this week in doom (twid) chronicles

this week in doom - week ending September 14, 2014 (doom date 20.7574)

 

 

 

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Doom Wad Station IS Doom! This site is dedicated to Doom, Doom 2 and Doom 3 and focuses on the reviews and downloads that you are looking for. It's main focus is and always will be the Doom franchise. Now in it's 16th year, the site has seen many changes from it's humble, original beginnings, as Bob's Doom and Doom 2 site. It will continue to evolve with the ID Software community but it's main focus will remain - the DOOM franchise! Here, you will find Doom map reviews, Doom 2 map reviews, Doom 3 map reviews, total conversions and wads and maps for Doom, Doom II and Doom3. You will also find tons of maps for Wolfenstein 3d,  Castle Wolfenstein, Quake, Quake 2, Quake 3 and Quake 4 as well as Hexen, Hexen2, Heretic, Duke Nukem 3d, Strife and so much more! Enjoy perusing the site and discovering the hidden treasures within.  Doom Wad Station IS the most complete site of it's kind. Enjoy!


 

 

 

 

 

 


 

 

 

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

 

 

     My apologies for the lateness of the release of This Week in Doom, but there have been a plethora of occurences conspiring to prevent me from putting this together this week, Regardless, here is this weeks release - lots of Cool stuff including a Donkey kong total conversion that has 10 maps (demo it says). Good stuff. Let's get at it!

 

P.S. All of the maps are direct linked in my personal back up of the archives along with GOD KNOWS how many others for Doom, Doom2, Doom3, ROE, Wolfenstein 3D, Castle Wolfenstein, Duke 3d, Strife, Hexen, Heretic and more here

    

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

The creators of Brutal Doom released a new video on youtube this week


putting on display some of the new blood effects they are working on.
HOLY BLOODFEST! You have GOT to see this! If you are NOT anxiously awaiting release 20 of this unbelievable mod, then you haven't seen the videos yet. lol

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

 

     This week, we begin with a couple of updates from the port developers in the community...

 

Risend 3d update:

V2.2.27

Changelog

http://forum.zdoom.org/viewtopic.php?f=19&t=46604

Changes over v220-26 ...

1. Fixes bug that caused an error code exit when saving a wad on exiting edit mode. The wad itself
was unaffected and
changes were stored OK. The problem was with an update being made to the nodes file to prevent the
edit nodes
having to be built again.

2. It was found that an analyser change for skies was not being stored to the analysis file. This
was rare as in almost all
maps that needed the change the analysis was fast enough to mean no file was created which in turn
meant it was of
no consequence. Nevertheless this has now been fixed.

3. Weird Doom logic in sky sectors that was not being emulated caused an offset error that has now
been fixed. An
example was with the lower textures on the lines in SiD map01 S391.

4. Some minor analysis changes made. For example L1391 in Didy's Beluga (the door blocking access
to the chainsaw)
is now rendered correctly. This is a rare case of where an alpha tex is used as an upper texture
which should not be
vertically clamped.

5. The DEHACKED reader has been modified to tolerate embedded zeroes. An old game was found,
hunt.wad, that had
one of these in its deh file that was stopping any of the characters following it from being read.
This is vanishingly rare
as the sort of simple text editor that would be used to create a deh file does not normally allow
such a character to
be inserted.

 

--------------------------------------------------------------------------------------------------------------------------------------------------------------
Over at the Doomsday Engine
Build 1350 was released this week.

For Windows
OS X 10.8+
Ubuntu 14.04 (32 and 64 bit)

-----------------------------------------------------------------------------------------------------------------------------------
And, coming from the  Zdoom forums
Kontra Komando released an update to Xenomorph

Here's the thread on Zdoom forums.

 



-----------------------------------------------------------------------------------------------------------------------------------
Over on the Doomworld forums in this thread is a notification of the release of "Bad Blood". It doesn't appear to be complete (yet) but is definitely playable and worth a look.

 

 

Download

 

The finished version of Episode One will be released, well, when it's done. Currently the last two maps are in progress. As it is, I have currently uploaded the first 9 maps in a "beta" release. Play it on whatever port your want and let me know if there are any bugs, structural or gameplay problems, parts that suck ass, and rooms/areas you feel could look better. Jumping is allowed and the maps are designed in a way that they won't break horribly if you jump (Map07 excluded) but it is not necessary to complete the levels.


------------------------------------------------------------------------------------------------------------------------------------
Also on the Doomworld Forums I came across this thread about a map  called Deneb Colony. As it happened this was also released on the archives this week so it was going to get looked at regardless but since the thread exists, here are some thoughts from the forum posters who've played it:

 

Looks great, but the amount of little tiny details to get caught on renders it nearly unplayable.

Plus, Pain Elementals were a really bad choice of enemy in a map that so many impassable lines.
Also, "player with single-barrel only vs. a Pain Elemental" start is incredibly tedious.
--------------------------------------
I thought it was a great way to put a pressure and challenge early on. Tedious? PE has the same
health as the Cacodemon. You need strategy! And that's very alright.

(I've only played the start yet.)
----------------------------------------
Strategy? Not really. You've got two options, both of them dull:

1. Kill a PE with a single-barrel. Takes forever, but isn't actually hard to do.
2. Open the "warehouse" building, close the door, then run in. Get a chaingun from in there, then
open the door from the inside and exit. Faster because you've got less cleanup, but still boils
down to "stunlock one enemy".

 

 

I didn't actually open this map but based on that screenshot - this shiznit looks pretty sweet.

You can download it here

Direct link to zip file
------------------------------------------------------------------------------------------------------------------------------------
Moving over to One Man Doom Blogspot,  we find two reviews this week of some older material (something I always enjoy - going back into the history of Doom mapping and pulling something out bring to a new generation of players.)

 

 

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

Over on One Man Doom, A couple of new reviews for your reading pleasure:

 

The Classic Episode (CLASS_EP.WAD)


Jan Van der Veken showed his love for the original Doom back in 1997, when he authored Dawn of the
Dead. The Classic Episode ( on this page ) - ( direct link )
began life as a series of solo releases that Veken worked on whenever he got bored with mapping
for The Darkening E1 (found here: ) (Direct Download - ) and it sort of caught on with his
teammates. Jan eventually collected the individual releases and, after adding two more, released
the package as this in 2000, though not in the order you'd expect. He updated the release two
years later - version 2.0 - with various balance tweaks and level changes

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

The Hell Factory Hub One (HELLFACT.WAD)
 



Tei Tenga made manifest some of the promises of the ZDoom engine's early features, like hubs,
cutscenes, and text dialogue. Tomi Rajala's Hell Factory (found here) (Direct Link) , released in 2000, developed these concepts, albeit in a fashion similar to Quake II, to give Doom II players something more
action-oriented to sink their teeth into. It's got four different areas that you'll travel
between, comprising the first "hub" of Tomi's Hell Factory


 

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

Over at Moddb -

Duum II Ultra just released a new version
 


Total Conversion for Doom2. An agent has been sent to investigate on a crazy professor's work.
Days have passed without a word. A task force has been sent to find the agent and bring him and
his discoveries back to safety. The mod consist of 30 +2 secret levels to go through, it supports
multiplay, has it's own new musics, most of the sprites are new, some textures are new and the
weapons has it's new graphics.

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

Also at Moddb, Doom Reborn (for Doom 3) put out a new release

Doom Reborn is a total conversion mod for Doom3 of the original Doom Series. Our goal is to
recreate the original Doom & Doom 2 in the Doom3 engine with new textures and new models of the
original weapons and monsters with the maps redone and retextured. We also want to bring back the
orignal doom hud but retextured and with a 3d model of doom guys head in the center (simlar to q3
& et). we will have a look a remaking the orignal music along with the sounds. I hope that you
will enjoy the project as much as we will enjoy making it for you.

You can find the updated mod here, as well...
http://www.doomwadstation.net/doom3tc/
 

 

I can tell you from personal experience that this is a kickass mod and you will def. want to scope it out!


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

Discovered through /r/doom on Reddit:

By Doomero
Donkey Kong Country for GZDooM: Demo released!
Video

Download:
You can also download it direct from DWS HERE
 

 

 


Features : * Extensive scripting
* New enemies
* Various levels


* Play Information *

Game : gzdoom.exe with doom2.wad, you'll need the latest
version of GZDoom. (is compatible with zdoom, but i not recommended, you canīt see the levels on
software mode.
Levels : 10 levels total + test map (for mappers)
Instalation : execute the bat file called "donkey kong"
How to play : configure your buttons, go to options, customize controls and go to the final part
and search donkey kong snes buttons: Y button and B button.
Single Player : yes (intended)
Cooperative 2-4 Player : not supported
Deathmatch 2-4 Player : nope
Difficulty Settings : not really

New Sounds : Yes
New Graphics : Yes
New Music : Yes

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

There were a TON of playthrough's this week - so lets' get right to them!

 

Playthroughs

By: Brutal Video Vault
Doom WAD Playthrough - Cinnamon Cherry Base, MAP02

By: Brutal Video Vault
Brutalized Overkill E2M4, Deimos Lab

By: CustomPCMAX
Brutal Doom - Doom 1 - Phobos Lab - Playthrough

By: CustomPCMAX
Brutal Doom - Doom 1 - Command Control - Playthrough


By: Caligari87
Doom + Blood Droplets Mod (download in description!)

More info - including the download link and much more can be found at the video link

....Droplets is a blood simulation modification. It does more than make your game gorier; it makes it
gory with style. Every battle will leave behind a unique splattered mess on walls, floors, and
ceilings. This isn't just some showy pack of animations or a bunch of big, nasty blood decal,
individual blood drops are modeled, along with spray patterns depending on the angle of the shot,
variable blood amount and lifetime settings, and blood dispersing in water.

First is a brief demonstration of the mod in the outdoor area of Doom 2 MAP01. Then three levels
of gameplay on E1M1, E1M2, and E1M3, showcasing mild, normal, and extreme blood settings,
respectively.

By: Cyberdemon531
Doom 2: No Rest for the Living MAP09: "March of the Demons"

By: Cyberdemon531
Doom: Scythe UV Speed Single Segment in 18:17

By: Popescu Sorin
Doom + Metal + Speed = Awesome
I  don't generally comment on playthroughs on Youtube but this one was pretty unique.

By: Popescu Sorin
DoomRL in red CRT cool-retro-term

By: UnicornStorm
Let's Play Brutal DooM Sapphire [Deutsch]

 

Finally - what I'm sure you've ALL been waiting for - the new additions to the  archives:

 

Since we've already discussed Deneb Colony, I think we can dispense with that one and move on to the next one. :-)  (my site, my choice). lol

 

So, the first one is called "Meatbals" and can be  found in  /doom2/m-o

 

Title : Meatballs
Filename : meatbals.wad
Release date : 13.09.2014
Author : riderr3
Email Address : riderr3@yandex.ru
Other Files By Author : swamplnd.wad, festate.wad, blofort.wad
Misc. Author Info : Homepage riderr3.ucoz.ru

Description : What do you expect from this map? It's typical plutonia map with crude name, mixed layout, chaingunner/revenant spam, walls in thickets, instant traps, e.t.c ...

 

Be careful - the text file can be misleading - it says plays with Plutonia but also says "map01". Making  you think  Doom2.  Also - hard to figure if this is the way it's  SUPPOSED  to look but I started this  up  in Zdoom and here is the result (yes, with the Plutonia wad)

 

 

 

 

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Title : Demons in Space

 

Advanced engine needed : Zandronum/Skulltag
Primary purpose : Single play
===========================================================================
Title : Demons in Space
Filename : demonspc.wad
Release date : 9/09/14
Author : nambona890
Email Address : poopyshooty6@gmail.com

Description : "Mmmhm... yes... dat detail heher" -You after you
play this WAD

Additional Credits to : Grapevine Elites for being awesome people
===========================================================================
* What is included *

New levels : 1
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : DECORATE, MAPINFO, SNDINFO
Other files required : Skulltag_Data.pk3 Skulltag_Actors.pk3

 

So, I'm going to admit this  RIGHT NOW. I don't get Zandronum.

I tried loading this up in Zandronum and the map looks all f'd up. I loaded it up in Skulltag and got the error you seein the first screen pic. I tried moving all the skulltag files over to the Zandronum folder and got the same result I got the first time. Guess I'll have to figure this out but personally, I just want to be able drop the whole port into my Doom 2 folder, drag and drop and play. So - not really getting it. But, I did start a thread on Doomworld about it. Personally, I'm not interested enough in ths engine to bother. I'm a Risen3d  fan as well as Zdoom/Gzdoom. Legacy seems to be doing nicely.

 

 

 

 

Link to: /doom2/ports/d-f
===========================================================================
Next is a zdoom compatible map that I "hope" doesn't throw me any errors when I boot it up.

 

Author : EpicDoomer2014
Email Address : swat_fly92@aol.com
Other Files By Author : Some that I didn't release

Description : My first released map. It's a hell-themed map
with a lot of monsters, secrets, basically the
classic Doom feel.

Additional Credits to : Team TNT
=====================================
* What is included *

New levels : 1
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None


* Play Information *

Game : Doom 2
Map # : DVL01
Single Player : Designed for
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Other game styles : None
Difficulty Settings : Yes

 

So, I fired it  up. Disappointed YET AGAIN. The credits say "Team TNT". Yes, it started (even though it looked pretty boring from the beginning) then I hit the 3rd  pic you're going to see. That is where it ended - this kaleidoscopic disaster of noise and image that just left you there to die. I even tried it in normal Doom2 (same result). Don't waste your time (I tried Zdoom). I didn't open it in a map editor but I strongly suspect there isn't any more to this pos. I'm going to go with "joke wad" all the way.

BUT - if you feel you MUST experience this for some reason - here's the link to the page it's on.

 

 

 

 

=========================================================================================
So, continuing on (and hoping for better), we move on to another wad in the doom2/ports/j-l section called

Knee Deep in the Money, Part 2

 

Again, I am hoping for better but I am typing this before I've even opened it so you can get a sense of my  excitement (or disappointment).

 

From the author:

 

Advanced engine needed : ZDoom
Primary purpose : Single play
===========================================================================
Title : Knee-Deep in the Money: Episode 2
Filename : kdim02.wad
Release date : 9/9/14
Author : Canofbacon & Calmperson
Email Address : canofbacon@yahoo.com
Other Files By Author : savetw.wad, alpaca.wad, kdim01.pk3, america.wad
Misc. Author Info : YOU DEPEND ON OUR PROTECTION YET YOU FEED US LIES
FROM THE TABLETOP

Description : After the events of the first episode of
Knee-Deep in the Money, Simon went missing. It
was up to his loyal buddy to try and find him!
This WAD contains some of the most epic gameplay
ever in a Doom WAD. I ain't even joking around m8
this is serious. If you don't download this WAD
then you must not appreciate genius work. So stop
reading this and play the WAD already!

 

 

 

So, at least this one WORKS. :-)  There are different weapons depending on what level of difficulty you choose as well as being different levels depending on what MODE  you want to play - story mode or invasion mode. One error I noticed as it was cranking up that it was missing some decorate stuff but it seemed to play ok.

 

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Ok - almost to the end now. I've spent HOURS working on this week's THIS WEEK IN DOOM and honestly, I can't wait to be done with it.  The last two are both in doom2/ports/megawads

 

The first is entitled ESP and this is from the txt file the author included

 

===========================================================================
Advanced engine needed : prboom-plus
-complevel 9 for MAP01-17, 31-33
-complevel 2 for MAP18-30

Turn off intercepts overflow emulation, leave the
others alone.

MAP30 requires Nightmare difficulty or -fast
MAP31 requires ESP31.bex

Tested with : prboom-plus 2.5.1.3
Primary purpose : Single play
===========================================================================
Title : ESP
Filename : ESP.wad
Release date : September 1, 2014
Author : TimeOfDeath
Email Address : thelastbreathofthedying@yahoo.com
Misc. Author Info : http://nostrilcaverns.bandcamp.com

Description : 33 hard maps that I tested myself. Max demos for
all maps included (speed demo for map30).

Additional Credits to : id software, Ty, doomworld, TeamTNT, authors of
the programs I used, music authors, j4rio and
kimoxvirus for demos, andrewj for Obliged sky,
Tim Willits, Sandy Petersen, Eli Litwin, Silent
Hill 2, Eternal Doom, Obsidian for map26 idea,
American McGee, Afterglow, Toke

 

    

 

 

I'm a little torn on this one. Granted, I only got a quick look at the beginning but here I have BOXES of rocket launcher ammo and a stairway full of chaingunners - and no damn ROCKET LAUNCHER. Then you get to the top (and you're trying not to die) and a Mancubus and at least ONE Arch Vile await your arrival. Hmmmmm.... Could be interesting - or could REALLY SUCK gameplay wise.

 

FINALLY - FINALLY - the last map of the week. And the end of this arduous journey through the Doom Community - no, that isn't hyperbole. THIS was alot of work.

 

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

 

And here it is - GZdoom Speemapping Session # 2

Based on the following from the text file, I have to be honest - not expecting much. In fact, the only way I can think of to create this many maps in 2 hours and make them playable, is if you're high on meth and creating about 1 - 2 rooms per map and not even considering game play. In fact, the whole concept made me decide I didn't even want to do any screenshots - so hey, have at if you want to try it out.

 

Title : GZDoom Speedmapping Session #2
Filename : gzspd2.pk3
Release date : 9/11/14
Author : Cyberdemon531
Email Address : cyberdemon@boun.cr
Other Files By Author : Secretdoom: Disrepair
GZDoom Speedmapping Session #1
Misc. Author Info : Speed runner extraordinaire

Description : 30 maps made in under TWO hours. Some slightly
bigger maps than its predecessor, and some wacky
new ideas. I also used some CC4 textures to spruce some stuff up.

===========================================================================
* What is included *

New levels : 30
Sounds : No
Music : Yes
Graphics : No
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None


* Play Information *

Game : Doom 2
Map # : 1-30
Single Player : Designed for
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Other game styles : None
Difficulty Settings : Not implemented



 

 

 

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