Sunday, October 30, 2016

PC_PLAN (PC_PLAN.WAD)

PC_PLAN
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, then, 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

Big Boy (BIGBOY.WAD)

BIG BOY
by Paul Corfiatis


Paul made a fairly big splash in 1998 with the original Twilight Zone megaWAD, but it wasn't the first thing he'd done in an editor. I'm not sure that 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 with a ton of Wolfenstein 3D textures and SS Nazis, a detail that doesn'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 very easy to miss.

Monday, October 24, 2016

Verada (Please Consider) (VERADA.WAD)

VERADA
PLEASE CONSIDER
by Paul Corfiatis


Apparently, a vocal portion of the Doomworld community thought that some of the levels of Paul Corfiatis's Death Tormention were 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! So hard that even he couldn't beat it in UV. That's not a hard 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)

STARCOVE
A TRIBUTE TO
TY HALDERMAN

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 Doom 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, churning out map after map of vanilla Doom II goodness, but tapering off in 2012, with an apparent last gasp in 2013 with 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 the siren song of Doom for so long, though, and both authors are back in 2016. Though they've 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

Mutiny (MUTINY.WAD)


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 levels worked pretty well for his and Super Jamie's UAC Ultra, I feel that the vast majority of Doom authors are 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. The end result is that Mutiny took longer than 40oz really expected, releasing more than a year later in 2016. It's still pretty fuckin' cool, though.