Showing posts with label Alfonzo. Show all posts
Showing posts with label Alfonzo. 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.

Friday, January 17, 2020

MAYhem 2016 (MAYHEM16.WAD)


The MAYhem series has built a PWAD for every May since 2012 and, starting with 2014, they've all been megaWADs. The project organizers have changed but the general procedure is the same. 1) Pick a texture pack in order to give the set a distinct identity. 2) Decide on some sort of limitation as a gimmick. 3) Kick the event off in May, where the bulk of the level design is (hopefully) performed. In this particular case the merry month was used for planning and logistics while the actual work was done in June. 2016 was really a tale of two gimmicks but you probably wouldn't realize either due to the necessities of the final product's presentation. It's a 21-level mapset for Boom-compatible source ports and, in spite of some promising progress, still drug ass until it was uploaded in early 2017.

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.

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.

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.

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.

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 26, 2014

The Adventures of Square (SQUARE1.PK3)


Every now and then, someone uses the Doom engine to craft what is for all intents and purposes a brand new game. Heretic was the original, but then you got your Chex Quest, your Harmony, your Action Doom II... and now, The Adventures of Square. Jimmy had a vision, a vision of a plucky cigar-chewing square that fought the evil circles of Shapeland with gratuitous paint guns. Today, with a little help from his friends, that dream is now a reality. Right now, there's only one episode to Square's adventures, but two more episodes are promised in the selection screen - Cheddar Apocalypse and In the O-Void. If they're anything like this first release, well, I'm waiting, fellas.

Friday, November 15, 2013

Doom 2 the Way id Did (D2TWID)


Doom 2 the Way id Did is a sequel to, well, the incredibly popular Doom the Way id Did, of course. Headed up by Doomworld forum superstar Alfonzo after the release of the latter, D2TWiD aimed to mimic the styles of the architects of Doom II. John Romero, American McGee, and Sandy Petersen are the headliners, of course. I think Shawn Green and Tom Hall were considered, but if they're represented, it's probably in Tom Hall's sprawling base layouts. As was the case with DTWiD, there is no change in the "story" of Doom II. Just load it up and ask yourself - if one of these levels had shown up instead of one of the originals, would you even have noticed? What if you mashed the two PWADs together - would anything seem out of place?