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.
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 xaser. Show all posts
Showing posts with label xaser. Show all posts
Tuesday, February 25, 2025
Super MAYhem 17 (MAYHEM17.WAD)
Saturday, January 25, 2025
Psychic (XA-PSYCH.PK3)
PSYCHIC
by Xaser Acheron
My reintroduction to Doom is tangentially related to Psychic. A friend gifted me a Something Awful account back in '09 and one of the forums that I gravitated toward was the Let's Play forums. They had a Doom mods thread going on at the time and I think that they were playing a combination of Psychic with B.P.R.D.'s Equinox. I saw so much cool stuff going on with Doom (my previous dips in user-created content being limited to whatever I found on my Dad's Doom 1 & 2 Collection shovelware CD as well as Kaiser's Doom 64: Absolution TC) that I wanted to dive right in. Of course, if you're a long-time reader you know that I don't spend a lot of time playing gameplay mods, but fourteen years to finally load up Xaser's Psychic seems, in retrospect, a bit excessive. At least I had planned it out back in 2019 to play it after The Abyss! That's got to count for something, right?
Labels:
2009,
doom mod,
Heretic mod,
hexen mod,
mod,
review,
strife mod,
Top 25 Missed Cacowards,
xaser,
ZDoom
Saturday, August 31, 2019
Doom the Way id Did: The Lost Episodes (DTWID-LE.WAD)
Doom the Way id Did generated a ton of buzz in the community, who turned out to craft approximately 100 submissions. The only event that I know to have surpassed it - as far as single-player levels go - is the 10 Sectors contest. It has also enjoyed a number of spinoffs during its lifespan, including the long-lived but recently finalized Ultimate DTWiD. It's crazy to think that a handful of levels went on to form the foundation of No End In Sight, something like an 850% increase in volume. All of Callum Guy Oliver's entries were gathered together in their own package, PhobosDeimos Anomaly, in a posthumous tribute. A few even saw solo releases. The lion's share of the "rejects" were published as a gargantuan collection dubbed The Lost Episodes. DTWID-LE saw a beta release in 2012 but thereafter entered a drawn-out polishing phase where a few new maps were made or substantially changed. It didn't see its first iteration on /idgames until 2016.
Saturday, November 24, 2018
dead.air (DEAD-AIR.PK3)
dead.air
by Xaser Acheron
In 2015, Tormentor667 hosted the Doomjá-vu competition where authors attempted to take a generalized layout of E1M7 and then twist it to their own desires. This was where Xaser produced dead.wire, a creepy level that was swamped with static and leveraged textures from Chasm: The Rift. dead.air's roots are ultimately buried in a dump of assets made by then-RNG breadbug now-breadguyfly. He submitted to another competition, this one hosted by Joel of Vinesauce. Both works interestingly ultimately took 2nd place in their respective events. The very basics remain the same, too, since this is also a MAP01 replacement for Doom II to be played in GZDoom. If it sounds like there are a lot of similarities then let me assure you that they're largely superficial.
Labels:
2016,
2017 Cacowards,
Doom II,
GZDoom,
review,
single map,
xaser
Friday, March 3, 2017
No End In Sight (NEIS.WAD)
It all began back in 1997; Emil Brundage released The Beginning of the End (Part 1), laying the seeds for an author crush that saw consummation with the advent of Doom the Way id Did some fifteen years later. Xaser was (and still is) Emil's biggest fan, and while none of the latter's maps made the final cut for DTWiD, the two plied together their trades with the inimitable Chris Lutz to make their OWN original Doom megaWAD. Thus began No End In Sight, whose final release continued to elude its authors. In 2016, however, it exited Limbo along with its fellow offshoots (Phobosdeimos Anomaly and DTWiD: The Lost Episodes).
Labels:
2016,
2017 Cacowards,
Chris Lutz,
doom,
limit-removing,
megawad,
NaturalTvventy,
review,
xaser
Saturday, March 12, 2016
All Aboard the Mega Magilla Gorilla Flotilla (XA-GORIL.WAD)
ALL ABOARD THE MEGA
MAGILLA GORILLA FLOTILLA
by Xaser Acheron
MAGILLA GORILLA FLOTILLA
by Xaser Acheron
Xaser is nothing if not industrious. While all of the big projects continue to drift at a glacial pace, he cranked out a handful of single level releases in 2015 to whet the appetites of those who have come to wait with baited breath. This little number is All Aboard the Mega Magilla Gorilla Flotilla. Kind of a mouthful, no? Actually, while XA-GORIL was "released" in 2015, it originates as part of a jam hosted by Battle of the Bits that wrapped up in late 2014. I see that it's got ten other compatriots, some of which are familiar faces. Interesting! Gorilla is a MAP01 replacement that should be playable in your source port of choice, supposing that it isn't some crazy engine that's more broken than vanilla.
Wednesday, November 25, 2015
Abyssal Speedmapping Session 3 (ABYSPED3.WAD)
Obsidian is a cool dude who has more or less brought speedmapping back to the Doomworld community. I mean, they had the Doomworld Speedmapping Compilations going for awhile, and then the SargeBaldy Speedmapping Compilations, and then BACK to Doomworld for a bit before Obsidian started things up again. Sure, there have been other programs to fill the void since then, especially in places like the Russian Doom Community, but it's cool to have a semi-regular event happening again, especially if it means we get maps the average caliber of these. Abyssal Speedmapping Session 3, released in 2014, heralds the return of a lot of the Session 2 crew, though Osiris has dropped out to make Obsidian the only holdover from Session 1. I also see in the notes that Tarnsman was around but elected to do something completely different.
Labels:
2014,
Abyssal Speedmapping,
Alfonzo,
an_mutt,
boom,
Doom II,
episode,
limit-removing,
Obsidian,
Phobus,
review,
Ribbiks,
scifista42,
xaser
Sunday, November 22, 2015
dead.wire (XA-DWIRE.WAD)
DEAD.WIRE
by Xaser Acheron
by Xaser Acheron
I hope you don't think that Xaser's been keeping quiet. He's got his tendrils in a handful of community projects, plus the management of both Doom the Way id Did: The Lost Episodes and No End in Sight. Heck, in 2014, he was one of the unifying forces of Back to Saturn X E2. 2015 wasn't a big year for the X-man, but there was a flurry of standalone releases to drink in, starting with dead.wire. This map was a competitor in Realm667's 2015 Doomja Vu contest, and while it did not bring home the gold, it ALMOST did, and if you load it up in GZDoom you'll quickly see why.
Labels:
2015,
2015 Cacowards,
Doom II,
GL,
GZDoom,
review,
single map,
xaser
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
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.
Labels:
2015,
2015 Cacowards,
32in24,
boom,
Doom II,
Esselfortium,
franckFRAG,
JCD,
Jimmy,
lupinx-Kassman,
Mechadon,
megawad,
review,
RottKing,
skillsaw,
Stewboy,
Tango,
The Mionic Donut,
xaser,
Zakurum
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
Friday, September 26, 2014
The Adventures of Square (SQUARE1.PK3)
Every now and then, someone uses the Doom engine to craft what is for all intents and purposes a brand new game. Heretic was the original, but then you got your Chex Quest, your Harmony, your Action Doom II... and now, The Adventures of Square. Jimmy had a vision, a vision of a plucky cigar-chewing square that fought the evil circles of Shapeland with gratuitous paint guns. Today, with a little help from his friends, that dream is now a reality. Right now, there's only one episode to Square's adventures, but two more episodes are promised in the selection screen - Cheddar Apocalypse and In the O-Void. If they're anything like this first release, well, I'm waiting, fellas.
Labels:
2014,
2014 Cacowards,
Alfonzo,
Clonedpickle,
episode,
GZDoom,
Jimmy,
Matt Tropiano,
Pavera,
review,
Square,
Tarnsman,
xaser,
ZDoom
Friday, September 19, 2014
Back to Saturn X E2: Tower in the Fountain of Sparks (BTSX_E2X.WAD)
It's been a little more than a year and a half, so it's about time that we saw the Back to Saturn X Episode II beta. BTSX started out as a single megaWAD, but an abundance of contributors caused an internal split into what eventually became three "episode" megaWADs. Get Out of My Stations, the "shareware" episode, made its public debut at the tail end of 2012. It got a lot of flak for its techbase stylings, but it's one of my favorite releases of the 2013 season for its impeccable visuals and light speed gameplay. Tower in the Fountain of Sparks looks to be one of the top releases of 2014, and for good reason.
Labels:
2014,
2014 Cacowards,
Back to Saturn X series,
Doom II,
Esselfortium,
Jimmy,
Joshy,
Khorus,
Matt Tropiano,
Mechadon,
megawad,
review,
RottKing,
skillsaw,
Tango,
Tarnsman,
The Green Herring,
Use3D,
Vader,
xaser
Wednesday, July 30, 2014
Zen Dynamics (ZENDYN_X.WAD)
I don't know much about the progression of the ZDoom modding scene. I do know that early works like Tei Tenga and Hell Factory are lauded as being watersheds of things like hubmaps and cutscenes, and I also know that Xaser's Zen Dynamics is heralded as the progenitor of most modern weapon mods in one way or another. Released in 2005 (with an update in 2006 making some major changes and adding a level), Xaser replaced every weapon in the Doom arsenal and added a few more just to give you something to think about as well as threw in a ton of new enemies for you to ponder on. At a modest ten maps, you get something of the feel of how these things change gameplay, as well as what the ZDoom engine was capable of at the time.
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, April 20, 2013
Reelism (REELISM-X2.1_.pk7)
REELISM
by "The Kins" and "300 Pounds"
by "The Kins" and "300 Pounds"
Reelism has been around awhile (released right around Christmas in 2011) and has had two "expansion packs" since its initial release, with more potentially on the way. Which brings up an important question. What is Reelism? Well, The Kins started it, and has since added the talents of a handful of contributors in various aspects of its design. It's a spinoff of "invasion"-style gameplay, something I'm not familiar with outside of as it's carefully choreographed in regular PWADs. Reelism is my first proper experience with this dedicated mode of play. If you didn't already know, invasion mods involve throwing monsters at the player in waves. Reelism spices things up with irreverent semi-randomness provided through its major hook, triads of wave elements dictated to the player through slot reels. It doesn't necessarily require the Doom II IWADs (Doom II, Evilution, Plutonia), but if you don't use them, you're going to be seeing some checkerboard nightmares.
Labels:
2011,
2012 Cacowards,
Doom II,
FireSeraphim,
GZDoom,
Invasion,
mod,
PsychosesMan,
review,
The Kins,
The Shadsy,
xaser
Friday, April 27, 2012
Doom the Way id Did (DTWID.WAD)
In the latter half of 2010, Jason "Hellbent" Root more or less kicked off Doom the Way id Did, a project that aimed to recreate the feel of Doom's original three episodes by mimicking the design traits of the authors. Mappers flocked to the project, with a total of 95 submitted levels. That's enough for three brand new OG Doom megaWADs! (Still waiting on the official releases of the "rejects".) DTWID represents the cream of the crop, as selected by the project leads. The original aim was that each map could be seamlessly inserted into the running with no one the wiser. Of course, to better flesh out the episodes, beginning and boss maps were created. I feel comfortable in saying that even these well-trodden concepts had some new life breathed into them.
Labels:
2011,
2012 Cacowards,
Captain Toenail,
clutz,
community project,
doom,
ellmo,
Esselfortium,
Hellbent,
Hobomaster,
Iori,
Marcaek,
Megalyth,
megawad,
pcorf,
Phobus,
review,
Stewboy,
Use3D,
xaser
Sunday, December 25, 2011
Plutonia Revisited Community Project (PRCP.WAD)
The Plutonia Experiment was a megaWAD created by the Casali brothers for id Software as part of the Final Doom package. In the years since, it's enjoyed a more favorable legacy than its sibling, TNT Evilution, so much so that it's had two unofficial sequels, Plutonia 2 and the WAD which this review covers, Plutonia Revisited. Plutonia Revisited's scope is a bit narrower than Plutonia 2, however, as the PRCP focused on vanilla compatibility (the trend of 2011). The only flaws you'll encounter when playing the original .EXE are a few maps that invoke the savegame buffer overflow (hooray for source ports!). In fact, this project has a few instances of mapping tricks that require vanilla emulation in source ports (notably some linedef hoodoo in MAP31). Redacted 05/01/12.
Labels:
2011,
2011 Cacowards,
Belial,
community project,
Darkwave0000,
Doom II,
evocalvin,
franckFRAG,
JCD,
Joshy,
Keeper of Jericho,
Matt Tropiano,
Mechadon,
megawad,
pcorf,
Plutonia,
review,
T.V.,
Tatsurd-Cacocaco,
xaser
Thursday, April 28, 2011
The Lost Episode: Evil Unleashed (LOSTEPIS.WAD)
Doom: The Lost Episode is an unofficial fifth episode (complete with intermission screen!) released for Ultimate Doom in 2009, requiring either ZDoom or Eternity to run. Headed by Xaser with additional credit to Skunk, Wills, Nuxius and SnowKate709, it aimed to collect unused Doom Alpha maps with maps exclusive to the various console versions of Doom and retool them to create a strange but excellent adventure (link to development thread here). For those interested the in narrative justifications Doom authors provide for their unholy concoctions, the story is quite simple. Crammed right in between Doomguy avenging the death of his pet rabbit and his arduous campaign to rid Earth itself of Hellspawn, the action finds our protagonist teleported into a fragmented dimension as a last-ditch attempt to distance Doomguy from the campaign of Evil. You'll have to fight your way through to the architects of the false reality to return to your own.
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