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Well, this has turned out to be an "interesting" week, in that I
went to go sync up with the Archives and at first I see "15 new"
listed and I got really excited! Alright! Then the let down
(and, actually, a good sign as well). There were really only a
few new maps (I always cut in half because one is the text file
and so 15 made me wonder a bit to start). What really made up
the bulk of the "new" stuff on the archives this week was a
warning from the archive maintainer who apparently decided he
had to let people know the following by creating a text file
with the name of the zip/text file that it was about followed by
"trapwarning.txt". Very cool - the only thing that would have
been better would have been to delete the damn things completely
but I'll accept small victories. So here is the content of the
text files that go with these crappy Terry wads.....
NOTICE:
The .txt and .zip files with the same name as this
file have a trap at the end that is intended to lock
up your game with loud continuous sounds and graphic
corruption of the visual walls, floors, etc.
Although not intended to actually damage your PC,
you may end up having to power down to get out of
the level.
Because this is such a shocking transition from the
rest of the level, this message is here to warn
people, as the effects could cause seizures in those
sensitive to that sort of stimulus. Please do not
play the level unless you accept this.
Play at your own risk. |
So now, at least you'll see a warning about a file that
is an obvious Terry wad - and you won't waste your time
downloading it. Maybe this will encourage these assholes to
find something else to do but then again, it just might
encourage them to create even MORE crap and keep putting it
on the archives because now they've drawn some attention.
Here are a list of
the maps they added this warning to this week - many of
which I already warned you about on these pages
recently....
Bigfoot, Butthurt
(warned you about this last week), CXV (new on the archives
this week and now dutifully ignored), Denomspc, desec2 and
dvilrage (also warned about these recently on these
pages). There was also KLUB and UACYEOF as well as SPREMAKE.
So, if you go into the official archives, or
the DWS
backup of the archives, you will apparently begin to see
these warning text files. HEED THEM! They may save
your day!
First -
WElcome to the "warning zone"
To start with - stay away
from "CXV" - Terrywad.
Warning. Danger
Will Robinson - Danger.
Please feel free to send this ahole a note thanking him for
wasting Ty Hemingways time, though.
P.S. All of the maps are direct linked in my personal back up
of the archives (except for the stupid joke/terry wads) along with GOD KNOWS how many others for Doom,
Doom2, Doom3, ROE, Wolfenstein 3D, Castle Wolfenstein, Duke 3d,
Strife, Hexen, Heretic and more
here
=============================================================================
So, what does that leave us with this week? Well, as far as
the archives go - not a whole hell of alot. As noted above -
stay away from CVX, which leaves one Deathmatch wad and
one single player map for Doom 2 to check out. The Deathmatch
wad is a 6 level creation and while I don't actually play DM,
myself, I will show you a couple of screenshots so you can see
what it looks like.
Title : Green Pile
Filename :
g_pile.zip / g_pile.wad /
g_pile.txt
Release date : 10/20/2014
Author : Lukasxd
Email Address : lukasquake1@hotmail.cl
Other Files By Author :
luk512.zip,
v_ficta.zip (links to the folders they reside in)
Misc. Author Info : Well, just a lazy mapper that like to waste
his
time making maps & shitz.
Description : G r e e n - P i l e
---------------------
A wadpack of 6 mini-deathmatch levels maded by
lukasxd, i take some ideas from brit11, exec and
some other greats wads and some great music too
:p .
Additional Credits to : Exec Team, Brit11 Team and the TLSF
Team, also i
have to thank some of my online friends on
zdaemon, thanks guys (for testing this shit)




As stated previously, I don't really do DM but I took a quick
look around - Map 1 is small (very) and is very tight - not
really sure how that would work out for DM. The last level is a
cityscape, which I think would work better and then, of course,
you can see why he called it "Green Pile". Also, a quick
note from level 1 - there is a banister (of sorts) that you can
walk through - so he forgot to set his linedef on that one. I
guess it can be overlooked but that is a glaring error. Or
maybe, as he says - he's just lazy.
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As previously noted,
there was ONE single player map in the archives this week (that
wasn't a Terry wad) and it was 12 maps done in a two week period
- so let me start off by saying - you CANNOT create a good map
in a day. Hell, you can barely make a playable one in a day -
never mind good. Some of my maps took me upwards of six months
to make because I wanted awesome gameplay, new stuff that people
hadn't tried before and an atmosphere that made you cringe (at
times). If I just want to play "a map", I can use Oblige
and create a whole megawad in about a minute in a half. Anyway -
here is the text files and a few screenshots as well as some
quick thoughts on what I saw....
Title :
DoomRL Special Levels: A Recursive Adaptation
Filename :
DRLSpec
Release date : Tuesday, October 21, 2014
Author : Chaosvolt
Email Address : chaosvolt@yahoo.com
Other Files By Author : TFMod.pk3, MDoomFix.wad, Cheeki.pk3,
other
unreleased works.
Misc. Author Info : Psycho bored dragon
Description : So there was Doom. And there were roguelikes.
Then there was Doom: the Roguelike. And now, the
iconic special levels unique to DoomRL have their
own adaptations in ye olde Doom 2 (or Final
Doom). Each map also has co-op and deathmatch
starts, and deathmatch-only items. See below for
a summary of each map, and what's been tweaked
in the process of adapting them. If a level's
gimmick has you stumped, check there.
Additional Credits to : Kornel Kisielewicz for making that
wonderful
roguelike, the maintainers of the always-useful
DoomRL and ZDoom wikis, and of course id
Software.


It's a shame that
the author didn't give as much respect to his "adaptation" as he
did to what he was adapting. I didn't need to spend more than 2
minutes of my time to realize that THIS wad is a complete waste
of it. Notice that HOM in the first pic - horrible. It
doesn't really get any better from there. Everything I saw is
bland and boring - so save your time - find something else to
play - too bad it won't be anything uploaded to the archives
this week. I suppose,if you're looking for something to play and
haven't played THESE yet - you could give them a whirl -
two of my last (and best creations) -
Bloodworks and
Mitnal. At least you'll
get to get some decent gameplay and 3dnis.
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Screenie from Bloodworks:

Screenie from
Mitnal:

========================================================================================
So, after being completely
disappointed by the archives this week, I wandered over to the
Zdoom forums in the hopes of finding something INTERESTING to
talk about. And I came across
this thread about a
project called "A
Doomers Requiem" (download
directory). Here's what the author has to say about
it:
ADR contains short sections in the
story of a certain mans life, told in a highly esoteric,
metaphorical / symbolical, and unconventional way. Keep this in
mind as you play; and give an attempt to understand things
rather than signing it off as ubiquitous drivel, and you may be
able walk away with something special.
It is fairly short, and should only take about 30 minutes to
complete.
I have spent roughly 3 years making this, and you will see
things that you have never seen in any other doom mods in this
project. No, I am not boasting about my talents, and I know you
will understand once you play through this. Please leave a
critique in the following link if you feel led to do so.
Well, on the upside, it at least
SOUNDS interesting. Here's a screenshot for you to check it out.

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Over at
Realm667,
Tormentor continues to tweak the new website with a Chat System,
ala Facebook with all kinds of cool features.. So be sure to
check that out. Tormentor is a legend in the Doom Community and
has a really nice setup over there.
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Also, in
case you're interested - If you go to
THIS
THREAD, you will find a fellow Doomer who is looking for a
few good playtesters for a project called "The Fallen:
Dark Ascension" which he describes thusly:
The Fallen: Dark Ascension
is an 8 map Dark Hellish/Gothic theme re- imagining of Ultimate
Doom's Episode 3 and 4 this time using the capabilities of the
Gzdoom engine. Some of the features that brings new life into
this hellish theme includes: slopes, new decorate monster types,
dynamic lights, and various scripted events.

Judging by that
screenshot - I'd say this might be worth checking out!
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Over
on the
Doomworld Forums, Toxie
Rocks brought this WIP to my attention via pm.
Looks interesting, there is a download (of course) as well as a
shit ton of pics, so be sure to check that out!

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ALSO on the
Doom World Forums, I ran across
THIS THREAD for an as yet incomplete Megawad called "Swift
Death".
From the author:
I present you Swift Death, an extremly
hard megawad.
Compatible for Boom, The concept is that you have to survive
monsters, which attack you as soon as you begin. This megawad is
adapted for speedrunners.
In fact, certains maps ending in a few seconds, there are some
trick :) Fortunately, I created a reasonable difficulty for
novice players. (Toilet Break - "IMTYTD", and "Soft Event" -
HNTR).
This maps was created in speedmapping sessions. That's why they
are not very detailed.
Ah, Memfis and JCD are guest mappers of this megawad, I thanks
them for their maps :)

So, if you're up for a challenge -
this looks like it might be interesting to play with and the
forum regulars seem to be enjoying it.
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Over on
One Man Doom Blogspot,
I see that he posted up a new review last
week for a set of speedrunning maps called "Resurgence".
Here's a bit from the review (the wad was released in 2012 so
I guess he's not finding much to review lately either).
Joshy released
Surge in early 2012. It
was an unfinished collection of speedmaps built upon the idea of
forcing the player to "surge" forward through the level's action
in order to clear a spot that was safe enough to stand in. After
a hiatus from mapping, Joshy picked it up again and finished the
set for release in 2014, re-branding it as
Resurgence. Like its
progenitor and
Speed of Doom, this is
a megaWAD for Boom-compatible ports that emphasizes gut-busting
action and intelligent, fast-on-your-feet decision making.
Unlike Surge, there's actually something of a story, with you
waking up from the oblivion of death and having to fight your
way out of Hell and back to the realm of the living on Titan
before you can put a stop to Hell's invasion.
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Over at
Wads in Progress,
I see three new entries, including the aforementioned "The
Fallen: Dark Ascension" and two others -
The
Dungeons and
The
Never Ending Arena.
The Dungeons:

The Never Ending Arena:

I must say - those are both looking pretty
sweet. It looks like we have some good stuff to look forward to
here shortly!
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It appears that there has been an
update to the Chocolate Doom port which you can download
here.
To get a look at the changes - you can go
here.
There is also this
development page that you can go to if you want to look in
on that.
A note from my desk on this one.
I chose one of my Doom2 maps - in this case,
Elevator for Doom2, and dragged and dropped the file onto
the chocolate-doom executable. It didn't load (It IS map01). So,
I went another route and opened up a command prompt in the
Chocolate Doom directory I created and loaded it with the -file
command. This worked fine and I was able to load the map without
issues. In case you DON'T know what Chocolate Doom is - here is
the breakdown:
In 1998 the Doom source code was
released. Since then, there have been a large number of Doom
source ports created by programmers who have extended the code,
adding new features and removing some of the limitations of DOS
Doom (which is now often referred to as "Vanilla Doom"). These
efforts should be commended, and many of the modern Doom source
ports are truly impressive pieces of work.
Chocolate Doom, however, takes the opposite approach. It instead
aims to accurately reproduce the experience of playing Vanilla
Doom. It is a conservative, historically accurate Doom source
port, which is compatible with the thousands of mods and levels
that were made before the Doom source code was released. Rather
than flashy new graphics, Chocolate Doom's main features are its
accurate reproduction of the game as it was played in the 1990s.
Originally just a port of the Doom source code, the purpose of
the project has evolved to include ports of Heretic, Hexen and
Strife, commercial games that were based on the Doom engine.
The source code to Chocolate Doom is Free Software under the GNU
General Public License, and is portable to a variety of
different operating systems. It therefore preserves the gameplay
of the original game for modern computers, many of which are now
unable to run the original.
So, essentially, what they are trying to do is give you the
ability to play the game the way it was originally created and
intended to be played. A pretty cool idea since, as they
say, you can't play vanilla Doom/Doom2 on modern operating
systems. Here's a couple of screenshots from the map I loaded.

---------------------------------------------------------------------------
Not that it means much, but when I hit my strategy informer
links to see if there was any new Doom 3 goodness, I discovered
that it is no longer Strategy Informer but is, instead,
Gamewatcher.com. Ah - progress.....
Here
is the link to the new website.
Update those bookmarks!
---------------------------------------------------------------------------
I know how anxious some of you are to
see new playthroughs on Youtube, so let's go.
Coming from Cyberdemon531
Doom:
Memento Mori UV Speed Single Segment in 1:17:32
I guess that is the only one this week. There is on last
thing today though - something fun to play with.
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I'm certain by now that all of you have heard of "Oblige"
- the map generator that, really, does a rather nice job. And,
you may have heard of the "Random
Monster" Generator (No?). Also, maybe
Brutal Doom?
Hmmmm? And - Doomzone by
Zorah? Well, I wanted to have a little fun with an Oblige map
and decided to put this together for shits and giggles. I've put
everything in one zip file so that you can pick and choose how
you want to play it but I'll tell you exactly what I'm doing,
post a screenie or two and you can see how the different stuff
effects the appearance, gameplay, etc....
Ok - so, first off, JUST the Oblige map - I set it to
lots of monsters with normal weapons and health with a "hell"
theme.
This is the OBLIGE map ONLY (oh - and here's the
zipfile)

DEFINITELY, a "hellish" looking map. Next, I added the
"Monster Randomizer" to the mix.

As you can see in the 2nd pic, the monster mix changed - no
imps to be seen but sargeants and Former Human Commandos have
now taken the place of some of the other creatures - a nice,
effective change for a difficulty change. So, now I'm going to
see what it looks like in Brutal Doom.

Oh ya - bring me that Brutal Doom goodness! :-)
Next, I wanted to try it with Zorahs Doomzone, which provides
you with not only new weapons and such but also
player classes so depending on which class you choose, you will
get to use different weapons plus all the other attributes of
your character (health, etc...) will be changed.....

I'm telling you - if you HAVEN'T checked out
Doomzone, you are denying
yourself the opportunity to play with a GREAT mod! I
attempted to run Doomzone with Brutal Doom but Brutal Doom ended
up being the male alpha in that battle and Doomzone was pushed
to the side. Anyway, here are a few more screenies, using that
map, the monster randomizer and Doomzone. Feel free to download
the zip file with all 4 of those things included and play around
a little bit. I think you'll like it.





Finally, because I can and it's my website - I also had
Oblige throw together a megawad (also for Zdoom) that I had it
include 3d floors and all kinds of craziness - went to
town on the settings - so we'll see how THAT turns out - lol.
A few more screenies for you - this time using Brutal Doom and
without the monster randomizer. Think about the possibilities
with all the weapons mods, etc... and if I can ever get the guy
to who created Oblige to implement the ability to add customer
texture wads - look the fuck out! lol. That WAS something you
could do in SLIGE (the predecessor to Oblige which wasn't nearly
as good). But how can you beat creating a whole new game out of
user created mods and a random map creator in like, literally
minutes? I mean, as you can tell - it can't compare to a good
mapper - lack of detail being one of the noticeable things about
these maps and it lacks the intelligence that goes behind
setting a good trap but let's face it, good maps are scarce
these days and sometimes you just wanna shoot something!
Fair warning - this "megawad" has lots of stealth monsters so
you're in for a fight if you decide you want to play
around with it.

And, once again - just because I own the site, and I can -
here are a couple shots of the same Oblige megawad in Risen3d -
which, if you haven't used it - shame on you! Best engine EVER!
Of course, you do lose the zdoom effects but it looks AWESOME!
And these pics REALLY don't do it justice.

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