Sunday, April 23, 2017
When Doom's source ports started incorporating "advanced" features like scripting, I believe that there was a sort of fevered excitement as though these things would "elevate" it from a 1993-era FPS to something more in line with at least the late 90s, like Quake, Quake II, and Half-Life. Over time, the enthusiasm for expanding Doom's gameplay beyond the niche it rather robustly occupies waned and we are now up to our knees in vanilla and Boom-oriented maps and mapsets that continue to mine new depths beneath its rugged exterior. There's still a solid brace of people making highly inventive things with source ports, of course, but the days of people like Kurt Kesler churning out little ZDoom mini-adventures appears to be gone, its peak madness left back in the early '00s.
Sunday, April 16, 2017
Tommie Quick made a couple of vanilla maps back in 1997, took some time to tour with TNT and their deathmatch megaWADs, and then jumped into ZDoom modding with several releases in 2001. Trust came first; it's a Doom II mapset with what technically amounts to seven levels, but the first three are pretty much just iterations of MAP01 that I assume exist due to technical limitations with ZDoom at the time. Trust shares some details with 2000's Paranoia as both of them crib some ideas from Half-Life, then still hot on the minds of FPS fans, but Trust remains much more grounded in Doom's universe.
Sunday, April 9, 2017
by Tommie "Fatal" Quick
by Tommie "Fatal" Quick
Tommie Quick slid in at the end of Doom's Golden Age, releasing a few levels in 1997 before hitching his wagon to Team TNT and helping to crank out a few deathmatch megaWADs. UAC Headquarters is his second publication, but I get the feeling that it's actually kind of old, perhaps a relic of an unreleased portfolio that he simply felt good enough to push out the door. Like his Flood Mines, it's a MAP01 replacement for Doom II. That one was sort of an underground earth / tech split, though, where TQMAP02 is all tech and while the vast majority of the level does not take place outside, most of it occurs within the titular UAC Headquarters. Why you're clearing out another UAC installation isn't mentioned but any reason should come fairly quickly to the imagination.
Sunday, April 2, 2017
by Tommie "Fatal" Quick
Flood Mines is Tommie Quick's (aka Fatal) first published level, a MAP01 replacement for Doom II released in 1997. A member of Team TNT at the time, it wouldn't be until their later deathmatch WADs (Pursuit and Reclamation) where he would establish himself as a contributor. If he's known for anything, though, it's probably his 2001 ZDoom projects, TRUST and Doom Resurrection Episode 1. Where those horsed around with stories and setting, there is nothing establishing the setting of Flood Mines. It's just an ordinary extra mission for Doom II, prestigious by association.
Sunday, March 26, 2017
Hexen II... Quake II... Half-Life... Quake III... Dark Forces. 2000-2001 was a pretty busy period for Rex Claussen and saw him play with a lot of different themes, adopting resources from different games as he embraced the ZDoom engine as more than just another limit-removing port. First designing for jumping with Military Research Complex, he later incorporated scripting with Paranoia and hub systems with Temple of the Ancients, finally including actual monster modifications in this, The Darkest Hour (DeHackEd, I know, but work with me!). DARKHOUR, a Star Wars-themed 2001 release, was Rex's only release of that year and consists of seven maps, one of them a secret that requires you to use the force... of a rocket. At your feet.
Sunday, March 19, 2017
In some ways, Temple of the Ancients is the sort of project Rex has been leaning toward since he began his authorial career. While testing his levels in ZDoom, they weren't really specific to it until he started to embrace jumping with Military Research Complex. Phoenix Rising saw him play with the idea of if not the actual mechanics of a Hub arrangement and Paranoia involved the incorporation of scripted events to push the gameplay slightly beyond the tried and true limits of Doom. TEMPLE2 then takes both of these elements and welds them together for a dashing adventure, released in 2000. While Temple of the Ancients is another five-level mapset, it sits in map slots 10-14 instead of the MAP02-MAP06 block that Phoenix Rising and Paranoia had. This is the one time I can't really guess at why it's structured as such since Claussen has used the MAPINFO lump to set skies and music.
Sunday, March 12, 2017
So far, I've played two of Rex Claussen's 2000 Doom II "TCs". The first, A Hex On You, mined the resources of Hexen II. The following release, Phoenix Rising, pulled from the world of Quake II - among other things. This time, he's set his sights on the world of Half-Life with Paranoia. It has a few superficial commonalities with PHOENIX; it has five maps, for one, also spanning MAP02 to MAP06. However, where Phoenix Rising only took the textures from Quake II, Paranoia makes a thorough bid for Total Conversion by also using weapon and enemy sprites pulled from the game's models and sort-of-kind-of-finding matches in Doom II's monsters. The result is... interesting.
Friday, March 3, 2017
It all began back in 1997; Emil Brundage released The Beginning of the End (Part 1), laying the seeds for an author crush that saw consummation with the advent of Doom the Way id Did some fifteen years later. Xaser was (and still is) Emil's biggest fan, and while none of the latter's maps made the final cut for DTWiD, the two plied together their trades with the inimitable Chris Lutz to make their OWN original Doom megaWAD. Thus began No End In Sight, a project that did not seem to have an end in sight. However, in 2016 it exited Limbo along with its fellow offshoots (Phobosdeimos Anomaly and Doom the Way id Did: The Lost Episodes).