Showing posts with label Callum Guy Oliver. Show all posts
Showing posts with label Callum Guy Oliver. Show all posts

Friday, August 25, 2017

PhobosDeimos Anomaly (PD1-ANOM.WAD)


When Hellbent more or less started Doom the Way id Did, I doubt that he considered its potential to become a movement. It's daunting to think of all the levels associated with the project, from the 27 in the official release to the 55 of the Lost Episodes, the insanity of No End In Sight's 38, and isolated releases like ProcessingControl's Castle of Fear. Callum Guy Oliver, aka phobosdeimos1, had no less than twelve submissions (thirteen if you count "Dark Passage"). Unfortunately, like his contributions to Interception, Oliver passed away before his DTWiD levels were published on the archives. PhobosDeimos Anomaly, released in the latter half of 2015, is the final element of his legacy supposing that no one has the unfinished third chapter in his Raw Action series.

Monday, December 12, 2011

Pallace Skorn (PLCSKN.WAD)

PALLACE SKORN
by Callum Guy "phobosdeimos1" Oliver


After playing through Digon Base and Spire Complex (and bits of Corebinder and Zfactory) I got the impression that Callum Guy Oliver (aka phobosdeimos1) was a techbase man. Imagine my surprise when I loaded up Pallace Skorn, finding some never-was alien world more typical of Hexen's wild environments. It's crammed full of textures not native to Doom II (though you may recognize some of them, if not many) as well as, surprise surprise, some new monsters / weapons. The WAD has no story associated with it; it's just a Boom-compatible MAP01 replacement.

Saturday, December 3, 2011

Zfactory (ZFACTORY.WAD)

ZFACTORY
by Callum Guy "phobosdeimos1" Oliver


Zfactory is Callum Guy Oliver's (aka Doomworld forum superstar phobosdeimos1) first foray into wadbuilding, a speedmapped MAP01 replacement for ZDoom. The map doesn't use any of Zdoom's gameplay features, instead taking advantage of ZDoom's format idiosyncrasies, including a new (edited) titlepic. Zfactory has no plot; it's just a small techbase-style map clocking in at 56 monsters. They're mostly smaller trash, but cacodemons and mancubuses will grace your final moments as you make your way to the map exit.

Friday, August 12, 2011

Spire Complex (SPIREC.WAD)


Spire Complex is a nine-map replacement for Doom II by Callum Guy Oliver, aka Doomworld forum superstar phobosdeimos1. The .TXT asserts that the port is designed to work with any that supports extended DeHackEd patches. In reality, it's compatible with any Boom-compatible port, with one (somewhat major) caveat, but I'll get to that. It doesn't have much of a story, but from the sole intermission text, one can gather that the Spire Complex was breached by two demonic portals which the marine has been sent to shut down. Structurally, this divides the episode in to two sections. In MAP01-06, the marine fights his way through the base to shut down the first portal, battling its guardian, a powerful arachnotron. In MAP07-09, he is sent back in order to shut down the remaining gate.

Wednesday, August 10, 2011

Digon Base (DBASE.WAD)


Part two of Callum Guy Oliver's "Raw Action" series, Digon Base is a five map minisode for Doom II, designed for ZDoom. Like Oliver's Corebinder, the mapset features good ol' fashioned Doom II gameplay with sparing use of most of its monsters. Similarly, there's no given story, though the naming of the maps themselves suggest Doomguy's passage through various "provinces" before arriving at a gate. Are these sections of the eponymous Digon Base? Perhaps he's crashing a number of Hell-held outposts on the way to the base, his ultimate destination. Really, it's just speculation on my part. Let's get down to facts.

Monday, August 8, 2011

Corebinder (CBNDR.WAD)


Corebinder's subtitle is "Raw Action", and Callum Guy Oliver aka Doomworld forum superstar phobosdeimos1 delivers. This 4-map minisode for Doom II features some well-crafted map flow and gameplay. The biggest criticisms leveled at it are its lack of detail and substandard texturing. There are some misalignments, and Oliver uses the DOORTRAK texture in places I'm not used to seeing it, but Doom II's core gameplay remains, tightly packed into four small-to-medium-size maps. Granted, because of some goofs, it's a ZDoom-only WAD, but you aren't allergic to ZDoom, are you?