Showing posts with label Espi. Show all posts
Showing posts with label Espi. Show all posts

Monday, April 14, 2025

Kill the Cybie (SISOCRAN.WAD)

KILL THE CYBIE
by Esa Repo aka "Espi"


Espi made a deathmatch map in 2002 called Narcosis. Apparently he had enough people request that he turn it into a single-player level that he did so, so in 2003 we received a file by the name of SISOCRAN, which of course is Narcosis spelled backwards. Its official title is Kill the Cybie and it's a single-level for ZDoom on account of it uses a script to end the level after, you know, you Kill the Cybie. For some reason I had built in my head that this was going to be something goofy like Jim Flynn's Surrounded!, which is also a single map that requires you to slay a Cyberdemon. I was pleasantly surprised. In my defense, it's not like Repo doesn't have strange little levels like Barons o' Fun and The One Level With All the Teleporters.

Friday, March 7, 2025

Ruma (RUMA.WAD)

RUMA
by Esa Repo aka "Espi"


It's taken about three years to get here since I first played Espi's Barons o' Fun, but I finally made it. Ruma made Doomworld's Top 100 WADs list as one of the entries from 2002. It's a single map for Doom II, to be played in what appears to be any limit-removing port. Historians take note: Repo intimates in the .TXT that this was going to be MAP03 of his mini-episode, with the author keeping the start and exit, intending to build an otherwise entirely new level. I know that Espi had two minisodes in the works, One Hell of a Day (which became Suspended in Dusk) and Rust (which became part of Back to Basics). After a brief scan--and a second scan--I confirmed that the starting area of Ruma has the same geometry as Suspended in Dusk's MAP03 starting area. I guess that this makes Ruma something of a lost level or a Deleted Scene, to crib from Russell Pearson's cut content showcases.

Monday, February 3, 2025

Laitos (LAITOS.WAD)

LAITOS
by Esa Repo aka "Espi"


Espi was one of fifteen different people who submitted levels to DoomCenter's E1 Contest for the chance to get a sweet, signed copy of The Ultimate Doom from the man himself, John Romero. Some of them went on to have rather illustrious careers in the community. Amusingly enough, the contest winner did not! Some of the contestants released their levels individually once it was over. Laitos--which was originally E1M8, not that this technically meant anything--has virtually doubled in size, if not more so. My understanding is that Espi revised this level several times. The final version (v1.4), published in early 2002, is an E1M1 replacement for the original Doom.

Friday, January 31, 2025

The One Level With All Those Teleporters. (TOLWATT.WAD)

THE ONE LEVEL WITH
ALL THOSE TELEPORTERS.
by Esa Repo aka "Espi"


I think that there is a tendency in this community to think of classically lauded authors as being beneath a bit of fun like Erik Alm and his goofball Find It. Not everything has to be Scythe II to be worth making OR preserving. In Esa Repo's case, his pre-Suspended in Dusk work is peppered with levels that people perusing his back catalogue might find...questionable. The first of these that we got was Barons o' Fun, so named because it's an arcade-type scenario where you attempt to get Barons of Hell to blow each other up with barrels and even scratch each other. The One Level With All Those Teleporters is not an auspicious name to start things off with, and if you keep reading, you'll see what all the fuss is about. TOLWATT is a MAP01 replacement for Doom II, released toward the end of 2001. As to why it requires ZDoom, I think that the only reason is because it has a MAPINFO lump. It seemed to play just fine back in DSDA-Doom apart from not being able to play the included music.

Saturday, January 11, 2025

Linna (LINNA.WAD)

LINNA
by Esa Repo aka "Espi"
(based on Come to a Head by "Deadnail")


In June of 2001, Deadnail uploaded his only single player level to /idgames, Come to a Head (SP_DN01). It was a weighty techbase map with grueling thing placement, best enjoyed on HMP and even then you'll likely suffer without knowing the level's five secrets. Nine days later, Espi renovated the level and uploaded Linna, a MAP01 replacement for... whatever the confluence is of source ports that are Boom-compatible and also allow jumping. GZDoom and Zandronum ought to work, Eternity, Odamex, Legacy, and idk, Risen3D? I know that I'm selling someone's favorite source port short right now, I just couldn't tell you which one.

Monday, April 25, 2022

Entryway (KARMEA.WAD)

ENTRYWAY
by Esa Repo aka "Espi"


Espi solidified his status in the Doom community with the superb environmental design of his Suspended in Dusk. The four-map PWAD had been in development since at least 2001 going by the name One Hell of a Day, as evidenced by his early release of its first level. Entryway (KARMEA.WAD - Google translates to "lurid", "spooky", "infernal") is a MAP01 replacement for Doom II and it's fascinating to have it available as one can juxtapose it with the "final" product seen in SID's MAP01 slot. The author had a clear architectural style as seen in here as well as his E2M1ER and LAITOS as the latter originally appeared in the DoomCenter E1 Mapping Contest. It's his subsequent development as an environmental artist through to 2005 that differentiates KARMEA from its latter incarnation.

Thursday, February 17, 2022

E2M1ER (E2M1ER.WAD)

E2M1ER
by Esa Repo aka "Espi"


Espi kicked off his career with the experimental Barons o' Fun, a level where the object was to goad goat men into tearing each other apart over barrel splash damage. Esa wouldn't upload another single player level to /idgames until nearly a year later in mid-2001, where he dusted off "an old PWAD" for release alongside an updated-but-previously-released-elsewhere KARMEA. E2M1ER is an E2M1 replacement, natch, and a full-fledged level as compared to BRNSOFUN's arcade-style execution. Between this level and his Laitos, which originally appeared in the DoomCenter E1 Mapping Contest, it's clear that Espi liked making OG Doom levels in his idiosyncratic style. I wonder how they compare to his entries in the piecemealed Flashback project.

Tuesday, December 10, 2019

10 Sectors Part 2 (10SECTO2.WAD)


In 2000, Doomworld hosted a contest inspired by an Unreal community challenge. 10 Sectors took more than 120 submissions from authors looking to create the most interesting Doom II level they could using - you guessed it - no more than 10 sectors. The premise actually allows for fairly complex levels as demonstrated in the official 10SECTOR megaWAD. It collected the thirty highest-rated entries plus two special mentions. 10SECTO2 is then the first and only spillover release. 27 of these levels were part of the top 32 for at least one judge. The illustrious Linguica hand-picked the remaining five to round the collection out to the mythic "complete game replacement" status. Like the primary release, this 2000 PWAD should be played with Doom II in a Boom-compatible port.

Monday, July 1, 2019

DoomCenter E1 Mapping Contest (E1CONTEST.WAD)


Doom Center was an important fixture of the community during the post-source port boom. It was something of a media hub in its promotion of PWADs and their authors. It eventually deactivated with the death of its host but some of its staff went on to join Doomworld. Snapshots of the site were thankfully preserved via archive.org but most of its content and enthusiasm have not figured into its legacy. I only know of Doom Center's existence because it hosted a map-making contest during a week that celebrated the shareware episode in 2001. John Romero himself judged the submissions; the winner received an autographed copy of the Ultimate Doom.

Wednesday, April 27, 2011

Suspended in Dusk (SID.WAD)


Suspended in Dusk is a minisode for Doom II and a 2005 Cacoward winner, replacing MAP01-04. Perhaps deceased Doomer Espi's most famous output, SiD is big, beautiful, and completely vanilla. The WAD has no written story to accompany it. Rather, it establishes a narrative through architecture, thing placement, and texture themes. SiD takes place in an isolated techbase located in a mountain range gloaming with Hellspawn. The player must fight through the compound, deep into the very bowels of the base, locating one of the few remaining escape shuttles in order to leave upon completing his or her objective.