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If this is your first time visiting this weekly
chronicle, welcome. If not - I hope you like (and enjoy) some of the
changes I've made to the page to make it easier to find the content
you're looking for as well as the aesthetic changes to make the page
more palatable. There have been changes to the look and feel,
navigation, etc.... If you have any feedback on it or would like to
suggest any further changes - you can use the email ink above.
As
I have been doing for the majority of the history of Doom's existence, I
will continue to bring you new doom wads, new reviews, updated news and much more. This
particular page is my modest attempt to keep you abreast of all the current
goings on in the Doom community - new Doom wads, new Doom 3 maps, updates on
projects, Doom engines and more. And, don't forget - pretty soon, we'll be
able to celebrate the release of Doom (2016). Enjoy and Keep on Dooming!
DOOM 4 (AKA Doom 2016)
(Finally)
Big news for all Doom fans as Doom 4 has finally
hit the market! Personally, I haven't had the chance to play it, minus one
death during the beta as I tried to see what it looked like, despite my
graphics card being nowhere near the requirement, heh, but I've been doing
some research and from what I hear, while it ain't perfect, it is a Hell of
a lot of fun. There seems to be a lot of content, from a good collection of
guns to some really awesome mods for them; from a nice roster of somewhat
familiar enemies and the tactical situations they present to new, gory ways
to rip your way through Hell and back!
With beautiful-looking levels and more gore than you can shake a stick at,
then be subsequently beaten with said stick... at, Doom 4 looks to be a Hell
of a lot of fun to explore. I hear there are some random, untelegraphed
times when you'll get locked out of previous areas, and later levels involve
less exploration and get more linear, but that's no reason to give up the
ghost on something made so well as there are still many nice, secret little
areas to explore.
The gameplay of the new Doom seems to be very fast-paced, with not only the
player able to move fast, but with the monsters able to keep up with the
player! I have seen a couple funny videos of players trying to run from the
monsters, only to turn around and see them still right on their ass! Looks
like fun! The glory kills seem to be somewhat tactically useful, in addition
to nasty, and the guns look like a pleasure to shoot!
Note from Bob.
I HAVE had an opportunity to play - on both the PC
and PS4. My PC isn't really ready yet. I just ordered a a 2 gb PCIe gpu and
am getting a more powerful power supply as well to keep it happy. :-)
The game is pretty damn good. Very fast paced. The
AI is awesome. Nice levels - lots to do. Lots of secrets. I'm not a fan of
hunting through empty levels for secrets though so that kind of turns me off
but it's not enough to stop me from playing. :-)
I also don't like the infinite ammo or the fact
that killing things gives you health (Glory kills give you more health). My
son, however, does like that, so it's all very much what you enjoy.
The environments are rich and gorgeous - hands
down. One of the nicer looking games you're going to come across and if you
can unlock the "classic" maps - AWESOME SAUCE! lol
[RANT]
One last thought from me - a bitch really and I
hope Bethesda and ID Software are paying attention. The MAIN thing that has
kept Doom alive for all these years is the modding community. Without it,
Doom would have been deader than a zombie in the Walking Dead a LONG time
ago. So what did you go an do, Bethesda/IDsoftware? You ruined it. Snapmap
is nice and all but limited and the maps can ONLY be accessed through STEAM.
What kind of bullshit is that? How come people can't save these wherever the
hell they want and make them available for download? I'm going to enjoy
playing this but you guys have GOT to fix this, otherwise, Doom 2016 or
whatever you want to call it will be forgotten in like, 6 months.
[/END RANT]
Anyway - enough of my rambling. Lots to get to this
week and Vinny had lots to say so here we go.........
================================================================
There are many reviews popping up online, but one
review I really liked was on DoomWorld by member
dubu
gabu maru:
"Finished the second level on Ultra-Violence. Playing on PC. I'll write my
thoughts out down below.
Doom 2016
knows
what made classic Doom fun.
This is probably the highest praise I can heap
upon the game. Like everyone else, I was extremely skeptical of the game
since the reveal trailer, mainly because old franchises have immense
difficulty jumping generational gaps. I enjoyed Doom 3 for what it was, but
it tackled the Doom formula from the horror perspective, slowing gameplay
down and drastically reducing monster quantity. Since the start of the new
Doom's unveiling, it felt like id looked at brutal Doom and concluded "so [u]this[/u]
is what people want!" While it's true to an extent (namely in the
finishers), the new Doom captures and emphasizes something that Brutal Doom
(IMO) forgot about:
SPEED
"The opening cutscene lasts for like 20
seconds, and then you're onto shooting guys. Twenty seconds! That's an
insanely brief time for modern shooters nowadays, especially considering
that the opening logo parade goes on for about as long (or longer). A few
minutes later you're thrust into an arena, circle strafing imps that are
clambering up walls and whipping fireballs a hair's breadth from your face.
Both the pace of the game and the combat itself is astoundingly fast for a
modern shooter, which is a phenomenal blessing since it keeps the new Doom
from feeling like other FPSs and more like... regular ol' Doom.
"Or maybe Valiant would be a more apt comparison. While you'll routinely
engage enemies in hallways and small rooms, most of the big battles take
place in spacious arenas that emphasize player mobility. Thus far the game
hasn't asked me to apply any tactical prowess (your best option is always
"shoot demons 'til they're dead"), but it demands a speedy reflex and a
retention of enemy type and number. I cannot describe how satisfying the
combat is, as its frenetic pace means you have little time to appreciate
impromptu genius (like shooting an explosive barrel to decimate a nearby
imp) before more enemies are breathing down your neck. The alternate fire
modules to each weapon also seem promising, as they change how you approach
groups of enemies (though I will never stop enjoying blowing myself up with
the shotgun alt fire). There's no cover camping or relaxing encounters
present thus far; you move or you die.
"Speaking of dying, a good way not
to die is to use the melee finisher, which is a mechanic I've been learning
to appreciate. On the surface it seems like a pointless and tawdry appeal to
an adolescent's macabre fantasies, and while I certainly can't defend
against that accusation, it works well as a gameplay mechanic, always
keeping you on the offensive. Like in old Doom you can scrounge around an
unexplored area for stray health packs, or you can hop right along to the
next encounter if you so wish, keeping the flow of combat at a brisk pace.
The melee mechanic allows enemies to do high damage to the player since
there's always a constant chance to replenish, and most of the animations
last like, what, 0.5 seconds? At worst it disorients you for a bit, but it
usually grants you a brief reprieve so you can think about changing weapons
or lobbing a grenade as soon as you're back in control. Honestly the only
time they feel unnecessary is during the Berserk power-up, since it stops me
from ripping & tearing as much as I'd like to.
"Levels have been good so far too. There's no escaping the "sameyness" that
plagued Doom 3 unfortunately, as most of the interiors look like generic
interiors, and the dusty surface of Mars looks exactly like you'd imagine,
but at least everything looks sharp. There's a lot of verticality in each
area with plenty of goodies scattered about. No significantly robust
branching paths or anything, but [i]man[/i] did this game make sure to throw
in plenty of secret areas. For reference, here is the map to level 2.
[spoiler]

[/spoiler]
I never reached the area at the very bottom,
nor the top layer of the top section (you can see the map has 8 secret
areas, denoted by the question marks). Also, I actually found a hidden
weapon in one of the secrets, which was a pleasant surprise. Of course
secret hunting is [b]vastly[/b] different in 3D than it is in 2D (it's
mostly about spotting a vent or cranny rather than any kind of puzzle), but
it's nevertheless an appreciated addition to the game.
"Last thing I'll mention is that I suppose the aesthetic will be a mixed bag
for some people. The original Doom [i]is[/i] a cartoony and wild place
compared to this one, but it's not like this game is trying its damnedest to
be "cool" or "edgy" either. At one point someone says to you "we exploited
Hell's resources because it was in our best interest to do so." That is a
dumb, [b]dumb[/b] line, and the developers had to have know this. The gore
doesn't come across as torture porn but rather something profusely
silly—like cutting men in half and stealing their spines in Metal Gear
Rising—and the frequent use of bright greens and reds at least keeps the
game from getting as dark and dismal as Doom 3 became. Doom 2016 is kinda
like the wet dream of what a 13 year old imagined Doom would become in 20
years, stupidity and all.
"From what I've played, this is honestly the best case scenario for a modern
Doom. Rather than try and cobble together different aspects from different
FPSs in a hamfisted way (*coughDukeNukemForevercough*), Doom 2016 seems to
buck the trend by getting rid of reloading, sprinting, regenerating shields,
aim down sights, and cover-based gameplay—all it wants is the player to be
agile and quick on the draw. It won't appeal to everyone, but I'm certainly
looking forward to playing more."
That's a pretty high praise and very well put; certainly much better than I
could do!
The multiplayer seems to be a mixed bag to some, while SnapMap offers little
to accomodate the SP experience, which is a shame, but give it time and
it'll get better!
All-in-all, Doom 4 sounds like it's a blast to play! Perhaps it won't be
enough for some of us to spring to the stores, upgrade our computers and buy
the game at full price, but it sounds like if you did, you didn't make a bad
call. I really look forward to my chance to play this game!
==============================================================
Doom Wad Station Contest 1: Doom
Funnies
The contest has begun!
Doom Wad Station will begin hosting contests
from time to time starting with this one.
Note that all entries will be considered for
a place in the "This Week in Doom" article each week. Our goal is to have
one featured each week for as long as we can keep it up.
Contest 1: Doom Funnies
Submit drawings of your own work that is Doom-related and funny. Entries can
be anything from a sketch to a portrait, one panel to a strip. Computer-art
is okay. Can have captions drawn into the picture.
The Rules
[1]Submissions
must be of your own work! Submitting anything found to not be your own will
disqualify you from any future tournaments we hold. The one exception is if
you submit something for another and explicitly state that it is that
person's work, in which case the prize would be theirs to claim.
[2]All submissions
made are under the expressed agreement that they can be featured in an
article at my discretion. Credit will of course be given. For this reason,
we ask that you obtain an author's permission to post their work here before
doing so.
[3]Limit of two
(2) entries per person, though you can feel free to post others in this
thread if you are okay with them possibly being featured in an article, once
again at my discretion.
[4]The theme for
this is Doom; drawings must relate to it, though the drawings can involve
other things.
[5]Submissions
should be drawn, though I will accept other forms of art.
[6]Submissions can
be new or old pieces of work; age is no issue..
[7]Submissions can
have a small caption drawn into the picture.
[8]Submissions
will be graded in multiple categories, which will be weighted and averaged
together to form a final score. The scoring system is as follows: 50% comedy
(how funny it is), 20% art(the quality of the art), 15% simplicity (how easily it gets the point across using
the least amount of panels/text/etc. Detail will not be punished, being
instead rewarded in the "art" category), and 15% how much it relates to
Doom.
[9]Winners will be chosen through two means: Bob/myself and votes. The
results of these two categories will be meshed together to give us our
winners.
[10]The authors of the top two ranking entries will receive prizes: (US
dollars) $50 value for 1st and $50 for 2nd.
[11]Prizes will be an online commodity agreed upon by the winner and myself.
[12]Contest will
run from May 14 12:00 AM to May 28 11:59 PM (US Eastern Time)
Prizes will be given in the form of Steam/GOG/iTunes/etc. gifts, a donation
it to your favorite charity, or a commission for a free MIDI from Jimmy*!
Forming a special partnership with Jimmy, I will be offering an increased
prize value if the winner goes with Jimmy's services, totaling $60 instead
of $50. *[I]Note that this covers only up to that point; if you order an $80
MIDI you will be expected to pay the remaining $20.[/I] The winner will be
PM'd and will choose how he/she wants to receive his/her prize. If the
winner is in the US, a universal gift card is also an option.
Thanks in advance to everyone and Good Luck!
Submission thread:
==============================================================
Let's jump on over to
/idgames!
NEWS from the /IDGAMES ARCHIVES
First on the list of an astounding 20 wads uploaded to /idgames the last
two weeks is a mod called "AI Enhancements: A Decorate Experiment" by
Chaosvolt; find it here:
https://www.doomworld.com/idgames/utils/exe_edit/patches/aidoom
This mod is made for zDoom 2.8.1 and runs with Doom 2. It makes tons of
slight gameplay tweaks that winds up being pretty fun; give it a shot!
===============================================
Second up is a totally serious wad called "Cute
Demon Butt Collection" by Zalewa, which can be found here:
http://www.doomwadstation.net/idgames/doom2/a-c/cutebutt.zip

This wad was made for Vanilla Doom 2.
This was actually a lot less bad than I thought it would be. A jokewad,
for sure, and the first couple rooms really don't create a feeling of
anticipation for a nice-looking level up ahead, but it had a couple fun
encounters and the joke of it was decently funny after the second or
third monster on "display." Scattered around the map were pictures of
the backsides of several demons and for once in my life I can
legitimately say that there was a point where I was seeking more
pixelated ass-goodness. Also, the music was good. Give it a shot.
==============================================
Our third wad this article is called "Rumble in the Office" by Carlos
Lastra and can be found here:
http://www.doomwadstation.net/idgames/doom/Ports/m-o/office.zip

This wad runs in zDoom under the Ultimate Doom iWad.
I liked this wad. Now, granted, the starting room looked like a cheap
ripoff of do-it, but when you load it up, ignore that room. Give it a
few rooms and you'll start to see some decent-looking architecture and
rooms... for vanilla. To be honest, as I played the wad I forgot it was
zDoom-compatible and looked at it as a somewhat impressive vanilla map,
but after remembering it was a zDoom map I just gotta call this another
one of those "should've been made for a different port" wads. As a zDoom
map I just lack the ability to look at it as impressive, as I did when
considering it to be made under stricter limitations. Still, don't let
my failings turn you away from this map, it was pretty fun and did have
some good aesthetics to it; I really liked the lighting in a few parts
as well. Give it a go when you can.
============================================
Next up is a mod called "Doom 3 Player Sounds" by
Mr. Chris; found here:
https://www.doomworld.com/idgames/sounds/d3guy.
This mod replaces player sounds, the chainsaw spark sound (which seems a
bad idea to me, but hey, to each their own), and the keyed door use
attempt sound. Cool stuff; give it a download.
============================================
Sixth is "Somewhere in Time" by Zoltan Schmidt "Katamori;"
find it here:
http://www.doomwadstation.net/idgames/doom2/Ports/megawads/intime.zip
This 16-map megawad runs in Chocolate Doom under the Doom 2 iWad.
Now this was an impressive map set! Very reminescent of FranckFRAG's
work mixed with "Vispire" from valkiriforce. Each map was fairly small
and quick, which was cool. They also had a fairly logical progression in
terms of both gameplay and aesthetics as the megawad progressed. I
highly recommend this one!
==============================================
After that is a wad called "Operation UAC -
Chapter 1" by Chezza, which can be found
http://www.doomwadstation.net/idgames/doom2/Ports/s-u/uacpt1.zip
This 9-level wad runs with Brutal Doom v20b in Zandronum, under the Doom
2 iWad.
This was a very fun wad! Chezza did an excellent job with everything,
from the realistic-looking visuals to even some scripted events, such as
walking by and seeing a fellow marine torn apart in front of you, or
some turret revs appearing with dead body ready-to-throw in-hand. This
wad was meant to run with Brutal Doom and it shows! I really didn't feel
like remapping my controls to suit the Modern class, so I tried this
with the Classic one and it still felt pretty good. There were more than
a few custom enemies in here, some of which felt out of place, being
unable to gib quite the same way as the normal enemies under the Brutal
mod, but I really liked the use of the StarWars-esk sewer monster (and
friend), as well as the tribute to Star Wars: Shadows of the Empire with
the first mini-boss fight and Heretic with the final boss. This is one
of those few "advanced source port wads done right." Download it right
away!
================================================
Next is a two-map set called "Tyson's Delight" by
Walter "Daimon" Confalonieri and can be found here:
http://www.doomwadstation.net/idgames/doom2/Ports/d-f/dai-2brk.zip

These two maps run in any limit-removing port with the Doom 2 iWad.
While the name suggests a Tyson map set, only the first map really is
one. To be honest, I found the first to be a little boring and was a
little upset when the second starts you off with a berserk pack, only to
walk out and see shotgunners and a RL up top. But those are about my
only two gripes; Walter has a minimalist style that turns out well. Give
this map set a shot when you can.
===============================================
Next up on the list is a utility called "DMTXLS: DooM TeXtures LiSter v2.0" by Frans P. de Vries. Find it here:
http://phobos.xaoc.org/utils/graphics_edit/
This cool little utility is a command-line utility on Unix and Windows
that creates cross-reference lists of all textures and flats used in a
level and displays them in a couple different ways, to aide with mappers'
needs. It works with the Doom and Heretic iWads and was derived from
DMPSMU/DMPSMAP, which in turn was derived from DEU. This is a cool and
useful utility, especially when skimming off extra resources in resource
packs with over a thousand textures/flats at the end of map development.
Download this today!
=============================================
Tenth is "Baal Hadad" by Gran-D-Knight; found
here:
http://www.doomwadstation.net/idgames/doom2/Ports/a-c/baalhdad.zip

This 4-map wad runs in Boom-compatible ports under the Doom 2 iWad.
These maps were fairly short and quick. They weren't too hard, but in my
rush I ran into a couple tricky spots, though perhaps I could have
simply handled things better. The maps were fairly nice looking and a
couple of them left me wishing they were a bit longer, which is a good
thing. Give this 4-map set a try.
==============================================
Following that is another utility by by Frans P.
de Vries; "DMPSMU: DooM PostScript Maps Utility v3.0" can be found here:
http://phobos.xaoc.org/utils/misc/
This interactive utility on Unix and Windows allows mappers to create
postscript maps of levels in the Dooms and Heretics. It seems to boil
down to printer-friendly versions of maps with complete control over
what things get printed, multiple pages and how they are laid out,
display of secret sectors, and faint lines to link teleports with their
exits. This is a cool utility! Get it now!
===============================================
Next is a DM map who's primary purpose is "Single
Play," heh. "Chaos," by Adam Goldman, can be found here:
http://www.doomwadstation.net/idgames/doom2/deathmatch/a-c/chaos3.zip

This map was tested in Doom Builder 2 for the Doom game. Thankfully the
author has everything ironed out for us so we don't need to figure
anything out...
Meh; it's fairly bland and I'm really not sure how fun a DM would be on
it, but if you're a whimsical DM'er like me, you might as well grab a
frag on it :)
===================================================
Up next is a wad called "Retribution" Part I" by
Fenes Octavian - Romulus (DooM_RO), which can be found here:
http://www.doomwadstation.net/idgames/doom/Ports/p-r/retrbtn.zip

This Boom-compatible map runs un the E2M8 mapslot of the Ultimate Doom
iWad.
This was a big map; cool map, too. Weighing in at over 700 monsters this
thing is intimidating just upon load-up. Speaking of the beginning, I
really, really liked the way this map began, minus the one bull that
really should've been anything else; I skipped him without a second
thought. But the map begins with the player exploring many rooms that
are totally empty; devoid of monsters. It made for a very creepy
beginning, which I really appreciated. Unfortunately I do not have the
time for maps this size, so I had to start running through everything,
skipping as many enemies as possible in an attempt to finish. The map
itself was pretty darn big and fairly confusing at first, though that
just made it more of a pleasure to explore, though a few areas were
large and bare. I highly recommend this to any Ultimate Doom fan!
====================================================
Next is "UAC computer centre." by John Cartwright;
find it here:
http://www.doomwadstation.net/idgames/doom/Ports/a-c/basetech.zip

To my knowledge, this is a picture of the author ;p

This Boom-compatible map runs in the E4M1 mapslot of the Ultimate Doom
iWad.
While not the purdiest map out there, it was pretty atmospheric; this
was a cool wad. Cartwright has been around a long time and his
experience shows with this map, done in "the old style." Fairly big at
over 500 monsters, but there were a lot of shotgunners/imps and more
than a few were packed closely together or at least in mobs, so a lot of
it went fairly quickly. I liked this wad; you will too. Download it
today.
==================================================
Next is "The Vile Keep (version 1.2)" by Chaosvolt
and can be found here: http://www.doomwadstation.net/idgames/doom2/Ports/v-z/vilekeep.zip

This map runs in zDoom 2.8.1 under the Doom 2 iWad.
This was a pretty cool map, centering around many towers scattered
across the map, each containing an Arch-Vile, unable to be killed
through any means other than what I can only describe as an "off"
switch, as the towers all are initially inactive, activating when you
reach a certain point. While the first couple are a bit surprising, once
you get that this is the theme of the map, it becomes a fun run through
the complex, constantly killing your way forward while evading and
shutting down these Vile towers. I liked the look of the map as well,
though for zDoom it prolly could have looked better. This is definitely
worth a download.
================================================
Sixteenth is a "COD ray Gun" resource wad by Sgt
Ender, aka Enderkevin13; found here:
https://www.doomworld.com/idgames/combos/codraygn

This thing uses TrueColor so the author recommends ports that support
it, like GzDoom. It functions as a fairly weak rail gun. Not a bad gun,
but not really my cup of tea.
=================================================
After that is a wad descriptively called
"Courtyard" by HUGEkidsY2K; find it here:
http://www.doomwadstation.net/idgames/doom2/Ports/v-z/waiting.zip

This wad was tested in Doom Builder 2 under the Doom 2 iWad. Make of
that what you will.
This wad wasn't bad; had a few decent traps thrown in, but the detailing
was kinda meh. Still, made for a fun run :)
=================================================
Eighteenth is a map called "Azurexia" by Serge
Haikin, which can be found here:
http://www.doomwadstation.net/idgames/doom/a-c/azurexia.zip

This wad runs in zDoom under the E1M2 mapslot of the Ultimate Doom iWad.
This was a pretty fun map; no need for it to be zDoom, but fun
nonetheless. I liked the layout of it; give it a shot.
==================================================
Our second-to-last wad this article is called "CyberShield
(PWAD Version)" by XCVG and can be found here:
http://www.doomwadstation.net/idgames/doom2/Ports/v-z/xs_cyber.zip

This TC come packaged with GzDoom and runs in any Doom iWad.
Wow; what a fun game! This TC is basically all about you defending your
tower in the center of what is basically an arena from waves of incoming
baddies. It strikes me as an early release, more like a beta than a
full-fledged game, but for an hour's worth of diversion, it was pretty
fun. Well made, too. Definitely give this one a download!
==============================================
The twentieth and final wad on the list is "IGTH"
by yaqxsw; found here:
http://www.doomwadstation.net/idgames/doom2/Ports/g-i/igth.zip

This wad rus in zDoom under the Doom 2 iWad.
If I had to characterize this wad, I'd say rooms made up of massively-monotextured
walls, filled with so many enemies, the word "bonkers" cannot fully
convey its depth. Play this if you like wads that look like someone made
them in 10 minutes, yet cost hours of your time to beat. Still, the
shear volume of enemies is always a fun sight to see.
An absolutely astounding 20 wads over the last two weeks
|
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Speedrunning news and videos
DoomWorld member Revved put out a small collection of
demos for "Rebirth" and they're pretty cool! Included is a D2ALL UV Max
in 1:52:45, as well as an E1 UV Max at 23:47 and a MAP30 UV Max at 1:03.
Really great times and really cool demos to watch! Congrats on making
these things, Revved, and great job!
Find the demos on the Rebirth demos thread here:
https://www.doomworld.com/vb/doom-speed-demos/55578-rebirth-demos-complevel-2/2/
______________________________________________________
I'd like to again mention the awesome collection of Perdition's Gate
demos released by 4shockblast because there is so much material there
and so many are just fantastic runs! With over 334 demos totalling over
20 hours of gameplay, there is enough here to keep any Doomer
entertained for weeks! From what I've watched so far, these demos are
just fantastic and some are pretty mind-blowing. I highly recommend that
everyone watch these things! BINGE MORE!
Check out these awesome demos here:
https://www.doomworld.com/vb/doom-speed-demos/87341-perditions-gate-demo-pack-released/
Awesome job on these demos to all involved!
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NEWS from around the Web
New Skillsaw Megawad:
Ancient Aliens

Skillsaw and a team of many talented people, including AD_79,
esselfortium, Joshy, lupinx-Kassman, Pinchy, stewboy, Tarnsman,
Altazimuth and dew, have been working on a megawad called "Ancient
Aliens" that is a thing of beauty!

"Ancient Aliens" is a Boom-compatible 32-map megawad for the Doom 2 iWad.
This megawad is a thing of shear beauty; truly Cacowad material and I
guarentee this will be a top contender this year! I could go on for days
about every little thing in this megawad that I liked, but the best
thing for you to do is simply download it right now and play it
yourself.

I loved how everything was done on such a grand scale; the detailing was
just phenominal. Thematically, this wad revolved around the TV show,
"Ancient Aliens" and started and ended in a little building with a peace
pipe, heh. Though the twist at the end was pretty darn funny. For the
levels themselves, many looked like ancient cities that were
surprisingly well-maintained and inhabited by both Doom enemies, some
resprited to look like demonic aliens, and a couple new guys, too. The
levels were varried in their settings though, one map looked like a city
in the sky, another like ancient ruins covered in snow, and many more
settings that can only be described as "abstract works of beauty." As I
said, the detailing was mind-blowingly awesome; definitely one of the
most beautiful map sets I've ever played.

The gameplay of this megawad was just as interesting as both the concept
and the detailing, with plenty of varried and well-built scenarios. You
can tell the quality testing that was done to ensure this wads fun
factor was at least a solid 9, if not a 10. I loved the fact that most
maps presented the player with a berserk pack early on, too. This
awesome wad is also receiving many Streams and demos; I highly recommend
looking them up! But first, head on over to the thread and download this
Cacoward-material right NOW!
Great job to all involved in this awesome project!
Note from Bob.
I want to thank Vinny for
forgetting to include a link to anything having to do with this and
forcing me to go find it. I guess he wanted to test my detective skills.
lol j/k
Here's a link to the Doomworld forum thread
=============================================
AD_79 has put out a new wad called "AD_2048."

This map runs in PRBoom+ -complevel 9 under the Doom 2 iWad and uses the
retres texture pack.
Given that it uses the retres resources, you can safely guess it looks a
lot like Eternal, except with AD at the helm. Given AD's experience and
skill at making maps, this is a beautifullu crafted map that will bring
memories back of playing Eternal: all the switch-hunting and almost b/s
puzzles, with curse words included. This was of course exacerbated by an
imposing (but great) use of a cyber fairly eary in the map. This is one
of those maps that is simply a must-play! Download it today!
Check the thread here:
https://www.doomworld.com/vb/wads-mods/87679-ad-2048-one-map-currently/
=================================================================
"Transfiguration" is a limit-removing map released by DoomWorld member
vdgg.

This wad runs in PrBoom+ as well as Crispy Doom under the Doom 2 iWad.
This was a really cool, open-feeling wad. Very few cramped spaces;
indeed, some areas felt a little big, which was a good thing as that
gives the player plenty of room to move. A lot of monsters in the
beginning could be skipped as a result, but this map does have you
revisit a central hub a couple times, giving monsters you've skipped a
chance to get back at you. The central hub underwent a change a little
over halfway through the map, which was pretty cool as well and towards
the end there was a really cool faux-3D tower. The monster opposition
became progressively tougher as the map went on and there were a few
tricky spots, though the map was pretty easy as a whole; some cool traps
scattered throughout as well. Detailing was very nicely done. I applaud
vdgg on his work with this map, it was very cool and very fun to play.
Find its thread here:
https://www.doomworld.com/vb/wads-mods/87958-transfiguration/
==============================================
"Toilet of the Gods" has received a second map! Author
Benjogami just couldn't leave the project alone and now we all have to
pay the price in demon's blood, measured in cubic meters.

"Toilet of the Gods" is a Boom-compatible mapset that runs under the
Doom 2 iWad.
For those who remember the first level: this is similar, but with less
platforming. For those that don't, these two maps are slaughtermaps
which pit you against typically hundreds of monsters per encounter.
These two maps look awesome, too, with their very surreal and grand
scenes. I loved the first and adored the second; you will too. Give
these two sweet maps a run today!
Go to it's thread here to download it:
https://www.doomworld.com/vb/wads-mods/87183-toilet-of-the-gods-now-2-maps/
================================================================
"The Id's RPG series" is several RPG's that are being made for "Doom 2,"
"Wolfenstein," and "Orcs and Elves DS version" by Erick194 and brother
Gerardo194. They have TONS of screenshots posted on their DoomWorld
thread page and each is more impressive than the last! I highly
recommend clicking this link for some intense visual candy, just be
warned that there are over 60 pictures on the other side of that link...
;D
The massively beautiful collage of pictures thread:
https://www.doomworld.com/vb/wads-mods/87871-wip-the-ids-rpg-series-coming-soon/
==========================================================
DoomWorld member rdwpa released a map
titled "Blank Space" that looks nice and has been getting some good
reviews!

This map runs in PrBoom+ -complevel 9 under the Doom 2 iWad.
This is a fun, medium-sized map which reminds me faintly of a level in
Sunlust. The detailing looks great and the layout gives the player
plenty of space to roam, while also providing little cover. Being from
rdwpa, the encounters are tough, but fun. Give this fun map a try right
away!
Find its thread here:
https://www.doomworld.com/vb/wads-mods/87944-blank-space/
================================================================
And finally, DoomWorld member Memfis released a new map titled "Lebanon
Connection," which can only mean that the Doomguy is the Lebanese
version of Bruce Lee... I think.

This map runs in -complevel 2 under the Doom 2 iWad.
Memfis termed this as a quirkly little map and I'd have to agree with
him, lol. While starting off fairly normal, this map takes a turn for
the funny with its key situation. I liked the gameplay of this map and
Memfis's style of detailing. Give this map a go!
Head on over to its thread here:
https://www.doomworld.com/vb/wads-mods/88031-lebanon-connection/
==============================================
Wildweasel's "'(File)Size Matters' 64K Competition"
thread on the zDoom forums has finally wrapped up and judging is now
underway as wildweasel puts out reviews for each of the 31 entries. With
all the great entries to this contest, I wonder who the winner will be.
All I know is it's some stiff competition and regardless of who wins,
all participants did a great job! Good luck to all who submitted
entries!
Check the thread out here:
http://forum.zdoom.org/viewtopic.php?f=19&t=50859
========================================================
Normally I wouldn't pimp (wording change by Bob) the same wad two weeks
in a row, but "Journey Into Fear" on the Zand forums has received
another new update, this time buffing the barbarian, finishing some NPCs,
and adding two new quests, in addition to adding a new map! Snowy and
foggy; looks pretty damned cool! Head on over to the Zand forums and
check it out right away!
See the progress here:
https://zandronum.com/forum/viewtopic.php?f=58&t=6437&start=20
=========================================================
One Man Doom has 4 new reviews posted up! As the pattern continues to
unfold, Chris Hansen is the author of 3 of the 4 featured wads.

Up first is "UAC Nukage Processing Area" by Christian Hansen. This map
is a MAP18 replacement for the Plutonia iWad. Read KMX's great review
here:
http://onemandoom.blogspot.com/2016/05/uac-nukage-processing-area-waste1wad.html

Next is Chris Hansen's "Star Trek: Voyager: Antithesis," which is a
MAP13 replacement for the TNT iWad. Check out KMX's sweet review here: http://onemandoom.blogspot.com/2016/05/star-trek-voyager-antithesis-voyage1wad.html

The topic of the third review is "InstaDoom" by Linguica, which was a
hilarious mod which won a Mockaward in 2015. Head on over to One Man
Doom and read KMX's thoughs here:
http://onemandoom.blogspot.com/2016/05/instadoom-instadmzip.html

Lastly, KMX put up a review for Chris Hansen's "Fait Accompli," which is
a MAP19 replacement for the Plutonia iWad. Read the full review here:
https://onemandoom.blogspot.com/2016/05/fait-accompli-gothicwad.html?showComment=1463467212686#c5768033693562696643
========================================================
Wads in Progress has some progress to show for "Journey to Despair" by
DoomLover234; check it out
here:
http://wadsinprogress.info/?a=listwads&wad=1802
=========================================================
A new version of the Doomlauncher (2.3.0) has been released!
Tormentor667 details it in his front-page news feed on Realm667, check
it out!
Realm667:
http://realm667.com/index.php/en/
Great job on this hobomaster22!
Doomlauncher:
http://realm667.com/index.php/en/doom-launcher
============================================================
DoomWorld member 38_ViTa_38 put out a TAS UV-Speed demo of TNT:
Evilution in 22:59. It's good entertainment for any Doomer and a
must-watch for any fan of that iWad! I really enjoyed watching this
thing; great job here ViTa!
Check out the thread here:
https://www.doomworld.com/vb/doom-speed-demos/87758-final-doom-tnt-evilution-uv-speed-tas-in-2259/
======================================================
ADDENDUM - Added May 22, 2016
Vinny hit me up with a little surprise to be added to this week's
release of TWID.
Enjoy!
=======================================================
Next, we have this n00b wad called "Nazi Attack" by Fever (Oldcpv3) and
can be found here:
http://www.doomwadstation.net/idgames/doom2/Ports/m-o/natta.zip

This three-map wad was made for Doom 2 and was tested with GzDoom and
was horrible, but keep trying man!
====================================================
Next is a wad called "Skeune" by Olroda, which can be found here:
http://www.doomwadstation.net/idgames/doom2/s-u/skeune.zip

This wad was made for the Doom 2 iWad and runs in Vanilla. I don't know
if I should call this a joke wad or a puzzle wad; the puzzle aspect of
it was cool, but the new enemy sounds were annoying clips reminescent of
a bad jokewad. Still, that aside, this maps difficulty was in its
puzzles, with a bit of whittling down from hitscanners as you go. It was
actually pretty fun; tricky in a couple spots, but fun. Give it a shot.
================================================
Also added this week is "Nex Credo" by Jay X Townsend (Jayextee);
find it here:
http://www.doomwadstation.net/idgames/doom2/m-o/nexcredo.zip

This 11-map wad was made for Vanilla under the Doom 2 iWad.
This was a really cool wad. Good amount of puzzles with a good amount of
action. The second-to-last map involved some imposing cyber use combined
with a couple puzzles, kinda like a small homage to "Cyberdreams,"
though there were other enemies around and more weaponry; just not
enough for the cybers, lol. This wad involves frequent pistol use,
particularly in the first few maps, but it was very well done and the
maps progressed with the weaponry as well, so even if you absolutely
hate the pistol, still definitely give this great vanilla wad a shot. I
found it to be a lot of fun! These great 11 maps are defintely worth a
download right now!
================================================
Now is a wad called "Zanko Miron!" by mafyoos, which can be found here:
http://www.doomwadstation.net/idgames/doom2/v-z/zank.zip

This three-map wad was made for the Doom 2 iWad and says it requires no
advanced port to run.
Another cool Vanilla wad! This wad wasn't that difficult and was
basically just a down-and-dirty good Doom experience. Vanilla fans give
this one a go.
====================================================
The next wad is an awesome one; part four of a series revolving around
maps without health. Yup, you guessed it, "Ammoniu--" I mean, "NH4" by
TimeOfDeath has hit /idgames. Get it here:
http://www.doomwadstation.net/idgames/doom2/m-o/nh4.zip

This two-map wad runs in Vanilla under the Doom 2 iWad.
TimeOfDeath's "NHx" series has had some cool maps in the past and these
two new ones do not disappoint! The concepts for these were based off of
a remark from DoomWorld member Olroda, "Consider this: A hundred
screaming revenants in an open, bright space against a player with the
BFG9000 is less of a challenge than two revenants in a dark maze against
a player with six shells left in his shotgun." Luckily the maps do not
end there. Personally, I died more to the hundred than the two, but once
you break out of the crowd the hundred becomes pretty easy. It's the
cybers and AV's that follow that really get you, though ;D These two
maps looked great and were a lot of fun to play; I highly recommend
downloading and playing these two short maps right away!
=========================================================
And finally, our final wad this week is called "Fort Tiamat" by
Gran-D-Knight. Find it here:
http://www.doomwadstation.net/idgames/doom2/Ports/d-f/frtiamat.zip

This wad runs in any Boom-compatible port with the Doom 2 iWad. This
short map wasn't all that great looking for the most part, but I did
really like the room I took a screenshot of; that one was very
well-done. The encounters were kinda meh, though, with stuff like barons
appearing as turrets. Apparently this level wasn't made to be 100%'d by
most, sane people. Still, fun for a quick diversion and at least there
was one AV thrown in there; give it a shot.
An absolutely astounding 26 wads over the last three weeks; that's
fantastic! Let's get over to the forums and see what we can turn up...
|
top
Doom 3/4 news
Doom 2016 got
released. Duh!

In case you were wondering about System Requirements for Doom 4
Doom video game system
requirements (
minimum )
OS: Windows
7, Windows 8.1, Windows 10 (64-bit versions only)
Processor: Intel
Core i5-2400 or better / AMD FX-8320 or better
Memory: 8
GB RAM
Graphics: NVIDIA
GeForce GTX 670 (2GB or better / AMD Radeon HD 7870 (2GB or better
DirectX: Version
11
Network: Broadband
Internet connection
Storage: 22
GB available space
Additional Notes: Open
GL 4.5. Latest Graphics Drivers.
Doom Reborn has received an update! Pre-Beta Version 1.5 is now out,
which has added in a lot of new textures from Reinchard, new levels
including E1M8b, and some other stuff! That sounds awesome! Download the
newest version right away and start playing Doom 3 as it should have
been: true to the original. Also keep in mind that the team is looking
for good people to help set it free. Check out their site here:
http://www.doomreborngame.com/
|
That about wraps it up for this week. Once again, Vinny and I would like
to thank YOU, the people who keep the community alive, for visiting this
tiny corner of the internet and getting your news from Doom Wad Station.
Mucho appreciado!
See you next week, same Doom time, Same Doom channel. If you have news -
a wad, a new site, a youtube video you want to share, just
email me and we'll get it into
TWID.
|
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