Friday, November 29, 2013

Forsaken Overlook (FSKNOVLK.WAD)

by Matt Tropiano

Forsaken Overlook, published in 2013, is part of the Doomworld "Secret Santa" project, arranged by one Brian "Snakes" Knox. The idea was to randomly pair off participating authors in a gift-maker to gift-receiver relationship, where the gift-maker created a single level in the target author's style. The results are then posted anonymously in the project thread, with players able to guess the target author before Snakes pulls the veil back and exposes the charade. In this particular case, the role of "Santa" was played by Doom veteran Matt Tropiano, and his recipient was "LupinX-Kassman" of Community Chest 4 fame. Tropiano did a job of studying his quarry, also producing a document that documents his entire creative process, which you can find and read in the .ZIP. A fascinating read, especially for other authors, I'm sure. The result, intended for Boom-compatible ports, plays in the MAP01 slot.

Friday, November 22, 2013

Temple of the Lizard Men 3 (LMTMPL3.PK3)

Temple of the Lizard Men has become somewhat of a Doom institution. Alan D., aka "alando1", started the ball rolling in 2009 with the original TOTLM, where a marine investigates an ancient temple, the site of some mysterious disappearances, including a military team sent to investigate. Temple of the Lizard Men 2 knocked it up a notch with another marine investigating a different temple, this one with a power-mad Lizard Man chieftain executing all of the women of his tribe. Temple of the Lizard Men 3, released in 2013, may be more scales than you can handle, with three distinct episodes and a story involving an archaeological team that Dug Too Deep, unleashing an ancient evil and rekindling the age-old battle between the forces of light and dark. All of this across roughly 32 levels for GZDoom, with some fudge factor for the practice map and the falling action.

Friday, November 15, 2013

Doom 2 the Way id Did (D2TWID)

Doom 2 the Way id Did is a sequel to, well, the incredibly popular Doom the Way id Did, of course. Headed up by Doomworld forum superstar Alfonzo after the release of the latter, D2TWiD aimed to mimic the styles of the architects of Doom II. John Romero, American McGee, and Sandy Petersen are the headliners, of course. I think Shawn Green and Tom Hall were considered, but if they're represented, it's probably in Tom Hall's sprawling base layouts. As was the case with DTWiD, there is no change in the "story" of Doom II. Just load it up and ask yourself - if one of these levels had shown up instead of one of the originals, would you even have noticed? What if you mashed the two PWADs together - would anything seem out of place?

Saturday, November 9, 2013

Interception (INTERCEP.WAD)

Interception started around the height of vanilla megaWAD madness, back in 2011. Matt534Dog wanted to make a megaWAD, and there was enough enthusiasm knocking about that everyone not working on their top secret projects said "Hell yeah!" and started pouring in the maps. Then on release, the Doomworld MegaWAD Club played it, undergoing a sort of playtesting by fire, after which the PWAD underwent some significant changes. The super double ultimate final release happened sometime in 2013, but there are still a few game-breaking bugs to stamp out. Funny, unless you're playing it and run across them, trying to find out whether you just don't have the solution or whether the puzzle itself is inherently broken.

Sunday, November 3, 2013

Temple of the Lizard Men 2 (LMTMPL2.PK3)

Alando released the original Temple of the Lizard Men in 2009, following it up with the sequel in 2010, the aptly titled Temple of the Lizard Men 2. The TOTLM series is a conscious attempt to weld the gameplay of Doom to that of Unreal, more specifically the action of the former and the environments of the latter. Where the first installment was pretty much action for action's sake, though, the author attempted to work more story elements into his sophomore effort. TOTLM2 doesn't have any cut scenes, but there are a few NPCs you WILL chat with, and a number of digital journals to collect, one of the most prevalent quirks of Unreal, hammering in the depressing ends of a number of corpses.