40oz had a dream, a dream of making a megaWAD with a dystopian Cyberpunk theme that leveraged the gimmick of collaboration. It was a great idea and Vail obviously had his expectations dialed back early since he was looking to compile sixteen levels. However, while bromancing maps worked pretty well for his and Super Jamie's UAC Ultra, the vast majority of the community's authors seem more inclined to tag-team megaWADs a la Speed of Doom than trust their artistry to a complete stranger. I can only assume that this issue was compounded by people perhaps taking up slots and then having others too skittish to follow. As a result, Mutiny took longer than 40oz really expected and saw release a year later in 2016. It's still pretty cool, though.
Since id Software released Doom in 1993, thousands of user-made WADS and maps have been and continue to be created for the Doom community's entertainment.
These are their stories.
Showing posts with label community project. Show all posts
Showing posts with label community project. Show all posts
Friday, October 7, 2016
Mutiny (MUTINY.WAD)
Labels:
2016,
2016 Cacowards,
40oz,
AD_79,
community project,
Doom II,
Doomkid,
dt_,
Fonze,
Jimmy,
jmickle6666666,
limit-removing,
megawad,
NoneeLlama,
Pavera,
purist,
review,
Ribbiks,
Tarnsman,
traversd
Monday, March 16, 2015
Exquisite Corpse (EXCORPSE.WAD)
EXQUISITE CORPSE
by Andrew "Linguica" Stine, Rachel "Shtbag667" Schmitz,
Jacob "Darksoul" Kastner, "Volteface", "Fiend", Mike "Cyb" Watson,
Simon "_5hifty" Rance, Chris "Chopkinsca" Hopkins, Boris "boris" Iwanski,
Maximillian Augustus "Blackfish" Daley, "Scrum", and Josh "Earthquake" Simpson
by Andrew "Linguica" Stine, Rachel "Shtbag667" Schmitz,
Jacob "Darksoul" Kastner, "Volteface", "Fiend", Mike "Cyb" Watson,
Simon "_5hifty" Rance, Chris "Chopkinsca" Hopkins, Boris "boris" Iwanski,
Maximillian Augustus "Blackfish" Daley, "Scrum", and Josh "Earthquake" Simpson
The 1024 fad hit Doomworld pretty hard. In some ways, it still hasn't recovered, though 2048 may yet take its place. 1024 levels limit the playable space to 1024 x 1024 units; the challenge to the author is to create a level that avoids feeling as restrictive as it truly is. Before the Cacoward winning Congestion / Claustrophobia 1024, though, there was 2004's Exquisite Corpse, from where 1024 ultimately originated. The project got its cues from a surrealist parlour game where authors join together to create sentences and images, the caveat being that each player can only see the very edges of what the previous author did.
Labels:
_5hifty,
1024,
2004,
Blackfish,
boris,
Chopkinsca,
community project,
Cyb,
Darksoul,
Doom II,
Earthquake,
limit-removing,
Linguica,
review,
Scrum,
Shitbag,
single map,
Volteface
Saturday, January 10, 2015
Bedlam (BEDLAM.WAD)
It's a wonder there aren't more community episodes. Why wait for a whole bunch of people to crap out the maps needed for an entire megaWAD when you can just band together and churn out an episode in a theoretical third of the time? Well, Doom lacks the dynamic range of action found in Doom II, and community Doom II episodes suffer from the mystique surrounding the megaWAD status that devalues anything that has less than 32 levels with some kind of inherent superstition. Also, in spite of being a mere episode, it took Bedlam two and a half years from its inception to release in mid-2014. The dream is still out there, though.
Labels:
2014,
Antroid,
C30N9,
community project,
doom,
Dragonsbrethren,
episode,
Inferno,
memfis,
NoneeLlama,
purist,
review,
Sokoro
Saturday, January 3, 2015
10 Sectors (10SECTOR.WAD)
Way back when in the year 2000, while the rest of us were fighting off Y2K, Doomworld hosted a contest. The goal was to create a Boom map using no more than ten sectors. The idea has more merit than one might think at first, as - to quote DoomWiki - "[a] sector does not have to be a single polygon. For instance, two squares can be separate and non-contiguous, but still be part of the same sector." What this meant for 10 Sectors was a ton of maps that had a bunch of "sectors" that only had ten different combinations of ceiling and floor flat, height, light, tag, and type. A whopping 146 entries were submitted, and the cream of the crop were selected and deposited into this, the 10 Sectors megaWAD.
Labels:
10 Sectors,
2000,
Anthony Soto,
boom,
Chris Lutz,
Chrozoron,
community project,
Doom II,
Doomworld's Top 10 WADs of 2000,
GeminI,
Kristian Kall,
Lee Szymanski,
megawad,
Michael Mesko,
NokturnuS,
piXel reX,
review
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.
Labels:
_bruce_,
2014,
2014 Cacowards,
Adam Windsor,
an_mutt,
Antroid,
cannonball,
community project,
CorSair,
Doom II,
Egregor,
Eris Falling,
Joseph Lord,
megawad,
mouldy,
ProcessingControl,
review,
scifista42,
xaser
Wednesday, December 10, 2014
3 Heures d'Agonie 2 (3HA2.WAD)
The French Doom Community released 3 Heures d'Agonie back in 2013, a megaWAD's worth of speedmaps from a wide variety of authors, from inexperienced to guys that are established as heavy hitters in Doomworld thanks to their contributions to mapsets like Plutonia Revisited. 3 Heures d'Agonie 2 is what else but the second outpouring of hastily put-together levels from what is becoming an increasingly talented stable of individuals. This time, it's a full megaWAD for vanilla Doom II, though as could be expected there's no attached story, just raw Doom II.
Labels:
[WH]-Wilou84,
2014,
ChowW,
community project,
Darkwave0000,
Datacore85,
Doom II,
franckFRAG,
French,
jambon,
JCD,
megawad,
memfis,
NilsTheRed,
Oxyde,
plut,
review,
Sid Zetmeck,
subject_119
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!).
Labels:
2014,
2014 Cacowards,
Archi,
boom,
cannonball,
Chris Hansen,
community project,
Daimon,
dobu gabu maru,
Doom II,
Eternal,
Jimmy,
Marcaek,
megawad,
memfis,
Obsidian,
pcorf,
Phobus,
review,
Steve Duff
Friday, November 14, 2014
200 Minutes of /vr/ (200MINVR.WAD)
While I spend a lot of my time there, Doomworld is far from being the only community hub for Doom. /vr/ is another such place of choice, a different board with a different set of sensibilities. 200 Minutes of /vr/ is a speedmapping challenge that started back in May of 2014; the goal was to get users to jump in the fire, so to speak, and contribute to a megaWAD of vanilla Doom II maps made in 200 minutes or less. And it succeeded! 200MINVR was released to the /idgames archives in early July 2014, and while it's still vanilla, some custom skies add much-needed flair alongside the occasional custom MIDI.
Labels:
!!2X5No4WhqAK,
/vr/,
2014,
4chan,
Braido,
Cactuses,
Cheesewheel,
community project,
Doom II,
Fudge,
megawad,
Onslaught Six,
review,
RjY,
Seargeant Mark IV
Thursday, September 4, 2014
20 Years of Doom (20YDOOM.WAD)
The French Doom Community wanted to pay tribute to Doom on its 20th anniversary. What better way than a trip down memory lane? The plan: condense the original trilogy into one single episode by conflating some of the most prominent elements of every three levels, all working in Boom-compatible ports. Interested authors claimed slots and did their best, but don't expect a slavish reinterpretation of the original Doom. Sure, you're gonna get a few homages. When you're doing Doom tributes, it seems to be practically unavoidable, even in 2014. I think it works, though, and these maps are anything but reference-composed patchwork. 20 Years of Doom proves again the vibrancy of Doom's international theater as its long legacy drags on, grunting and moaning.
Labels:
[WH]-Wilou84,
2014,
boom,
community project,
deimos,
doom,
episode,
French,
Inferno,
jambon,
JCD,
NilsTheRed,
Oxyde,
phobos,
review,
Sid Zetmeck
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.
Labels:
2014,
2014 Cacowards,
cannonball,
community project,
dobu gabu maru,
Doom II,
joe-ilya,
limit-removing,
megawad,
memfis,
mouldy,
mrthejoshmon,
Phobus,
review
Thursday, April 17, 2014
Whitemare 2 (WHITE2.WAD)
The Russian Doom Community has this thing they do on occasion where they build a megaWAD out of selections from assorted "freakmapping" speedmapping competitions, after tuning up some of the submissions and adding a few new ones. This gave us Heroes' Tales back in 2009 and Whitemare in 2011. Whitemare 2, released in 2014, is a full-fledged megaWAD for Doom II for Boom-compatible engines (specifically PrBoom+). This time, the demons decide to ruin Doomguy's New Year celebration by stealing winter, disrupting the normal progression of the seasons. Or, something like that. I think that Doomguy starts off by fighting off another demon invasion, with them absconding with winter and causing a skip right on through to spring. You rush off to rescue it, and succeed, only to find that something evil has snuck back with the season.
Labels:
2014,
2014 Cacowards,
Arsenikum,
BeeWen,
BigMemka,
boom,
Chaingunner,
community project,
Cybermind,
Dragon Hunter,
Kashtanka,
Marat,
megawad,
memfis,
review,
russian,
Shadowman,
Snark
Wednesday, March 12, 2014
Realm of Chaos (RLMCHAOS.WAD)
Realm of Chaos, released in 1996, is another one of those Doom II megaWADs from the golden age of modding. Its major claim to fame is that it was developed by a team of Macintosh users, hence their name. As Steve Duff offered in his retrospective, Realm of Chaos showcased the best that the Mac scene had to offer because it showcased virtually the ONLY authors the Mac scene had to offer. Clint Sago started the project but pretty quickly discovered that, despite his enthusiasm, his talents were lacking. Rob Berkowitz served as his "executive officer", filling out a large portion of the lineup as well as the role of direct leadership. Realm of Chaos is pretty comparable to its peers, in spite of the dodgy editor they had to work with, and took about as long to build as Memento Mori. It's not quite as crazy, or complex, but there are some gems to be had here.
Labels:
1996,
Antoni Chan,
Clint Sago,
community project,
Doom II,
Jason Fowler,
Jim Bagrow,
megawad,
review,
Rob Berkowitz,
Slava Pestov,
Steve Duff
Friday, January 3, 2014
ZDoom Community Map Project: Take 2 (ZDCMP2.PK3)
ZDOOM COMMUNITY
MAP PROJECT: TAKE 2
by assorted authors
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.
Labels:
2013,
2013 Cacowards,
Captain Toenail,
community project,
Doom II,
Gothic,
GZDoom,
Jimmy,
lupinx-Kassman,
Malinku,
Phobus,
review,
single map,
Tormentor667,
Vader,
xaser,
ZDoom,
zrrion the insect
Friday, November 15, 2013
Doom 2 the Way id Did (D2TWID)
Doom 2 the Way id Did is a sequel to, well, the incredibly popular Doom the Way id Did, of course. Headed up by Doomworld forum superstar Alfonzo after the release of the latter, D2TWiD aimed to mimic the styles of the architects of Doom II. John Romero, American McGee, and Sandy Petersen are the headliners, of course. I think Shawn Green and Tom Hall were considered, but if they're represented, it's probably in Tom Hall's sprawling base layouts. As was the case with DTWiD, there is no change in the "story" of Doom II. Just load it up and ask yourself - if one of these levels had shown up instead of one of the originals, would you even have noticed? What if you mashed the two PWADs together - would anything seem out of place?
Labels:
2013,
2013 Cacowards,
Alfonzo,
Blackgaze,
community project,
Doom II,
Esselfortium,
Marcaek,
Megalyth,
megawad,
Pavera,
purist,
review,
RottKing,
Tarnsman,
xaser
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.
Labels:
2013,
2013 Cacowards,
C30N9,
community project,
Doom II,
franckFRAG,
Marnetmar,
Matt534Dog,
megawad,
memfis,
phobosdeimos1,
Pottus,
ProcessingControl,
purist,
Razen,
review,
valkiriforce
Saturday, June 1, 2013
Hadephobia (H_PHOBIA.WAD)
Hadephobia started a long, long time ago under the banner of "Progressive Fiction". It was something of a conceptual community project. Basically, someone started by making a map, writing a bit of a story to go along with it, and then passing it on to the next person, who would do likewise, and repeat until they had finished a full-fledged Doom II megaWAD for Boom-compatible ports. The story is a little scatterbrained at times as far as the finer details, but the main idea should seem familiar. After all the agony of the Doom games, you continue to have nightmares, some kind of psychic link with Hell which dubs you as a Hadephobe. The bad dreams start to get even worse and you're sure an invasion is imminent, but the UAC locks you up in a distant asylum, out of sight and out of mind. You're the boy / girl who cried Doom, though, and when another invasion breaks loose, you must fight for your life.
Tuesday, March 12, 2013
Heroes' Tales (HT.WAD)
If I know anything about the Russian Doom community, it's that they love their speedmap competitions. A year ago, this gave birth to the Christmas time megaWAD Whitemare, but back in 2009 an assortment of entries were combined with brand spankin' new material to create Heroes' Tales. It's a full-fledged megaWAD for limit-removing ports that requires the Evilution IWAD for resources in several areas. HT doesn't work as a sequel to TNT, though. Its story is more or less draped over the framework of the rearranged levels. The text is vague and could really apply to any scenario, to the point that I'm not really sure it's even worth expounding upon. Suffice it to say that you're going to fight your way through a bunch of demon infested areas until you put the hurt on the big bad that's responsible.
Labels:
2009,
3EPHOEd,
Archi,
Azamael,
Cherepoc,
community project,
Doom II,
Dragon,
Dragon Hunter,
Lainos,
limit-removing,
megawad,
memfis,
Nil,
review,
russian,
Shadowman,
TNT Evilution,
Watchmaker,
Wraith666
Thursday, February 21, 2013
3 Heures d'agonie (3HAFINAL.WAD)
Necromantic Thirst may be on hiatus but French Doomers JC and Oxyde managed to wring some maps out of their burgeoning community. Speedmaps, that is. 3 Heures d'Agonie was constructed under one general guideline; authors were to map for no longer than three hours. Of course, it's just a guideline, with some taking slightly more time in their editor of choice. 3HA is a collection, offering no major themes and no given story. It does fill all thirty-two map slots, though, to be played with Doom II in limit-removing sourceports. While there's no defined theme there are a fair bit of custom textures added so that you have something new to look at and a pretty good soundtrack to enjoy them with.
Labels:
[WH]-Wilou84,
2013,
community project,
Darkwave0000,
Datacore85,
Doom II,
franckFRAG,
French,
JCD,
limit-removing,
megawad,
Nekrotikflesh,
Oxyde,
review,
subject_119,
ZyklonB
Sunday, October 14, 2012
TNT: Evilution (TNT.WAD)
As you likely know, TNT's Evilution began its existence as a freeware megaWAD developed by Team TNT, who had its origins in a certain Doom mailing list. A bunch of people poured their hearts and souls into the mapset, and just as it was supposed to be released, John Romero popped in, asking if id could buy it, to be published as a commercial work. TNT agreed; thus began a rigorous playtesting / polishing session that delayed the release of Evilution until after TNT put out their freeware sequel, the illustrious Icarus: Alien Vanguard. Nowadays you can find Evilution as part of the Final Doom package alongside The Plutonia Experiment (which is kind of a TNT project, in that the Casalis were members of Team TNT).
Labels:
1996,
community project,
Dario Casali,
Doom II,
Drake O'Brien,
Jim Lowell,
Jimmy Sieben,
megawad,
Milo Casali,
Paul Turnbull,
review,
Robin Patenall,
Team TNT,
TNT Evilution,
Tom Mustaine,
Ty Halderman
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).
Labels:
[WH]-Wilou84,
2012,
2012 Cacowards,
Adam Windsor,
boom,
Community Chest series,
community project,
Darkreaver,
Doom II,
Jimmy,
Joshy,
lupinx-Kassman,
Mechadon,
megawad,
pcorf,
Phobus,
review,
skillsaw,
Stewboy
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