It feels like a long time ago but, back in 2014, the author of the Titan series pointed me toward his then recent entry: Titan 1024, a sort of re-imagining of the then ten-year old levels within the 1024 limit. I said that I would do one better and play both the original as well as Titan 2 before checking out TITA1024. Well, after six and a half years, here we are! Sorry for the wait, Ixnatifual. Titan 1024 is a ten-level episode for Doom II to be played in GZDoom. It was originally released in 2012, some three and a half years after his last publication. The author notes that jumping is acceptable, but crouching is forbidden. The number of situations where the former comes up is... not big, but try not to forget that it's an option.
Since id Software released Doom in 1993, thousands of user-made WADS and maps have been and continue to be created for the Doom community's entertainment.
These are their stories.
Showing posts with label 1024. Show all posts
Showing posts with label 1024. Show all posts
Tuesday, February 16, 2021
Saturday, June 11, 2016
rf 1024 (RF_1024.WAD)
Exquisite Corpse begat Congestion 1024, which begot the now maligned 1024 fad of Doom mapping. fletcher` was on the train back in 2006, adding an additional constraint. Now, ten years later, they've 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.
Monday, March 16, 2015
Exquisite Corpse (EXCORPSE.WAD)
EXQUISITE CORPSE
by Andrew "Linguica" Stine, Rachel "Shtbag667" Schmitz,
Jacob "Darksoul" Kastner, "Volteface", "Fiend", Mike "Cyb" Watson,
Simon "_5hifty" Rance, Chris "Chopkinsca" Hopkins, Boris "boris" Iwanski,
Maximillian Augustus "Blackfish" Daley, "Scrum", and Josh "Earthquake" Simpson
by Andrew "Linguica" Stine, Rachel "Shtbag667" Schmitz,
Jacob "Darksoul" Kastner, "Volteface", "Fiend", Mike "Cyb" Watson,
Simon "_5hifty" Rance, Chris "Chopkinsca" Hopkins, Boris "boris" Iwanski,
Maximillian Augustus "Blackfish" Daley, "Scrum", and Josh "Earthquake" Simpson
The 1024 fad hit Doomworld pretty hard. In some ways, it still hasn't recovered, though 2048 may yet take its place. 1024 levels limit the playable space to 1024 x 1024 units; the challenge to the author is to create a level that avoids feeling as restrictive as it truly is. Before the Cacoward winning Congestion / Claustrophobia 1024, though, there was 2004's Exquisite Corpse, from where 1024 ultimately originated. The project got its cues from a surrealist parlour game where authors join together to create sentences and images, the caveat being that each player can only see the very edges of what the previous author did.
Labels:
_5hifty,
1024,
2004,
Blackfish,
boris,
Chopkinsca,
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Cyb,
Darksoul,
Doom II,
Earthquake,
limit-removing,
Linguica,
review,
Scrum,
Shitbag,
single map,
Volteface
Thursday, April 28, 2011
Congestion 1024 (1024.WAD)
Congestion 1024 is a Doom II megaWAD released in 2005, born from the Exquisite Corpse project, in which a collection of mappers created twelve 1024 x 1024 maps and bound them together as a single, contiguous level. I assume either those involved or those observing found the individual puzzle pieces so intriguing that they made an entire WAD out of similarly sized bits, creating 32 levels of intense action. The rules: the player is bound to a 1024 x 1024 area. They are allowed egress as long as they die upon leaving the 1024 confinement. Monsters, of course, are allowed to be outside the area's bounds and frequently are.
Labels:
1024,
2005,
2005 Cacowards,
boom,
community,
community project,
Cyb,
Cycloid,
Doom II,
DoomedAce,
Hobomaster,
Ian Cunnings,
Jimi,
Job,
Lee Szymanski,
Lutrov71,
megawad,
Psyren,
review,
Russell Pearson
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