Sunday, October 30, 2016


by Paul Corfiatis

Paul Corfiatis has made a ton of Doom levels. PC_PLAN has the earliest beginnings of any of them but was released in 1999. That's because it was the first level Paul ever designed; the medium, however, was paper. This MAP01 replacement owes its existence to its sentimental value since PC_PLAN is pretty basic when compared to the maps from The Twilight Zone, which Paul had released in 1998. I suppose he felt honor-bound to commit his plan to WAD. According to the author's notes, the thing placement has not been tinkered with in any way, bringing the pencil sketch to life exactly as conceived.

Thursday, October 27, 2016


by Paul Corfiatis

Paul made a fairly big splash in 1998 with the original Twilight Zone megaWAD but it wasn't his premier production to be performed in an editor. I'm not sure whether Big Boy is, either, but it was among the first of his works pre-TWZONE that he deigned to release afterward. It also apparently began life as a big Doom II level featuring a ton of Wolfenstein 3D textures and SS Nazis. These latter features don't really surprise me given what I've seen from most of Paul's other, larger projects. As published, BIGBOY is a single level for E2M4 so all the Doom II resources are no longer present. Some of the Nazi stuff is still baked into the level's architecture but both details are easy to miss.

Monday, October 24, 2016

Verada (Please Consider) (VERADA.WAD)

by Paul Corfiatis

Apparently, a vocal portion of the Doomworld community found some of the levels of Paul Corfiatis's Death Tormention to be too easy. I can see that such might be the case while playing straight through but I recall pistol starting the maps to be very dangerous. pcorf's response to the criticism was, naturally, to make a hard level for the critics! Too tough for even the author to beat it in UV. That's not a difficult task to accomplish, though, and you'll see why. The end result is Verada, alternately titled Please Consider. It's a single level for Doom II released in early 1999 in a sort of starbase / techbase style.

Friday, October 21, 2016

StarCove - A Tribute to Ty Halderman (STARCOVE.WAD)


by Michael Jan "valkiriforce" Krizik

Ty Halderman passed away in 2015. He remains an Essential Pillar of the Community for a variety of reasons, the most prominent in my mind functioning as the steward of the /idgames archive for nearly twenty years. The only reason he stopped was because his terminal illness dealt him such a blow that he could not even tell the Doom community why their regularly scheduled updates had ceased. It was no surprise to see authors gathering together in an attempt to pay tribute to the man, many of whom gathered under the banner of Christian Hansen's THT: Threnody (Ty Halderman Tribute) project. Classic megaWAD officiando valkiriforce had a slightly different idea, likely because Threnody was a Boom-compatible release and Krizik is more of a Chocolate kind of guy.

Friday, October 14, 2016

Absolute Dishonor (ABSOLDIS.WAD)

valkiriforce was one of 2011's biggest darlings. He churned out map after map of vanilla Doom II goodness but tapered off in 2012 toward an apparent last gasp in 2013, releasing what appeared to be a sort of rarities collection. 40oz made a huge splash in 2010 with UAC Ultra but took several sabbaticals from the community related to the development of Doom the Way id Did and the hotly anticipated UAC Ultra 2. You can only resist id's siren song for so long, though, and both authors are back in 2016. While each one had their own solo stuff they brought their heads together for Absolute Dishonor, an eight-map episode for vanilla Doom II.

Friday, October 7, 2016


40oz had a dream, a dream of making a megaWAD with a dystopian Cyberpunk theme that leveraged the gimmick of collaboration. It was a great idea and Vail obviously had his expectations dialed back early since he was looking to compile sixteen levels. However, while bromancing maps worked pretty well for his and Super Jamie's UAC Ultra, the vast majority of the community's authors seem more inclined to tag-team megaWADs a la Speed of Doom than trust their artistry to a complete stranger. I can only assume that this issue was compounded by people perhaps taking up slots and then having others too skittish to follow. As a result, Mutiny took longer than 40oz really expected and saw release a year later in 2016. It's still pretty cool, though.