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<channel>
	<title>Doomworld</title>
	<link>http://www.doomworld.com/</link>
	<description>The definitive source for Doom news, information and development</description>
	<copyright>Copyright 2005</copyright>
	<item>
	    <title>Doom 3: Phobos update</title>
	    <link>
http://www.doomworld.com/vb/doomworld-news/46909-doom-3-phobos-update/			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/46909-doom-3-phobos-update/      </guid>
	    <pubDate>Thu, 02 Jul 2009 06:10:57 -0500</pubDate>
	    <description>
The Team Future crew have updated their website with another periodic development blog. This time they are showcasing Episode 3, the hell-based portion of the expansive and ambitious Doom 3 modification, with some screenshots to look at and our usual ramblings about design philosophies to read over. Point your browsers towards the Doom 3: Phobos website to take a peek.      </description>
	</item>
	<item>
	    <title>Doom++ in iPhone's future?</title>
	    <link>
http://www.doomworld.com/vb/doomworld-news/46887-doom-in-iphones-future/			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/46887-doom-in-iphones-future/      </guid>
	    <pubDate>Tue, 30 Jun 2009 11:10:15 -0500</pubDate>
	    <description>
Toucharcade.com has an interview up done with John Carmack and Tom Mustaine regarding their recent iPhone releases.  There are a fair number of neat tidbits in the interview concerning their future plans, but one project in particular stands out.  John Carmack speaks:So I like the idea that Doom Classic stays faithful to the original with OpenGL rendered graphics with filtering and a good framerate as well as slightly better sound quality and a...      </description>
	</item>
	<item>
	    <title>The /newstuff Chronicles #347</title>
	    <link>
http://www.doomworld.com/php/topstory.php?id=3143			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/46875-the-newstuff-chronicles-347/      </guid>
	    <pubDate>Mon, 29 Jun 2009 06:38:00 -0500</pubDate>
	    <description>
Do0minat0r on Styx: Overall, I found the maps to be pretty good, especially considering they are the first maps by this author. The architecture isn't that detailed but generally looks good, and the gameplay is a good challenge, yet I rarely found it to be unfair. I found the maps very playable both as an episode and from pistol starts.      </description>
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	<item>
	    <title>Doom64EX 1.4 released</title>
	    <link>
http://www.doomworld.com/vb/doomworld-news/46803-doom64ex-1-4-released/			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/46803-doom64ex-1-4-released/      </guid>
	    <pubDate>Wed, 24 Jun 2009 21:57:47 -0500</pubDate>
	    <description>
Almost after a year since its first appearance, the actual official release of Doom64EX is out.  The Doom64EX engine is based on the Doom3D source port. Doom64EX is a free clone of the Nintendo 64 game Doom 64 (developed by Midway). The goal is to perfectly recreate Doom 64 in every way possible and to support Win32 platforms.

Doom64EX aims to:
Recreate the behavior to the original game as close as possible
Provide the same look and feel a...      </description>
	</item>
	<item>
	    <title>id and Zenimax, Sitting in a Tree</title>
	    <link>
http://www.doomworld.com/vb/doomworld-news/46787-id-and-zenimax-sitting-in-a-tree/			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/46787-id-and-zenimax-sitting-in-a-tree/      </guid>
	    <pubDate>Wed, 24 Jun 2009 11:01:50 -0500</pubDate>
	    <description>
Zenimax Media (the parent/shell company of Elder Scrolls/Fallout developers Bethesda Softworks) have, in a move surprising to everybody ever, aquired id Software. This means that while Rage and Wolfenstein will still be published by EA and Activision respectively, Bethesda will publish Doom 4.

Pretty wild, huh?      </description>
	</item>
	<item>
	    <title>The /newstuff Chronicles #346</title>
	    <link>
http://www.doomworld.com/php/topstory.php?id=3139			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/46741-the-newstuff-chronicles-346/      </guid>
	    <pubDate>Sat, 20 Jun 2009 18:25:00 -0500</pubDate>
	    <description>
udderdude on UAC Experiment: It's a classic Doom style map. It pulls this off pretty well, feeling like an expanded classic map, with a lot of monsters. The layout is large and non-linear. . . The map has 25 secrets in total, so you might want to get to hunting down those secrets. Fans of classic Doom will definitely want to check this one out.      </description>
	</item>
	<item>
	    <title>ScoreDoom 2.5 Released and Patched</title>
	    <link>
http://www.doomworld.com/vb/doomworld-news/46740-scoredoom-2-5-released-and-patched/			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/46740-scoredoom-2-5-released-and-patched/      </guid>
	    <pubDate>Sat, 20 Jun 2009 18:10:03 -0500</pubDate>
	    <description>
The final incarnation of ScoreDoom has been released after a lot of playtesting, tweaking and bug fixing. Grab the latest version and latest add-on pack from http://www.scoredoom.com for posting scores on the ScoreDoom leader boards. The latest files for running your own private high score servers can also be downloaded now.      </description>
	</item>
	<item>
	    <title>Claustrophobia 1024 has been released</title>
	    <link>
http://www.doomworld.com/vb/doomworld-news/46693-claustrophobia-1024-has-been-released/			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/46693-claustrophobia-1024-has-been-released/      </guid>
	    <pubDate>Wed, 17 Jun 2009 08:56:44 -0500</pubDate>
	    <description>
Claustrophobia 1024, the inspirational sequel to Congestion 1024, was finally released on June 17th! Who knew it could take over a year to finish up a set of 1024 maps?

If you're not familiar with the 1024 mapping theme, it goes something like this. The playing area of each map can be no larger than a 1024x1024 box. Monsters, items, decoration...anything but the player is allowed outside of this 1024 squared area. One loophole to this rule i...      </description>
	</item>
	<item>
	    <title>The /newstuff Chronicles #345</title>
	    <link>
http://www.doomworld.com/php/topstory.php?id=3137			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/46660-the-newstuff-chronicles-345/      </guid>
	    <pubDate>Sat, 13 Jun 2009 22:08:00 -0500</pubDate>
	    <description>
I think special congratulations are in order for darkdave1985, whose six maps in this edition were almost universally panned by four different reviewers. Witness such gems as "these kinds of maps are best kept on your own hard disk", "this is a great example of what not to do with your level editor", "it would be nice if he stops with the random/pointless monster spamming and impossible gameplay", "this wad looks like shit and it plays like shi...      </description>
	</item>
	<item>
	    <title>Desperate Edge of Chaos</title>
	    <link>
http://www.doomworld.com/vb/doomworld-news/46653-desperate-edge-of-chaos/			</link>
			<guid>
http://www.doomworld.com/vb/doomworld-news/46653-desperate-edge-of-chaos/      </guid>
	    <pubDate>Sat, 13 Jun 2009 05:35:43 -0500</pubDate>
	    <description>
The Hexen: Edge of Chaos team updated their website with a desperate plea for new level designers to join their ranks. Apparently they've had a problem getting the ones they had to stick around and actually do what they promised. You can read more about their predicament over at their website.      </description>
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