Kesler's Still Kickin', released in 2004, seemed to be the last that we'd hear from him in terms of new material. Then, in 2018, he reconnected with Doom and started showing off screenshots of him horsing around in an editor. KMETL 2018 didn't ultimately pan out--Kesler had to back away for awhile and lost what he had been working on--but when he eventually returned he plinked away until we got KGZDOOM1! This is a two-map minisode replacing MAP01 and MAP02 in, you guessed it, GZDoom, released in 2023. We haven't seen another KGZDOOM yet, but we've gotten KMETL14, KMETL15, and KMETL16 so far, so who knows what's in the pipeline?
Since id Software released Doom in 1993, thousands of user-made WADS and maps have been and continue to be created for the Doom community's entertainment.
These are their stories.
Showing posts with label GZDoom. Show all posts
Showing posts with label GZDoom. Show all posts
Wednesday, March 26, 2025
Tuesday, January 28, 2025
Corrupted Cistern (CIS-LUTZ.WAD)
CORRUPTED CISTERN
by Christopher Lutz
2016-2017 was a banger of a year for Chris Lutz. No End In Sight saw its final release, with three awesome levels from the author in the four-episode package, including the stunningly gorgeous "The Blood Beneath" (E4M5). We got a similarly fabulous Hellscape, reimagining the original Doom II's Hell episode with forbidden, Stygian vistas and built around his previous The Dying End. Later, we saw the super-fun and super-huge Dark Tide, a late entry in TNT's sort-of-series, The Return. Now, in 2022, we get a new evolution of Chris, an ultra-detailed level in GZDOOM: Corrupted Cistern, a MAP01 replacement for Doom II. Be still, my beating heart!
Labels:
2022,
2022 Cacowards,
Christopher Lutz,
clutz,
Doom II,
GZDoom,
review,
single map
Tuesday, February 16, 2021
Trousled (TROUSLED_RC3.WAD)
TROUSLED
by A.o.D.
I was strolling through the Doomworld Forums in TYOOL 2021 as is my wont and saw a WAD name that caught my eye - TROUSLED. Someone tried to be helpful to the author and linked them to the mod posting FAQ without any context so I foolishly decided to be a bit of a wise-ass. In the process of doing so I dug a little deeper than I probably should have and raised some questions that I decided to answer for myself. In the process I saw the INTERPIC at which point I realized that the mood of the PWAD was probably Undertale-related. I'm tangentially aware of UT but not familiar enough for this mod's title to have clued me in. Trousled is a MAP01 replacement for Doom II meant for play in GZDoom.
Titan 1024 (TITA1024.WAD)
It feels like a long time ago but, back in 2014, the author of the Titan series pointed me toward his then recent entry: Titan 1024, a sort of re-imagining of the then ten-year old levels within the 1024 limit. I said that I would do one better and play both the original as well as Titan 2 before checking out TITA1024. Well, after six and a half years, here we are! Sorry for the wait, Ixnatifual. Titan 1024 is a ten-level episode for Doom II to be played in GZDoom. It was originally released in 2012, some three and a half years after his last publication. The author notes that jumping is acceptable, but crouching is forbidden. The number of situations where the former comes up is... not big, but try not to forget that it's an option.
Labels:
1024,
2012,
Danish,
Doom II,
episode,
GZDoom,
Ixnatifual,
Jesper Krag Rasmussen,
review,
Titan series
Thursday, January 2, 2020
Russian Overkill (RO_PB_2.5.PK3)
RUSSIAN OVERKILL
by "Pillowblaster"
Gameplay mods are wicked cool things. I don't use them when I play PWADs for review because I prefer to explore the way in which authors balanced their levels. There is something cathartic, though, in blowing through super-tough mapsets that consumed hours of my life (e.g. Sunlust) with a heinously overpowered weapons mod. Enter Russian Overkill. This GZDoom institution was originally released in 2011 and saw several feature updates until 2013, after which it undergoes the occasional under-the-hood retuning. Pillowblaster received 2012's Best Gameplay Mod Cacoward due in part to the convergence of two community developments as well as the mod's specific style.
Wednesday, July 17, 2019
Smooth Doom (SMOOTHDOOM.PK3)
SMOOTH DOOM
by "Gifty"
Hundreds if not thousands of increasingly complex Doom mods have been made since the advent of ACS and DECORATE in ZDoom. Many of them offer significant gameplay changes but others are of a more aesthetic variety, "polishing" the game's appearance. Smooth Doom was born out of a proof-of-concept from SgtMarkIV. Gifty took the cue and pursued the idea to its logical conclusion, first releasing it on Doomworld in 2014. It remains one of the community's most beloved mods, particularly for those folks who still enjoy the look of the stock resources but can't stand the staggered animations. Since ZDoom's retirement, Smooth Doom requires a current revision of GZDoom.
Thursday, June 13, 2019
Remains (REMAINS.PK3)
2019 appears to be Serious_MOod's year for excavating past endeavors. Outbreak of Evil was a remake of their debut 2013 episode, Opening. It punched up the architecture, detailing, and gameplay to the author's standards some six years later. Remains isn't a retread, though. It is an attempt to deliver on the promise of a project that died before it ever really began. S_M was working with partner in crime ChaingunnerX and devived]asts[. They had built up a resource pack for a prospective megaWAD but it obviously never materialized. Serious_MOod took what remained of their dreams and then crafted a single level plus an isolating coda, occupying MAP01 and MAP02 respectively. The finished product is meant for play in GZDoom.
Tuesday, May 28, 2019
Ni'mRoD: IXNAY on the HOMBRE (NIMROD.WAD)
Most of Kristus's career has shined a light on the periphery of traditional Doom gameplay. His debut, Codename: HYENA, established himself as an author who was ready to make changes to Doom's core gameplay. He threw his artistic weight behind them, too, and while the overall look may fall flat to the average player its raw ambition cannot be ignored. Phobia showed a willingness to embrace new tech. Specifically this was Legacy and its "advanced" features like scripting, free-standing surfaces, swimmable water, and dynamic lights. Ni'mRoD: IXNAY on the HOMBRE continued the relationship with a 2002 Doom II release that replaced MAP01-MAP10. It's also playable in GZDoom - more on this later.
Labels:
2002,
Doom II,
Doomworld's Top 10 WADs of 2002,
episode,
GZDoom,
Kristian Kall,
Kurt Kesler,
Legacy,
Markus Sundén,
Michael Niggel,
partial conversion,
review
Sunday, April 7, 2019
Shadows of the Nightmare Realm (SOTNR.PK3)
Alexa Jones-Gonzales started out making vanilla Doom levels for the publicly-released and then rescinded Kill megaWAD. Later, in 2010, she created One Doomed Marine for the Doomsday engine. With 2016's Extreme Terror YukiRaven appears to have taken to roost in GZDoom since this subsequent minisode (and, looking ahead, the next two) is for the popular GL engine. Shadows of the Nightmare Realm is a four plus one secret level experience for Doom II. It technically has a skill selector intro map, too, bringing up the total to six. The work builds on many of the tropes developed in EXTERROR with room-over-room geometry and colored lighting but SOTNR has a very different feel.
Labels:
2017,
2017 Cacowards,
Alexa Jones-Gonzales,
Doom II,
GZDoom,
minisode,
Quake,
review,
YukiRaven
Friday, April 5, 2019
Extreme Terror (EXTERROR.PK3)
EXTREME TERROR
by Alexa "YukiRaven" Jones-Gonzales
by Alexa "YukiRaven" Jones-Gonzales
Alexa has been making Doom maps since the classic days with the as yet unfinished one-woman megaWAD, Kill. One Doomed Marine's release in 2010 broke from form, a five-level Doomsday minisode that tried to take advantage of its capacity for scripting and dynamic lights. It would be six years and an engine change before her next publication. Released in 2016, Extreme Terror is a MAP01 replacement for GZDoom to be played in Doom II. Like ODM, it also has a custom soundtrack written by the author for this specific occasion. It's a more technologically advanced outing than its older sibling, too, since it makes use of features like room-over-room geometry and slopes. Not to forget GZDoom's own brand of scripting. The one big thing you might not be expecting given all of these niceties - you're strongly advised against (but not expressly forbidden from) jumping. Keep that in mind.
Labels:
2016,
Alexa Jones-Gonzales,
Doom II,
GZDoom,
review,
single map,
YukiRaven
Thursday, February 28, 2019
Titan 2 (TITAN2.WAD)
The advent of source ports with "advanced" features drove authorship in two additional, different directions. One of these strove to make Doom closer to the popular first person shooters of the time, making mapsets featuring hub systems and missions (Quake II) or using scripting to augment the story with cutscenes and the like (Half-Life). The other path was more comfortable using graphical enhancements, e.g. slopes and room-over-room geometry, as well as scripts to render an experience that was relatively close to Doom's gameplay, just slightly more dynamic. Ixnatifual was definitely a disciple of the latter trend. TITAN2 was released in 2009, some five years after the publication of his debut, Titan. It is a ten-level episode for Doom II and was designed for play in GZDoom.
Labels:
2009,
Danish,
Doom II,
episode,
GZDoom,
Ixnatifual,
Jesper Krag Rasmussen,
review
Tuesday, January 15, 2019
Samsara (SAMSARA-V0.3666-BETA.PK3)
Samsara allows you to play as a formidable complement of classic FPS heroes and either duke it out in deathmatch or slay monsters alone and in co-op. The intent was to provide something like Marvel vs. Capcom for Zandronum. Term eventually discontinued development when he moved on to a new project to drive all the Doom players crazy - Demonsteele - but Kinsie of Reelism fame eventually took up maintenance of the mod so that you can use the same package in both GZDoom and Zandronum just as easily as you can use all of the heroes in any of the idtech1-derived games.
Labels:
2013,
Chex Quest,
doom,
Doom II,
GZDoom,
Heretic,
Hexen,
mod,
review,
Strife,
TerminusEst13,
Zandronum
Saturday, November 24, 2018
dead.air (DEAD-AIR.PK3)
dead.air
by Xaser Acheron
In 2015, Tormentor667 hosted the Doomjá-vu competition where authors attempted to take a generalized layout of E1M7 and then twist it to their own desires. This was where Xaser produced dead.wire, a creepy level that was swamped with static and leveraged textures from Chasm: The Rift. dead.air's roots are ultimately buried in a dump of assets made by then-RNG breadbug now-breadguyfly. He submitted to another competition, this one hosted by Joel of Vinesauce. Both works interestingly ultimately took 2nd place in their respective events. The very basics remain the same, too, since this is also a MAP01 replacement for Doom II to be played in GZDoom. If it sounds like there are a lot of similarities then let me assure you that they're largely superficial.
Labels:
2016,
2017 Cacowards,
Doom II,
GZDoom,
review,
single map,
xaser
Monday, November 5, 2018
Idle Doom: Tech Breakthrough (IDLEDOOM.WAD)
IDLE DOOM
TECH BREAKTHROUGH
by "Albertoni"
I've "played" a few idle games. Cookie Clicker was my first but I've also enjoyed the depth of Realm Grinder and Clicker Heroes. If you've never played one then you're not missing out on much. The ultimate objective is to earn more of the game's currency. The process never really ends but idlers tend to have some sort of prestige mechanic where you can reset your progress for long-term benefits that accrue over time so you can have days of milestones to reach. This helps to keep at least one carrot on a stick in front of the player at all times. Idle Doom is an interesting experiment that explores the very basic mechanics behind these clicker games within the framework of ZDoom. There's at least one significant difference: you can actually reach an end.
Tuesday, September 11, 2018
Waterlab GZD (NJWLGZD.PK3)
WATERLAB GZD
by Nigel "Enjay" Rowand
The Legacy engine got a lot of interesting features during the source port boom. Some of them didn't even last for the engine's lifetime. One to stick with Scottish sensation Enjay was a warping effect for stuff seen under the surface of water, demoed in a small level entitled WATERLAB. It so intrigued him that he felt compelled to flesh the tech showcase out but in doing so he hit upon the likely cause of its disappearance from Legacy's feature set. When the strain became too much for the engine to bear, he shipped the project to GZDoom. The end result is a MAP01 replacement for Doom II designated Waterlab GZD and if there is any doubt in your mind, rest assured that it is much larger than the original.
Labels:
2017,
2017 Cacowards,
Doom II,
GZDoom,
Nigel Rowand,
review,
single map
Thursday, August 23, 2018
Firetop Mountain (FTMTN_V2.ZIP)
FIRETOP MOUNTAIN
by Glen "glenzinho" McColl
by Glen "glenzinho" McColl
The Fighting Fantasy series of books were a British innovation from the two dudes that founded Games Workshop, primarily responsible for WarHams as well as my favorite tabletop game of all time, HeroQuest. The works were choose-your-own adventure books but they also folded in pen and paper RPG elements for a more interactive experience. The Warlock of Firetop Mountain was the first of these volumes and it inspired a young glenzinho enough to make a single level for Doom II. The end product is a MAP01 replacement for GZDoom but it's a very big adventure with a monster count that swells as a result of scripted spawns.
Friday, January 12, 2018
Void and Rainbow (RAINBOW*.PK3)
VOID AND RAINBOW
by "Serious_MOod"
by "Serious_MOod"
Serious_MOod started an authorial career on the unassuming, orthogonal Dark Side of Deimos in 2013. While S_M's following releases weren't staunchly traditional, neither were they wildly divergent from the typical Doom experience, especially when you consider that the alpha textures utilized in Beta Labs and BLABS2 have become a recognized theme in its own right. Color me surprised, among other things, with Void and Rainbow. It's a single level release for GZDoom published in 2017, featuring running and jumping and fighting and humping. Well, mostly the middle two, plus a healthy dash of Roy G. Biv.
Labels:
2017,
2017 Cacowards,
Doom II,
GZDoom,
minisode,
review,
russian,
Serious_MOod,
single map
Monday, July 17, 2017
The Inquisitor 3 (INQSTR3E.WAD)
I played Shadowman's Inquisitor and its sequel back in 2014. Both are experiments originally begat by Russian "freakmapping" contests where a procedurally-generated layout is used as the foundation for people to make their own levels. The original INQSTR was controversial for its political / sexual undertones focused around a mysterious, metaphorical allusion that sullied an otherwise pretty cool castle adventure stylized after Hexen II. The Inquisitor 2 pushed in a different direction, attempting to channel the dungeon crawler combat of the Diablo series complete with an overworld town and quests that you could accomplish to further your power, exploring a fair variety of dungeons all within the space of a single level. Its bold aspirations were tempered by highly claustrophobic combat and boxy architecture.
Friday, December 2, 2016
Warp House (MA_WRP.WAD)
WARP HOUSE
by Ed Cripps
Ed Cripps may only release one map a year but if anyone has shown where GZDoom can push the level design of Doom then it's him. Mostly known for his Sin City series, which rolled on into Valhalla and the Quake II-like Putrefier, Ed's levels typically feature painstaking level design including architecture, detailing, and lighting. 2016 is no exception with the publication of Warp House. It is, unsurprisingly, a MAP01 replacement for Doom II. It's also saturated with only the finest eye-candy that slopes and 3D floors can produce. Alas, there is no framing narrative to set the scene; I guess the least you can do is come up with your own after Ed did all the hard work!
Labels:
2016,
2016 Cacowards,
Doom II,
Ed Cripps,
GZDoom,
review,
single map
Sunday, August 21, 2016
Sins of the Flesh (A_SOTF.PK3)
SINS OF THE FLESH
by "zrrion the insect"
by "zrrion the insect"
When I committed myself to reviewing zrrion's back catalog in preparation to the curiously strong Mouldy Old Void, I did not know that he had another release languishing somewhere in a half-assed (but well-intentioned) community project. Thankfully, he was kind enough to pull this level back out for a solo publication and gently notified me of its availability. Sins of the Flesh is a MAP01 replacement for Doom II to be played in GZDoom. Made sometime in 2014 but released to the archives in 2016, it's also sort of an aesthetic sequel to his previous The Blood of Virgins.
Labels:
2014,
2016,
Doom II,
GZDoom,
review,
single map,
zrrion the insect
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