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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!
SPECIAL ANNOUNCEMENT
The
Doom Wad Station forums are now up and running! It's been a long
time since I had forums and I put some work into setting these up. Please
take the time to visit them and create an account. Get all your burning
questions answered or just pimp your work. :-)
==============================================================
This Week in Doom is back! I'd like to take a
moment to apoligize for such a long break; unfortunately, there are many
awesome wads which have not been covered over the last couple months. If you
released a wad within the last two months and would like for it to get a
quick mention here, send me a line on the forums either here or on DoomWorld.
My time off was well-spent, as I was able to crank out what I needed to do
to my maps for THT: Threnody, as well as participate in a speedmapping
event, "Joy of Mapping," with Jimmy of DoomWorld, had a birthday, and
started work on a new Heretic DM megawad (with SP conversions), the first
map of which is done. So it was time well-spent, but selfishly spent (after
THT finished up) and I apologize for that to both Bob and our readers.
Making these articles tends to eat a lot of my time, something which needs
to change in order for me to continue to do this on weekly basis. I may have
to trim down the "Forums" section of the articles in the future and will
certainly, unfortunately, have to spend less time in each wad. It's a
torturous-pleasure to try to cover everything as in-depth as I would like to
for this on a consistent, weekly basis, but it is great to be back! Let's
jump in already!
=====================================================================================
The Total Package

DDoomWorld member rdwpa is among my
favorite mappers; few can pull off the total package of good, interesting
level design, nice-looking aesthetics and fun, challenging gameplay. It
takes a lot of skill to be able to make high-quality maps solo, which puts
rdwpa on that list for me among many of the top mappers as "mappers who's
work I highly anticipate;" consistency in quality across many projects gives
this top-billing in this week's article.
A small blurb: rdwpa typically makes speedmaps that look abstract in a good
way, but focus mainly on creating a good challenge for the player that
applies pressure from many locations, in many forms, and at many times.
Sometimes things get slaughter-y, but they always remain fair. His mapping
style is very similar to Ribbiks. In his posts, he usually has interesting
thoughts worth reading on thing placement and mechanics, which being right
up my alley makes me a little biased here, admittedly, but these two things
are really something that makes for an interesting and replayable
experience. This combined with quality in the line-placement puts it on the
radar.
All of these run in Boom (-complevel 9) format under the Doom 2 iWad.

First up is a two-fer in the "Untitled WIP Series," found here:
https://www.doomworld.com/vb/wads-mods/88503-untitled-wip-series-2nd-map-released/
These two maps were fairly short; both speedmaps of an undisclosed time,
which I'm guessing means he worked on them for three years, but really
quickly. Both had a couple fairly tricky spots, but in retrospect aren't
that tough with a decent strategy. Still, coming from rdwpa, you know those
monsters are placed in such a way as to maximize their potential, which
really makes for a fun, tough romp. Both maps were that total package I was
talking about and featured some really cool, interesting setups! I highly
recommend the "Untitled WIP Series" to every Doomer!

The second wad released by rdwpa during my time of hiatus is called "FzBM"
and was a birthday map for me, hehe. It was made using FuzzballFox's
textures and looks great! Never did FIREBLU look so good... hah. Find this
wad here:
https://www.doomworld.com/vb/post/1654763
This map was fairly easy if you find the invul sphere. Some good
delayed-action triggers in not only this map, but the other 2 wads here as
well. The action happened quick and was often painful; just the way Doom was
meant to be, hehe. Give this awesome, short map a try today!

Last, but certainly not least, is a monster of a map called "Hel--" I mean,
"Eden" and it can be found here:
https://www.doomworld.com/vb/wads-mods/90173-eden/
What a map! I could go on for days about how much I enjoyed playing this
giant map coming in at over 800-strong, as well as how absolutely gorgeous
it was! Took me about 100 minutes of play-time and a little under 20 deaths,
plus a bit of thinking in-between deaths to come up with better strategies
for some areas. One thing I really liked about this map was the use of
normally high-priority monsters, such as Pain Elementals, as distractions,
making what would otherwise be a counter-intuitive strategy the correct one.
One example of this was the Wooden Skull Key fight near the start of the
map; the PE's that appear certainly need to be killed right away, but it is
more imperative to clear out the hitscanners, as well as possibly just one
whole side before focusing attention on the PE's. Cells are given, but tight
at this spot, which makes it even more of a bad move to run straight for the
PE's, plasma-stream steady. Another thing I liked about this map was the
stark contrast between areas; of the first area and its surrounding sea, and
of the second, primarily green area that is detached from the rest of the
map. That all said, my favorite thing about this map was the mechanics at
work and one special little secret. I'm fairly sure I noticed a few
chain-of-event mechanics that are initially triggered by monsters, too,
hehehe; that's good stuff. If you like big maps that encourage exploration
while also punishing you for it, this map is your map. If you don't like
maps too tough, turn the difficulty setting down and have fun exploring its
rich atmosphere, finding its interesting secrets. No matter how you choose
to do it, definitely give this awesome, 10/10 map a download right away!

As a player who values fun, challenging
gameplay (Intelligent Monster Placement) combined with smart, interesting
level design and good aesthetics as a total package, these maps are
fantastic pieces of work that show a labor of love with a firm dedication to
quality. Not many mappers have a unique style, but rdwpa is among the few
that couldn't pull a Memfis and come back anonymous (much like Memfis
himself, hehe). If you haven't already, put rdwpa on your list of "mappers
who's names instantly means 'hit the download button'" today and hit those
three download buttons already!
NEWS from the
/IDGAMES ARCHIVES
THT: Threnody
Released!

After a year in development, the project created to honor the passing of
our Essential Pillar, Ty Halderman, has been completed and released to
/idgames on the anniversary of his passing. Find it here:
http://www.doomwadstation.net/idgames/doom2/Ports/megawads/thtthren.zip

There was a reason Ty was called the "Essential
Pillar of the Community;" he was 100% necessary during his time and one
of the key supports for the community, being the one who took care of
the
/idgames archives. I only had one short email correspondence
with Mr. Halderman, but he struck me as a stand-up guy and was nothing
but both helpful and respectful to me. Ty was one of the reasons why I
joined the community. It was a great honor for me to be able to work on
this project with many fantastic and well-known mappers, like Chris
Hansen; I made a few decent connections, learned more than a few things,
and had a lot of fun in the process. It's a small show of the impact of
Ty: that the project to pay homage to him brought so many together. God
Bless Ty Halderman; we will always remember you.

Started by DoomWorld member geo and headed by long-time map-maker
Christian Hansen, this project attracted some big names to the table,
including Mechadon, Pcorf, Liberation, Didy, dobu gabu maru, and
Antares031. Also working on the project were: Angry Saint, Doomkid, Eris
Falling, yours truly, Gothic, joe-ilya, KevinHEZ, Mithran Denizen, Z0k,
and many other fantastically talented people! The project turned out to
be an awesome mapset of 20 high-quality maps plus several songs and a
heap of skies made just for it! We all miss Ty; hopefully this labor of
love pays a fitting homage to his memory; what he did for us, as well as
what he meant to all of us. Special thanks to Bloodshedder and The Green
Herring for taking up the job in Ty's absence, as well as to my two
fantastic partners during this project: Z0k and Didy, designing maps 12
and 19, respectively. Big thanks to Chris for seeing this thing through
to the end. I hope that you all have as much fun playing this wad as we
all had making it! Run it in Boom format under the Doom 2 iWad.
===================================
"The Cursed Temple" by Paolo M. aka Paul977 and
can be found here:
http://www.doomwadstation.net/idgames/doom2/Ports/a-c/cursedt.zip

This wad runs in Vanilla under the Doom 2 iWad.
This was a very fun level to play through. With a bit under 150
monsters, this map was a nice length. Nothing was too terribly
difficult, but there was a good use of monster variety in the map. Some
areas tended to feel a bit flat and cramped, granted; not everyone will
like that, but it was well-done here. One fight in particular I liked
was a couple barons and some hitscanners came out. The barons had me
surrounded, so naturally I fled (forward). Upon fleeing, I encountered
an HK, then chaingunners as the barons caught up, then finally more
chaingunners while the barons took pot shots at me and attempted to
corner me. It was fun! Great job with this Paolo! Give that download
button a click!
==================================================
Next is "Wolf O'Donnell" by Michael Jan Krizik (valkiriforce),
which can be found here:
https://www.doomworld.com/idgames/skins/wolfskin

This wad is a player skin which makes the player look like Wolf (Starfox's
nemesis) from Smash Bros. It's always cool to see a new skin! Run it in
anything that allows for player skins.
================================================
The next map is called "Mephitic Purity" by Lee "DooMAD" Wallis; find it
here:
http://www.doomwadstation.net/idgames/doom2/Ports/m-o/mephitic.zip

This map runs in zDoom under the Doom 2 iWad.
This was a fairly cool map. Mostly brown, granted, but some cool
detailing and some good, interesing architecture. I liked the general
composition of encounters as well. Never mind that randomly putting the
boss-fight music from Spiderman: Maximum Carnage on MAP02 when there is
no MAP02 automatically makes it great in my book, hehe. This map is
fairly large, at a 357 monsters on UV, but they go fairly quickly. ZDoom
fans will like this; give it a shot.
=================================================
And our final wad on
/idgames this week is called "Back to Thunder Road" by ZaBigBoss,
found here:
http://www.doomwadstation.net/idgames/doom2/Ports/s-u/thundr.zip

This 7-map set runs in GzDoom with the Doom 2 iWad.
I liked this map set; it had a cool, minimalist aesthetic while still
retaining that polished look; partially helped by some interesting
architecture in a few places. While a few places were fairly bland, the
good-looking spots did look good! I also liked the twist ending.
Gameplay for this was fairly easy-going. Another good one for the (G)zDoom
fans!
4 more for the archives; good job y'all!
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Speedrunning news and videos
DoomWorld member Rayzik has been adding some demos recently to the "No
Sleep for the Dead" section in DoomWorld's Doom Speed Demos board.
Rayzik is a well-established mapper and runner who makes some great
demos/videos. His YouTube channel is one of the few channels I have
subscribed to, including things not Doom-related, heh. "No Sleep for the
Dead" is a somewhat recenet Episode 1 + E2M1 map set for the Ultimate
Doom wad which runs in Vanilla and was created by Jan Van der Veken.
It's a fantastic Doom 1 pWad worth playing, but watching Ray play it is
almost as good (and more portable, hehe). Great job on the demos to
everyone who posted some in that thread! Keep 'em coming!
Check out the thread here:
https://www.doomworld.com/vb/doom-speed-demos/89693-no-sleep-for-the-dead-complevel-3/
And Rayzik's YouTube Channel here:
https://www.youtube.com/channel/UCQYckZWrNmAJv-cufwyUDoQ
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NEWS from around the Web
Looking towards the DoomWorld forums gives us a few gems this week!
DoomWorld member Jimmy has started a series of speedmapping community
events called "The Joy of Mapping." The first event was held during my
haitus and I had the opportunity to participate in it; it was a lot of
fun and I learned a bit about managing my time better while mapping.
Practice will make perfect; speaking of: the next event is scheduled for
this Saturday, August 27th. I hope to make it and encourage you all to
contact Jimmy on DoomWorld or reply in the thread to book your spot in
the event. Discord is the program-of-choice for most communication,
though Jimmy also live-streams the events. Check out the upcoming
project's thread here:
https://www.doomworld.com/vb/wads-mods/90376-the-joy-of-mapping-ii-aug-27th-9pm-edt/

"The Joy of Mapping" is a project meant to help newcomers learn to map.
The first session went over: mapping in chosen format, tags/switches,
and layouts. The second session will go over: shape and flow of map,
lighting/texturing/sector effects, using space and verticality to your
advantage, and the importance of thing placement. All cool stuff; sounds
like it'll be a great learning experience all around!

The first event attracted a good group of folk, with a total of 15 maps,
including Jimmy's. Really 14 maps and a room, because that's basically
what my map was: a room, hehe. But for some reason Jimmy felt generous
and included it anyway, which was awfully nice of him. Some may
recognize a handful of names who participated and there were more than a
couple good maps out of this set, though certainly a few rough ones as
well. I think my favorite map was Pinchy's map, "Spooky Spoops." Still,
given the time-limit of 2 and a half hours, everybody did a good job :)
I recommend folk check out these maps and highly encourage everyone to
get in on the next one! Newcomers welcome. Hope to see you there!

This map set was compiled for zDoom, though not all maps were made
specifically for it. It uses the Doom 2 iWad and can be found here:
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/joymaps1
Or check out its DW thread here:
https://www.doomworld.com/vb/wads-mods/89692-the-joy-of-mapping-released/
===================================================
Mechadon's Supplice

Many of us know Mechadon, self-described "lazytron" and
community-described talented mapper/artist. Mech has been around for a
while and has not only produced some really awesome wads over the years,
he has also helped further many big projects along, taking leadership
positions when needed. He has given a lot to the community and won a
Mapper of the Year award in 2009. Teaming up with him for this
fantastic-looking project are: Jimmy, musical extraordinaire; Cage, an
artist so creative he might very well cut his own ear off one day; and
Pillowblaster, coding genious. That's a star-studded line-up as far as
this community is concerned and for me, knowing the quality of the work
that all of these four skilled individuals have created over the years,
I can safely say that this will be the next big thing... whenever it
comes out that is, hehe.

News on the project went dark on the forums for a little while, but it
looks like they've been steadily cranking stuff out. If he and team
manage to jet this out this year, 2016 is going to be a rough
competition for the Cacowards, but I'd put money on next year being the
year for this thing's release. Still, at the very least, it's something
to look forward to!

As you can see, the screenies for this thing are absolutely amazing; it
was tough for me to pick which ones to grab from the DW thread. To go
into a tiny bit more detail about this wad: it is Doom 2 but it isn't.
Based around Doom 2's core gameplay, Supplice plans to expand upon it
with several additional weapons, an additional firing mode for each,
more powerups, more hazard objects, and more monster variety. In
addition, it also replaces most graphical- and sound-related assets,
including palette/colormap, textures, sprites (save a few vanilla
monsters), fonts/menus, and sounds (except the vanilla mobs). Knowing
Mech, I have faith it'll be well-executed. With a good mix of the old
and the new, this sounds like it'll be something as fun to play as it is
beautiful. Keep an eye on this!
Find it's DoomWorld thread here:
https://www.doomworld.com/vb/wads-mods/62406-wip-supplice-totally-not-dead/
=======================================================
Valkiriforce and 40Oz have just put out what looks to be
a release candidate for a new Doom 2 episode they've been cooking up.
Coming in at 8 levels-strong, 4 each, "Absolute Dishonor" runs in
Vanilla!

As you can see, it's a very nice-looking Vanilla project. Valkiriforce
and 40Oz really made some awesome stuff happen with this map set. I love
this thing from head-to-toe; the detailing is absolutely fantastic for
Vanilla; though often times not very colorful, it still looks great and
makes you wonder how close to the limits some of these POV's are. From
the layouts to the architecture, these maps have got it going on.

The gameplay was definitely solid as a rock, as well. I liked the random
curve-balls thrown from the mappers, such as an extra-large group of
low-tiered mobs. Stuff like that can really change things up and keep
encounters fresh.

This is a solid wad from two well-established mappers. I highly
recommend that every Vanilla fan check out these awesome maps right
away!
Check out its thread here:
https://www.doomworld.com/vb/wads-mods/90275-absolute-dishonor-an-8-level-episode-for-vanilla-doom-2-need-testers/
===================================================
And now a couple things for the Heretic fans out there:
DoomWorld member Cacowad released a fairly sizable map called "Obsidian
Fortress." Run this map in zDoom.

This big beauty weighs in at over 800 enemies, though only one
difficulty has been made so far. Still, that's what BPPT was made for!
Hehe. The start of this big ole map is fairly hectic, with few places to
run for cover (which also have to be fought for). Still, as you wander
around you'll aquire plenty of items to aide your plight. Finding the
weapons can be a bit tricky the first time around, but each of the three
paths provide weapons and a crossbow can be found near the start.
Speaking of those three paths, one cool thing about this map is the
choice of which key to go for first, with the ability to change one's
mind at any time and hunt down another. My first few runs I got caught
into trying out the one path I found, but I soon discovered the others;
each providing a well-balanced way to start the map proper after the
large-scale opening. For players looking for a challenge, BPPT was a ton
of fun to fight tooth-and-nail through.

I loved the way this map looked, as well as its overall atmosphere and
texture-use. The detailing was minimalist, while still looking very
good, which to me shows a good amount of skill at mapping: the textures
worked for the author, rather than the author working for the textures.
Another thing I really loved about this map was the layout of it all;
intricate crossing paths that all centered around the main "hub;" that
being the giant outside area. Everything line-wise made for a map which
encouraged exploration in spades and I loved every second of it.

The gameplay of the map was awesome as well to me, but then again I
played on BPPT so your mileage may vary. From a hectic beginning, things
toned down considerably, settling into more of a traditional Heretic
feel. Few dark areas in this map that made for a few rough encounters,
but nothing unfair. My only gripe about this map, after many deaths,
more than a couple hours, and a very relieving victory was the absence
of the Hellstaff. Absence of a mace is tolerable; indeed given its spawn
mechanics sometimes it doesn't appear anyway, but the Hellstaff's
absence here was a travesty. I will say, though, that I understand the
author's dislike of the weapon, but by the end of the map I had aquired
a good amount of runes from sabreclaws and the crossbow isn't exactly
the world's fastest killing machine, but the dragon claw, pheonix rod,
and a small handful of books helped with that well. This map had some
cool general setups, as well as trap setups. Monsters were intelligently
placed, which I really appreciate. The secrets were all fun to find as
well, while exploring the pretty scenery. Very good use of items in this
map, which is a critical facet of Heretic mapping, so I loudly applaud
Cacowad for that; good on you, sir!
Every Heretic fan should try this map out. I had a lot of fun; I know
you will too! Download it from its DoomWorld thread here:
https://www.doomworld.com/vb/wads-mods/90107-heretic-obsidian-fort-1-map/
=====================================================
And lastly, I released a short Heretic map during my
hiatus; for now it's titled "Hairy Tick DM."

The plan is to continue this until I have a good-sized Heretic megawad.
The primary purpose of this wad/map (as with all future maps added to
this set) will be DM, but I cannot resist the temptation to do thing
placement, so I have added in an SP-element to the map, complete with
objectives: obstacles that block your way and the switches to remove
them. Hard-mode is very tough; BPPT is brutal. Always remember to check
that you are playing on the right difficulty level by typing "IDDQD" at
the beginning of every session ;D I kid, of course; difficulty settings
were made for a reason and definitely use them on any map I make. I
always like to apply pressure to the player from many angles with
different attack patterns and utilize higher-priority targets to give
the player something to think about. For this map, I use ghost monsters
and the mechanics thereof (physical vs magical weapons) for the extra
depth it provides the game. Expect to find more than a few ghosts on
Hard, with less appearing on the easier difficulties. Chicken tunnels
are a "must" for every level's DM-component, of course, heh. Every
weapon is present, as are most items (remember the mace may not always
appear and also has multiple spawn locations). Few unmarked secrets in
the map and a wide assortment of items.

As happy as I am with the way the level turned out, it's not without
it's problems. I put off detailing the starting room for SP, so of
course that looks like crap. While the rest of the level looks nice, the
line usage was through the roof, as per my norm, which to me is not as
elegant or skilled as something more minimally detailed, yet still
looking really good. Still, using only the stock textures I shouldn't
beat myself up too much over that. Health was another problem; I should
have given another urn in the beginning. I also likely put in one-or-two
enemies too many in one fight on hard, but all-in-all it's a fun romp
through a small, pretty level. I hope you enjoy :)

This map runs in Heretic+ (limit-removing Heretic), so basically run it
in anything that's not Vanilla/chocolate/etc. Find it on its DoomWorld
thread here:
https://www.doomworld.com/vb/wads-mods/90269-short-heretic-dm-map-with-sp-conversion/
===================================================
One Man Doom has been cranking out many reviews since
I've last visited them. This week KMX put out a review for the "Japanese
Community Project," which hit the Doom community big over here a few
months ago. That wad is utterly fantastic and I hope nobody has missed
out on it! KMX provides us an excellent review and some great thoughts
as always. Be sure to check it out here:
http://onemandoom.blogspot.com/2016/08/japanese-community-project-jpcpv1wad.html

Afterwards, make sure you check all of his other reviews as well:
http://onemandoom.blogspot.com/2016/08/japanese-community-project-jpcpv1wad.html
========================================================
Wads in Progress has tons of new stuff up; check it out
immediately!
http://wadsinprogress.info/?a=listwads&game=&status=&mode=
_________________________________________
Slade has received an update during my hiatus, for any who haven't
caught it yet. V3.1.1.3 is the most current version.
Head on over to the Slade site here:
http://slade.mancubus.net/
_________________________________
Doomsday Engine continues to be updated as skyjake fills us in on the
progress through his blogs. Always be sure to check their site weekly!
http://dengine.net/
====================================
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Doom 3/4 news
Doom Wad Station (yours truly) posted it's
first Doom 4 map review, which you can find
here. The map
is called "Janitor vs. Zombies" and while not the best map I
ever played, it's not bad and it's a good lead in to the 2nd
map (the sequel) which I'll also be reviewing shortly. And
since you have to play the first one to play the 2nd one,
you might as well. :-)

Not really much going on with Doom 3 (pretty much the norm). If you have any news
to add for either of these, be sure to
email me.

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 is still under development, so be sure to show your support to
the fellas over there with a visit to their site every now and again to
check on progress. If you haven't tried it out yet, it is 1:1 replica of
Doom and Doom 2 in Doom 3's engine. Ah, Doom 3 as it was meant to be;
hehe. 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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