Showing posts with label single map. Show all posts
Showing posts with label single map. Show all posts

Wednesday, June 11, 2025

Pazuzu (Wings of Possession) (PAZUZU.WAD)

PAZUZU
WINGS OF POSSESSION
by T. Elliot Cannon
aka "Myscha the Sled Dog"


T. Elliot Cannon has a brief but promising Doom II authorship that was cut down in its prime by being hired to work on Unreal at the recommendation of John Anderson of Master Levels For Doom II fame. He released the raw, cramped, and switch-crazy Iditarod; the charming architectural delight of Odyssey;  and then published the lone but formidable Diabolos, all three PWADs being uploaded to /idgames in 1996. His last known single-player idtech1 creation was this: Pazuzu (Wings of Possession), a MAP01 replacement for Doom II, similarly released in 1996, about a month after he interred the rest of his known single-player maps.

Thursday, June 5, 2025

Diabolos (DIABOLOS.WAD)

DIABOLOS
by T. Elliot Cannon
aka "Myscha the Sled Dog"


A lot of Doom WAD authors from the '90s went on to work in the gaming industry. We're very familiar with names like Dario and Milo Casali, Tom Mustaine, Sverre Kvernmo... but less so with dudes like T. Elliot Cannon. TEC authored eight of the original Unreal's 38 single-player maps but started out cutting his teeth on Doom II. If you aren't much of a WAD archaeologist then Cannon's name will probably be unfamiliar. His biggest legacy as far as community recognition is concerned is as one of the founding fathers of The Talosian Incident, but he also authored some deathmatch levels, including contributions to Team TNT's Bloodlands and Grievance. Myscha--his handle is based on the name of one of his beloved dogs--didn't end up authoring any maps for TALOSIAN, but if he had, then we'd have some very different things to say about it, based on Diabolos. This is a MAP01 replacement for Doom II, released in 1996.

Friday, May 16, 2025

Cavemen (#CAVEMEN.WAD)

CAVEMEN
by "Sphagne"


Some folks wish that the first two Community Chests had been more exclusionary. Its original call to arms did not specifically ask for maps that had not previously been released, which is why Sphagne, Gene Bird, and Daniel Trim ended up submitting some of their previously-released maps to CCHEST, with Gene Bird sneaking a few (as well as one original!) into CCHEST2. The vast majority of Sphagne's material was concocted prior to him approaching the Doom community, during a period spanning 1995-1999, and then bulk-uploaded in August of 2002. The author claims that Cavemen, a MAP07 replacement for Doom II, is his ninth map, though it's the seventh in the running that was made available on /idgames. For those keeping score at home, the 1st and 3rd levels have never been (publicly) seen.

Tuesday, May 13, 2025

The Real Crusher (CRUSHER.WAD)

THE REAL CRUSHER
by "Black Void"


The original Community Chest was an interesting hodgepodge of folks who had already had long and storied careers, like Rex Claussen, Stephen Clark, and Samuel Villarreal, as well as authors like Sphagne, Gene Bird, and Daniel Trim, who had released a bunch of solo levels over the previous year or two, some of which found their way into the collection. Black Void doesn't really fall into either of these categories, instead standing alongside Simon Broadhead and Will Hackney as one of the less-defined contributors. Black Void is sometimes remembered for Captain Mancubus, a Doom II episode that they created alongside another author named Epyo. This, however, is The Real Crusher, a MAP06 replacement for Doom II released mid-2002.

Monday, May 5, 2025

KMETL14 (KMETL14.WAD)

KMETL14
by Kurt Kesler


Kurt Kesler made a bunch of vanilla levels that got rolled up into KMEGA1 before moving onto limit-removing with KHILLS, Boom with KBOOM, and, of course, ZDoom with KZDOOM. In 2023, we got the first KGZDOOM, KGZDOOM1. At the end of 2024 Kurt added another wrinkle to his legacy--the first in a series of new KMETL maps, no longer for vanilla but for limit-removing ports. KMETL14 is a MAP01 replacement for Doom II and one of three such iterations on the KMETL theme thus far. As to whether or not there will be more, well, it looks like Kesler has switched gears to make a GZDoom minisode alongside Doomworld Community superstar Chris Hansen. If we can get a spiritual sequel to KGZDOOM1, then I'm sure that there'll be more KMETL.

Friday, May 2, 2025

Make, test, post. (MKTSTPST.WAD)

MAKE, TEST, POST.
by "Memfis"


Memfis has long had a love-affair with quirky stuff from Doom's '90s period. The vast majority of his catalogue leading up to and following really doesn't reflect the attitude represented in Kuchitsu, however, outside of perhaps Green Day. His smaller solo releases were more representative of his love for classic megaWADs like Requiem (REQUIMEM), Memento Mori II (MM2MEM01), and Phobos: Relive the Nightmare (RELIVEX2). 2013's Kuchitsu appears to have marked the seismic shift in his predilections, with the author continuing playing with more offbeat level design ideas in pus06, How Eye Killed Time, and--of course--Garbage. Make, test, post. was originally published to the Doomworld forums on November 14th of 2013. A MAP07 replacement for Doom II to be played in theoretically any limit-removing port, it continues the author's ongoing fascination with quirky, DoomCute elements.

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....

Monday, April 14, 2025

Kill the Cybie (SISOCRAN.WAD)

KILL THE CYBIE
by Esa Repo aka "Espi"


Espi made a deathmatch map in 2002 called Narcosis. Apparently he had enough people request that he turn it into a single-player level that he did so, so in 2003 we received a file by the name of SISOCRAN, which of course is Narcosis spelled backwards. Its official title is Kill the Cybie and it's a single-level for ZDoom on account of it uses a script to end the level after, you know, you Kill the Cybie. For some reason I had built in my head that this was going to be something goofy like Jim Flynn's Surrounded!, which is also a single map that requires you to slay a Cyberdemon. I was pleasantly surprised. In my defense, it's not like Repo doesn't have strange little levels like Barons o' Fun and The One Level With All the Teleporters.

Friday, April 11, 2025

Defragmentation Factor (DEFRACT.WAD)

DEFRAGMENTATION
FACTOR
by Eugene Guschin aka "Wraith"


Defragmentation Factor is Wraith's /idgames debut, a Doom II MAP01 replacement published in 2006 to be played in any source port. Guschin was a member of Clan [B0S] during its heyday with Da Will, Sacrament, and A.L.T., but he had established a cornerstone in the community a few years before "Russian Realism" with Wonderful Doom. He has a few other works mentioned in the PWAD's .TXT, among them Wonderful Doom's E1, so this isn't the first thing that he apparently produced. Through contacting Wraith, I managed to figure out the location of most of these proto-works, but I'm still not sure about MySchool.

Thursday, April 3, 2025

Blood Runners (#BLOODR.WAD)

BLOOD RUNNERS
by "Sphagne"


Sphagne sits alongside Gene Bird and Daniel Trim as an author who published levels prior to Community Chest and who submitted them back when the original CCHEST pitch was something more along the lines of, "Have you ever wanted to see one of your works ensconced within a megaWAD?" Thus far, the five Sphagne levels that I've covered--Simphony of Death, Secret Lab, Death Cycle, Hell Harbour, and The Living End--were not among the three maps that made it into the 2003 Community Chest. Blood Runners, which the author claims was his eighth produced level, became CCHEST's MAP23. It was originally released as part of a batch upload in 2002, a MAP01 replacement for Doom II. The author claims that he did not know that there was an online Doom community back when he authored these levels from 1995-1999, so one may assume that it will function in any source port.

Monday, March 31, 2025

The Process (TPROCESS.WAD)

THE PROCESS
by Mike Alfredson aka "Use3D"


Use3D has been making maps for a long time. So much of his creative energy has been tied up in his two one-man megaWADs, Doom Beyond and Nilla Doom, so much so that he actually jettisoned a number of his oldest maps from Doom Beyond and released them as singular outtakes. I've been covering all of these levels in my run-up to the original Community Chest and will take a gander at Doom Beyond whenever it releases because, well, Mike makes damn good classic-feeling maps. The last batch of Alfredson's outtakes was published in 2019. The Process is the most recent of these, by which I mean it was crafted in 2001 instead of 1997. It's a MAP05 replacement for Doom II, to be played in any port.

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, March 10, 2025

Tower of Lies (LIES.WAD)

TOWER OF LIES
by "scwiba"


scwiba got his start in the 1 Monster project, kicking off a career of gimmick-dedicated mapsets. He was awfully quiet for the following nine or so years until 2016, with the Cacoward-winning Absolutely Killed. In the year prior in 2015, however, he published this level, Tower of Lies. It's a MAP01 replacement for Doom II to be played in a limit-removing port. Not hearing anything about it beyond its author just about disowning it, I wasn't sure what to expect. On its face, this is a regular ol' climb through a demon-infested tower. It's still deeply invested in being a gimmick level, though, even if figuring it as such involves a deep reading of its level design with respect to its name. It's all in the name, isn't it?

Friday, March 7, 2025

Ruma (RUMA.WAD)

RUMA
by Esa Repo aka "Espi"


It's taken about three years to get here since I first played Espi's Barons o' Fun, but I finally made it. Ruma made Doomworld's Top 100 WADs list as one of the entries from 2002. It's a single map for Doom II, to be played in what appears to be any limit-removing port. Historians take note: Repo intimates in the .TXT that this was going to be MAP03 of his mini-episode, with the author keeping the start and exit, intending to build an otherwise entirely new level. I know that Espi had two minisodes in the works, One Hell of a Day (which became Suspended in Dusk) and Rust (which became part of Back to Basics). After a brief scan--and a second scan--I confirmed that the starting area of Ruma has the same geometry as Suspended in Dusk's MAP03 starting area. I guess that this makes Ruma something of a lost level or a Deleted Scene, to crib from Russell Pearson's cut content showcases.

Tuesday, March 4, 2025

Greymood (GRMOOD.WAD)

GREYMOOD
by "MysteriousHaruko"


Misty has had a healthy community career over the past seven or so years, working to co-host the Pigeon Speedmapping Sessions and contributing to a variety of community projects. She's also had a smattering of solo releases, including but not limited to the 2022 Cacoward HM Caffeine Injection. Greymood is her first public offering, a MAP01 replacement for Doom II published back in 2017 which now feels like a long, long time ago. There must have been some prior shared maps as rd alludes to an improvement over prior works (and the DoomWiki mentions Think about it), but Greymood was the first to find its way to the /idgames archives.

Saturday, February 22, 2025

The Living End (#LIVEND.WAD)

THE LIVING END
by "Sphagne"


No--it's not THAT "Living End". This is a level by Sphagne that happens to go by the same name. Sphagne's main claim to fame is having submitted three of his previously-released levels to the first Community Chest: Avenger, Blood Runners, and Afterlife. Pretty much all of his single player maps were crafted somewhere between 1995 and 1999 and then uploaded in bulk in August of 2002. The Living End is purportedly the seventh of these, with four of the author's mentioned 19 levels never seeing publication. Like the rest of Sphagne's released solo works, it's a MAP01 replacement for Doom II.

Wednesday, February 19, 2025

Computer Station (CMPSTATN.WAD)

COMPUTER STATION
by Mike Alfredson aka "Use3D"


Doom Beyond started out as a replacement for the Hell levels of Doom II, which Alfredson thought were lacking in Hellishness when compared to "The Catacombs" and "The Spirit World". He seems to have had a sympathetic soul in Chris Lutz, who executed a project similar in sentiment with 2017's Hellscape. Doom Beyond eventually ventured beyond its original scope, however, becoming a limit-removing megaWAD with more or less classic-style gameplay. Along the way he removed some of his older levels from the running and published them independently. So far I've taken a look at Hell Pit, Deep Core 1, Chaotic Grounds, and Temple of Sin. This review is for Computer Station, a MAP04 replacement for Doom II, originally crafted in 1997, that was stationed earlier in the megaWAD along with Deep Core 1

Sunday, February 16, 2025

Still Kickin' (KICKIN01.WAD)

STILL KICKIN'
by Kurt Kesler


When I played KZDOOM7 back in 2016, I had two levels left before I had reviewed the entirety of his output: "Phobos - The Underground Sewer Facility" from Ni'mRoD - IXNAY on the HOMBRE (MAP05), published in 2002, and Still Kickin', a solo level released in 2005. I played NIMROD back in 2019, but I wasn't in much of a hurry to play Kesler's final offering. Then, in 2023, it happened: KGZDoom1, Kesler's first published Doom content in 18 years. Since then and as of this writing, there are three new KMETL levels. Will wonders never cease? It feels about time to ride the K train again and close the gap between 2002 and 2023. Still Kickin', at one point Kesler's ultimate work, is a MAP01 replacement for Doom II to be played in any limit-removing port.

Thursday, February 13, 2025

How Eye Killed Time (KILLTIME.WAD)

HOW EYE KILLED TIME
by "Memfis"


Memfis uploaded some maps to /idgames as he made them, but he waited to upload even more of them until 06/21/14, the day of the great uploading. How Eye Killed Time, a MAP01 replacement for Doom II, was apparently crafted early October of 2013 but it doesn't appear to have been stealth-released on the Doomworld Forum like most of the June 2014 uploads that I've played thus far. Maybe he posted it to a different forum, or maybe he just sat on it until he decided to clear out his archives. In any event, the PWAD claims to require Boom compatibility, but based on what I've seen over past Memfis reviews, I believe that the reality is that the only environment this map was tested in is PrBoom-plus using -complevel 9. It wouldn't surprise me if it worked in more or less any limit-removing port.

Monday, February 3, 2025

Laitos (LAITOS.WAD)

LAITOS
by Esa Repo aka "Espi"


Espi was one of fifteen different people who submitted levels to DoomCenter's E1 Contest for the chance to get a sweet, signed copy of The Ultimate Doom from the man himself, John Romero. Some of them went on to have rather illustrious careers in the community. Amusingly enough, the contest winner did not! Some of the contestants released their levels individually once it was over. Laitos--which was originally E1M8, not that this technically meant anything--has virtually doubled in size, if not more so. My understanding is that Espi revised this level several times. The final version (v1.4), published in early 2002, is an E1M1 replacement for the original Doom.