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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!
This Week in Doom: 11.29.15
This Week in Doom: 11.29.15
It's funny how gaming has changed over the last 20 years. Games back
then were designed to have more lethal environmental hazards where the
player was his own worst enemy. Nowadays, we get upset when we fall into
an inescapable pit, fail a one-time deal, or reach an instant-death
scenario. But at the same time, with control-schemes being better,
players being more fluid, and less own-worst-enemy scenarios maps have
been ramping up the difficulty in other areas. Areas like thing
placement (monsters, items and health) have become less forgiving over
time. Maybe it's just that nowadays player are expected to be able to
not only skip a baron, but to also be too impatient to kill one unless
it's absolutely necessary whereas back in the 90's a baron was a more
threatening presence. Perhaps it's that assumption on a player's skill
level that has led to such a change in styles of mapping. Though this
trend is also present on other games. For example, when's the last time
you fell into an inescapable pit in Gears of War? More and more we
expect those little impassible lines and safety nets to be there if
death means more than five seconds of replaying the same thing.
There is an interesting thread about catwalk maps on the DoomWorld
After a great last couple weeks in Doom my hopes are high for another
awesome week. From a quick scan of /idgames this week I can safely say
that two wads I was excited about on the forums made their way over to
sweet! Then again, now I gotta do some more forum searching... heh. But
first, let's hit up
/idgames and see what kind of goodies we'll find this week!
Up first on /idgames is a troll-wad... It's called "Azumanga Daioh Doom"
by racingman3000 and is found here:
As with most troll-wads, this one is a giant waste of time and highly
annoying, aside from the funny song the guy with the glasses sang. So
I'm just gonna leave it at that. Run it in zDoom or better under the
Doom 2 iWad.
In the second slot we have a wad coming in titled "Knee-Deep in the
Money: Episode 3" by Canofbacon & Calmperson, found here:
This wad was made for zDoom and runs with the Doom 2 iWad... I'm just
gonna say that I hope this joke wad was totally a joke wad because there
were some disturbing, hidden messages in here. Aside from that, on the
more overt side of things, it seems the author had some problems with a
few websites and copyright issues and whatnot. That part and a couple
others were pretty funny in a juvenile sense, which is fine with me
because I'm pretty easily entertained anyway. Still, some decent
scripting in here.
Following that is a mod by RaphaelMode called "MRAndom sprite
replacements" which can be found here:
This wad runs with a DEHACKED lump, but can be run in Vanilla. It runs
with the Doom 2 iWad under map slots 11 and 12.
This wad was just okay. It had a politcal story to it, which I could do
without. On the other hand, I did like the sprite replacement for the
green armor, as well as the armor and health bonuses and a couple of the
encounters in the map were genuinely fun.
Fourth, we have a wad called "The Grand Arising 1.1" by Zeratul 982 /
I assume this wad runs with limit-removing ports, though the text file
doesn't say... It runs with the Doom 2 iWad.
Ah, finally a map worth writing about! An average map in terms of
aesthetics, this map was fun to play. It also had some pretty cool
I liked the way the main area of the map opened up as I progressed and I
felt like the general progression of this thing was pretty nice. Give
this one a download.
Up next is a wad by Gustavo6046 called "Castle Library - Castle Dasb÷urg
Eh. Pretty basic map, but hey, at least they're getting better. Just
keep at it and one day...
Sixth is a full episode replacement plus one for Heretic! It's called
"The Realm of Parthoris - 2015" by various authors, headed by Egregor.
Find it here:
Wow, what a fun set of maps to play! Despite being from a mixed bag of
nuts, these maps were beautifly detailed for the most part and tons of
fun to play.
The mappers did a great job here balancing out what enemies went where
and what kinds of supplies were to be found. I really liked some of the
secrets in these maps as well, both in their design and in some cases,
how they looked. Nice to see secret areas that also look cool. Speaking
of which, there were some really beautiful outside areas in this map
I love how the mappers here detailed their creations. I really wish I
could go on and on with the screenshots but if these aren't enough to
convince you, then I don't know what is; this wad is great and worth a
These maps run in a limit-removing port such as Boom, though the text
file only states that they were tested in zDoom, so I'd go with that. So
what are you waiting for?! Get over to /idgames and check it out right
In lucky number seven we have a megawad coming in called "NOVA II: NEW
DAWN" by another mob of madmen, this time headed by Dobu Gabu Maru. You
can find it here:
This megawad is made for any limit-removing port and runs in the Doom 2
NOVA is a project that aims to "give new mappers a chance to flex their
mapping muscles and develop their abilities with the help of veteran
mappers." That's a really cool concept for a megawad and this megawad
has a great team of veterans on it, too.
Being from a mixed bunch, this megawad has some okay maps and some
astonishing maps. I could go on for days about how beautiful a good
chunk of these maps were, but I'll just say that these screenshots you
see were whittled down from about 30 and that's just the spots that
looked awesome, never mind all the other cool detail-work put in! To
match with the beauty of these maps, the chunk that I played through was
a lot of fun. With so many maps and mappers, the gameplay (and
everything else) varried from map to map, but for stuff like this that's
to be expected and welcomed. Variety is a spice of life and this
fantastic megawad does not fail to deliver on that.
This megawad is definitely worth a shot and if you happen to run across
a map you don't like, don't worry, there are fantastic maps throughout,
so a great one will be coming soon... Give these awesome maps a shot
Next up is another map from Gustavo6046 called "UAC's Deep Quarry" and
can be found here:
I will say, they are getting a bit better, but oh my God that music made
me want to cut my ears off. It's got a more obscure meter to it than
most of the experimental/off-the-beaten-path jazz songs you can get your
hands on. My best advice to newer mappers is to pick out a few mappers
from different categories, such as gameplay, level design, mechanics,
and detailing, then try to focus on what it is that makes their work so
great. From a gameplay standpoint, how do they make the monsters work
with the environment and each other; how do they make the player work
with the environment, the monsters and their supplies? Focus on what
makes each monster tick and play, play, play as many wads as you can to
study what makes Doom fun, both for you and for the average player. The
more you play and read what others write, the more you'll understand the
average player as well. From a detailing standpoint, what makes areas
beautiful? Note the importance of POV (point-of-view). That will also
aid with screenshotting. Note also the importance of an attention to the
little things throughout a map. When I play many of these maps I am in
such awe of how beautiful many mappers make their maps that I take notes
for myself to use later. Look at the concepts of what makes something
beautiful rather than trying to simply recreate what you've seen. Mix
some dull, neutral colored walls with some eye-popping trim/detail-work
and it looks really good. Especially when you accentuate it with
lighting to make the colors brighter and pop out more while the neutral
colors are darker and more interesting. Also, spend more than one day on
a map. Spend a couple weeks, or a couple months. Really make sure that
every square foot of the thing looks good, with a few spots that look so
awesome you just have to screenshot them. Then focus on making the
gameplay fun to play through. Research what others think about gameplay
elements and try to create some really interesting encounters with the
Doom monsters; they're a great bunch, so I know you can do it! Just keep
Our last submission this week is called "Violence" by Brayden "AD_79"
Hart, found here:
This wad runs in Boom format (.OGG support needed) under the Doom 2 iWad.
So, many mappers ask for maps on their birthdays, AD_79, on the other
hand, decides to give out maps for his birthday. What a novel concept!
Heh, I joke, but seriously happy belated birthday AD! I'm a fan of your
maps and wish you all the best!
What can I even say about these four maps? The new color palette is
awesome to look at and the detail-work in these maps is something to be
admired. I loved the shootable switches. The general progression of
these maps was fantastic as well; from the guns to the enemies. Thing
placement in general was nicely done and the traps had teeth, but were
still fair. Not much else to say aside from that I absolutely loved
these maps and you should download them and check 'em out right away!
The maps these last few weeks should be enough to keep any Doom'er busy
for months! Lotta fantastic stuff coming out of the community and I for
one am greatful to be able to enjoy these things. Thanks to all the
mappers that released stuff this week for their hard work and to those
who have set the foundation for such great maps to be possible today!
Checking the DoomWorld forums we have a map by Pinchy called "The
Powerhouse" which can be found here:
This map was made in celebration of Jimmy's birthday; Happy Birthday
Jimmy! Jimmy makes some sweet music and for those who haven't played The
Adventures of Square, what are you waiting on?!
Pinchy did a great job with this little map and I'd highly recommend it
to anyone! Run it in Boom or better under the Doom 2 iWad.
A look over at the zDoom forums gives us a glimpse of a map that I've
been looking forward to for a little while now. It's called "Warp House"
by Ed C. and can be found here:
Some people may remember Ed from his previous map, "Smothered Hope;" if
you don't, it's a map that I thoroughly enjoyed and I'd recommend it to
any fan of the iWads! As for "Warp House," it's looking like we won't
get to see it by the end of the year, but hopefully we'll see it early
in the new year!
Warp house will run in GzDoom with the Doom 2 iWad. Ed is using only
stock textures to make this thing, but his use of them is proof that you
do not need fancy new textures to make something truely beautiful.
From the hints so far, I can only infer that this wad will be a little
trippy at times and other-worldly at others, which I think will lead to
an awesome experience that will be a sure-fire nominee for a Cacoward
next year! Keep a big eye on this!
Sergeant Mark IV has put up a post on his Facebook stating that a Brutal
Hexen is coming after v20b is released. He also stated that a Brutal
Heretic is possible, so all 4 other Heretic fans unite and ask for a
Check the page here:
A glance over at One Man Doom yields 3 cool reviews:
First is a review about "Abyssal Speedmapping Session 3" which was
headed by Obsidian. Read KMX E XII's full review here:
The Abyssal Speedmapping Sessions have become a staple in the Doom
community, for good reason. Check out the review and then look into
these awesome maps today!
Up next is a review for a map titled "Big Woodchip" by Phobus. Read the
awesome review here:
Phobus is an awesome mapper who produces maps that are consistently
great-looking and fun to play. Read the review then try this map out!
Last is a review for the most extreme weapon pack ever created.
The mod was made by Doggo120 and is called "Extreme Weapon Pack (pi
edition)" Read the review here:
This mod was a lot of fun to play with. Each weapon is its own surpirse.
Get on over to One Man Doom and read KMX's full review on all of these
At Realm667, Tormentor667 put up a nice review of the Skulldash
Community Expansion Pack. If you've gotten the chance to play Skulldash,
you know it's an awesome mod that's all about speedrunning. If you
haven't played it, it's a ton of fun and the difficulty settings are
well used, so don't worry if speedrunning ain't your thing; you'll still
have tons of fun.
Skulldash's Community Expansion Pack project has already had many
awesome-looking maps submitted, but there is still room for some more.
If you enjoyed Skulldash this is your chance to get in on some of the
fun of creating your own map for it. But first, head on over to Realm667
and check out Tormentor's review!
"Nova 2" is hot off the grill and already has its own thread in the
speedrunning section of the DoomWorld forums. Check out some of these
awesome demos here:
It's awesome to see so many great demos coming in for something so new!
Keep them sweet things rolling in guys!
No news this week for Doom 3. More time for Doom 2, then!
That's it for another week for the Doom community. Great job to everyone
who worked on keeping the Doom spirit alive up to this point! Let's keep
it going for another 20 (or 100) years! Also, Happy Birthday to both
AD_79 and Jimmy! I hope y'all each have/had a great time! Take care and
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