Wednesday, July 8, 2020

The Future of ONEMANDOOM

It's been more than another month since my last post so I ought to make a salient update that I've been putting off. Everything is going fine but at this point in my life, writing about the works of the Doom community isn't satisfying to me as a creative outlet. I'm not making WADs because chance and circumstance brought me back to my love of crafting stories and the sorts of thing that I would like to do cannot be accomplished within the admittedly flexible confines of the Doom engine.

I will still be maintaining this blog as a repository of reviews - pruning spam comments and the like - and may update it when I feel like I've grown the way that I want to. Until then, though, I'm done playing. Thanks to everyone who was and still is interested in reading these longform reviews; it's been a dazzling journey so far and I feel bad leaving so many cool sights still unseen. I'm just ready for a long, healthy detour.

Sunday, May 24, 2020

still not ded

Just checking in to say that I've thus far weathered a jam-packed work schedule in addition to the epidemic.

Friday, April 10, 2020

i atent ded

I have not abandoned ONEMANDOOM but I'm not in any state to work on the blog. Long time readers may have realized that this sort of thing happens every two years. It's a convenient intersection of where my line of work intersects with maximum burnout but was buoyed along by, among other things, the birth of my second daughter. The good news is that I am looking forward to really playing Doom again! I got the PC port of Doom 64 and am anticipating the new and improved KEX engine and mini-campaign. In the meantime I've been filling my free time with baby love and NotDoom games. I dunno when this will pick back up again but whenever it does it will be with the excellent Europa 2.

Wednesday, April 1, 2020

ea Gothic 2 (EAGOTH2.WAD)

by Erik Alm

As I mentioned in the review for EAGOTH1, 2001 was a big year for Erik. His participation in the One Week Mapping Contest was an important stepping-off point for someone who was previously not confident in the worthiness of their work. Toward the end of the year he started a string of single releases beginning with Europa 1 and, shortly afterward, ea Gothic 1. EAGOTH2 is the speedmapped squeakuel to the latter. Another fast and furious Boom-compatible blastathon, Erik elected to utilize the MAP29 slot for this go around. Was he potentially filling the whole E3? Or is it merely another case of sky-and-soundtrack preference?

Wednesday, March 25, 2020

ea Gothic 1 (EAGOTH1.WAD)

by Erik Alm

2001 was Erik's coming out party, starting off with a handful of submissions to Sam Woodman's One Week Mapping Contest before moving on to his first solo release, the relatively large Europa 1. He continued his frenzy of activity along a different path with ea Gothic 1. This is still a level for Boom-compatible ports but it's a much smaller, intimate affair that requires the beloved Gothic DeathMatch II texture pack. The product is a MAP27 replacement for Doom II, presumably because Alm appreciated the combination of Hellish sky and the curious atmosphere of "Waiting For Romero to Play".

Sunday, March 15, 2020

Europa 1 (EAEURO01.WAD)

by Erik Alm

Erik has gone on to great fame with Scythe II often lauded as the direct ancestor of the Doom community's current gameplay standards. He humbly began in 2001, though, kicking out five submissions for Sam Woodman's One Week Mapping Contest. Thus spurred into action, he started an impressive array of small solo releases. Europa 1 was his first solo release, a Doom II MAP22 replacement for Boom-compatible ports. If you're looking for something on the level of the 2003 Scythe's short, accessible first two episodes then, well, hunt somewhere else. This one is large and, as is the case with Alm's early output, not particularly fair.

Saturday, March 7, 2020


by Brad "Vorpal" Spencer

2001 was a pretty big year for Brad. When I last left our hero we had just seen Maximum Breakdown in 1999, a level that tested some of the fledgling ZDoom engine's capabilities. 2000 gave us the publication of Atomic Tomb, a hard-hitting OG Doom level in Spencer's swampy style, as well as a few deathmatch releases (Freonic Craze, Fury of Procyon, and Terror's Wing). 2001 brought one more of the latter - Sector X-9: Silo Control - as well as the first version of Alien Vendetta, which had five Vorpal ventures. Nexus came in between and marks the logical end of the author's trend from ZDoom to Boom, finally settling into vanilla. A result of his participation in AV, perhaps? This is a MAP01 replacement for Doom II and should play back in anything, though Brad takes care to stress the original .EXE.

Saturday, February 22, 2020

Heart of Fire (HOF.WAD)

by Pablo Dictter

Pablo was one of the more prolific authors to emerge during the source port boom. Much of his output consisted of small, straightforward levels with a hefty amount of detailing. Today Dictter is probably remembered for his sole contribution to Alien Vendetta, "One Flew Over the Caco's Nest" (MAP21). The stringy layout is emblematic of his style back in the early '00s. He also indulged in level design for the Raven branch of the id family. Heart of Fire is an E1M1 replacement for Heretic, originally released for what appears to have been something like a limit-removing port - wHeretic. Published in 2001, it is a sequel to the similarly-titled River of Fire which was stamped back in May of 2000.