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.
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 Marcaek. Show all posts
Showing posts with label Marcaek. Show all posts
Tuesday, February 25, 2025
Super MAYhem 17 (MAYHEM17.WAD)
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.
Saturday, August 31, 2019
Doom the Way id Did: The Lost Episodes (DTWID-LE.WAD)
Doom the Way id Did generated a ton of buzz in the community, who turned out to craft approximately 100 submissions. The only event that I know to have surpassed it - as far as single-player levels go - is the 10 Sectors contest. It has also enjoyed a number of spinoffs during its lifespan, including the long-lived but recently finalized Ultimate DTWiD. It's crazy to think that a handful of levels went on to form the foundation of No End In Sight, something like an 850% increase in volume. All of Callum Guy Oliver's entries were gathered together in their own package, PhobosDeimos Anomaly, in a posthumous tribute. A few even saw solo releases. The lion's share of the "rejects" were published as a gargantuan collection dubbed The Lost Episodes. DTWID-LE saw a beta release in 2012 but thereafter entered a drawn-out polishing phase where a few new maps were made or substantially changed. It didn't see its first iteration on /idgames until 2016.
Friday, July 26, 2019
Mayhem 1500 (MAYHEM15.WAD)
Every May since 2012 Doomworld community members have gotten together in an attempt to make a megaWAD in a month. It isn't polished and finalized by June, though, and it might not even be finished during the same year. The 2015 session followed in the grand tradition of MAYHEM13 insofar as it wasn't released until 2016. It is also the second of the projects to reach the symbolic status of a full game replacement, occupying MAP01-MAP32 with additional bonus levels in the MAP33 and MAP34 slots. MAYhem 1500, like its forebears, is meant to be played in a Boom-compatible source port. If you play it in something that supports a brand of MAPINFO, though, then the secret levels will transition smoothly into the extra stuff.
Friday, September 18, 2015
50 Shades of Graytall (50SHADES.WAD)
50 Shades of Graytall is partially a joke. It's also mostly serious. Doomworld Forum superstar Marcake took Gez on his jest, creating a project with an unusual restriction, limiting the available textures to what are widely considered to be the three least attractive options - DOORTRAK, GRAYTALL, and FIREBLU. The end result is an eighteen-level megaWAD to be played in a Boom-compatible source port that attempts to deliver, again, on the promise of the Monochromatic Mapping Project. That is, to create a mapset whose limited capacity for visuals forced the authors to focus on the aspects of level design related to gameplay.
Labels:
2015,
2015 Cacowards,
Alfonzo,
boom,
dobu gabu maru,
Doom II,
Jimmy,
Joshy,
Marcaek,
Mechadon,
Megalyth,
megawad,
mouldy,
Noisyvelvet,
review,
Ribbiks,
shockblast4,
Timeofdeath,
xaser,
Zakurum
Wednesday, December 3, 2014
Mayhem 2048 (MAYHEM14.WAD)
Mayhem has been a Doomworld institution since 2012. TheMionicDonut had a dream, and that dream was to get as many people as possible to make a map over the course of a month - May, of course. The other part of the institution is to take as long as humanly possible compiling and fixing the darn thing, with 2012 seeing release in November and 2013 in March... of 2014. As of the time I'm writing this, the 2014 installment - Mayhem 2048 - is still not finalized, but maybe by the time this is published they'll pull together and slap the thing on the archives (EDIT: done as of Nov. 27!).
Labels:
2014,
2014 Cacowards,
Archi,
boom,
cannonball,
Chris Hansen,
community project,
Daimon,
dobu gabu maru,
Doom II,
Eternal,
Jimmy,
Marcaek,
megawad,
memfis,
Obsidian,
pcorf,
Phobus,
review,
Steve Duff
Friday, November 15, 2013
Doom 2 the Way id Did (D2TWID)
Doom 2 the Way id Did is a sequel to, well, the incredibly popular Doom the Way id Did, of course. Headed up by Doomworld forum superstar Alfonzo after the release of the latter, D2TWiD aimed to mimic the styles of the architects of Doom II. John Romero, American McGee, and Sandy Petersen are the headliners, of course. I think Shawn Green and Tom Hall were considered, but if they're represented, it's probably in Tom Hall's sprawling base layouts. As was the case with DTWiD, there is no change in the "story" of Doom II. Just load it up and ask yourself - if one of these levels had shown up instead of one of the originals, would you even have noticed? What if you mashed the two PWADs together - would anything seem out of place?
Labels:
2013,
2013 Cacowards,
Alfonzo,
Blackgaze,
community project,
Doom II,
Esselfortium,
Marcaek,
Megalyth,
megawad,
Pavera,
purist,
review,
RottKing,
Tarnsman,
xaser
Friday, April 27, 2012
Doom the Way id Did (DTWID.WAD)
In the latter half of 2010, Jason "Hellbent" Root more or less kicked off Doom the Way id Did, a project that aimed to recreate the feel of Doom's original three episodes by mimicking the design traits of the authors. Mappers flocked to the project, with a total of 95 submitted levels. That's enough for three brand new OG Doom megaWADs! (Still waiting on the official releases of the "rejects".) DTWID represents the cream of the crop, as selected by the project leads. The original aim was that each map could be seamlessly inserted into the running with no one the wiser. Of course, to better flesh out the episodes, beginning and boss maps were created. I feel comfortable in saying that even these well-trodden concepts had some new life breathed into them.
Labels:
2011,
2012 Cacowards,
Captain Toenail,
clutz,
community project,
doom,
ellmo,
Esselfortium,
Hellbent,
Hobomaster,
Iori,
Marcaek,
Megalyth,
megawad,
pcorf,
Phobus,
review,
Stewboy,
Use3D,
xaser
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