Monday, December 22, 2014
When he's not a jetsetting playboy fighting Nazis and curing cancer, Doomworld Forum superstar Tango messes around with Doom, and on rare occasions he actually finishes Doom maps. Mayan Mishap isn't just a collection of Doom II levels, though. Released in 2014, it's both the rare instance of a complete Tango project in the wild plus an attempt at a new yet familiar take on classic gameplay. The end product spans MAP01-04 plus MAP31 and is targeted at BooMBF ports but had the MBF BEX code converted to DECORATE so that it would run in stuff like Zandronum. As far as story goes, well, there isn't one. You don't really need an excuse to slaughter demons in a vaguely Mayan environment, though.
Wednesday, December 17, 2014
Doom authors are pretty content to stay within the confines pioneered by the IWAD levels. The original gave us Phobos, Deimos, Hell, and E4, while Doom II showed us starbase, city, and... even more Hell. Now and then, more novel settings appear, and every once in a while someone throws us all for a loop, like Didy and B/\|_||-|/\|_|S. Bauhaus is named after what else? but a German art school active between World War I and World War II, the name literally translating to "house of construction". The focus on art rings true to Didy's sensibilities, given that the goal of his Monster Hunter, Ltd. dirty pair was to recover a lost work.
Sunday, December 14, 2014
by "Da Werecat"
by "Da Werecat"
Reconstruction/Decomposition almost slid past everyone, released in 2014 in the thread of its origin (mrthejoshmon's "My map to your map") and then later in its own to little fanfare until it was updated to include difficulty settings, among other things. It then received the interest that had thus far eluded it, and which is well-deserved. It's a MAP01 placement for Boom ports (.OGG support preferred) and, uh, I think it takes place on some kind of space craft, though whether the ship / station is still in conventional space at the level's end is debatable. There isn't any kind of framing story, but enough is implied for your imagination to run wild.
Wednesday, December 10, 2014
The French Doom Community released 3 Heures d'Agonie back in 2013, a megaWAD's worth of speedmaps from a wide variety of authors, from inexperienced to guys that are established as heavy hitters in Doomworld thanks to their contributions to mapsets like Plutonia Revisited. 3 Heures d'Agonie 2 is what else but the second outpouring of hastily put-together levels from what is becoming an increasingly talented stable of individuals. This time, it's a full megaWAD for vanilla Doom II, though as could be expected there's no attached story, just raw Doom II.
Wednesday, December 3, 2014
Mayhem has been a Doomworld institution since 2012. TheMionicDonut had a dream, and that dream was to get as many people as possible to make a map over the course of a month - May, of course. The other part of the institution is to take as long as humanly possible compiling and fixing the darn thing, with 2012 seeing release in November and 2013 in March... of 2014. As of the time I'm writing this, the 2014 installment - Mayhem 2048 - is still not finalized, but maybe by the time this is published they'll pull together and slap the thing on the archives (EDIT: done as of Nov. 27!).
Wednesday, November 26, 2014
Angelo Jefferson loved Doom, but it's also clear that he loved Star Trek. Number One Kill The Next Generation is a Doom II megaWAD released in 1997 clocking in at twenty-two levels. Jefferson claims it's actually twenty-three, with one of these maps actually counting as two. That's probably "Entryway", which has a massive secret annex. Anyway, Jefferson promised a Number One Kill The Final Frontier to round out the ending episode, but after about seventeen years it looks like it'll remain an Undiscovered Country. It's a curse, since Jefferson clearly had some talent when it came to map design, but a slight blessing, since many of the big fights in these levels don't seem remotely fair. As with his previous #1KILL, there is no story, just a lot of demons to kill.
Friday, November 21, 2014
Cannonball debuted his first megaWAD, ConC.E.R.Ned, back in 2013. It was an OG Doom mapset that spanned three episodes worth of author growth. He followed up on the experience in 2014 with Thy Flesh Turned Into a Draft-Excluder, which pursued the Episode Four theme as rendered in Powell's own particular style. It's still limit-removing, much like his megaWAD, but there is a certain elegance in the architecture and combat that suggests that Cannonball has grown vastly as a mapper in the interim.
Tuesday, November 18, 2014
(by Chris "lupinx-Kassman" Kassap)
(by Chris "lupinx-Kassman" Kassap)
Nebula 95 is a curious amalgam of ideas from Doom visionary Chris Kassap, merging the divisive presentation of early PWADs (graphics, custom sounds, jazz MIDIs) with small levels and open layouts. If you're remembering the accolades received for his massive Community Chest 4 entries, these works will come as a shock. Nebula Shrine aka NEB01 is the first of the entries, officially released in 2014 and based off his MAP18 from Odamex Nitro Deathmatch. The plot of the series has you clearing out demons on micro-planetoids in a corner of the galaxy filled with a hallucinogenic gas dubbed Nebula 95.