Showing posts with label ProcessingControl. Show all posts
Showing posts with label ProcessingControl. Show all posts

Saturday, December 27, 2014

Doom 2 In Name Only (D2INO.WAD)


Doom 2 in Name Only arose out of discussions of Chris Klie's BF_THUD. After playing Klie's megaWAD, it's pretty clear that he took most of his design cues from the names of the map slots his levels appeared in. A thread by Hellbent prompted another thread by ella guro where the project took off and then stagnated until its untimely release in 2014 amid some controversy. The final product is a full-fledged megaWAD for Doom II that makes a claim for vanilla compatibility, but the sheer size of many of the submitted levels made for less than rigorous playtesting as far as technical details go. A limit-removing port should be used, at the very least.

Saturday, November 9, 2013

Interception (INTERCEP.WAD)


Interception started around the height of vanilla megaWAD madness, back in 2011. Matt534Dog wanted to make a megaWAD, and there was enough enthusiasm knocking about that everyone not working on their top secret projects said "Hell yeah!" and started pouring in the maps. Then on release, the Doomworld MegaWAD Club played it, undergoing a sort of playtesting by fire, after which the PWAD underwent some significant changes. The super double ultimate final release happened sometime in 2013, but there are still a few game-breaking bugs to stamp out. Funny, unless you're playing it and run across them, trying to find out whether you just don't have the solution or whether the puzzle itself is inherently broken.

Monday, October 8, 2012

Urban Fire (URBANFR.WAD)

URBAN FIRE
by Eli "ProcessingControl" Cohen


Sadly, when a mapset like Community Chest 4 is compiled, some levels don't make the cut, either due to quality issues or due to being unfinished (though the latter is arguably one of the former). Urban Fire, by Doomworld forum superstar ProcessingControl, is one of these such delights, originally released as a deathmatch map as part of 32in24-11: Occupy Doomworld. He elected to convert the map to single player but since it didn't make the cut, he opted to release it as a solo piece. There's no story, of course. It occupies MAP01, plays in Boom-compatible ports, and has what should be a very familiar music selection from Duke Nukem 3D.

Tuesday, May 1, 2012

Castle of Fear (CASTLEFR.WAD)

CASTLE OF FEAR
by Eli "ProcessingControl" Cohen


Castle of Fear is one of the independently release maps from Doom the Way id Did by Doomworld forum superstar "ProcessingControl". It was originally intended for DTWID's E3M8; PrC stripped the section of the map you see here and kept the boss arena, which made the cut as "Core". CASTLEFR occupies E4M6 of Ultimate Doom. It's a mid-size map cast predominantly in green marble, which may explain his seeding it in one of the Thy Flesh Consumed slots. There are a few HOM errors here and there with some of the rising floors, but it otherwise bears a workmanlike quality in its texturing that's not far off the mark when compared to the id levels.