this week in doom (twid)chronicles

this week in doom - week ending November 2, 2014 (doom date 20.7635)

 

 

 

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Previous TWID CHRONICLES!

 

Oct 26, 2014

Oct 19, 2014

Oct 12, 2014

Oct 05, 2014

Sep 28, 2014

Sep 21, 2014

Sep 14, 2014

Sep 07, 2014

Aug 29, 2014

Aug 24, 2014

Aug 17, 2014

Aug 10, 2014

Aug 03, 2014

July 27, 2014

 

 

mY mAPS

 

 


 


 

 

 

 

 

 


 

 

 

 

 

this week in doom is my attempt at keeping you abreast of all the goings  on in the DOOM community and, as you will notice, a busy community it is. It's difficult to believe that after 20 years this game's community is still as active as it is but, of course, ID Software has helped by releasing Doom 3 10 years ago (or thereabouts) and is now in the process of the new DOOM game (sometime in 2015?). Can't wait  to see the beta shareware, or whatever it's  going to be.....

 

 

      Man, I could really use like a bunch of writers to do this for me each week - especially when I've been really busy and I find alot of stuff to update you all on. And there is a bunch, so let's get to it....

 

 

In an effort to NOT provide the idiots who put Terry Wads on the archives with any attention, I am completely ignoring them - so there will be no mention of this here today.

 

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

    

=============================================================================

     The first map up for your consideration is called Switcheroom and replaces all 4 episodes of Doom. 

You can find other megawads for Doom in this directory.   

 

Description : The idea was to remake a map from one episode, but as if it had appeared in
another episode.

Additional Credits to : id software, Death Egg for creating the project
& leading for most of the development. Jaws In Space
for taking over development when Death Egg got busy.
Magnusblitz for coleading the project during the final
months of development.
===========================================================================
* What is included *

New levels : 36
Sounds : No
Music : No
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : Yes

* Play Information *

Game : DOOM
Map # : E1M1-E4M9
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : Designed for
Difficulty Settings : Yes

 

I'm not really sure what the description means but a quick look at the first level definitely gives you that old skool feeling and the gameplay seems pretty solid. Check it out.

 

 

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    The next wad is called AIMT and seems to be pretty basic - one room. A never ending swarm of enemies - the idea being to see how long you can survive (I guess). The text file is a complete mess because the author didn't user word wrap and I'm not going to bother attempting to clean it up. I'll just provide a screenie for you and some quick thoughts. The author does state that you need to use Zdoom and Ultimate Doom or the map won't work.

 

 

 

     Looking at the pictures, I can see where you would think - what? Why would I play this? Well, I found it to be somewhat addictive, actually. If you don't kill the initial wave, then the next wave just comes, so it definitely behooves you to kill them off quick. I think you might find, as simple as this seems, that this is something you could get hooked on. A more detailed map would have been nice, though. :-)

    

    

---------------------------------------------------------------------------

 

    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.

 

 

---------------------------------------------------------------------------

 

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!

 

----------------------------------------------------------------------------

 

    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!

 

 

----------------------------------------------------------------------------

 

     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.
 

---------------------------------------------------------------------------

 

     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.

 

---------------------------------------------------------------------------

 

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.

 

---------------------------------------------------------------------------

 

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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