Showing posts with label Rex Claussen. Show all posts
Showing posts with label Rex Claussen. Show all posts

Tuesday, April 22, 2025

Something Wicked This Way Comes (WICKED_1.WAD)

SOMETHING WICKED
THIS WAY COMES
by "Rex Claussen"


Rex kicked off 2002 with an idiosyncrasy from the year before, officially releasing Invictus to /idgames. This was a vanilla level for the original Doom where most of Rex's works since his debut had been for ZDoom and, for a long stride, leveraged assets from post-Doom FPS games like Hexen II, Half-Life, the Quake series, and Dark Forces. The Invictus upload was paired with a vanilla Doom II level that kicked off a new Rex trend: Something Wicked This Way Comes. This is a MAP10 replacement, also released in early 2002, and while it didn't profess to be the beginning of something broader, he would go on to author a grand total of nine individual Wicked levels, sort of capping things off with the pseudo-prequel, By the Pricking of My Thumbs....

Thursday, March 13, 2025

Invictus (INVICTUS.WAD)

INVICTUS
by Rex Claussen


Wow, it's been a long time since I've played me some Claussen maps. Pre-Invictus, Rex made a ton of levels including a series of partial and total conversions (A Hex On YouPhoenix RisingParanoiaTemple of the AncientsThe Darkest Hour). Along the way, while I imagine The Darkest Hour was about a month away from being released, Claussen participated in DoomCenter's E1 Mapping Contest in 2001. His entry, "Invictus" (E1M6), was a break from form in a variety of ways. It included no copy and pasted geometry from his previous levels and tended toward more abstract level geometry based in OG Doom's aesthetic compared to, say, the more Quake II- or Half-Life-esque base and office designs.

Monday, July 1, 2019

DoomCenter E1 Mapping Contest (E1CONTEST.WAD)


Doom Center was an important fixture of the community during the post-source port boom. It was something of a media hub in its promotion of PWADs and their authors. It eventually deactivated with the death of its host but some of its staff went on to join Doomworld. Snapshots of the site were thankfully preserved via archive.org but most of its content and enthusiasm have not figured into its legacy. I only know of Doom Center's existence because it hosted a map-making contest during a week that celebrated the shareware episode in 2001. John Romero himself judged the submissions; the winner received an autographed copy of the Ultimate Doom.

Sunday, March 26, 2017

The Darkest Hour (DARKHOUR.WAD)


Hexen II... Quake II... Half-Life... Quake III... Dark Forces. 2000-2001 was a pretty busy period for Rex Claussen and saw him play with a lot of different themes, adopting resources from an assortment of games as he embraced the ZDoom engine as more than just another limit-removing port. First designing Military Research Complex for jumping, he later incorporated scripting into Paranoia and hub systems in Temple of the Ancients, finally including actual monster modifications in this, The Darkest Hour (DeHackEd, I know, but work with me!). DARKHOUR, a Star Wars-themed 2001 release, was Rex's only publication of the year and consists of seven maps, one of them a secret requiring you to use the force... of a rocket. At your feet.

Sunday, March 19, 2017

Temple of the Ancients (TEMPLE2.WAD)


In some ways, Temple of the Ancients is the sort of project Rex has been leaning toward since he began his authorial career. While he may have tested his levels in ZDoom, they weren't really specific to it until he started to embrace jumping in Military Research Complex. Phoenix Rising saw him play with the idea of if not the actual mechanics of a Hub arrangement and Paranoia involved the incorporation of scripted events to push the gameplay slightly beyond the tried and true limits of Doom. TEMPLE2 then takes both of these elements and welds them together for a dashing adventure, released in 2000. While Temple of the Ancients is another five-level mapset, it sits in map slots 10-14 instead of the MAP02-MAP06 block that Phoenix Rising and Paranoia had. This is the one time I can't really guess at why it's structured as such since Claussen has used the MAPINFO lump to set skies and music.

Sunday, March 12, 2017

Paranoia (PARANOIA.WAD)


So far, I've played two of Rex Claussen's 2000 Doom II "TCs". The first, A Hex On You, mined the resources of Hexen II. The following release, Phoenix Rising, pulled from the world of Quake II - among other things. This time, he's set his sights on the Half-Life universe. Paranoia has a few superficial commonalities with PHOENIX; there are five maps, for one, also spanning MAP02 to MAP06. However, where Phoenix Rising only took the textures of Quake II, Paranoia makes a thorough bid for Total Conversion by also using weapon and enemy sprites pulled from the game's models and sort-of-kind-of-finding matches in Doom II's monsters. The result is... interesting.

Sunday, February 26, 2017

Phoenix Rising (PHOENIX.WAD)


The year 2000 saw then-Gurkha Boy but future-Rex Claussen move away from the tried and true vanilla Doom II textures to experiment with assets belonging to other games in a minisode format. The first theme on the list was Hexen II, explored in the cheekily-titled A Hex On You. The next on the chopping block: Phoenix Rising, a five-map minisode for Doom II using resources from Hexen II's sister game, Quake II. Like HEX_ON_U, it's mean for a limit-removing source port that has several features including jumping. Anything in the ZDoom family ought to work. One important note: PHOENIX begins on MAP02 so make sure you set your clock ahead one level.

Tuesday, February 21, 2017

A Hex On You (HEX_ON_U.WAD)


2000 was a pretty big turning point for Rex Claussen. While he was still going by Gurkha Boy he paused the manufacture of ostensibly limit-removing levels (following the trend of Military Research Complex) and returned to the minisode format of his first release, Quo Vadis. More importantly, Rex started experimenting with texture packs for new level themes. A Hex On You is the first of these "total conversions", a three-map minisode for ZDoom using the textures of Raven Software's highly popular Hexen II. The one thing that's not particularly like Rex is the lack of some sort of prose establishing the action, but the author has deigned to pitch the levels like a tour guide in the .TXT.

Saturday, February 18, 2017

Arena (ARENA_01.WAD)

ARENA
by Rex Claussen


Rex Claussen started out under the moniker of Gurkha Boy, making levels for limit-removing ports after enjoying Ian Wilson's Herian 2 as well as some correspondence. Arena, his fifth release, breaks with the source-port requirement for the first time for an experience that can be enjoyed in vanilla Doom II. It's a MAP22 replacement released in 1999 and it's also really easy to explain because it's actually a scant 19 monsters deep. It's literally an arena, of course, and nothing more. One of those interstitial ambushes as Doomguy travels between larger adventures, I suppose.

Wednesday, February 15, 2017

Military Research Complex (COMPLEX.WAD)

MILITARY RESEARCH COMPLEX
by Rex Claussen


Military Research Complex is Rex Claussen's fourth release in 1999 and number four of his career. Like his previous level, Decimate, it's a MAP14 replacement designed for advanced source ports and tested in ZDoom. There are a few really big differences, though. For one, COMPLEX is a HUGE level when it comes to real estate. This is in stark contrast to Claussen's relatively short levels though it meshes with the swaths of empty space in the comparatively smaller Decimate. More importantly, Claussen's previous releases specifically mentioned that they were not designed around jumping. Military Research Complex is and says as much in the .TXT. If you assume otherwise, like I did, you'll be hopelessly stuck.

Sunday, February 12, 2017

Decimate (DECIMATE.WAD)

DECIMATE
by Rex Claussen


Rex Claussen got his start in 1999, making levels for ZDoom because of its limit-removing feature. He was apparently inspired by Ian Wilson's Herian 2; Wilson subsequently played the master to his apprentice as Rex - as Gurkha Boy - learned the ropes of Doom editing. Decimate is Claussen's third career release, coming in the later part of 1999. It's a MAP01 replacement for Doom II, just what you need to get your motor D_RUNNIN. While Rex tested these levels in ZDoom he does not appear to have used any of its more specific "features" so they ought to work fine in any limit-removing port.

Thursday, February 9, 2017

Fear Island (FEAR_ISL.WAD)

FEAR ISLAND
by Rex Claussen


Back when Rex Claussen started mapping, he was making what he hoped were limit-removing PWADs and testing them in ZDoom, inspired by his admiration and correspondence with Ian Wilson of Herian fame. Fear Island is his second release both in 1999 and in his entire career, a single level replacement for Doom II in the MAP22 slot that works fine in ZDoom and might work in other source ports. Unlike his first publication, Quo Vadis (aka PUGILIST) there isn't an enormous story document; Claussen's presentation is short and to the point much like the level itself.

Saturday, February 4, 2017

Quo Vadis (PUGILIST.WAD)


Ah, 1999, when ZDoom was fresh on the streets. Ian Wilson made the considerably more polished if still contemptibly obtuse Herian 2 and thus suckered in another Doom author. I'm talking about Rex Claussen but he called himself Gurkha Boy back then. Rex went on to have a long and storied career beginning with Quo Vadis, a three-level minisode for Doom II. I'm not sure if PUGILIST - named for its gameplay and the story composed to justify it - is specific to ZDoom or if it will work fine in any limit-removing port, which is what the .TXT implies. All I can tell you is that it was tested in ZDoom and as of the time of this writing the two still work together.

Friday, March 30, 2012

Deimos: Slight Return (DEIMOS-V.WAD)

Rex Claussen released Deimos: Slight Return shortly after the Persecution Complex's remodeling of his Phobos Revisited (The Phobos Directive). Slight Return is the sequel to his 2004 Cacoward-winner, this time remaking Doom's second episode in his particular style. Ever the voodoo chile, he's resurrected the essentials of The Shores of Hell, but changing some of the elements - reordering progression, altering and adding secrets, or creating brand new sections to level layouts.

Sunday, March 18, 2012

The Phobos Directive (PHOBOS-G.PK3)


Rex Claussen released Phobos Revisited in 2004. Yet another E1 remake, it was praised for its fidelity to the source material. The 2004 Cacowards singled the episode out for its vanilla compatibility, which I find funny, because in 2011 Claussen and the rest of The Persecution Complex put their heads together and released The Phobos Directive, an E1-styled episode for GZDoom. It's not exactly a remastering of PR; while it's clear Claussen did a GL pass over his original maps, adding lots of eye candy, he's added vast new areas with heavy 3D geometry (usually secret annexes). Remodeling seems more like the word I want to use.