Thursday, June 23, 2016

Strange Aeons (STRANGEAONESV53.PK3)

(This review is an expansion and edit of my previous article or 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 its sequel. As it requires ZDoom, it's something much more than a plain ol' 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. 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

Absolutely Killed (KILLEDC2.WAD)

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

rf 1024 (RF_1024.WAD)

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

Urotsuki 2: Cargo Cult (UR2CARGO.WAD)


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

Extinguished (EXTNGSHD.WAD)

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.

Thursday, June 2, 2016

That Urban Sence... (URBAN.WAD)

by Christian Hansen

Chris Hansen released a bunch of shorter levels for Doom II through 1998 and 2000, but That Urban Sence - a MAP15 replacement for Doom II published a mere month after Hansen's retirement from level design in 1999 - may be the shortest. It only figures, since it's an attempted deathmatch level that's also populated with monsters to court the single player crowd. While Chris notes that URBAN has the accoutrements of a deathmatch WAD, you'll see manic acknowledgement that he never actually tested it as such. If you've had some experience, then by all means, write in! Otherwise, it's getting the same treatment that Hansen gave it.