Karthik Abhiram officially kicked off his authorial career when he was 19 years old with Ick. His brother, Varun, kicked off his own career the same year with The Anomaly: Part II, when he was around 13 years of age. The siblings had some sort of dialogue with each other when it came to mapping for Doom, but they didn't really collaborate in level design until 2004's Reanimated. This PWAD, whose name and level titles are inspired by the Linkin Park remix album, Reanimation, is a two-level minisode for limit-removing ports. Apparently the genesis of their inspiration came when they downloaded some Linkin Park MIDIs off the internet. If that doesn't sound like a time-capsule of the early 2000s then I don't know what else would.
ONEMANDOOM: WAD Reviews
Since id Software released Doom in 1993, thousands of user-made WADS and maps have been and continue to be created for the Doom community's entertainment.
These are their stories.
Monday, January 13, 2025
Saturday, January 11, 2025
Linna (LINNA.WAD)
LINNA
by Esa Repo aka "Espi"
(based on Come to a Head by "Deadnail")
In June of 2001, Deadnail uploaded his only single player level to /idgames, Come to a Head (SP_DN01). It was a weighty techbase map with grueling thing placement, best enjoyed on HMP and even then you'll likely suffer without knowing the level's five secrets. Nine days later, Espi renovated the level and uploaded Linna, a MAP01 replacement for... whatever the confluence is of source ports that are Boom-compatible and also allow jumping. GZDoom and Zandronum ought to work, Eternity, Odamex, Legacy, and idk, Risen3D? I know that I'm selling someone's favorite source port short right now, I just couldn't tell you which one.
Friday, January 10, 2025
Come to a Head (SP_DN01.WAD)
COME TO A HEAD
by "Deadnail"
The next PWAD on my itinerary is Esa Repo's Linna, but as it lines out in its .TXT, Espi actually based it on a level that had been released by another person earlier in the year. Deadnail appears to have been primarily an author of deathmatch levels who played in what must be a now-ancient version of ZDaemon. At one point, however, they aspired to make some singleplayer levels, and Come to a Head is the fruit of this practice session. This is a MAP01 replacement for Doom II, released in 2001, and is specifically designed for ZDoom. I'm not sure if there's anything going on under the hood that requires it besides maybe the particle fountains, but in terms of gameplay, jumping is required in order to complete the level.
Wednesday, January 8, 2025
Bloodworks (BLUDWRKS.WAD)
BLOODWORKS
by Bob "brad_tilf" Larkin
Bob Larkin is the webmaster of the Doom Wad Station, one of the oldest hubs of Doom diaspora still knocking around the internet. He also has his own bibliography of PWADs! Back before I wrote any reviews I think that I had randomly picked his Endgame project to try out. I was... deeply confused. If you ask him what his best WAD is, though, he'll almost certainly say Bloodworks, and probably give a shoutout to Mitnal. BLUDWRKS is a MAP03 replacement for Doom II. I think that the source port recommendation basically boils down to "limit-removing". The GL ports of the day didn't know what to do with the software renderer tricks, I guess, but times have changed and this looks pretty much as it was originally intended in GZDoom as well as ZDoom.
Labels:
2003,
brad_tilf,
Doom II,
limit-removing,
review,
single map
Sunday, January 5, 2025
Tangerine Nightmare (TN.WAD)
The French Doom Community celebrated in 2024 with a huge win, finally pushing out a release candidate of their Necromantic Thirst megaWAD after years of development. They didn't get there by just chipping away at their mega-project, though. franckFRAG and WH-Wilou84 fostered a creative community through their 3 Heures d'Agonie speedmapping project, which got sequels in 3HA2 and 3HA3. This seemed to activate authors like Datacore, who has since become one of the most productive authors of their subset of the Doom diaspora. Tangerine Nightmare started as a Datacore-led project with an emphasis on an orange color scheme. At some point, and I can't exactly tell by reading the development thread, franckFRAG sort of organically became the lead. What started as a vanilla adventure became a (mostly) limit-removing episode for Doom II, finalized in early 2018, replacing MAP01-MAP10.
Labels:
[WH]-Wilou84,
2018,
Datacore85,
Doom II,
episode,
franckFRAG,
French,
jambon,
JCD,
limit-removing,
review,
Roofi,
Yugiboy85
Sunday, December 29, 2024
Death Cycle (#DCYCLE.WAD)
DEATH CYCLE
by "Sphagne"
One of my main goals has been to play through the collective works of the contributors to the first Community Chest as a sort of vertical slice of a subset of the Doom community at the time. I'd also like to do the same thing for Community Chest 2. The original CCHEST is somewhat maligned as the original goal was sort of something like, "hey, who wants to see their levels in a megaWAD?" with authors Gene Bird and Sphagne submitting levels that they had previously published on /idgames. Three of Sphagne's published fourteen maps ended up in the first Community Chest. Death Cycle, a MAP01 replacement for Doom II that was uploaded to /idgames in 2002, was not one of them. From what I can tell, it ought to be vanilla compatible, as the author had previously developed these maps between 1995 and 1999 before realizing that there was a broader Doom Community on the internet. This sort of precludes the existence of Boom as a target port.
Saturday, December 28, 2024
Chaotic Grounds (CHAOSGRD.WAD)
CHAOTIC GROUNDS
by Mike "Use3D" Alfredson
Use is probably best known by word of mouth from his fantastic Nilla Doom episode, not to mention his fantastic contributions to community projects like the Community Chest series. To my total confusion, Alfredson has had two different megaWADs in the works. One of these is his rough and tough vanilla megaWAD, of which Nilla Doom was an excerpt, while the other is for limit-removing ports and a little easier ("classically-styled") and goes by Doom Beyond. The cut maps that he has released to the archives are all from Doom Beyond as they were all crafted before 2004, when Nilla Doom started production. This includes both Deep Core 1 but probably not Hell Pit as it predates Doom Beyond's genesis in 1997.
Labels:
1997,
2019,
Doom II,
limit-removing,
Mike Alfredson,
review,
single map,
Use3D
Wednesday, December 25, 2024
007: License to Spell DooM (007LTSD.WAD)
Stephen Clark was something of a self-appointed vanilla advocate, a dude believed that OG Doom and Doom II were capable of great things that could close some of the gap between them and Quake and subsequent FPS games. He made Operation: Lightning, a Doom II episode that deliberately evoked Quake II with its dropships and had carefully arranged vanilla sector machinery to create effects like exploding reactors, flooding vessels, and collapsing bases. Then he took his lessons learned and authored Fragport, a 2001 "21st Century Doom 2 Episode" that was actually a megaWAD and which toned down some of OP-LITE2's worst excesses. Then he pushed Heretic into uncomfortably ingenious places with the Shadowcaster episode in 2002. This is also the year where he learned to stop worrying and love the ZDoom. Enter 007: License to Spell DooM, an E4 replacement for The Ultimate Doom.
Labels:
2002,
doom,
Doomworld's Top 10 WADs of 2002,
episode,
Stephen Clark,
The Ultimate Doomer,
ZDoom
Subscribe to:
Posts (Atom)