Sunday, July 24, 2016
FLAY THE OBSCENE
by Christian Hansen
Chris Hansen's final release in 1999 marked a turning point in his authorial career that involved contributions to 2002: A Doom Odyssey and his own virtual Cacoward with CH Retro Episode. While his Flay the Obscene series was not immortalized in Doomworld's Top 100 WADs of All Time, it enjoys a reputation by sheer word of mouth that brings it to the forefront whenever someone asks for something just off the beaten path. While eventually collected into a compilation (which does not include Hansen's 2014 follow-up), the series began with - what else but - Flay the Obscene, a two-level minisode for Doom II. The version available on the archives is version 0.1, which added some extra areas and I imagine tinkered with the thing placement. It's also the edition that made it into Hansen's compilation. If you're interested in viewing the original iteration of the mapset, you can find it on the Doomed Speed Demos Archive as FLAYOBSC.WAD.
Thursday, July 14, 2016
THE UNAIDED EYE
by Christian Hansen
Chris Hansen thought he was done with Doom as early as 1999, but its siren sectors lured him back. After the very short quasi-deathmatch level, That Urban Sence, he published The Unaided Eye, a MAP10 replacement for TNT: Evilution. He'd previously worked with Evilution for his remake of his tribute to Star Trek: Voyager, Antithesis. ENNUI is far more grounded in the story and architecture of Doom, however, and its presentation makes it feel like the longest of Hansen's levels up to this point, on top of the fact that it's furnished with what is the most detailed authorial backstory... up to this point.
Saturday, July 2, 2016
Nihility is a work in progress, by which I mean that author Years has finished the first episode in 2016 - occupying Doom's second episode - and is looking to turn it into a full-fledged megaWAD as time wears on. And, uh, I don't mind telling you that I am looking forward to what nightmares may come. The recipe is sort of Shores of Hell, mixing in some of the elements from Doom's alphas and betas and then working in a bit of S.T.R.A.I.N.'s philosophy of adding in new blood to jazz up the otherwise familiar vanilla experience. Oh, yes - Nihility is vanilla compatible, crowbarring its gameplay changes both shocking and subtle in with DeHackEd.
Thursday, June 23, 2016
(This review is an expansion and edit of my review for v3.x of Strange Aeons. The original is still available here.)
Strange Aeons was originally released in 2015 as a three-episode megaWAD for the original Doom. Since then, Impie has added two additional episodes, bumping it up to a full 45 levels and including a patch so that it can be run in either Doom OR Doom II. As it requires ZDoom, it's something much more than a plain ol' Doom mapset; its almost exclusive use of textures from Chasm: The Rift, coupled with a few new weapons and a basically brand new bestiary, puts it right alongside the other "total conversions" of yore... and recent memory. It also has a plot, set up in the PDF and expanded in the end text of each episode, so you're free to get as invested as your imagination will allow.
Saturday, June 18, 2016
Previously, I had not had the pleasure of experiencing Ryathaen's work. I know that he made a handful of maps for 1 Monster, but that's one of the many megaWADs I have yet to play. In 2016, he published Absolutely Killed, an episode one replacement for the original Doom to be played in limit-removing ports. The title sounds something like a monster-heavy experience, evoking shades of those slow-rolling OG Doom slaughters. Absolutely Killed is decidedly oldschool, however, in its design sensibilities. I don't mean that its design is 1994 randomness; quite the contrary. Ryathaen's layouts are, for the most part, tight and quite efficient. The difference is in the way it plies gimmicks instead of and in addition to ordinary combat.
Saturday, June 11, 2016
Exquisite Corpse begat Congestion 1024, which begot the now maligned 1024 fad of Doom mapping. Jason Allison, aka rf`, was on the train back in 2006, adding an additional constraint. Now, ten years later, he's created a whole megaWAD for ZDoom and Eternity (make sure you have infinitely tall monsters off) - rf 1024. If you didn't already know, the premise of a 1024 map confines the area available for player movement to a size of 1024 by 1024 map units. The map itself could be as big as you wanted, and indeed many 1024 levels involved copious amounts of teleport coffins to turn a tiny level into a full-fledged slobberknocker, or various ledges and elements outside the playing area for detailing, world-building, and monster perches.
Wednesday, June 8, 2016
Lainos's 2015 arc was the enigmatic Urotsuki trilogy, a series of post-apocalyptic levels that owed some amount of aesthetic inspiration to the infamous Urotsukidoji anime. The main drive was to experiment with a new style, a sort of horrific technological creep dominated by mysterious pyramids. Urotsuki 2: Cargo Cult begins his new phase in 2016, exploring the same themes but adding just enough additional information to cast deep shadows into his fascinating setting. Like the rest of the Urotsuki series, it's a MAP01 replacement for Doom II meant to be played with limit-removing ports - specifically, PrBoom-plus's -complevel 2.
Sunday, June 5, 2016
by "Stormwalker" aka "Vordakk"
Doomworld Forums expatriate Stormwalker has been cranking out some pretty solid mapsets over the past few years. Extinguished, a single MAP01 replacement released in 2016, has a few things in common with his previous Doom II release, Flashback to Hell. All of the Earth-based levels in FTH666 owed no small amount of inspiration to the levels they replaced. EXTNGSHD is similarly a riff on Doom II's MAP21, "Nirvana", down to the thesaurusized map name. Apparently, it started out as something of a remake, but the final product got further and further away from the original. You'll probably recognize the homages, most obvious at the beginning. Afterward, things deviate further and further.