3M6 (“Mt.
Erebus”) was modified to decrease the size and optimize r_speeds. E3M8 (“Dis”)
had some support walls added to provide some fire cover for the player.
Weapons and items were matched—as much as possible—to those of the original. Monsters were added based on my own experimentation.
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Installing
Inferno
|
iD Software, who owns all the
rights to the elements that make-up this mod.
ACD Systems, and Innotech Inc, for
ambient sound effects
Tony “Mad Dog” Ferrara,
co-creator of MapSpy
David Hyde, creator of GenSurf
and MapSpy
Tim Wright, creator of
ArghRad
Roger
Ritenour ritenour@rlc.net
(The
starry sky used in a couple of night time levels)
Michael
Welter Michael_Welter@t-online.de
(Used
in the End Level. I made it larger and gave it a custom paint job.)
Jeremy
"Medicine-Man" Wise 1medicineman3@geocities.com
QERadiant, GenSurf, Arghrad, MapSpy, Wally
DooM
Editor (used for reference work): WadAuthor
Skies
were made with SkyPaintGE,
Paint Shop Pro, Adobe Photoshop, & Bryce3D
Terry
"Ricebug" DeLaney
Website: http://ricebug@qeradiant.com
e-mail: bigd@qeradiant.com