In 2009, Whoo opened the doors for TNT2, what was to be a spiritual sequel to TNT: Evilution. What followed was one of the longest and most protracted and most importantly PUBLIC development cycles in the community. Somewhere along the way, Steve Muller aka "Kyka" took the reigns of development along with a few other forum regulars who really wanted to see TNT2 make it to completion. I distinctly recall playing a gorgeous TNT2 demo map from Xaser. His teaser generated a lot of buzz for the project, but certain folks including a late-returning Whoo looked at the direction that Kyka had taken TNT2 and were vocally...dissatisfied. Somewhere after all the name-calling and aspersions, when the project heads could speak a bit more civilly in public, there was a project split in 2014, founded upon some sort of a level draft where levels were split up like dividing property during a divorce. A bit more level-headed than the divorces I've heard talk of, really. This is where Revilution's story begins, as a TNT2 spinoff.
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 dobu gabu maru. Show all posts
Showing posts with label dobu gabu maru. Show all posts
Monday, May 19, 2025
TNT: Revilution (TNTR.WAD)
Labels:
2017,
2017 Cacowards,
AD_79,
cannonball,
Chris Hansen,
dobu gabu maru,
Doom II,
Eradrop,
Eternal,
gaspe,
Gothic,
Jaws in Space,
Kyka,
megawad,
purist,
review,
Steve Duff,
TNT Evilution,
Uni,
valkiriforce
Thursday, April 17, 2025
Pesha (PESHA.WAD)
Stanimapping is a failed portmanteau of "stamina" and "mapping", coined by Chris "Purist" Bourke to describe a design process where the author sits down and then does not stop mapping until their work is complete. (In Bourke's defense, Stanimapping flows better than Stamimapping, and Staminapping is something we all do from time to time.) This is basically speedmapping but without a specific time limit. The constraint depends on how long the author can stand to work. A few folks showed up for Purist's inaugural (and sole) Grindmapping session, whose subject was "industrial zone". The cast of characters included Purist himself, scifista42, Phobus, Katamori, and (dum dum dum DUMMM) dobu gabu maru. dgm cranked out three levels in as many days, with the final product packaged together as Pesha, a three-map minisode for Doom II that replaces MAP28-MAP30. It's supposed to work in any limit-removing port.
Labels:
2013,
Darryl Steffen,
dobu gabu maru,
Doom II,
limit-removing,
minisode,
review
Tuesday, February 25, 2025
Super MAYhem 17 (MAYHEM17.WAD)
MAYhem is a time when Doomworlders can band together and throw their weight behind an arbitrary set of restrictions. The series had a rough start in terms of meeting its megaWAD goal, with 2012 and 2013 fielding 12 and 11 levels respectively, but it hit its stride with MAYhem 2048, with each subsequent iteration meeting the "megawad" definition (in spirit with MAYhem 2024, which produced 35 segments to stitch together). The 2017-released-in-2018 installment goes by Super MAYhem 17 because the texture theme this go-around was Super Mario Bros.-themed, with an aesthetic that appears to be sort of a mix of Super Mario Bros. 3 and Super Mario World. This is a 28-ish level replacement for Doom II, to be played with Boom-compatible ports, with some fringe MAPINFO perks for ZDoom / Eternity users.
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.
Tuesday, November 22, 2016
THT: Threnody (THTTHREN.WAD)
You don't maintain the /idgames archives for eighteen years, marshal the Doom community's longest-lived and most productive authorship collective, and found what became the de-facto standard for "advanced" source port features without getting some kind of a send-off. While we were fortunate enough to pass him the Espi award in 2014 it wasn't until he died in 2015 that community members attempted to pay their respects in a more familiar format. The end result of the Ty Halderman Tribute Project: Threnody, a 20-level megaWAD for Boom released in 2016.
Labels:
2016,
2016 Cacowards,
Angry Saint,
antares031,
boom,
Chris Hansen,
Didy,
dobu gabu maru,
Doom II,
Doomkid,
Fonze,
Gothic,
joe-ilya,
Liberation,
Mechadon,
megawad,
Mithran Denizen,
pcorf,
review,
z0k
Friday, September 18, 2015
50 Shades of Graytall (50SHADES.WAD)
50 Shades of Graytall is partially a joke. It's also mostly serious. Doomworld Forum superstar Marcake took Gez on his jest, creating a project with an unusual restriction, limiting the available textures to what are widely considered to be the three least attractive options - DOORTRAK, GRAYTALL, and FIREBLU. The end result is an eighteen-level megaWAD to be played in a Boom-compatible source port that attempts to deliver, again, on the promise of the Monochromatic Mapping Project. That is, to create a mapset whose limited capacity for visuals forced the authors to focus on the aspects of level design related to gameplay.
Labels:
2015,
2015 Cacowards,
Alfonzo,
boom,
dobu gabu maru,
Doom II,
Jimmy,
Joshy,
Marcaek,
Mechadon,
Megalyth,
megawad,
mouldy,
Noisyvelvet,
review,
Ribbiks,
shockblast4,
Timeofdeath,
xaser,
Zakurum
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
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
Subscribe to:
Posts (Atom)







