Showing posts with label lupinx-Kassman. Show all posts
Showing posts with label lupinx-Kassman. Show all posts

Monday, September 12, 2016

Ancient Aliens (AALIENS.WAD)


About a year ago, I think, I was treated to some really cool screenshots from a secret skillsaw project, coming strong even after he had released Valiant in 2015. The color scheme was incredibly unique, looking somewhere between a coastal sunset and a Lisa Frank trapper keeper and using a lot of... alien imagery. It wasn't originally to be a full megaWAD but I guess a bunch of people couldn't wait to play around with the texture set. Thanks to skillsaw and friends, we now have Ancient Aliens. Released in 2016, it's a Boom-compatible megaWAD with some ZDoom / Eternity extras that only serve to enhance the experience.

Sunday, July 12, 2015

32in24-14: How the Hamburglar Stole Christmas (32IN2414.WAD)


32in24 is a Doomworld community institution, an event where participants make as many multiplayer levels as possible in a very short timeframe. Recent iterations of the proceedings have given the participants time to polish and punch-up their contributions. 32in24 doesn't really tread on the singleplayer / co-op side of things; Diet 32in24 has gone down as an interesting experiment but I've rarely seen it talked up, and it seemed that it would remain the only foray into demonslaying that we would get. Then, of course, there came 32in24-14: How the Hamburglar Stole Christmas. The rest, as they say, is robble robble. This is a 42 (!) level megaWAD of Boom-compatible levels, but if you want to mess around with the bonus levels, you'll need something that can play beyond the usual limit. MAPINFO is recommended as the other stuff is set up in its own special episode.

Thursday, March 5, 2015

Nebula 95 Series


as featured in Super Serials

Nebula ShrineMudman Wonderland
Human EarringsDrown Stone

Plenty of people loathe the early days of Doom PWADs. I'm more in author Chris Kassap's camp; there's a lot of raw weirdness in Doom's first few years that I find endearing if for nothing else than the raw enthusiasm that authors had for making and sharing their works. Nebula 95 tries to channel some of that free-wheeling spirit, but there's no disguising it. Chris is too immaculate a designer to fit in with his pretended peers. Frank Zappa once named The Shaggs as his #3 favorite band, I imagine because the Wiggins felt like a holy grail of sorts, a band whose members were making music while lacking any preconceived notions about what music was supposed to sound like, or what its message should be. Kassman, however, has clearly eaten from the tree of knowledge, and while that doesn't stop one from appreciating works of comparative innocence, the consequence leaves him a marked man.

Wednesday, March 4, 2015

Nebula 95: Drown Stone Cassette B (NEB04.WAD)

NEBULA 95:
DROWN STONE CASSETTE B

by Chris "lupinx-Kassman" Kassap


This ended up being the first of the Nebula 95 levels to appear on the archive, but Drown Stone began life as part of the Doomworld Secret Santa project. There are a few big differences between this edition and the previous, but if you've played the original level, the gameplay is basically identical to my eyes, excepting the Nebula 95 intro map on the saucer. It's got an amusing background story. Since Kassman used a stewboy track for the first version (part of his stewboy imitation), Cassette B is offered as an alternative more in spirit with the gives-no-fucks attitude of Nebula 95. The choice is left to you, as beads of sweat pour down Doomguy's forehead since he can't make the decision himself.

Friday, February 20, 2015

Nebula 95: Human Earrings (NEB03.WAD)

NEBULA 95:
HUMAN EARRINGS

by Chris "lupinx-Kassman" Kassap


This time we take a bit of a detour in Nebula 95, acknowledging that the series itself is a detour from typical Doom fare with its unusual blend of jazz and funk tracks, demons, and jarring SFX, a deliberate callback to the anything goes days of Doom mods. Human Earrings is the first (and at the time of this writing the only) original entry in Nebula 95, which has you traveling through the mysterious forbidden quadrant in a corner of the galaxy inundated with the eponymous hallucinogenic gas. After spending some time in your ship, which might reward you with some armor, you can touch down and put these particular demons to task for their gruesome mockery of human life.

Wednesday, December 31, 2014

Nebula 95: Mudman Wonderland (NEB02.WAD)

NEBULA 95
MUDMAN WONDERLAND
by Chris "lupinx-Kassman" Kassap


Chris Kassap's Nebula 95 series strikes me as a means of blowing off steam from his relentless perfectionism by flexing his vanilla muscles and indulging in stone-age Doom lunacy with jazzy MIDIs and sound replacements. Like the other entries, this one actually occupies both MAP01 and 02, with the first being a little bonus intro and the second housing the main event. After escaping near-death on the shrine planetoid you bound through the quadrant in search of your old military instructor (Crash?), arriving on a world with possibly sentient mud creatures. After naming off a few Doom-related alien races like Kaiser's DSV (with plenty more to spare), the potential existence of beings composed of mud pales in importance when compared to the very real presence of demons right next to you.

Tuesday, November 18, 2014

Nebula 95: Nebula Shrine (NEB01.WAD)

NEBULA 95:
NEBULA SHRINE

by Chris "lupinx-Kassman" Kassap


Nebula 95 is a curious amalgam of ideas from Doom visionary Chris Kassap, merging the divisive presentation of early PWADs (graphics, custom sounds, jazz MIDIs) with small levels and open layouts. If you're remembering the accolades received for his massive Community Chest 4 entries, these works will come as a shock. Nebula Shrine aka NEB01 is the first of the entries, officially released in 2014 and based off his MAP18 from Odamex Nitro Deathmatch. The plot of the series has you clearing out demons on micro-planetoids in a corner of the galaxy filled with a hallucinogenic gas dubbed Nebula 95.

Friday, January 3, 2014

ZDoom Community Map Project: Take 2 (ZDCMP2.PK3)

ZDOOM COMMUNITY
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.

Monday, December 2, 2013

Drown Stone (DSTONE.WAD)

DROWN STONE
by Chris "lupinx-Kassman" Kassap


Drown Stone is the second map to have come out of Brian Knox's Secret Santa project, this one also Boom-compatible and finding release in 2013. A bunch of authors signed up and were randomly seeded with each other. Whoever you got, you had to attempt to produce a level in their style, after which the work would be presented in the thread, with a grace time for everyone to guess 1) who the author was and 2) which author he / she was imitating. DSTONE is Doomworld forum superstar lupinx-Kassman doing fellow superstar Stuart "stewboy" Rynn, to unusual results. All I really know of Kassman is his larger adventure levels so this offering - which is scaled to the polar opposite of Claustrophobia - comes as a surprise. 

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).