NEWS
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MOD STATUS
Currently in development...
LAST MEDIAS
Conceptuals
Renders
Animations
Original Soundtrack & SFX
Are we Dead ? - 20 MAI 2007
__MaX__ ( Team Leader / Sound Designer )
Indeed, we showed the game at the event organized by our Pmods.net buddies where we have been pretty well acclaimed by the 100 persons who where there and even the professionnal studios where amazed of our work (Arkane Studios, Darksyne, Widescreen Games)...
Anyway, you'll put your hands soon on a demo called "Pmods version 2" who is what has been presented at the Mods party but with some new bonus. Tonight, if i got time, i'll put some screens of the new stuffs we are working on.
MOTY for Requiem... - 22 NOVEMBRE 2006
__MaX__ ( Team Leader / Sound Designer )
Requiem is on the list for the moty, be here to vote for us and make some more noise about it on the mod community ! "So say we all !".
POWERS IN ACTION - 20 AOUT 2006
__MaX__ ( Team Leader / Sound Designer )
RAA - Powers Trailer - AVI 12 mégs Medium quality
RAA - Powers Trailer - EXE 36 mégs High quality
Moreover we still seek people to help us to advance. Especially a coder. Thus do not hesitate to deposit your application here.
Although we are a primarily french-speaking team, english-speaking candidates are welcome.
DOWNTOWN - 11 JUILLET 2006
__MaX__ ( Team Leader / Sound Designer )
APOCALYPSE DAY IS COMING... - 18 JUIN 2006
__MaX__ ( Team Leader / Sound Designer )
Yes, finally, the so awaited trailer is out, the beast day, the real... the 18th opens new horizons for the Requiem Team. Come one, come on and appreciate the first ingame pictures of Requiem Avenging Angel. Don't hesitate to give some feedback on the forum.
Trailer RAA (Avi / 100mégs) - Mirror Doom 3 Maps
Trailer RAA (Avi / 100mégs) - Mirror Pmods
Trailer RAA (Bink Exe / 70mégs / Better Sound) - Mirror Free
Trailer RAA (Bink Exe / 70mégs) - Mirror Moddb
Trailer RAA (Bink Exe / 70mégs) - Mirror e-Scargot
THE BEAST ISN'T AWAKE - 6 JUIN 2006
__MaX__ ( Team Leader / Sound Designer )

The day of the first phase of awakening of the Beast as begun... mortals. Find the day of my awakening ; this day... your life will change forever. “The whole world will be under the power of Satan” .
WE STILL NEED HELP - 16 MAI 2006
__MaX__ ( Team Leader / Sound Designer )
PMODS INTERVIEW - 8 MAI 2006
__MaX__ ( Team Leader / Sound Designer )
MAJOR UPDATE FOR THE OST - 3 MARS 2006
__MaX__ ( Team Leader / Sound Designer )
THOSE RUMOURS - 1 MARS 2006
H.Reaper ( Team Leader / Lead Level Designer )
Don't make me laughing.
But I admit that we don't give much alive signs, so here we go, today, we're going to show a bit of our evolution, within pictures...
From left to right, you can see the minor demon Xaphan, the Hakael handgun, the medium soldier armor, and the Azazel machinegun.
WE ARE STILL ALIVE - 29 DECEMBRE 2005
H.Reaper ( Team Leader / Lead Level Designer )
Activity is pretty high in the private forum, we are working on maps, general game design, weapons and menu.
We'll post some new media soon and are still looking for level designers, concept artists and texture artists.
STILL LOOKING FOR MAPPERS ! - 8 DECEMBRE 2005
__MaX__ ( Team Leader / Sound Designer )
FIRST ANIMATION...AT LAST. - 22 NOVEMBRE 2005
__MaX__ ( Team Leader / Sound Designer )
ONE MORE SONG - 24 OCTOBRE 2005
__MaX__ ( Team Leader / Sound Designer )
THE ORIGINAL SOUNDTRACK IS GROWING... - 20 SEPTEMBRE 2005
__MaX__ ( Team Leader / Sound Designer )
TWO NEW CONCEPTS BY PATRICK BONNET - 14 SEPTEMBRE 2005
__MaX__ ( Team Leader / Sound Designer )
WE NEED MAPPERS / LEVEL DESIGNERS ! - 11 SEPTEMBRE 2005
__MaX__ ( Team Leader / Sound Designer )
SOME NEWS... - 9 SEPTEMBRE 2005
__MaX__ ( Team Leader / Sound Designer )
Besides that, the Hakael is fully working, the last part missing to have the first weapon completely finished is the texture set (diffuse, spec, normal...), as soon as we have them, we'll release a video on the website. The current weapons that we are working on are the Hakael Akimbo and two spells.
We are now focusing on the first part of the game, The Hell... to release the mini-demo as soon as possible. (We don't know if the demo will be available on Doom 3 or Quake 4).
In addition, we apologize for the shifting to Quake 4 to all Doom III fans (like the Doom3Files or Doom3Maps community)... even if all the team loves this game, we want to release a good and optimised mod, and Q4 should (as raven said) be better to do that.
NEW ENEMY : MECHA - 3 SEPTEMBRE 2005
__MaX__ ( Team Leader / Sound Designer )
PROBABLY MOVING TO QUAKE 4... - 31 AOUT 2005
__MaX__ ( Team Leader / Sound Designer )
- Doom III lacks of optimisations
- Quake IV has a global lightning system and exteriors support
- The multiplayer part, and even if it's the last of our concern, is really more favourable in term of gameplay and for all the Requiem models and weapons integration.
- Doom III is already obsolete, and we think that lots of gamers wouldn't reinstall the game just for a mod
- ...
The fact that Quake 4 is virtually identical in term of engine and much more flexible for the integration of the mods than Doom III, we will join the row of the mods affiliated to Quake IV from here to its release.
AN ANGEL ON EARTH FINALE - 25 AOUT 2005
__MaX__ ( Team Leader / Sound Designer )
DROPSHIP - 25 AOUT 2005
__MaX__ ( Team Leader / Sound Designer )

Except that, the team continue to advance in many other fields. A first version of the Dynamic Music System as been implemented by Sebultura, who is working in addition with Radiant on a software allowing to easily create scripts on Doom Engine-based games. This software will be distributed to the community once we'll have a stable version.
BeatKitano continues numerical paintings and mainly, the stained glasses which will appear in hell and during the whole game. Our modellers advance on various models which will appear in the first levels of the play, and the mappers are working on the first map Hell to be able to release a version which will be available as a mini-demo.
FIRST NEWS - 23 AOUT 2005
__MaX__ ( Team Leader / Sound Designer )
Contrary to the others mods which want to be innovating, with Requiem Avenging Angel for Doom III we wants to give you a pleasant and fun gaming experience in a completely reconsidered design of the original game.
Actually, we're in a first part of our developpement planning... all members of the team try to take "their marks" on the Doom 3 engine... to understand it fully.
We are 15 in the team, Loon, wilendorf, PGFR|O_o just join us to work respectively in conceptualisation, modeling and mapping. Patrick Bonnet and BeatKitano are still doing great numeric painting, Daedalus29 works on the general weapons design etc etc... we want to finish the first part of the developpement at the end of October.
For now, some concepts and renders...












