Showing posts with label Quake. Show all posts
Showing posts with label Quake. Show all posts

Monday, November 11, 2019

Dissolution (DISTION.WAD)


Bryant (aka "Gunrock") and Kevin ("The Solution") Robinson made Project Slipgate some time in 2001. It was a Quake-themed outing that explored the cool but sparingly-used (at least in the original campaign) "Complex" scheme as well as darker, disturbing fortresses. It also had something of a Doom 64 feel due to colored lighting, heavy atmosphere, and other aspects. The brothers decided to revisit the aesthetic with a side-story, released in 2002. Dissolution is yet another episode for ZDoom. It replaces MAP01-MAP07, though it's worth noting that the opener is a cinematic sweep of a fortress and neither requires nor takes any player input.

Thursday, October 31, 2019

Project Slipgate (SLIPGATE.WAD)


Bryant and Kevin are the brothers Robinson. You might know them as Team Demise but I wasn't aware that they had a website until I started poking around for this review. They more commonly go by Gunrock and The Solution and they generally make levels for feature-rich source ports. (G)ZDoom, Vavoom, you know the type. Unraveling their development history has been a challenge because they are fond of going back and remastering their old works while eliminating the older versions. Where their debut, quake2doom, tried to bring the magic of Quake II to Doom, Project Slipgate worked with idtech2's flagship title. The most recent version replaces MAP01-MAP11, the same number but not slots as the original 2002 (2001?) release. It's built for ZDoom but the authors are fond enough of GZDoom's special effects that they recommend using it if you can.

Sunday, April 7, 2019

Shadows of the Nightmare Realm (SOTNR.PK3)


Alexa Jones-Gonzales started out making vanilla Doom levels for the publicly-released and then rescinded Kill megaWAD. Later, in 2010, she created One Doomed Marine for the Doomsday engine. With 2016's Extreme Terror YukiRaven appears to have taken to roost in GZDoom since this subsequent minisode (and, looking ahead, the next two) is for the popular GL engine. Shadows of the Nightmare Realm is a four plus one secret level experience for Doom II. It technically has a skill selector intro map, too, bringing up the total to six. The work builds on many of the tropes developed in EXTERROR with room-over-room geometry and colored lighting but SOTNR has a very different feel.

Friday, May 29, 2015

Quake: Descent into Heresy (QUAKE-DIH_1.PK3)

QUAKE
DESCENT INTO HERESY
by "osjclatchford"


Do you love Quake? Do you like Heretic? Then do I have a mod for you! Descent Into Heresy is an unusual combo for the ZDoom engine that will no doubt have some players rattling their chains due to the mixture of fantasy and... Quake. The flipside is that people inured to the mixture of Gothic horror / fantasy and gunpowder are probably more ready to accept a mod that throws shotguns in Heretic than the Hexen crowd was at the genesis of The Ranger. This rev of the mod was stamped mid 2015, and in some aspects, it brings the gunplay of Quake to the world of Parthoris.

Friday, July 15, 2011

99 Ways to Die (99WAYS.WAD)


In 1996, Doomers everywhere eagerly anticipated the release of id Software's next project, Quake. Among other things, Quake featured 3D light sources, making realistic and attractive lighting far easier to execute than Doom's sector-based method, which often required painstaking work in order to simulate equivalent lighting. In the wake of Quake's previews, Warren Marshall released a short minisode for Doom II, intending to show just how far Doom's engine could be pushed. The .TXT has just a hint of desperation, almost pleading for Doom mappers to not jump ship for the new technological superior. While 1997 would show an exodus of many of Doom's most prominent mappers from '94-'96, anyone can see that the Doom mapping community continues to go strong. I'm not sure what effect 99 Ways to Die had on lighting standards, but I think Marshall made his point effectively.