Showing posts with label 40oz. Show all posts
Showing posts with label 40oz. Show all posts

Saturday, August 31, 2019

Doom the Way id Did: The Lost Episodes (DTWID-LE.WAD)


Doom the Way id Did generated a ton of buzz in the community, who turned out to craft approximately 100 submissions. The only event that I know to have surpassed it - as far as single-player levels go - is the 10 Sectors contest. It has also enjoyed a number of spinoffs during its lifespan, including the long-lived but recently finalized Ultimate DTWiD. It's crazy to think that a handful of levels went on to form the foundation of No End In Sight, something like an 850% increase in volume. All of Callum Guy Oliver's entries were gathered together in their own package, PhobosDeimos Anomaly, in a posthumous tribute. A few even saw solo releases. The lion's share of the "rejects" were published as a gargantuan collection dubbed The Lost Episodes. DTWID-LE saw a beta release in 2012 but thereafter entered a drawn-out polishing phase where a few new maps were made or substantially changed. It didn't see its first iteration on /idgames until 2016.

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.

Friday, October 14, 2016

Absolute Dishonor (ABSOLDIS.WAD)


valkiriforce was one of 2011's biggest darlings. He churned out map after map of vanilla Doom II goodness but tapered off in 2012 toward an apparent last gasp in 2013, releasing what appeared to be a sort of rarities collection. 40oz made a huge splash in 2010 with UAC Ultra but took several sabbaticals from the community related to the development of Doom the Way id Did and the hotly anticipated UAC Ultra 2. You can only resist id's siren song for so long, though, and both authors are back in 2016. While each one had their own solo stuff they brought their heads together for Absolute Dishonor, an eight-map episode for vanilla Doom II.

Friday, October 7, 2016

Mutiny (MUTINY.WAD)


40oz had a dream, a dream of making a megaWAD with a dystopian Cyberpunk theme that leveraged the gimmick of collaboration. It was a great idea and Vail obviously had his expectations dialed back early since he was looking to compile sixteen levels. However, while bromancing maps worked pretty well for his and Super Jamie's UAC Ultra, the vast majority of the community's authors seem more inclined to tag-team megaWADs a la Speed of Doom than trust their artistry to a complete stranger. I can only assume that this issue was compounded by people perhaps taking up slots and then having others too skittish to follow. As a result, Mutiny took longer than 40oz really expected and saw release a year later in 2016. It's still pretty cool, though.

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.

Friday, January 6, 2012

1994 Tune-up Community Project (1994TU.WAD)


The 1994 Tune-up Community Project started with a simple concept. The general opinion of WADs from Doom's earliest era is not glowing; most 1994 maps are considered crude by today's standards. The disparity in appearance and playability is attributable to any number of sources, but Doomworld forum superstar Snarboo presented an interesting idea for a project, assisted along by GreyGhost and Travers Dunne. Rather than bitch about how awful '94 WADs are, why not take the ones authors released free to modify and renovate them? The target was limit-removing and Boom-compatible, freeing mappers from the dreaded visplane specter and allowing for a limited number of "advanced" features. The only caveat was to avoid rendering the layouts of the original maps unrecognizable, though contributors were free to make their own additions, provided they not increase the map's size by more than 100%. As a general rule.