Showing posts with label 2014. Show all posts
Showing posts with label 2014. Show all posts

Sunday, March 16, 2025

Abyssal Speedmapping Session 7 (ABYSPED7.WAD)


The Doom community has generally had semi-regular speedmapping events in one form or another but in my mind they seemed to get new life in 2013. One of the longer-running institutions--now defunct--is The Abyssal Speedmapping Sessions. The Abyss was a forum that ended up receiving some of the now defunct NewDoom regulars, and Obsidian wanted to bring them together to make some Doom maps. The first ABYSPED didn't have the greatest turnout but they kept it strong, eventually ending at a grand total of 69 iterations. ABYSPED7 is the seventh Abyssal Speedmapping Session, organized in June of 2014. A bunch of regulars from past sessions showed up as well as some, err, new blood, to put out a grand total of 14 levels, replacing MAP01-MAP14.

Tuesday, August 13, 2019

Relive X2 (RELIVEX2.WAD)


Memfis loves classic PWADs. If they're relatively obscure, then even better. Shamus Young made a couple of things that he really enjoyed though the Doom City tribute wouldn't come until 2013 as a part of his Kuchitsu. RELIVEX2 is his little love letter to Phobos - Relive the Nightmare, a Doom II episode that drew inspiration from the names of Knee Deep in the Dead's maps. This couplet - originally released in 2012 - is a limit-removing minisode which occupies MAP01 and MAP02. It doesn't require Shamus's PWAD as a resource since it incorporated all of the relevant assets. The author forgot something along the way, though, because MAP02 references textures which aren't included.

Thursday, August 8, 2019

Abyssal Speedmapping Session 6 (ABYSPED6.WAD)


The Abyssal Speedmapping Sessions have been going relatively strong since 2013. These events get a group of community members together to create maps based around a choice of themes with two hours for the raw sector work and fifteen each for texturing and polishing. Unless you go by Alfonzo, in which case you use a third hour so often that it gets named after you. The sixth occurrence happened in May of 2014 and resulted in eleven Doom II levels for play in a Boom-compatible source port. Two other maps were made during the allotted time - one by scifista42 and another by Doomkid - but the organizer did not include them in the final package.

Friday, August 2, 2019

Max Saga: The Doom Dragon (MAX2.WAD)

MAX SAGA
THE DOOM DRAGON


Impie is now best-known for his impressive portfolio of mods and TCs but his career circa 2014 had him playing around with standard Doom II gameplay. The plots still drew on other properties, of course. They just didn't mess around with "advanced" engine features. Three of these releases ended up as part of Strange Aeons's fifth episode and this one is no different, appearing there as "The Vaults of Zin" (E5M3). The Doom Dragon is unique because it is actually an E1M1 replacement for Heretic, of all things. As far as I know, any limit-removing port that supports it ought to be able to play MAX2. If not, well, then I can personally vouch for ZDoom.

Wednesday, July 17, 2019

Smooth Doom (SMOOTHDOOM.PK3)

SMOOTH DOOM
by "Gifty"


Hundreds if not thousands of increasingly complex Doom mods have been made since the advent of ACS and DECORATE in ZDoom. Many of them offer significant gameplay changes but others are of a more aesthetic variety, "polishing" the game's appearance. Smooth Doom was born out of a proof-of-concept from SgtMarkIV. Gifty took the cue and pursued the idea to its logical conclusion, first releasing it on Doomworld in 2014. It remains one of the community's most beloved mods, particularly for those folks who still enjoy the look of the stock resources but can't stand the staggered animations. Since ZDoom's retirement, Smooth Doom requires a current revision of GZDoom.

Monday, July 8, 2019

Max Saga: Escape From Skull Dungeon (MAX1.WAD)

MAX SAGA:
ESCAPE FROM SKULL DUNGEON
by Mike "Impie" MacDee


Valley of the Gwangi might have been a pretty esoteric reference for the Doom community. Derceto put Impie's oeuvre back in the fold by drawing on Alone in the Dark, a PC survival horror game. His aborted Max Saga pulled from another property, this one the Mighty Max line of toys. Ol' Maxie even went on to have his own kickass cartoon series, which I still remember fondly. The toys were typically little clamshell playsets shaped like monster heads and the backs of the packages had small comics. I didn't know that they were originally British but I was fortunate enough to have a ton of them during my childhood. Not Skull Dungeon, though, which this level is sort of inspired by. Mike's first entry is more like Gwangi's Palace insofar as it is a Doom II MAP01 replacement for any limit-removing port.

Sunday, June 2, 2019

Derceto (DERCETOV3_UDMF.WAD)

DERCETO
by Mike "Impie" MacDee


Mike is more popular for his total conversions that explore a host of other universes, some his own and others from preexisting properties. His earliest efforts plied this same angle but stayed within vanilla Doom II's combat stylings. The references served as springboards for the imagination, allowing you to fill in the details left out by using id Software's stock textures. Derceto is a tribute to the original Alone in the Dark - a landmark survival horror title - and was originally released in 2014. It saw a significant facelift in 2015, though, where Impie gave the adventure a new coat of paint. The original is still available on /idgames if you're curious but this review covers the updated version that can be found on the author's personal website. Both are MAP01 replacements for Doom II. The first release targeted limit-removing source ports with jumping as a feature. The second has a much narrower band as it utilizes the UDMF format. Eternity should still be in the game, then. (G)ZDoom ought to work for sure.

Thursday, May 9, 2019

Gwangi's Palace (GWANGI.WAD)

GWANGI'S PALACE
by Mike MacDee aka "Impie"


At this point Mike is best-known for creating a host of total conversion that explore other worlds including console games and his own fictional universe. He also made a few levels for Doom (and Heretic!), pre-dating his massive Strange Aeons by about a year. Three of these oldest maps were actually re-dressed and included as part of his fifth and final SA episode, appended in 2016. I believe that Gwangi's Palace is the oldest of the 2014 levels, at least in terms of when it was initially released. It is a MAP01 replacement for Doom II and is meant for play in a limit-removing source port.

Thursday, April 25, 2019

Voyage to Deimos map02 (VODEIMO2.WAD)

VOYAGE TO DEIMOS
MAP02
by "Memfis"


VtD has an interesting history that partially resembles Sam Woodman's aborted Testament of Judgement project. Memfis only ever released / finished two of its levels - the other VODEIM21 -and the existing material is split between the original Doom and its sequel. VODEIMO2 was actually one of the first levels that the author ever made, back in 2007. It was only uploaded in 2014 as part of Memfis's epic archive dump after an approximately year-long period where he had effectively boycotted /idgames. True to its name, this leg of the Voyage is a MAP02 replacement for Doom II. The .TXT specifically cites it as being tested in prBoom+ using -complevel 2 but it should work in any limit-removing port.

Wednesday, February 13, 2019

Abyssal Speedmapping Session 5 (ABYSPED5.WAD)


The Abyssal Speedmapping sessions changed hands a couple of times but it's still going strong. At this point I'd go so far as to call it a Doomworld institution. The general idea is that a bunch of authors get together on a group Skype session and then kick off a two-hour limit for making a map. Once the initial period is up they get 15 minutes to change textures and pick music and then 15 more for bugfixing. Excepting chaps like Gus, who was notorious enough for taking an extra hour that doing so was dubbed "The Alfonzo Treatment". Session 5 was released in May of 2014, replaces MAP01-MAP12 of Doom II, and is meant to be played in Boom-compatible ports.

Sunday, January 27, 2019

Mayhem 2013 (MAYHEM13.WAD)


The MAYhem series is sort of like a speedmapping session but the target for making maps is the very merry May. Sometimes the polishing phase wraps up a few months later. At other times it doesn't finish until, say, March of the following year. The first session - MAYHEM12 - wasn't really centered around a gimmick unless you counted its three suggested themes but it did have a much-maligned texture set. MAYhem 2013 elected to use the Community Chest 4 pack but actually ended up with one less level. Maybe that's because of the 2MONSTER gimmick. Released in 2014, the final product is an eleven-level mapset for Doom II that's meant for Boom-compatible ports.

Thursday, October 18, 2018

Abyssal Speedmapping Session 4 (ABYSPED4.WAD)


ABYSPED4, made and released in 2014, marks a fairly important progression point for Abyssal Speedmapping. Doom map authors get together in these events (originally on group Skype sessions) and then make levels over the span of two hours with some additional time for nuts and bolts adjustments. The size of the event went from drawing a scant four to seven to a whopping thirteen participants, reaching roughly the same number as Doomworld's first exercise back in 2001. It's even more interesting when you consider that these sessions, initially hosted by then-newcomer Obsidian, originated as jams involving a now-defunct forum called The Abyss that was hosting exiles of the then brutally mismanaged NewDoom community.

Sunday, August 21, 2016

Sins of the Flesh (A_SOTF.PK3)

SINS OF THE FLESH
by "zrrion the insect"


When I committed myself to reviewing zrrion's back catalog in preparation to the curiously strong Mouldy Old Void, I did not know that he had another release languishing somewhere in a half-assed (but well-intentioned) community project. Thankfully, he was kind enough to pull this level back out for a solo publication and gently notified me of its availability. Sins of the Flesh is a MAP01 replacement for Doom II to be played in GZDoom. Made sometime in 2014 but released to the archives in 2016, it's also sort of an aesthetic sequel to his previous The Blood of Virgins.

Saturday, November 28, 2015

Big Woodchip (PH_WDCH3.WAD)

BIG WOODCHIP
by James "Phobus" Cresswell


Big Woodchip, released in 2014, is actually the third entry in a trilogy of wood-textured levels by Doomworld Forum superstar Phobus, "Woodchip" was part of Abyssal Speedmapping Session 2, and the follow-up - "Woodchip Woodchip" - arrived in Abyssal Speedmapping Session 3. While this was originally conceived of as a speedmap, the only thing it truly has in common with the rest of the series is its texture theme. The end result is a limit-removing MAP01 replacement that has more of a traditional map progression than its progenitors, and that's cool, because I usually find myself wishing that the authors of these speedmapping sessions had been given a little more room to really bring the proposed concept to fruition.

Wednesday, November 25, 2015

Abyssal Speedmapping Session 3 (ABYSPED3.WAD)


Obsidian is a cool dude who has more or less brought speedmapping back to the Doomworld community. I mean, they had the Doomworld Speedmapping Compilations going for awhile, and then the SargeBaldy Speedmapping Compilations, and then BACK to Doomworld for a bit before Obsidian started things up again. Sure, there have been other programs to fill the void since then, especially in places like the Russian Doom Community, but it's cool to have a semi-regular event happening again, especially if it means we get maps the average caliber of these. Abyssal Speedmapping Session 3, released in 2014, heralds the return of a lot of the Session 2 crew, though Osiris has dropped out to make Obsidian the only holdover from Session 1. I also see in the notes that Tarnsman was around but elected to do something completely different.

Thursday, October 8, 2015

Abyssal Speedmapping Session 2 (ABYSPED2.WAD)


The Abyssal Speedmapping Sessions are an institute founded by Doomworld Forum superstar Obsidian, though it has its foundations in one of Doom's smaller communities, The Abyss. The goal is to get a bunch of folks together making a speedmap in the same timeframe with two hours for the main work, fifteen minutes of texture / music selection, and then fifteen minutes of bugfixing. A common Skype call only serves to add to the feeling of community involvement. The initial showing wasn't that big, fielding a paltry four entries. The crowd almost doubles here, though, with the addition of a handful of community staples.

Tuesday, August 18, 2015

Random Deaths & Decoration v1.5 (RDND15.PK3)

RANDOM DEATHS
& DECORATION

by Chris "Glaice" Pisarczyk


Glaice - aka Mr. Chris - has long been a fixture in the Doom community. For awhile, he was one of the loudest proponents of Brutal Doom, popularizing the mod with the Brutal Doom Video Vault, among other things. Five years of feature creep have brought him back into the fold, though. Random Deaths and Decoration is his takeaway from the experience, a Doom mod that brings some of the spectacle of Brutal Doom without any of the gameplay changes. This is (almost) a purely visual gameplay mod, so there isn't a whole lot of concrete stuff to talk about, and I feel that an explanation of the changed elements in pornographic detail is outside of the scope of this blog. That being said, there is plenty worth summarizing that may tantalize prospective players.

Friday, June 26, 2015

E2MWalter (PH_WALT.WAD)

E2MWALTER
by James "Phobus" Cresswell


Phobus is a dude I know mostly for having contributed at least one high quality level to a bunch of community projects. He's kind of like a modern day Adam Windsor, excepting the fact that Adam Windsor is still kicking around. Phobus is actually a pretty prolific author, and the only reason I haven't delved into his backlog of solo releases is because there is so, so much Doom, and so very little time. E2MWalter is an interesting oddity, its genesis being a birthday map for Doomworld Forum superstar Walter Confalonieri in 2014. As advertised, it's a level in the Shores of Hell theme; E2M1, to be exact. It lacks a framing story in a fictive sense, but its purpose is readily apparent.

Wednesday, April 1, 2015

Swift Death (SWIDEATH.WAD)


When 3 Heures d'Agonie was released, there were a few authors who formed the backbone of the megaWAD. One of them was franckFRAG, who had six levels of a construction type I'd never seen before. They weren't ornate, but they were heavy in height variation and tricky monster positioning, making them short, sharp shocks full of riotous gameplay. Swift Death takes this aesthetic and drives it to its logical end. Released more or less in 2014, the lower difficulty levels play like the 3 Heures d'Agonie maps, but UV is a collection of death traps you will be hard-pressed to navigate, perhaps the closest confluence I've seen of a game like Super Meat Boy and Doom.

Saturday, March 7, 2015

Muskadet (MUSKADET.WAD)

MUSKADET
by Franck "franckFRAG" Livolant


Muskadet is a single level for Doom II, released by Doomworld Forum superstar franckFRAG in 2014. franckFRAG is a member of the French Doom Community's talented stable of authors, but the vast majority of his available material is a bunch of small, action-packed speed maps spread out over 3 Heures d'Agonie, its sequel, and franckFRAG's own Swift Death. When he actually takes the time to build out a more traditional map, it's a memorable experience, with his contribution to Interception becoming one of the WAD's major highlights. Muskadet is not remotely the same thing as "Vertigo Plant", but in the context of the rest of his work, a level like this makes more sense to me in some ways... and less in others.