Showing posts with label Mechadon. Show all posts
Showing posts with label Mechadon. Show all posts

Tuesday, September 17, 2019

Counterattack (MEK-CATK.WAD)


I have played a handful of Mechadon levels but they were all within the context of community projects. Granted, his outstanding work in larger pieces like Claustrophobia 1024 was why he was chosen as Doomworld's Mapper of the Year in 2009. A large portion - the majority, even - of Brett's material is actually created for multiplayer mapsets. This is a major aspect of his pie-in-the-sky project, Supplice. His single-player solo work is much rarer but he tends to use his powers for good, e.g. bailing out megaWADs in crisis. Counterattack is its own thing, though, a set born from his submission to the first Vinesauce Mapping Contest (this one's MAP02). The rest of the material was built bafflingly quickly and released in early 2017. There are about nine map replacements in all consisting of five normal, two utility, and two bonus. The set is meant for play in Boom compatible ports but the engine has got to pack some horsepower under the hood. It was specifically tested in PrBoom-Plus, ZDoom, GZDoom, and Eternity.

Tuesday, November 22, 2016

THT: Threnody (THTTHREN.WAD)


You don't maintain the /idgames archives for eighteen years, marshal the Doom community's longest-lived and most productive authorship collective, and found what became the de-facto standard for "advanced" source port features without getting some kind of a send-off. While we were fortunate enough to pass him the Espi award in 2014 it wasn't until he died in 2015 that community members attempted to pay their respects in a more familiar format. The end result of the Ty Halderman Tribute Project: Threnody, a 20-level megaWAD for Boom released in 2016.

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.

Sunday, July 12, 2015

32in24-14: How the Hamburglar Stole Christmas (32IN2414.WAD)


32in24 is a Doomworld community institution, an event where participants make as many multiplayer levels as possible in a very short timeframe. Recent iterations of the proceedings have given the participants time to polish and punch-up their contributions. 32in24 doesn't really tread on the singleplayer / co-op side of things; Diet 32in24 has gone down as an interesting experiment but I've rarely seen it talked up, and it seemed that it would remain the only foray into demonslaying that we would get. Then, of course, there came 32in24-14: How the Hamburglar Stole Christmas. The rest, as they say, is robble robble. This is a 42 (!) level megaWAD of Boom-compatible levels, but if you want to mess around with the bonus levels, you'll need something that can play beyond the usual limit. MAPINFO is recommended as the other stuff is set up in its own special episode.

Friday, September 19, 2014

Back to Saturn X E2: Tower in the Fountain of Sparks (BTSX_E2X.WAD)


It's been a little more than a year and a half, so it's about time that we saw the Back to Saturn X Episode II beta. BTSX started out as a single megaWAD, but an abundance of contributors caused an internal split into what eventually became three "episode" megaWADs. Get Out of My Stations, the "shareware" episode, made its public debut at the tail end of 2012. It got a lot of flak for its techbase stylings, but it's one of my favorite releases of the 2013 season for its impeccable visuals and light speed gameplay. Tower in the Fountain of Sparks looks to be one of the top releases of 2014, and for good reason.

Wednesday, January 2, 2013

Back to Saturn X E1: Get Out of My Stations (BTSX_E1.WAD)


I hear whispers every month, people bemoaning a lack of output in the Doom community. It's like all the mappers have had their output drastically cut off, leaving only eager newbies to make the megaWADs of the future. Or, you know, some dastardly villain had many of the authors we know and love working in secret. But no longer! Now, we get Back to Saturn X. I thought it was going to be a slammin' Doom II megaWAD of stuff to blast through, but there's more. There's so much more. Back to Saturn X went from megaWAD to triple megaWAD, seeing release in three "episodes" filled by eager authors. This review concerns the first episode, Get Out of My Stations.

Thursday, October 4, 2012

Community Chest 4 (CCHEST4.WAD)


The Community Chest series is one of Doomworld's oldest institutions, with the first outing published in 2003. Now it's 2012 and between Duke Nukem Forever, Black Mesa, and the release of Community Chest 4, all signs point to the apocalypse being nigh. Doomworld forum superstar Eric "The Green Herring" Baker took full control of the project after some drama I was fortunate enough to avoid. The short story is, hey, here's Community Chest 4! It comes with a sweet-ass texture pack that's seen a lot of use prior to this release, most notably skillsaw's Vanguard from 2011 (but I know there are many more, and not just because I've seen whining about overuse of the resources).

Sunday, December 25, 2011

Plutonia Revisited Community Project (PRCP.WAD)


The Plutonia Experiment was a megaWAD created by the Casali brothers for id Software as part of the Final Doom package. In the years since, it's enjoyed a more favorable legacy than its sibling, TNT Evilution, so much so that it's had two unofficial sequels, Plutonia 2 and the WAD which this review covers, Plutonia Revisited. Plutonia Revisited's scope is a bit narrower than Plutonia 2, however, as the PRCP focused on vanilla compatibility (the trend of 2011). The only flaws you'll encounter when playing the original .EXE are a few maps that invoke the savegame buffer overflow (hooray for source ports!). In fact, this project has a few instances of mapping tricks that require vanilla emulation in source ports (notably some linedef hoodoo in MAP31). Redacted 05/01/12.