Showing posts with label Obsidian. Show all posts
Showing posts with label Obsidian. Show all posts

Sunday, March 16, 2025

Abyssal Speedmapping Session 7 (ABYSPED7.WAD)


The Doom community has generally had semi-regular speedmapping events in one form or another but in my mind they seemed to get new life in 2013. One of the longer-running institutions--now defunct--is The Abyssal Speedmapping Sessions. The Abyss was a forum that ended up receiving some of the now defunct NewDoom regulars, and Obsidian wanted to bring them together to make some Doom maps. The first ABYSPED didn't have the greatest turnout but they kept it strong, eventually ending at a grand total of 69 iterations. ABYSPED7 is the seventh Abyssal Speedmapping Session, organized in June of 2014. A bunch of regulars from past sessions showed up as well as some, err, new blood, to put out a grand total of 14 levels, replacing MAP01-MAP14.

Tuesday, February 25, 2025

Super MAYhem 17 (MAYHEM17.WAD)


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.

Thursday, August 8, 2019

Abyssal Speedmapping Session 6 (ABYSPED6.WAD)


The Abyssal Speedmapping Sessions have been going relatively strong since 2013. These events get a group of community members together to create maps based around a choice of themes with two hours for the raw sector work and fifteen each for texturing and polishing. Unless you go by Alfonzo, in which case you use a third hour so often that it gets named after you. The sixth occurrence happened in May of 2014 and resulted in eleven Doom II levels for play in a Boom-compatible source port. Two other maps were made during the allotted time - one by scifista42 and another by Doomkid - but the organizer did not include them in the final package.

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.

Wednesday, February 13, 2019

Abyssal Speedmapping Session 5 (ABYSPED5.WAD)


The Abyssal Speedmapping sessions changed hands a couple of times but it's still going strong. At this point I'd go so far as to call it a Doomworld institution. The general idea is that a bunch of authors get together on a group Skype session and then kick off a two-hour limit for making a map. Once the initial period is up they get 15 minutes to change textures and pick music and then 15 more for bugfixing. Excepting chaps like Gus, who was notorious enough for taking an extra hour that doing so was dubbed "The Alfonzo Treatment". Session 5 was released in May of 2014, replaces MAP01-MAP12 of Doom II, and is meant to be played in Boom-compatible ports.

Wednesday, November 25, 2015

Abyssal Speedmapping Session 3 (ABYSPED3.WAD)


Obsidian is a cool dude who has more or less brought speedmapping back to the Doomworld community. I mean, they had the Doomworld Speedmapping Compilations going for awhile, and then the SargeBaldy Speedmapping Compilations, and then BACK to Doomworld for a bit before Obsidian started things up again. Sure, there have been other programs to fill the void since then, especially in places like the Russian Doom Community, but it's cool to have a semi-regular event happening again, especially if it means we get maps the average caliber of these. Abyssal Speedmapping Session 3, released in 2014, heralds the return of a lot of the Session 2 crew, though Osiris has dropped out to make Obsidian the only holdover from Session 1. I also see in the notes that Tarnsman was around but elected to do something completely different.

Thursday, October 8, 2015

Abyssal Speedmapping Session 2 (ABYSPED2.WAD)


The Abyssal Speedmapping Sessions are an institute founded by Doomworld Forum superstar Obsidian, though it has its foundations in one of Doom's smaller communities, The Abyss. The goal is to get a bunch of folks together making a speedmap in the same timeframe with two hours for the main work, fifteen minutes of texture / music selection, and then fifteen minutes of bugfixing. A common Skype call only serves to add to the feeling of community involvement. The initial showing wasn't that big, fielding a paltry four entries. The crowd almost doubles here, though, with the addition of a handful of community staples.

Sunday, September 6, 2015

Abyssal Speedmapping Session 1 (ABYSPED1.WAD)


There are plenty of Doom communities besides Doomworld. One of them used to be NewDoom, which was really before my time. NewDoom eventually went behind an insane paywall, forcing most of its userbase elsewhere or out of the community entirely. I guess some of the folks were already Doomworld pariahs. Anyway, some of the NewDoom users migrated over to The Abyss, which served as the foundation of a new Doom community institution - the Abyssal Speedmapping Sessions (this being the first), named as such because of its outgrowth from the Abyss community, though Obsidian wasn't one of the NewDoom emigrants. The goal is to get people to work together over the course of two hours (plus thirty minutes for music / textures and bugfixing) to make a bunch of speedmaps.

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!).

Friday, November 7, 2014

Countdown to Extinction (TICKTOCK.WAD)


Obsidian spends a lot of time organizing the Abyssal Speedmapping sessions. As I recall, the Abyss was the home of some of the NewDoom expatriates, so it's nice to see some small part of that spurned community live on in its own fashion. Anyway, it's no wonder that someone knee deep in the speedmaps would build a speedmapped megaWAD. Where wunderkids like Khorus and Valkiriforce made each of their levels over the course of a few days, though, Obsidian knocked out each of these little offerings in one hour, tops. The final product is Countdown to Extinction, a full replacement of the Doom II megaWAD... with really tiny levels.

Saturday, March 29, 2014

Into the Code (THECODE.WAD)


The last time I dealt with a computer virus related to Doom, I wound up in a mandrill's ass. Thankfully, Obsidian's Into the Code, a minisode for Doom II released in 2014, is far more reasonable. It's also fairly modest, fielding six levels with none of them clocking in over one hundred monsters. The plot feels right out of '94 / '95; there's a virus on your computer, and it's hiding in your favorite game (right?). You could just delete it, but in the interest of having fun, you boot up the ol' .EXE and get to clearing them out. I guess the logic of the code dictates that the virus oppose the player with the few tools at its disposal.