Showing posts with label Phobus. Show all posts
Showing posts with label Phobus. Show all posts

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.

Thursday, October 4, 2018

MAYhem 2012 (MAYHEM12.WAD)


The good news is that TheMionicDonut's MAYhem became an annual institution where mapsets - sometimes a megaWAD's worth - are created. The unfortunate news is that its completion / polishing phase inevitably runs over the monthly time frame. MAYHEM12, for instance, saw its final release in November of the same year while MAYhem 2013 hung around until March of 2014. It isn't much bad news at all, though, especially considering how long projects usually languish on hard drives. The community still gets a brand new collection of levels to play and the contributing authors get to flex their muscles in a theme that they might not have otherwise experimented with. In this case it's twelve Boom-compatible levels for Doom II.

Saturday, November 28, 2015

Big Woodchip (PH_WDCH3.WAD)

BIG WOODCHIP
by James "Phobus" Cresswell


Big Woodchip, released in 2014, is actually the third entry in a trilogy of wood-textured levels by Doomworld Forum superstar Phobus, "Woodchip" was part of Abyssal Speedmapping Session 2, and the follow-up - "Woodchip Woodchip" - arrived in Abyssal Speedmapping Session 3. While this was originally conceived of as a speedmap, the only thing it truly has in common with the rest of the series is its texture theme. The end result is a limit-removing MAP01 replacement that has more of a traditional map progression than its progenitors, and that's cool, because I usually find myself wishing that the authors of these speedmapping sessions had been given a little more room to really bring the proposed concept to fruition.

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.

Friday, June 26, 2015

E2MWalter (PH_WALT.WAD)

E2MWALTER
by James "Phobus" Cresswell


Phobus is a dude I know mostly for having contributed at least one high quality level to a bunch of community projects. He's kind of like a modern day Adam Windsor, excepting the fact that Adam Windsor is still kicking around. Phobus is actually a pretty prolific author, and the only reason I haven't delved into his backlog of solo releases is because there is so, so much Doom, and so very little time. E2MWalter is an interesting oddity, its genesis being a birthday map for Doomworld Forum superstar Walter Confalonieri in 2014. As advertised, it's a level in the Shores of Hell theme; E2M1, to be exact. It lacks a framing story in a fictive sense, but its purpose is readily apparent.

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!).

Monday, June 9, 2014

NOVA: The Birth (NOVA.WAD)


Way back at the tail end of 2011, Doomworld Forum superstar kildeth had an idea for a community project. Where the Community Chest series aimed to combine the works of authors who would never be capable of making a megaWAD on their own, NOVA's goal was to make a limit-removing PWAD out of maps made by newbie authors. Now in 2014, more than two years later, we can reap the rewards of their learning experience. NOVA: The Birth doesn't have a story outside of the new intermission texts. Hell is warping reality again, and no one else can see it, almost as though it's drawing Doomguy into its infernal embrace. You're nothing if not an unstoppable evil-destroying siege engine, though, so the outcome of this encounter is all but predetermined.

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.

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).

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.

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.