Showing posts with label Malinku. Show all posts
Showing posts with label Malinku. Show all posts

Friday, January 3, 2014

ZDoom Community Map Project: Take 2 (ZDCMP2.PK3)

ZDOOM COMMUNITY
MAP PROJECT: TAKE 2

by assorted authors


ZDoom (and GZDoom) have been firmly cemented as the modder's port of choice when it comes to changing the way Doom looks and plays. In 2004, its proponents showed off just what the engine was capable of with the ZDoom Community Map Project "Take 1", a single map with more than a dozen pairs of hands on it. Times have changed, though, and so has ZDoom, so it only stands to reason that it needs a brand new community map to show just what the port is now capable of - ZDCMP: Take 2. Essentially released in 2013 after cooking in the Realm667 crock pot for a year or so, you can play it in either ZDoom or GZDoom. You'll want to track down the most recent rev of either, though.

Saturday, June 1, 2013

Hadephobia (H_PHOBIA.WAD)


Hadephobia started a long, long time ago under the banner of "Progressive Fiction". It was something of a conceptual community project. Basically, someone started by making a map, writing a bit of a story to go along with it, and then passing it on to the next person, who would do likewise, and repeat until they had finished a full-fledged Doom II megaWAD for Boom-compatible ports. The story is a little scatterbrained at times as far as the finer details, but the main idea should seem familiar. After all the agony of the Doom games, you continue to have nightmares, some kind of psychic link with Hell which dubs you as a Hadephobe. The bad dreams start to get even worse and you're sure an invasion is imminent, but the UAC locks you up in a distant asylum, out of sight and out of mind. You're the boy / girl who cried Doom, though, and when another invasion breaks loose, you must fight for your life.

Friday, January 6, 2012

1994 Tune-up Community Project (1994TU.WAD)


The 1994 Tune-up Community Project started with a simple concept. The general opinion of WADs from Doom's earliest era is not glowing; most 1994 maps are considered crude by today's standards. The disparity in appearance and playability is attributable to any number of sources, but Doomworld forum superstar Snarboo presented an interesting idea for a project, assisted along by GreyGhost and Travers Dunne. Rather than bitch about how awful '94 WADs are, why not take the ones authors released free to modify and renovate them? The target was limit-removing and Boom-compatible, freeing mappers from the dreaded visplane specter and allowing for a limited number of "advanced" features. The only caveat was to avoid rendering the layouts of the original maps unrecognizable, though contributors were free to make their own additions, provided they not increase the map's size by more than 100%. As a general rule.

Wednesday, December 7, 2011

Doom 2 Unleashed (PC_CP.WAD)


Paul Corfiatis is a veteran Doom mapper, the author of ancient WADs like The Twilight Zone. Upon releasing his Whispers of Satan megaWAD with best Doom buddy Kristian Aro, he opted to start a community project, which debuted in 2011 as Doom 2 Unleashed. It's a forty map megaWAD whose last eight levels constitute their own episode, titled "No Hope for Peace". The scope of the project was restricted to maps that functioned in any limit-removing port and used only stock Doom II textures. I'm not entirely sure how the bonus episode is handled outside of ports that support maps in excess of 32, let alone custom episode definitions, but in ZDoom NHFP shows up as a selectable episode, backed by the soundtrack from Inferno.