Tuesday, February 25, 2025

Super MAYhem 17 (MAYHEM17.WAD)


MAYhem is a time when Doomworlders can band together and throw their weight behind an arbitrary set of restrictions. The series had a rough start in terms of meeting its megaWAD goal, with 2012 and 2013 fielding 12 and 11 levels respectively, but it hit its stride with MAYhem 2048, with each subsequent iteration meeting the "megawad" definition (in spirit with MAYhem 2024, which produced 35 segments to stitch together). The 2017-released-in-2018 installment goes by Super MAYhem 17 because the texture theme this go-around was Super Mario Bros.-themed, with an aesthetic that appears to be sort of a mix of Super Mario Bros. 3 and Super Mario World. This is a 28-ish level replacement for Doom II, to be played with Boom-compatible ports, with some fringe MAPINFO perks for ZDoom / Eternity users.

Saturday, February 22, 2025

The Living End (#LIVEND.WAD)

THE LIVING END
by "Sphagne"


No--it's not THAT "Living End". This is a level by Sphagne that happens to go by the same name. Sphagne's main claim to fame is having submitted three of his previously-released levels to the first Community Chest: Avenger, Blood Runners, and Afterlife. Pretty much all of his single player maps were crafted somewhere between 1995 and 1999 and then uploaded in bulk in August of 2002. The Living End is purportedly the seventh of these, with four of the author's mentioned 19 levels never seeing publication. Like the rest of Sphagne's released solo works, it's a MAP01 replacement for Doom II.

Wednesday, February 19, 2025

Computer Station (CMPSTATN.WAD)

COMPUTER STATION
by Mike Alfredson aka "Use3D"


Doom Beyond started out as a replacement for the Hell levels of Doom II, which Alfredson thought were lacking in Hellishness when compared to "The Catacombs" and "The Spirit World". He seems to have had a sympathetic soul in Chris Lutz, who executed a project similar in sentiment with 2017's Hellscape. Doom Beyond eventually ventured beyond its original scope, however, becoming a limit-removing megaWAD with more or less classic-style gameplay. Along the way he removed some of his older levels from the running and published them independently. So far I've taken a look at Hell Pit, Deep Core 1, Chaotic Grounds, and Temple of Sin. This review is for Computer Station, a MAP04 replacement for Doom II, originally crafted in 1997, that was stationed earlier in the megaWAD along with Deep Core 1

Sunday, February 16, 2025

Still Kickin' (KICKIN01.WAD)

STILL KICKIN'
by Kurt Kesler


When I played KZDOOM7 back in 2016, I had two levels left before I had reviewed the entirety of his output: "Phobos - The Underground Sewer Facility" from Ni'mRoD - IXNAY on the HOMBRE (MAP05), published in 2002, and Still Kickin', a solo level released in 2005. I played NIMROD back in 2019, but I wasn't in much of a hurry to play Kesler's final offering. Then, in 2023, it happened: KGZDoom1, Kesler's first published Doom content in 18 years. Since then and as of this writing, there are three new KMETL levels. Will wonders never cease? It feels about time to ride the K train again and close the gap between 2002 and 2023. Still Kickin', at one point Kesler's ultimate work, is a MAP01 replacement for Doom II to be played in any limit-removing port.

Thursday, February 13, 2025

How Eye Killed Time (KILLTIME.WAD)

HOW EYE KILLED TIME
by "Memfis"


Memfis uploaded some maps to /idgames as he made them, but he waited to upload even more of them until 06/21/14, the day of the great uploading. How Eye Killed Time, a MAP01 replacement for Doom II, was apparently crafted early October of 2013 but it doesn't appear to have been stealth-released on the Doomworld Forum like most of the June 2014 uploads that I've played thus far. Maybe he posted it to a different forum, or maybe he just sat on it until he decided to clear out his archives. In any event, the PWAD claims to require Boom compatibility, but based on what I've seen over past Memfis reviews, I believe that the reality is that the only environment this map was tested in is PrBoom-plus using -complevel 9. It wouldn't surprise me if it worked in more or less any limit-removing port.

Thursday, February 6, 2025

1 Monster (1MONSTER.WAD)


We are more awash in limitation-based projects than ever, with 10 Sectors capturing the imagination of the community. When 1 Monster was conceived, Dr. Zin had 2 Sectors and Congestion 1024 in mind, though we've since seen 100 Lines and a whole host of resource-economy projects. What you don't see a lot of, though, are restrictions on enemy variety. Enter 1 Monster, a megaWAD where only one monster type is placed on each map. Every member of Doom II's bestiary is represented here, from the lowly zombiman to John Romero himself with his luscious locks of love. The project kicked off at the tail end of 2005 and then changed leads several times before seeing a final release in 2007. In its more or less final form, 1 Monster is a 25 map replacement for Doom II, to be played in Boom-compatible ports.

Monday, February 3, 2025

Laitos (LAITOS.WAD)

LAITOS
by Esa Repo aka "Espi"


Espi was one of fifteen different people who submitted levels to DoomCenter's E1 Contest for the chance to get a sweet, signed copy of The Ultimate Doom from the man himself, John Romero. Some of them went on to have rather illustrious careers in the community. Amusingly enough, the contest winner did not! Some of the contestants released their levels individually once it was over. Laitos--which was originally E1M8, not that this technically meant anything--has virtually doubled in size, if not more so. My understanding is that Espi revised this level several times. The final version (v1.4), published in early 2002, is an E1M1 replacement for the original Doom.