Showing posts with label Chris Lutz. Show all posts
Showing posts with label Chris Lutz. Show all posts

Tuesday, December 3, 2019

Dark Tide (DT-LUTZ.WAD)

DARK TIDE
by Chris Lutz


2017 was Chris's biggest year to date. He could have just ridden the high from having helped to flesh out 2016's No End In Sight but he also finished off his ambitious Hellscape, a re-envisioning of Doom II's final episode. His last surprise was a single level release - Dark Tide. This MAP01 replacement is meant for Boom-compatible ports but as with DHS Lutz recommends an engine that has more complex Z clipping. Vertical mouselook is also a nicety to make the gameplay considerably less frustrating. As far as WADs go, you can't get by with just DOOM2.WAD. DT-LUTZ also requires Team TNT's resource package for The Return.

Monday, November 25, 2019

Hellscape (DHS-LUTZ.WAD)


A large portion of Chris's inimitable career has been spent taking classic Doom themes and rendering them in his particular idiom. This began with his debut, Inferno, but extends to Phobos: Anomaly Reborn as well as several aborted attempts at a similar E2 scenario. Doom the Way id Did's "Lake of Fire" and No End In Sight's "Poison Control" were more id-oriented but the latter's "The Blood Beneath" is a considerable E4 take. I dunno how long Lutz had kicked around this particular idea but The Dying End, its MAP29, was released individually in 2007. Not as a teaser or anything; as far as I know there was zero indication that Hellscape was in development until its public unveiling in 2015. This Doom II episode was finally released in 2017 and replaces MAP21-MAP30, Chris's least favorite run of levels in the original campaign. The bare-minimum compatibility is Boom / MBF but the author suggests using a port with more complex Z-clipping, e.g. ZDoom.

Thursday, June 20, 2019

The Dying End (TDE.WAD)

THE DYING END
by Chris Lutz


Phobos: Anomaly Reborn gave way to Deimos: Anomaly Unleashed. Lutz lost his muse, though, and didn't produce anything for about four years. The Dying End was released in 2007. It's a Boom-compatible offering that replaces Doom II's MAP29 and came as an oasis in a drought of chaos. It would be another four years before Icebound and his participation in DTWiD. This gave way to working with Xaser for No End In Sight. Thus energized, he would make a strong case for 2017's Mapper of the Year as a triple threat with Hellscape and Dark Tide. At least, it looks that way when I held the door open for NEIS to grace the 2017 season.

Saturday, June 8, 2019

Phobos: Anomaly Reborn (PAR.WAD)


Chris Lutz has a more or less independent property in marshaling The Chaos Crew's Caverns of Darkness. His earliest obsession, though, was to reinvent the original Doom under the guidance of his own image. This started in 1998 with the release of Inferno and was followed by some work on replacements for The Shores of Hell and Knee Deep in the Dead. His passion project took a backseat when he joined CoD, though, and by the time he got back to the trilogy he was so displeased with his older works that he began anew. Thus we were fortunate enough to receive Phobos: Anomaly Reborn. This episode one replacement was released at the beginning of 2003 and imprinted on Doomworld's curators enough to find a spot in their coveted Top 100 WADs of All Time. Lutz identifies Boom/MBF as the target port and his language implies that it ought to work with either but it was also found to be compatible in a then-contemporary version of ZDoom. There are some caveats, though, and I'll get to those in a bit.

SubP:AR (PAR.WAD)


When I hunkered down to look into Phobos: Anomaly Reborn I learned one of the community's best-kept secrets. There are four other levels contained within PAR.WAD, occupying E2M5-E2M8. They constitute the stealth release of SubP:AR, a collection of outtakes from Christopher's Inferno period (1997-1999). The author originally intended to make Lutz-ified reimaginations of Knee Deep in the Dead and The Shores of Hell, too, but he joined up with The Chaos Crew and these levels fell by the wayside. While he eventually got around to Phobos (and, though incomplete, Deimos) it was with a few good years of authorial experience under his belt. I don't know whether these were necessarily designed for BooMBF but it was probably the last port that Chris used to test them. I'm reviewing them separately from P:AR in spite of being contained in the same PWAD because I don't want to bloat Reborn's review and I'd like to give these curiosities their time in the sun.

Friday, March 3, 2017

No End In Sight (NEIS.WAD)


It all began back in 1997; Emil Brundage released The Beginning of the End (Part 1), laying the seeds for an author crush that saw consummation with the advent of Doom the Way id Did some fifteen years later. Xaser was (and still is) Emil's biggest fan, and while none of the latter's maps made the final cut for DTWiD, the two plied together their trades with the inimitable Chris Lutz to make their OWN original Doom megaWAD. Thus began No End In Sight, whose final release continued to elude its authors. In 2016, however, it exited Limbo along with its fellow offshoots (Phobosdeimos Anomaly and DTWiD: The Lost Episodes).

Saturday, January 3, 2015

10 Sectors (10SECTOR.WAD)


Way back when in the year 2000, while the rest of us were fighting off Y2K, Doomworld hosted a contest. The goal was to create a Boom map using no more than ten sectors. The idea has more merit than one might think at first, as - to quote DoomWiki - "[a] sector does not have to be a single polygon. For instance, two squares can be separate and non-contiguous, but still be part of the same sector." What this meant for 10 Sectors was a ton of maps that had a bunch of "sectors" that only had ten different combinations of ceiling and floor flat, height, light, tag, and type. A whopping 146 entries were submitted, and the cream of the crop were selected and deposited into this, the 10 Sectors megaWAD.