Thursday, September 22, 2016
Most of what I know about Wraith came from a megaWAD I haven't played yet but know due to its subject matter: Wonderful Doom, a loving tribute to the Ultimate Doom, which many have enjoyed with others slagging it for its... thorough level of devotion. Enter Alpha Accident, another megaWAD for the original Doom that's been in development for... quite some time. I remember playing the crazy demo level, but I've also had the opportunity to play each level as it's been completed, and as of 2016 the first episode is complete. It's basically source port agnostic, especially thanks to some extra work from some helpful forums goers, but is limit-removing due to the dreaded visplane overlord (plus some levels break game saves).
Monday, September 19, 2016
by "Angry Saint"
Angry Saint's Doom debut was as a participant in Tormentor's Doomja Vu contest. Black Magnetic was an interesting, complex techbase as far as its twisted and winding layout intersected with Saint's use of 3D floors. Asylum, released in 2016, dials the choice of engine all the way back to vanilla (or, as the text file advertises, Chocolate Doom), but the author continues to evade the familiar ideas of Doom, this time experimenting with textures originally created by an individual using the handle DethteX and then converted to a set by ZDoom whizzard Rick Clark, THE ULTIMATE DOOMER. The level shares the same name as the texture pack. Like so many single level releases, it's a MAP01 replacement for Doom II.
Monday, September 12, 2016
About a year ago, I think, I was treated to some really cool screenshots from a secret skillsaw project, coming strong even after he had released Valiant in 2015. The color scheme was incredibly unique, looking somewhere between a coastal sunset and a Lisa Frank trapper keeper and using a lot of... alien imagery. It wasn't originally to be a full megaWAD, but I guess a bunch of people couldn't wait to play around with the texture set. Thanks to skillsaw and friends, we now have Ancient Aliens. Released in 2016, it's a Boom-compatible megaWAD with some ZDoom / Eternity extras that only serve to enhance the experience.
Monday, September 5, 2016
After an enormous outpouring of material in 2011, valkiriforce's enthusiasm seemed to taper off, apparently ending in 2013 with the release of PULSE, sort of a rarities collection of rejects and stuff he had laying around from various efforts. They always come back, though, and while the majority of 2016's Vispire may be rooted in a collection of speedmapping sessions in 2013, the rest comes from a few sporadic bursts in 2015 and 2016. Altogether, it's a new 17-level megaWAD for Doom II, though I've gotta warn you if you're expecting something like Doom Core or Reverie. Vispire has a style all its own.
Monday, August 29, 2016
At the risk of repeating myself... Plenty of Doom authors have opened up the editor and, imagination brimming, set out to make a full megaWAD. Sometimes, things work out! Often, though, they don't. In Katamori's case, his vanilla megaWAD - Somewhere in Time - suffered a major setback when he lost some of the work around the MAP15 hump and beyond, I believe due to a computer malfunction / hard drive failure / something of the like. After attempting to muster enough gumption to push through, Schmidt gave up, instead capping off the work he had finished and released this fifteen (well, sixteen) Doom II map set in 2016.
Wednesday, August 24, 2016
Lots of Doom authors set out to make a megaWAD. Many never make it to replacing all 32 levels, and oftentimes the half-finished works languish in obscurity, something to be worked on a rainy day. Occasionally, the author sees fit to put the finishing touches on it and shove it out the door, grateful to be clean of it. The players may despair of what may have been, as was the case with Vanguard, but at least they have something that is. Released in 2016, Jay Townsend's Nex Credo follows in that grand tradition. It's an 11-level episode for Doom II and it appears that the intention was to pattern a megaWAD after Doom II's themes, but sketched with Jay's hand.
Sunday, August 21, 2016
SINS OF THE FLESH
by "zrrion the insect"
by "zrrion the insect"
When I committed myself to reviewing zrrion's back catalog in preparation to the curiously strong Mouldy Old Void, I did not know that he had another release languishing somewhere in a half-assed (but good-intentioned) community project. Thankfully, he was kind enough to pull this level back out for a solo publication and a gentle reminder to me that it was now out in the wild. Sins of the Flesh is a MAP01 replacement for Doom II to be played in GZDoom. Made sometime in 2014 but released to the archives in 2016, it's also sort of an aesthetic sequel to his previous The Blood of Virgins.
Sunday, August 14, 2016
The Doom community has a distinctly international flair. It isn't immediately obvious since many of them are pretty good English typists, but a considerable number have their own personal forums, like the massive Russian Doom community and the smaller but no less treasured French Doom community. Enter the Japanese Doom community, a group of individuals that I assume must be tightly knit. I'm no games historian, but I understand that PC gaming has been a niche activity in Japan, and while Doom has been ported to what seems like anything and everything, the tools used for content creation - specifically, levels - are an entirely different matter. The JDC is no less passionate, though, and from them comes one of 2016's biggest surprises: the Japanese Community Project, a full-fledged megaWAD for limit-removing ports.