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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 plus 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 Q2, 2016?). Can't wait to see the beta shareware, or whatever
it's going to be.....
Thanks to "Fonze" for taking up the mantle of
responsibility for TWID and doing the research and writing up TWID for us.
Also, Thanks to you, the reader(s), and Community, which have kept Doom
alive and relevant for all these years. And, thanks to ID Software, without
whom, all this could not be possible. Keep on Dooming!
Doom is a special thing; it's a lot like that old car you always tell
yourself that you're not gonna drive anymore, but then you find out that
the new car sucks and they just don't quite make 'em like they used to.
But it's okay, much like that old car, the Doom community doesn't judge;
it knows you'll be back soon. Yessir, much like the addict you are,
you'll be back soon... And now we play the waiting game... No, wait--
now we play Doom.
Unfortunately it's been another slow week on /idgames, so I'll spend a
bit more time on these maps... playing Doom.
First up we have the "Abyssal Speedmapping Sessions: Session 21" by
various authors, headed by TheMionicDonut, found here:
For those who are unfarmiliar with the Abyssal Speedmapping Sessions,
they were started by Obsidian and feature an open team of mappers all
mapping at the same time while in a common Skype call. These sessions
last 2 hours for map creation, plus 15 minutes for texture and music
selection and another 15 for bug fixing. This session was a bit
different and featured an added twist as the mappers paid homage to the
late, great Ty Halderman. The mappers had 3 themes to choose from:
dynamic architecture, gunfire-activated switches, and no light levels
between 128 and 192. Some went with one, some two, and a few went with
You can tell a few things about these maps when you play them. First,
they are speedmaps. Don't expect a lot of crazy-detailed stuff and of
course with various mappers comes a mixed bag of chips. However, you can
also tell that this set of maps doesn't take itself too seriously, which
is nice and fits well. Second, you can tell that a good portion of these
maps boggle your mind as to how they were made in two-and-a-half hours.
These are some well-established mappers here and though some parts feel
like speedmaps, the vast majority of them are just fun to play through
and look pretty darn cool, too. Third, you can see the themes fitting
right into each map; the mappers did an excellent job incorporating the
themes into their maps. I especially liked MAP08 that was almost all
dynamic architecture. It's cool to see levels twist and change around
you. Last, you can tell that even the time devoted to music selection
was not wasted. The music was great here!
All in all, I had a lot of fun and spent maybe a bit too much time on
these maps, heh. These maps are challenging and surprisingly
fantastic-looking for the most part, given that they are speedmaps. Once
again it boogles my mind as to how most of these maps were made in 2.5
hours. All I can really say is give these really sweet maps a go right
These awesome maps are made for the Boom engine with the Doom 2 iWad.
Let's see some demos for these!
Next up we have "Fear Station Bravo" by ReX Claussen found here:
This is a *GzDoom* map and runs with the Doom 2 iWad.
From the slopes to the 3D floors to the sloped 3D floors to the
poly-objects, this map stands out this week as the flat-out best map.
What a fun beauty to play through. The detailing was just fantastic and
Good God if I all I can think of is how beautiful this map looked. This
was not a small map, either; combine that with the fact that the
detail-work was through-out such a sizable map and you got yourself one
really sweet map right here. 10/10 for aesthetics from me!
As I said, this was somewhat of a long map. Starts at over 300 mobs and
more spawn as you play, so expect that number to be higher by the time
it's all said and done. The gun-progression is fairly slow, but not so
much in a bad way. The enemies were just right to match the guns given.
Health was tight at times, but was also pretty generous at others.
Still, being a large map, just save it every so often and it ain't too
difficult. No really cheap traps, the map as a whole was fairly
easy-going. Still, there were a good number of traps. Ammo was plentiful
for the most part, but there were a few tight spots. Fantastic scripting
and effects, such as this bridge...
Once again this map was a ton of fun to play. It has a fairly non-linear
feel due to the very non-linear beginning and many optional portions of
the map. This was the best of the week, right here, so check out this
gorgeous map as soon as possible!
In the third position we have another submission by mrthejoshmon. That's
one a week for three weeks in a row! All fun maps, too. This week,
thejoshmon-boss-mon has gifted us with a map titled "Ossuary of Agony"
which you can find here:
This map runs under any limit-removing port, such as Boom, in the *TNT*
iWad under the *MAP25* slot.
Lotta really cool scenery in this map. Mrthejoshmon did a great job,
once again, on the design, layout, flow, and detail-work. I really liked
how the map progressed, with new areas opening around what are/become
central hubs of the level. Aside from merely being cool to begin with,
this also allows skipped monsters a chance to catch up and cause trouble
later. There were plenty of wide-open areas, with a few spots to duck
down for cover when it was needed.
This is another fairly sizable map, though not nearly as big as the
last; relatively same monster count, though. Still, this one provides
the player with larger weaponry earlier on and typically has mosters
come in larger groups. The higher monster density means that despite
having a very similar monster count, this map is much quicker than the
last. Unfortunately, the last also had a ton of exploration. But don't
fret, this one had a pretty darn good exploration factor considering its
medium size and Boom format. Not that there's anything wrong with Boom
(it's one of the best), just that GzDoom has all those extra things that
add interest. Still, mrthejoshmon's maps are typically proof that Boom
can have some awesome effects as well and this map doesn't fail to
deliver on that.
Health was tight for the most part, due to the situations, higher-tiered
monsters and my stupid mistakes. Still, there were many pickups
through-out the map. Ammo was plentiful, though I always hate seeing a
backpack, let alone a redundant 4, at the beginning of a map. Still, if
we assume this will be part of a megawad later, a MAP25 could get away
with a starting backpack in my eyes. The monsters were fairly densely
populated and consisted of many higher-tiered mobs, so don't expect this
one to go away easy! *Do* give it a download try it out today!
Our last submission this week comes to us from another mixed bag of
nuts. It's called "Doomworld Mega Project 2014" and can be found here:
This project was uploaded and I'm guessing headed by TimeOfDeath, famous
to me for slaughtermaps. Strangely enough, I don't see any maps done by
him in here. There were no rules to this Frankenstein and all 27 maps
were accepted, with a different author for each map.
MAP01-12 boom compatibility (-complevel 9) MAP13-29 doom2 compatibility
(-complevel 2); all run in the Doom 2 iWad.
Wow what a wad. This wad features many mappers that I like to look out
for, with a list too long to make here. Many of the maps absolutely
shine with quality and were great fun to play. Now don't get me wrong,
this was a mixed bag of nuts, with some entries falling far short of the
par set by most... you'll see some of this as you play:
But don't let that discourage you. That second shot was actually a
well-constructed map made by Jaws in Space that was just mono-textured
and the first was a kinda fun, but hectic slaughter-arena. Some of the
other not-so-nice looking maps had nice gameplay. But most of the maps
were really cool-looking and good fun to play.
Sometimes a mixed bag of nuts is the perfect way to while away the time;
the differing styles contrast enough to the point that they all stand
out and thus have the potential to each be special. Some are visual
masterpieces, others focus elsewhere. Unfortunately these screenshots
are the best and worst way of advertising wads, as they only show off
looks, but even among the different sweet-looking maps, styles and
themes differ. Also, there were tons of custom textures that helped to
differentiate maps even more.
It's tough to talk about all of these maps in a general way, as they
were all starkly different from one-another, but it's safe to say that
90% of these maps were great. I always love playing maps from different
people because, even among those who are similar, we all have differing
approaches to creating a Doom level. I loved how some maps had really
cool detailing in architecture, while some went for colors, and others
atmosphere. The gameplay of each map was solid and I liked most monster
placement. One map in particular that was not overly-pretty was really
cool because it was designed with a low monster count, but dragged out
so that each encounter was 1 or 2 monsters, on average. Good monster
variety in that map, too, so each encounter used the monsters to their
fullest. I like things like that and it was a pleasure to see here,
especially with some of the more visual-intensive maps going for hordes
of monsters in large, wide-open (but really cool-looking) areas.
Sometimes that abstract-ness of Doom plays more to its gameplay
strengths than realistic-looking areas.
There were also a good amount of homages to the iWads in these maps. I
don't know if that was coincidence or planned, but after the third one I
just started laughing when I'd find them. It's cool to see people pay
small homages to the iWad levels, though; it's funny that those levels
have been so burned into my brain that I recognize them immediately, heh.
These maps were well-balanced for me to run through most of them
legitimately, though I did have to cheat a few times to speed things up.
I would love to go back and replay 90% of these maps legitimately to see
what other wonders I may have missed.
Despite being a mixed bag of nuts, the vast majority of these maps
deliver with extra on the side. Solid group of mappers and fantastic set
of maps; what else really needs to be said? Give these a download!
All-in-all I have to say this was a very fun week in Doom from the
archives! Keep up the great work y'all!
Now let's take a look at the forums and see what we can turn up:
At the DoomWorld forums there is an awesome new mod called "Skulldash"
from Dragonfly. The dev thread is located here:
Skulldash was made for Zandronum and runs on the Doom 2 iWad.
Skulldash is a combination of the old, fast-paced arcade games and...
you guessed it, Doom. It almost reminds me a bit of one of the old Rise
of the Triad DM modes, where players had to grab tokens to win, all
while killing each other. The hectic battles that would ensue were
always good fun. No word on multiplayer for this though... yet. As it
is, it is a very fun single-player wad to play through.
To kill or not to kill; that is the question. Not that stopping to kill
that baron that looked at you cross-ways is a bad thing or anything,
just that Skulldash sets you off under a time-limit, so killing every
monster may no longer be in your best interest... The forced
speedrunning of this wad almost reminds me of "OCD Doom," which was
another speedrunner's paradise.
Skulldash does an excellent job with its difficulty spikes; with the
beginning missions easy as pie and the difficulty ramping up in small
increments as the wad progresses. There have been comments so far by
others, but after playing this I can safely say I agree: This is
Cacoward material, right here. It's also a Hell of a lot of fun and at
seven years in the making it's not much of a surprise that the author
was thorough. I love this wad and highly reccommend it to anyone who
likes both Doom and old arcade games!
There is also an upcoming community event for Skulldash. It is called "Skulldash:
The Community Expansion Pack" and can be found here: https://www.doomworld.com/vb/wads-mods/75175-skulldash-the-community-expansion-pack-now-recruiting/
Also, check Skulldash's main site:
Searching the web, there is an awesome review of a gnarly map called
"Breach" by Alun "Viggles" Bestor over at the One Man Doom website. To
my understanding, Viggles hasn't been active in the Doom community in
quite some time (hey, remember that old car... heh), but it looks like
his time out was not for nothing as he's back and better than ever, with
a few tricks up his sleeve to boot.
Breach is a fairly large map that is one of those rare,
hyper-detailed-yet-really-fun maps that throws so many cool ideas into
the mix. I loved how it broke up the super-cool base portions of the map
with sometimes even cooler-looking Other Dimension parts. There were
also some really neat puzzles and dynamic architecture that would open
areas up while revealing something nice (or not so). It also has
convenient ways of handling skipped/missed monsters, with some of them
even showing up later to punish you for saying "Hi" to all of their
friends while leaving them out. Hey, can't blame 'em for feeling
left-out... lol. The best part, to me, is that there is a "Part 2" in
the works! I simply cannot wait!
Breach was made for limit-removing ports, such as Boom and better, and
runs on the Doom 2 iWad.
Check the full review here:
Check the DW dev thread here:
Small bit of news from the DoomsDay team: seems they will be changing
servers within the next two weeks. The site will be down for a couple
days, but these guys are good, so I'm sure they'll have it handled, no
problem. Still, I'd like to say, "good luck, guys, on the move. See you
on the other side!"
The dev team will be giving out updates via their Twitter account, @dengteam,
while the site is down and I will be keeping an eye out for it to go
down and come back up as well.
No news in Doom 3 this week, unfortunately. Hopefully next week will
bring us something, though! Hey, maybe this will give the Doom 3 fans an
extra week to enjoy the new update to Doom Reborn, found here:
DOOM IN DOOM 3! What could be better?! Awesome job to the devs of this,
That wraps it up for another week in Doom, see (write) y'all next week!
I hope you all have as much fun with these gems as I did (though I may
have had a bit too much fun with them, heh). Fantastic job to all
mappers this week!
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