Showing posts with label CHORD series. Show all posts
Showing posts with label CHORD series. Show all posts

Wednesday, May 15, 2013

The CHORD Series

THE CHORD SERIES
by Malcolm Sailor

as featured in Super Serials
CHORD1CHORD2
CHORD_NGCHORDG
CHORD3

Malcolm Sailor was a pretty prolific author in Doom's heyday. While he was a participant in several famous projects (most notably The Talosian Incident) his real claim to fame is his CHORD series, five single levels released from 1997 to 2000. Not all CHORD levels are created equal; while each showcases Sailor's attitude toward nasty, challenging gameplay, the first two are more embryonic, displaying less of the highly-tuned architecture, detailing and lighting that characterize the latter three. In fact, CHORD2 stands farther apart with a much larger level size, including a vast outer yard with castle battlements that flies in the face of his usually carefully-orchestrated encounters.

Sunday, May 12, 2013

CHORD3 (CHORD3.WAD)

CHORD3
by Malcolm Sailor


Malcolm Sailor's CHORD series is renowned for its uncompromising brutality. It only stands to reason that his swan song for Doom, CHORD3, is the nastiest down and dirty level in the family. It's a MAP27 replacement for Doom II, meant for limit-removing ports. It's also a return, of sorts, to the themes explored in CHORD1 and CHORD2, the first two being Promethean explorations of the style that would dominate what was (is?) in his mind the pinnacle of his authorial career. To that end, CHORD3 begins in a Hellish mansion, much like the aforementioned levels, but plumbs new depths as Sailor takes you on a strange journey.

Monday, April 8, 2013

CHORDG (CHORDG.WAD)

CHORDG
by Malcolm Sailor


There's something about loading up a Malcolm Sailor map - particularly the CHORD series - that evokes a sense of dread and impending loss of all self-respect. Sailor nailed a very distinct style on UV play that I'd label as, I dunno, scavenger. They're super-hard for a variety of reasons and the monster count has little do do with it (sitting at a little more than seventy to start with). The levels are often claustrophobic with Sailor acting as an authoritarian when it comes to things like weapon and ammo placement. If punching revenants with the berserk pack isn't your bag, well, too bad! CHORDG is the fourth level in this mapset, occupying the MAP29 slot in Doom II.

Thursday, October 25, 2012

CHORD2 (CHORD2.WAD)

CHORD2
by Malcolm Sailor


Malcolm Sailor's claim to fame is the CHORD series, which consists of small, brutal, but gorgeous levels. Imagine my surprise when I open up CHORD2, the second map in the sequence, and find that it fields not only 150 or so monsters, but is also a very large level to boot. CHORD2 was released in 1997, replaces MAP26 of Doom II, and is something of an enormous castle. Sailor provides no story, nor does it really need one.

Thursday, October 18, 2012

CHORD1 (CHORD1.WAD)

CHORD1
by Malcolm Sailor


Malcolm Sailor loved (loves?) Sverre Kvernmo, hated Tim Willits (and probably still does), and thinks that the CHORD series is the best level set he's ever done. CHORD1 is the first map in his pet project, a MAP25 replacement for Doom II published in '97 that looks something like Doom II's Hellish fortress / mansions. His CHORDs are renowned for being short but brutal affairs, interesting some of the best and brightest of demo recorders. CHORD1 sets the standard with a berserk pack and two revenants in a circular room. I hope you're good at fisting, because you'll have to do some punching before the day is done.

Wednesday, November 16, 2011

CHORD_NG (CHORD_NG.WAD)

CHORD_NG
by Malcolm Sailor


CHORD_NG (previously referred to as CHORD: The Next Generation) is one of a few levels in Malcolm Sailor's CHORD series, the maps of which he claims are the only good ones he's ever made. If that's the case, then I gather that Sailor prizes very hard and very fast gameplay, because that's what CHORD_NG (replacing MAP28 of Doom II) is all about, playing something like a Hell Revealed map on a much smaller scale. There's no story, just you and some Hellish battlements isolated in a sea of lava. Alignment, lighting and all that jazz is impeccable. Sailor emphasizes his tower theme by surrounding the main island with four smaller structures in the distance to place the map outside of a void. Enough about the visuals, though.