Showing posts with label Legacy. Show all posts
Showing posts with label Legacy. Show all posts

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.

Wednesday, February 2, 2022

Find It (EAFINDIT.WAD)

FIND IT
by Erik Alm


Released after Europa 3: The Dark Side of Vrack, this is an EA level that you won't find much discussion of. Comments on /idgames are mixed, the highest-rating given by someone who assumed that this is merely a troll level with the author maliciously using Alm's name. The two 0-star comments consist of a simple "barf" and someone appalled at the idea that Erik could even conceive of making a jokewad. I wonder whether it even received any attention prior to the author establishing his reputation through Scythe and, later, Scythe II. Find It is a MAP01 replacement for Doom II, published in April of 2002. It requires a source port that supports Fragglescript, originally crafted for Simon Howard's SMMU. For a long time this basically meant that it could only be played back in (G)ZDoom and Legacy but it seems like more folks are doing retro-revival ports for modern architectures.

Tuesday, December 17, 2019

Industrial (INDUSTRL.WAD)

INDUSTRIAL
by Kevin "Magikal" Reay


When I decided to do a deep dive into the depths of the original Community Chest there were three things that I was dreading. The first was the sheer magnitude of single level releases from authors like Alex Parsons and Gene Bird. Second and opposite, I knew that Kaiser's back catalogue would involve most of the megaWADs of the DSV series. Last but by far not the least was Kevin "Magikal" Reay's levels. His entries have been the most consistently derided element of CCHEST but it's not hard to see why having finally played this level. Every author has their own design language and Kev's is somewhere in the realm of mid-'90s cryptographers like Jim Flynn and Bob Evans. His 2002 solo debut was Industrial, a very large and long MAP01 replacement. It was originally tested in Legacy but will probably work in any Boom-compatible port that has complex Z-collision, e.g. Eternity or (G)ZDoom. This is almost entirely due to a couple of instances toward the level's end, most notably a torch that you will have to ledge-crawl over. The author's only real caveat is for you to not jump.

Sunday, June 2, 2019

Derceto (DERCETOV3_UDMF.WAD)

DERCETO
by Mike "Impie" MacDee


Mike is more popular for his total conversions that explore a host of other universes, some his own and others from preexisting properties. His earliest efforts plied this same angle but stayed within vanilla Doom II's combat stylings. The references served as springboards for the imagination, allowing you to fill in the details left out by using id Software's stock textures. Derceto is a tribute to the original Alone in the Dark - a landmark survival horror title - and was originally released in 2014. It saw a significant facelift in 2015, though, where Impie gave the adventure a new coat of paint. The original is still available on /idgames if you're curious but this review covers the updated version that can be found on the author's personal website. Both are MAP01 replacements for Doom II. The first release targeted limit-removing source ports with jumping as a feature. The second has a much narrower band as it utilizes the UDMF format. Eternity should still be in the game, then. (G)ZDoom ought to work for sure.

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.

Tuesday, July 3, 2018

Phobia (PHOBIA.WAD)

PHOBIA
by Kristian "Ebola" Käll


Kristus started his authorship with pretty much the most ambitious project possible, a megaWAD total conversion. Codename HYENA: Killer Machine likely established its legacy mostly with the purveyors of the weird. The work that followed is what made him a Doom community legend. Phobia was originally released in 2001 and then greatly expanded over the course of five years, eventually published in 2006 as Phobia: The Age. Both were made to be experienced in Legacy but the original is a MAP01 replacement for Doom II. You may be wondering why I'm playing the single level release when there is, one may dare say, a superior version available. Blame it on an interest with its editorial history.

Wednesday, February 15, 2017

Military Research Complex (COMPLEX.WAD)

MILITARY RESEARCH COMPLEX
by Rex Claussen


Military Research Complex is Rex Claussen's fourth release in 1999 and number four of his career. Like his previous level, Decimate, it's a MAP14 replacement designed for advanced source ports and tested in ZDoom. There are a few really big differences, though. For one, COMPLEX is a HUGE level when it comes to real estate. This is in stark contrast to Claussen's relatively short levels though it meshes with the swaths of empty space in the comparatively smaller Decimate. More importantly, Claussen's previous releases specifically mentioned that they were not designed around jumping. Military Research Complex is and says as much in the .TXT. If you assume otherwise, like I did, you'll be hopelessly stuck.

Thursday, June 13, 2013

Twilight Warrior (TWILIGHT.WAD)


For awhile, Doom was perhaps the most realistic FPS kicking around, as laughable as that sounds. It was, though, and it's only natural that authors would try to manipulate the core aspects of Doom's gameplay in order to facilitate an experience even closer to conceptions of what a realistic first person shooter experience would  be. Two wild and crazy guys - "Ziggy" and "Sidearm Joe" - made a series of levels called Hostage Rescue that tried to emulate this experience, but their efforts came to a head in 1998 with the release of Twilight Warrior, published as Black Shadow Software with the aid of some other authors, some now quite famous in the Doom community. It's a ten-map episode for Doom II, originally designed to be played in what is  now an ancient version of the Legacy engine. Nowadays, any modern port that supports mouselook, jumping and DeHackEd should be able to run it.