Showing posts with label Dragonfly. Show all posts
Showing posts with label Dragonfly. Show all posts

Tuesday, February 25, 2025

Super MAYhem 17 (MAYHEM17.WAD)


MAYhem is a time when Doomworlders can band together and throw their weight behind an arbitrary set of restrictions. The series had a rough start in terms of meeting its megaWAD goal, with 2012 and 2013 fielding 12 and 11 levels respectively, but it hit its stride with MAYhem 2048, with each subsequent iteration meeting the "megawad" definition (in spirit with MAYhem 2024, which produced 35 segments to stitch together). The 2017-released-in-2018 installment goes by Super MAYhem 17 because the texture theme this go-around was Super Mario Bros.-themed, with an aesthetic that appears to be sort of a mix of Super Mario Bros. 3 and Super Mario World. This is a 28-ish level replacement for Doom II, to be played with Boom-compatible ports, with some fringe MAPINFO perks for ZDoom / Eternity users.

Thursday, February 6, 2025

1 Monster (1MONSTER.WAD)


We are more awash in limitation-based projects than ever, with 10 Sectors capturing the imagination of the community. When 1 Monster was conceived, Dr. Zin had 2 Sectors and Congestion 1024 in mind, though we've since seen 100 Lines and a whole host of resource-economy projects. What you don't see a lot of, though, are restrictions on enemy variety. Enter 1 Monster, a megaWAD where only one monster type is placed on each map. Every member of Doom II's bestiary is represented here, from the lowly zombiman to John Romero himself with his luscious locks of love. The project kicked off at the tail end of 2005 and then changed leads several times before seeing a final release in 2007. In its more or less final form, 1 Monster is a 25 map replacement for Doom II, to be played in Boom-compatible ports.

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.

Thursday, November 12, 2015

Skulldash (SKULDASH.PK3)


The vast majority of PWADs we see don't really muck with the core format of Doom. Even when we throw true three-dimensional geometry and custom monsters and weapons, you are still working your way toward a finish line of some sort, whether it's a literal line or an exit switch or the death of the Final Boss. Skulldash, a Zandronum megaWAD developed by Joshua O'Sullivan aka "Dragonfly" and released in 2015, has these same conceits, but there is a significant change in what it means to complete a level that shares one aspect of 2014's Doom: The Golden Souls. Specifically, you've got to pick up a certain number of collectibles to make it to each exit. The difference is, you're on a time limit, and when your hourglass runs out, you're dead.