Freedoom

released on Apr 16, 2003

Freedoom is a project aiming to create open content for the free and open source software Doom engine. The project distributes three IWAD files: the two single-player campaigns named Freedoom: Phase 1 and Freedoom: Phase 2, and FreeDM, which contains a collection of deathmatch levels. The project presents itself as complementary to the free and open source code of the Doom engine released by id Software in 1997 under the GNU GPL license. The content is licensed under the permissive 3-clause BSD license. It allows custom levels and other customizations designed for Doom, Doom II or Final Doom (e.g. PWAD files) to be used with Freedoom.


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This is a mostly fun set of episodes to go through in VR with QuestZDoom- which is how I went about playing the entirely of Freedoom. Each episode brings larger maps and a (for the most part) solid difficulty curve. By episode 4, you're going to see 200+ monster counts and while that seems daunting its all manageable with careful play.

It's too bad that the campaign ends off with what's basically a troll level, and the last few missions had a few too many random ambushes for my liking. Still had a great time up to that point at least.

Doom... for Free? What's the catch?

Freedoom was a project aiming to create a completely free IWAD file that would be distributed free of charge following the release of the Doom engine under a non-commercial free use license in 1997. Hearing the news, Simon Howard took it upon himself to release DOOM to everyone, which meant creating a total conversion for every asset of the game, save for the engine.

While the maps of Freedoom weren't particularly as good as the original game, owning both the engine and the base game meant you could essentially download any wad or megawad, the only difference being the demons would be replaced with aliens, each behaving like their demonic counterparts. Textures and soundtrack would also be slightly different, as they were also licensed.

We actually loved playing Freedoom, while the sprites aren't quite as detailed and we have no nostalgia whatsoever for it, it does feel like playing an entirely different game, something akin to Chex Quest. In that sense, some of the monsters are definitely goofier than their Doom counterpart, but I actually much prefer the flesh worm over the pinkie, and the imps and soldiers are really rads as well. We feel the iwad would really compliment a sci-fi map. Soundtrack sounds surprisingly tight sometimes, E1M4 is probably my favorite track, but E2M3 is equally as awesome.

There were few projects as extensive as Freedoom back then, most wads from the 90s are actually quite simplistic, and the task of replacing every map and asset of the base DOOM game was a hard task to undertake... and all for a wholesome cause.

Freedoom is pretty sick, even if you own the base game you should check it out, even if solely for the historical value of it.

Since Freedoom is not simply another game, and since it serves different purposes than just being a single player campaign, i'm gonna link this video by UtterSpartan who did a great job in explaining the real motivations behind this project:

https://www.youtube.com/watch?v=_0OqrTqUWy0

But for me, i can only review this project as a game, instead of just a platform for modding.
In my case, i've only played the first episode of Phase 1, and i couldn't really find motivation to keep playing it. As much as i hate the "doom-clone" term and how easily it is applied to anything retro-fps related, i think i've never played anything that deserves this term as much as Freedoom. And is a bit of shame, it would really be interesting if this game could find it's own authenticity.