Showing posts with label 2010. Show all posts
Showing posts with label 2010. Show all posts

Sunday, March 31, 2019

One Doomed Marine (ODM-V1.1.PK3)


Alexa received accolades for her work in GZDoom - Shadows of the Nightmare Realm in 2017 and, more recently, 2018's Umbra of Fate - but she has had a lot of prior practice in Doom editing utilities. Much of it went toward her incomplete one woman megaWAD (Kill) but her advanced source port debut was in the Doomsday engine with One Doomed Marine in 2010. I'm pretty sure that Jaakko's .EXE was my first community port since it was the target for Kaiser's D64: Absolution TC. It looked a bit different back then, though, and the gap between this five map minisode's original release (made for v1.8.6) and the current version of Doomsday (v2.1) has introduced a number of complications in its functionality.

Friday, August 28, 2015

Phobos Massacre (PHOBMASS.WAD)


Vordakk, also known as Stormwalker, bedazzled us with a brand new Heretic episode in 2011 (Call of the Apostate) and eventually belted out a sort of Doom II inspired megaWAD in 2014 with Flashback to Hell. His first big release, though, was Phobos Massacre, a Knee Deep in the Dead replacement for the original Doom to be played in ZDoom-derived ports. Phobos Massacre eventually got its own remastering in 2015 with Oblivion, but its progenitor is still lurking on /idgames waiting for any poor unfortunate soul looking for more E1-themed levels to play. The episode doesn't have any story but it has plenty of thematic parallels with the original so you can just frame it as you like it.

Thursday, April 23, 2015

Unloved (UNLOVED.PK3)


The 2010 Cacowards had two really polarizing releases. One was the infamous Stronghold, which spent forever in development Hell before being quickly pushed out the door. The other was Unloved, another GZDoom showcase, but with a decidedly different bent. Unloved is technically a small mapset, clocking in at five levels, the first of which is really a hub that connects everything together. It's got a ton of new monsters to chew through as you plow through its dark experience. Paul Schneider eventually started Unloved 2, but stopped to pursue a career in game development. And now, he's "converting" the original Unloved into an Unreal 4 engine game! Good luck with that.

Monday, April 13, 2015

Phmlspd (PHMLSPD.WAD)


Back in 2011, when this blog was in its infancy, I had privately asked Doomworld Forum superstar Phml for a copy of his work in progress, PhmlSPD. Though I intended to review it, the work languished on my hard drive until... now! Some four years later, I doubt that PhmlSPD is an accurate gauge of the author's skills as they currently stand, but it's an interesting look into the growth of his talent. Interestingly, it also has a place as an undeniable influence on Doom's co-op scene. PhmlSPD formed the foundation of the cheekily-titled Chillax, an over-the-top co-op slaughter megaWAD that has become infamous for its ridiculous monster counts, and made its original debut as PhmlSPD v1.4, before polite askance by the author to remove his name from the project led to the change to the Chillax we all know and keep at arm's length. The last official version of PhmlSPD is a fourteen-map PWAD for Doom II, to be played Boom-compatible ports.

Sunday, February 15, 2015

UAC Ultra (UACULTRA.WAD)


We know that horrible shit wound up happening to the UAC bases on Phobos and Deimos. Mars was never officially touched on, though, until id remade the series with Doom 3. Different PWAD authors have told their own stories about the Mars facility. In 2010, Jon Vail aka 40oz and Super Jamie Bainbridge put their heads together for UAC Ultra, an eleven-ish map episode for Doom II to be played in Boom-compatible ports. There's no clear delineation as to who did what work; like 2011's Double Impact, I assume that the authors picked over each others' maps until the levels felt complete.

Saturday, August 16, 2014

Quadruple Threat (QTHREAT.WAD)

QUADRUPLE THREAT
by Eric "The Green Herring" Baker,
Jon "40oz" Vail,
"Super" Jamie Bainbridge,
and Joonas "Jodwin" Aijala


Don't touch that dial! Yes, this level has four authors. Quadruple Threat was an exercise in collaborative speedmapping, which is to say that each contributor made a section of the map in roughly 100 minutes, after which the pieces were sown together. Some of these Doomworld Forum superstars may look familiar to you. The Green Herring is of course none other than the current curator of the Community Chest series. 40oz and Super Jamie published UAC Ultra. Jodwin I know as the creator of Jade Earth, yet another highly-regarded map that I haven't played. Together, they've made this map, which is half marble fortress and half built into the earth. There's no story, just around 300 demons to kill.

Tuesday, July 1, 2014

Chapel of Chaos (CHACHOS.WAD)

CHAPEL OF CHAOS
by Chris "Mr. Chris" Pisarczyk
and Joonas "Jodwin" Äijälä


Chapel of Chaos is a MAP21 replacement for Doom II, to be played in Boom-compatible ports. It's also a collaboration between Chris and Jodwin, though who did what, I don't know. What I can tell you is that Chris lists himself as an "Oblige RMG participant", which kind of puts me on edge, but I'm sure either author (or the tester, SuperJamie) can shed some light on the situation. The map actually has a plot, but it's pretty simple and presumably fits right into the Doom II storyline in place of "Nirvana". You arrive in Hell and first encounter an enormous, infernal chapel, a bastion used as a staging point for the invasion of Earth... or perhaps Hell's first line of defense? In any case, you have to clear the stinking fortress before you can move on.

Thursday, April 24, 2014

Speed of Doom (SODFINAL.WAD)


No one really knows what contemporary mapsets will enter the "canon" of Doom, but I think you could make a strong argument that Speed of Doom has been strongly woven into the rich tapestry of user-created content. I've seen at least a handful of authors citing it as an influence on their own works and plenty of players, especially in the slaughter crowd, have espoused their love of Josh "Joshy" Sealy and partner in crime Darkwave0000. It is a super-hard megaWAD for Boom compatible ports, released in 2010 after a development cycle of "speedmapping" that gave way to a year of production. That's still faster than many of the high-profile megaWADs being released today, and most of those are team projects!

Sunday, November 3, 2013

Temple of the Lizard Men 2 (LMTMPL2.PK3)


Alando released the original Temple of the Lizard Men in 2009, following it up with the sequel in 2010, the aptly titled Temple of the Lizard Men 2. The TOTLM series is a conscious attempt to weld the gameplay of Doom to that of Unreal, more specifically the action of the former and the environments of the latter. Where the first installment was pretty much action for action's sake, though, the author attempted to work more story elements into his sophomore effort. TOTLM2 doesn't have any cut scenes, but there are a few NPCs you WILL chat with, and a number of digital journals to collect, one of the most prevalent quirks of Unreal, hammering in the depressing ends of a number of corpses.


TOTLM2 takes place on a mysterious island where vacationers have gone missing for weeks and counting. A squad of marines went in to investigate and promptly encountered some action before they themselves disappeared. You are the sole person sent to discover the squad's fate, and perhaps that of all the individuals. Of course, you soon encounter the titular lizard men, plus the recently-oppressed lizard women. One of the latter, named Azula, seeks your help to break her people of the oppressive hand that guides them. If you're lucky, you might manage to find a marine or two alive.


Part two is essentially a continuance of the style of the series, but more refined, with a few memorable boss battles and lots of reptile-slaying goodness. Alan has pared down some of the weaponry to give a more effective selection. There is no SSG, sadly, but the normal shotgun will prove to be your workhorse weapon alongside the chaingun and on some occasions grenade launcher. There's a sniper rifle, but it feels pretty weak. I wasn't sold on the serpent staff's initial appearance, but it's pretty useful, and the knife is a great backup with great reward for comparatively low risk against the slightly sluggish lizards.


The bestiary should seem familiar to veterans with the lizards appearing in a variety of colors alongside weredragons, their ranged combat counterparts. The sorcerers return, as do the minotaurs. There are eels to complement the creepy gill beasts but the major addition are the berserker lizards, recolors of Shadow Warrior's rippers that are basically a faster and tougher variety of the main antagonists. There are a few bosses to fight, with some nice attack patterns to keep you on your toes, but as always, mobility is the main advantage of Doomguy.


If you didn't play the original TOTLM, you're in for a bunch of linear crawls through temples, caverns, and death-filled wilderness, with a fair amount of monster closets. I think they look pretty cool, but Alando doesn't stress the exploration aspect of adventure, instead focusing on some hybrid of Indiana Jones meets sword and sorcery where the adventure is in the action. He delivers, for the most part, though gunning down hordes of lizards and their ilk can get wearisome with some of the hordes thrown at you in later areas. He still manages to rustle up a few novel encounters, though, and I think that the architecture has improved in comparison to his debut.


The story is inessential to the action though it's nice that you aren't locked into cutscenes. It doesn't make a whole lot of sense in that the lizard man chieftain is ordering the execution of all of the lizard women, who are thus grateful for your intervention. There may be a greater power that isn't really hinted at that's causing such asinine decision making, but really, it's an adolescent sword and sorcery wet dream, but with guns. You arrive in a mysterious world, find the subjugated and tortured women (lizard and human) and rescue them by killing their masculine oppressors, afterward basking in their gratitude and barely-clothed glory. It is one of the premiere male power fantasies, though I don't buy into it, and truth be told the partially nude and mutilated bodies of both species are more than a little off-putting.


Anyway, if you liked the idea behind TOTLM but wanted something a little more...advanced, Alan takes things to the next level with Temple of the Lizard Men 2. If you're not a fan of his intended atmosphere or the essential linearity, you might want to give this a pass, but it's a nice piece of action and plays a bit better than its progenitor. It's almost the Evil Dead II to the original Evil Dead, though I'll admit that most of the comedy I see in this release is unintentional, mostly due to the awkwardness of the author's narrative.





TEMPLE OF THE
LIZARD MEN 2

by Alan "alando1" D.

DroppedMAP01
Almost entirely atmospheric level that consists of a walk up to the Temple proper. Some neat sights like that bridge by the waterfall, but that's what most of the level is - neat sights. As far as nailing Unreal, Alan isn't far off the mark, but he fails when he shows off the final outdoor area, which is disappointingly boxy, in spite of its little pond with lily pads.

MAP02Temple of Water
Something more action-oriented. It's a decent temple section with lots of brown and green lizards to dispatch, and a few weredragons for good measure. The shotgun makes short work of most of these beasts but with the hordes you'll be fighting you'll have to beat them back quite a bit. I like the look of the individual areas, with the southern dual-secret room my favorite.

The SwampMAP03
A linear trek down some marshlands that are rife with stalkers, which means that most of your experience consists of creeping down the river and then shooting the ugly bastards as they pop out of the water. It's not that thrilling, though the few appearances by green lizards come as welcome shake-ups to the otherwise excruciating crawl. It certainly has a decent atmosphere.

MAP04The Mountains
A few cool sights here including that massive gorge with the waterfall but after you enter the temple it's a bog-standard corridor shooter blowing tons of lizards away complete with monster closets. The only real surprise is the brown dragon at the end, which is mostly dangerous due to the confined space.

Night FallMAP05
The jungle is pretty nice-looking but the level isn't anything you haven't seen before. Its defining features are a few mobs of lizardmen that will have you pinned back to entrance points until you thin the herds out and, surprise surprise, the return of the chaos serpent, though you get the drop on him this time. This level also debuts the serpent staff, which is honestly a lackluster addition to your armory when you have stuff like the basic shotgun.

MAP06The Dungeon
Another trek into a stronghold of the lizards. "The Dungeon" isn't very dungeony due to its small size; one small area with a few cells fits the bill, complete with the answer to the question that's been burning within you. If there is a lizard man, is there not a lizard woman? There's also a human woman in here, too, but all are bound to function as simple props in the Doom engine, unable to do anything but grunt. The fights are pretty standard though there's a lot of water action for anyone wary of swimming with gill beasts and the bridge section has some questionable design what with the big-ass weredragon at the top on the other side. Save your sniper rounds, I suppose?

Underground TempleMAP07
This linear trek justifies itself with some great visuals and atmosphere with the jaunts into the rainy spaces. I love the huge altar room and as usual Alando does a decent job of making subterranean caverns, though his choice of texture leaves something to be desired as the first major chamber tends to blend together, robbing it of some of its spectacle. There are some tough fights, some of them sheer mob frenzy but the trickiest stuff revolves around the minotaurs, bad dudes that move fast and can crush you if you let them get a swing in. Cool stuff, and I love the treasure room.

MAP08Arena of the Minotaur
Just a boss map. You've been fighting baby minotaurs but the big bad can swing his weight around with his two hammers. Your first main adversary is the slightly raised area in the center of the arena which has a tendency to bounce your grenades wildly; after that it's just getting your explosives to connect before finishing him off with the chaingun. Like any good boss, once you learn your counter-maneuvers, it's a cinch.

The VillageMAP09
Some cool vistas and a nice, long trek to the finale. Things get tense, here, as I ran so low on ammo I had to resort to the knife, which is incidentally a pretty powerful alternative. And that's after using infighting to sort out most of the big fight, found at the village proper. No real surprises except for the final boss, a big ol' berserker lizardman (gorilla) with a pretty obvious tell for its death charge and a ton of cover to block its LOS. The only real trick is nailing it with your shotgun blasts with how fast it moves. And, well, there's some hot springs to be found, but...

MAP10Home Stretch
Post-action roundup of loose ends with some nice scenery on your way to the exit.

Thursday, October 17, 2013

Temple of the Lizardmen (LMTEMPLE.WAD)


Temple of the Lizard Men, dating from 2009, is a cool pastiche of several things. I get an Unreal vibe (no doubt due to the soundtrack selection) and the setting feels like a mix of sword and sorcery (battling alien-minded lizard people) and Indiana Jones (exploring ancient ruins from a modern mindset). Storywise, it's not much different from a Doom PWAD, except instead of battling demons, you're against the savage lizard men. Apparently a bunch of other marines have tried to investigate a mysterious temple but never reported back, so you're sent into South America to put these malcontents down. All of the resulting action occurs in this seven-map episode for Doom II, to be played in GZDoom.

Saturday, July 28, 2012

Year 23 - The Belly of the Beast (YEAR_23.WAD)

YEAR 23
THE BELLY OF THE BEAST
by Eric "The Green Herring" Baker


Year 23 (The Belly of the Beast) is the third map in Eric "The Green Herring" Baker's YEAR series, preceded by Year 21 (The Vanishing Point) and Year 22 (A Rock and a Hard Place). YEAR_23 occupies the MAP03 slot for Doom II and targets Boom-compatible ports, with PrBoom-Plus and Eternity being recommended. The story follows the adventure of a marine who, in Year 21, tracked down an abandoned warp gate facility, only to take an active teleporter to a rugged canyon (Year 22), where you find your way to Hell itself, where 23 begins. Though you're trapped underground, stepping stones emerge from the lava channel, as if beckoning the marine. You're in for one crazy trip.

Monday, July 23, 2012

Prayers of Armageddon (PRAY666.WAD)


Prayers of Armageddon is a Doom II megaWAD released in 2010 by Finnish Doomer "H3llraich", consisting of 33 levels, one only accessible via IDCLEV. It won't run in vanilla (or Chocolate) Doom, but it'll run in just about any other recent source port, at least as far as I can see. The story's setup may be different, but the result is familiar. Some scientist at a UAC teleportation research facility went nuts, killed his coworkers, and started bringing the hordes of Hell to your reality. You're tasked with finding the invasion's mastermind and putting an end to the ordeal.

Tuesday, July 3, 2012

TOT Comics Doom Remastered (TCDOOMRM.WAD)


TOT Comics Doom is a six-map Doom II callback to those early days of wide-eyed innocence in '94, when authors mixed traditional Doom gameplay with an occasional joke. Today, we call this kind of work a jokewad, which has become a bit of a dirty word in the Doom community. Recent jokeWADs tend to be practical jokes on the community or a barely-coherent hodgepodge of memes few people care about. The joke is, the WAD blows! Are your sides splitting from barely contained laughter? I prefer a jokeWAD of a different make and model, more like Duke Nukem 3D. There's actual gameplay to be had, and every now and then the author tries to get you to crack a smile. This type of level, first exhibited by Yak World or Shrine of the Warriors, is still alive and kicking. Mandrill Ass Project is on the modern side of things. For vanilla, we have TOT Comics Doom.

Friday, June 29, 2012

Into Hell (IH.WAD)


Into Hell, by Brian "Snakes" Knox, was supposed to be an eleven-map episode for Doom II. Instead, he ran into some trouble and released the first three maps as a minisode for Boom-compatible ports. Knox promised a part two, but he's been slaving away at Unholy Realms in the interim, so the conclusion to the incredible journey has yet to materialize. The story's pretty simple. A UAC excavation site has failed to make its routine communication to the base, so you're set to investigate. You quickly realize that they've dug too deep and, resigned to your fate, sally forth, tracing the source of the corruption back to its obvious origin. That would be Hell, of course.

Thursday, March 15, 2012

Doomed Dejá Vu (DDEJAVU.WAD)

DOOMED DEJÁ VU
by Kimmo "Jimi" Kumpulainen


Doomworld forum superstar Jimi released this gem alongside Doom's 17th birthday. It's a pastiche of the areas in Doom he found the most memorable (with cameos from Heretic and Hexen), rendered in Doom II, with the difficulty dialed up. It's kind of like a "good parts" version of the original three episodes, unless your idea of fond remembrance doesn't include like a hojillion arch-viles, revenants, and other Hellspawn. Seriously, you have your work cut out for you, at least on UV. As you can imagine, the map loosely follows the structure of the original Doom narrative, beginning in a techbase and ending in the heart of Hell.

Monday, February 20, 2012

Deimos Entry (PC94-21.WAD)

DEIMOS ENTRY
by Paul "pcorf" Corfiatis


Deimos Entry is a short replacement for the first level in Doom's second episode by one Paul Corfiatis, done in the '94 style (compatible with Doom 1.2). It's got a few homages to the original, but the general elements are quite different. You start out in a pit, already alerting some riffraff, and are immediately confronted by yellow and red key doors (and some sinister marble facades). There's a combat armor nearby which will make the rest of the map breeze on by. The room's got a funky arrangement, with the piping cleverly aligned so that the bloody section just barely presents where it meets the red surface on top.