Showing posts with label 2015 Cacowards. Show all posts
Showing posts with label 2015 Cacowards. Show all posts

Sunday, May 8, 2016

InstaDoom (INSTADM.ZIP)

INSTADOOM
by Andrew "Linguica" Stine


If you bore witness to any aspect of the InstaDoom craze back in 2015, it was probably its included add-on, Selfie Doom. Given the mod's title, it's clear that the selfie stick wasn't the original focus, but for awhile it was One Hot Topic. I was right there, too, taking a number of Doomguy selfies for the Doom WADs Tumblr until some people became especially tired of them. Like Vuvuzela Doom, the star burned bright, searing its place in the big book of Doom history as one of the more humorous footnotes, to be resurrected for a laugh when the need presents itself.

Sunday, November 22, 2015

dead.wire (XA-DWIRE.WAD)

DEAD.WIRE
by Xaser Acheron


I hope you don't think that Xaser's been keeping quiet. He's got his tendrils in a handful of community projects, plus the management of both Doom the Way id Did: The Lost Episodes and No End in Sight. Heck, in 2014, he was one of the unifying forces of Back to Saturn X E2. 2015 wasn't a big year for the X-man, but there was a flurry of standalone releases to drink in, starting with dead.wire. This map was a competitor in Realm667's 2015 Doomja Vu contest, and while it did not bring home the gold, it ALMOST did, and if you load it up in GZDoom you'll quickly see why.

Thursday, November 19, 2015

Sheer Poison (SHPO1.WAD)

SHEER POISON
by "Zan-zan-zawa-veia"


Zan-zan-zawa-veia, aka yakfak, is an author who exalts what is now a fringe interest of the Doom community. The wild, freewheeling puzzle boxes of '95 have given way to a commercial sensibility that seems afraid to confront the player in any manner apart from the monsters that litter the digital playgrounds. Enter yakfak, whose ideas betray an alignment rooted in the early days of Dooming, when players had to have patience because there wasn't like twenty years of community mods already released and begging for your attention. Sheer Poison, an E2M1 replacement released in 2015 as a vehicle for the accompanying MIDI, carries a lot of the strange progression that I would associate with... Jim Flynn, for instance, but with a metaphysical presentation entirely its own.

Thursday, November 12, 2015

Skulldash (SKULDASH.PK3)


The vast majority of PWADs we see don't really muck with the core format of Doom. Even when we throw true three-dimensional geometry and custom monsters and weapons, you are still working your way toward a finish line of some sort, whether it's a literal line or an exit switch or the death of the Final Boss. Skulldash, a Zandronum megaWAD developed by Joshua O'Sullivan aka "Dragonfly" and released in 2015, has these same conceits, but there is a significant change in what it means to complete a level that shares one aspect of 2014's Doom: The Golden Souls. Specifically, you've got to pick up a certain number of collectibles to make it to each exit. The difference is, you're on a time limit, and when your hourglass runs out, you're dead.

Saturday, November 7, 2015

Ol' No Name (OLNONAME.WAD)


The Doom community has produced tons of fantastic texture sets throughout its history. The Darkening's E2 took inspiration from Quake II, but its aesthetics languished in obscurity due to a restrictive clause that prohibited use of its textures... until recently. The only mapset I knew that played with the pack was Yashar Garibzadeh's The Darkening Aftershock, which of course had to be run on top of DARKEN2. This, however, is Ol' No Name, a four-map episode released in 2015 by Doomworld Forum superstar Octavarium. The author exploits its resources at a level as befits The Nameless Project's reputation for vanilla trickery, but in a Boom-compatible context, which adds a little something more.

Tuesday, October 20, 2015

Breach (BREACH.WAD)

BREACH
by Aline "Viggles" Bee


Every now and then, an author comes along to show us just what kind of depth of detail you can get out of Doom in a limit-removing setting. And, every now and then, one of those people manages to pair it with cool gameplay. Breach, a MAP01 replacement for Doom II  released in 2015, is the first thing Bee has done since a couple of deathmatch levels they kicked out waaaay back in 1996. It's just like they say - they come back. They always come back. Actually, Breach is only half of Bee's intended experience, since the author actually ran up against the NEW seg limit. Supposing they finds themself motivated, we might get to see the second part. And, uh, I'd be very excited to play it.

Saturday, October 3, 2015

Erkattäññe (ERKATANE.WAD)


Nicolas Monti has made a lot of PWADs that I have not yet played. After a single level release in 2010/11, he exploded out in 2012 with Eviltech: Soul of Megawad, a Doom II release, then cranked out four Doom episodes, all centering around tech themes, whether it's Phobos, Deimos, or the Alpha aesthetic. While his Doom II follow-up - Reticula - remains in development as of this writing, he published this eleven map episode for Doom II in 2015 - Erkattäññe. And, now, I'm finally giving Monti a try. Erkattäññe can be played in any engine and comes in two distinct flavors. The first uses Doom II textures while the other is draped in the Phobos theme that Monti is so fond of. Both can be found in the .ZIP file. For this playthrough, I stuck with the Doom II theme.

Friday, September 25, 2015

Doomed Space Wars (SPACWARS.WAD)


Doom is no stranger to Star Wars; I've seen a massive, light-hearted TC (Star Wars: Chibi Rebellion) and I know that Rex Claussen has had a few SW-themed releases. Heck, according to John Carmack:
Seeing how someone had put the death star into our game felt so amazingly cool. I was so proud of what had been made possible, and I was completely sure that making games that could serve as a canvas for other people to work on was a valid direction.
This time, Paul Corfiatis is taking a swing at the pairing. Doomed Space Wars is a twelve-map release meant to be played in ZDoom, published in 2015. While it uses textures that will be familiar to veterans of Dark Forces, Paul isn't really trying to channel the gameplay, and has confessed that he's not overly familiar with it. So, if the phrase Dark Forces got you all hopped up, I'd make sure that you're willing to settle for visual parity, if nothing else.

Friday, September 18, 2015

50 Shades of Graytall (50SHADES.WAD)


50 Shades of Graytall is partially a joke. It's also mostly serious. Doomworld Forum superstar Marcake took Gez on his jest, creating a project with an unusual restriction, limiting the available textures to what are widely considered to be the three least attractive options - DOORTRAK, GRAYTALL, and FIREBLU. The end result is an eighteen-level megaWAD to be played in a Boom-compatible source port that attempts to deliver, again, on the promise of the Monochromatic Mapping Project. That is, to create a mapset whose limited capacity for visuals forced the authors to focus on the aspects of level design related to gameplay.

Friday, September 11, 2015

Sunlust (SUNLUST.WAD)


Insane_Gazebo had a dream. His goal - to pair slaughter combat with beautiful environments, because it's what he wanted to play, and as far as he could see was pretty much nonexistent. It looks as though he may have left, and while some people may still have their fingers crossed, I guess that Sunder is pretty much done... for now. IG may have fulfilled his dream better than he could have hoped, though. His influence is felt through a new generation of authors who have taken his approach to heart, kicking off a revolution of iteration and experimentation, plumbing previously unexplored depths in gameplay and aesthetics. Ribbiks and dannebubinga count themselves among Sunder's disciples, possessed by a strong LUST for the paradigm brought to life by Insane_Gazebo. Seeing each other as kindred spirits, they combined their talents to bring you this intense loveletter to Sunder - Sunlust.

Thursday, August 13, 2015

The Gateway Experiments Episode Five: Prime Directive (GE5-PD.PK3)


The last time we got a glimpse of Ethan Watson's Gateway Experiments was back in 2003, with the first episode - Space Station Omega. Omega used ZDoom to take Doom in a different direction than most attempts to modernize it had. Sure, it used fun stuff like slopes and silent teleporter tricks, but the main thing it did was give Doom a more cinematic flair with camera angles and, the most important element of all, the dialogue trees. The earliest taste of the latter came with Strife, which didn't have a lot of player agency, since you spend most of your time getting talked at, rather than with, emphasized by your relationship with Blackbird, who you never page - she's just a voice in your ear. In Omega, the Blackbird equivalent is Elaine, Russell Cartwright's partner in combat, romance, and business. Using the radio, you could call up Elaine yourself, though the dynamic wasn't explored that thoroughly. All of this proof of concept stuff is cool, but I was wondering what it would look like implemented across a broader experience. And now, in 2015, there's Prime Directive.

Monday, August 3, 2015

Return to Hadron (HADRON.WAD)


Doomworld Forum superstar Cannonball made a huge splash in 2013 with a megaWAD for the original Doom, titled ConC.E.R.Ned. The whole thing was an outgrowth of Powell practicing mapping, starting out with an E1 theme (CBSPEED) and then moving on to E2 and E3. After finishing his run at E4 in 2014 - Thy Flesh Turned Into a Draft Excluder - the author decided to go back and retool the first episode. And now, we have Return to Hadron, another limit-removing episode one replacement for Doom, released in 2015. It's just more good news for those players with a distaste for the expanded bestiary of Doom II.

Wednesday, July 29, 2015

Crumpets (CRUMPETS.WAD)


Ribbiks, the star of 2013 with his Stardate 20X6 and Swim With the Whales, started dishing up Crumpets back in 2014 as a relief valve while working on other projects. Now, in 2015, we've got a full plate. The final release is a ten-map episode to be played in Boom-compatible ports. The first and last levels are just a framework with just about no gameplay. The rest of it is packed to the gills, though. There isn't any story to be found, of course. Things just start with Doomguy at his observatory on the edge of time, his Earl Gray tea still warm. Except, uh, this batch of tea isn't quite kosher, and you're soon whisked away to a series of nightmares inside your teacup.

Sunday, July 26, 2015

Pinnacle of Darkness (PINNACLE.PK3)


GZDoom WADs are few and far between, and the ones that really make full use of the engine are even rarer. Pinnacle of Darkness is one such delight, a MAP01 replacement released in 2015 by Nick Laurent, aka Hobomaster22, whose most recent contributions have been to Doom the Way id Did and Back to Saturn X Episode 1. Pinnacle has nothing to do with vanilla limitations and everything to do with embracing the aspects of GZDoom that make Doom feel less like the limited-geometry game that we know and love. I believe that this mapset should play nice with most mods since it doesn't change any of the gunplay or enemy behaviors, though there's one custom monster you'll have to deal with.

Sunday, July 12, 2015

32in24-14: How the Hamburglar Stole Christmas (32IN2414.WAD)


32in24 is a Doomworld community institution, an event where participants make as many multiplayer levels as possible in a very short timeframe. Recent iterations of the proceedings have given the participants time to polish and punch-up their contributions. 32in24 doesn't really tread on the singleplayer / co-op side of things; Diet 32in24 has gone down as an interesting experiment but I've rarely seen it talked up, and it seemed that it would remain the only foray into demonslaying that we would get. Then, of course, there came 32in24-14: How the Hamburglar Stole Christmas. The rest, as they say, is robble robble. This is a 42 (!) level megaWAD of Boom-compatible levels, but if you want to mess around with the bonus levels, you'll need something that can play beyond the usual limit. MAPINFO is recommended as the other stuff is set up in its own special episode.

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.

Wednesday, February 25, 2015

Valiant (VALIANT.WAD)


Skillsaw owned 2011's mapper of the year with two releases; Vanguard, an episode inspired by Speed of Doom that elicited cries of "make it a megaWAD!", and Lunatic, a minisode full of projectile-dodging that takes place on Earth's moon. In 2015, everyone who prayed for a megaWAD got their wish... and then some. Valiant is another full replacement for Doom II, and it's got all the bells and whistles, including five distinct episodes, extensive DeHackEd work that adds a handful of new monsters to the roster, and changes to Doom's most overlooked weapons, the pistol and chaingun. When all is said and done, the megaWAD hopefuls may have got more than they'd bargained for, or at the very least, something completely unexpected.