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Status Updates posted by kmxexii
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The Day of Chains by @Serious_MOod (review posted 12/29/17)
A cool E2-style map with lots of interconnectivity and action.
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look up there in space! is it a bird? is it a plane? no! it's a Gothic metal orbital platform for my review of Europa 3: The Dark Side of Vrack by @Erik
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FAKE TITLEPIC for 1 Day of Hellish Revenge by @Nebula-Kristian
While backfilling the screenshots that Imgur disconnected I've been making fake titlepics for the older reviews. The 20 Days in Hell trilogy has Doomguy shot buy a mugger and whisked away to Hell where he is rescued by his wife (32 Hours in Pain). In 1 Day of Hellish Revenge, Doomguy is still reeling from the scars incurred from his captive torture and believes that the only way to come to terms with his ordeal will be to enter and then exit Hell on his own terms, blasting all the way. The intent was to portray a still terrified Doomguy getting a fresh look at some Hellish topography. It's a really simple edit that layers a screenshot from the first level over this stock photo. The font is the same as from the Ye Olde Smudge titlepic - Versal Gothic.
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Getting close to putting a bow on Chris Lutz's authorial career with my review of Hellscape, a 2017 Cacoward runner-up, by @Lutz (posted yesterday, 11/25/19).
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As i previously hinted toward, my review of Doom 64: The Lost Levels by @Kaiser is up. please to be enjoying some bonus screenshots that did not make the review
the starting area from MAP38 sticks out like a sore thumb in here as far as visually interesting stuff but when I was selecting stuff from it I tended toward its more breathtaking minimalism. There is also a pretty cool dungeon hall scene from MAP37 that doomguy's fist snuck into \/[]\/
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Hell's Arena by @Volte (review posted 08/25/19)
A simple, fun combat setup with corner platforms and a ground killing floor. I thought that it would make for a neat setpiece in a larger level and, indeed, Simon uses a similar idea in his followup, Complex 867...
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umm, well, kicking off the last of the big Community Chest single level contributors with my review of Simphony of Death by @Sphagne. The huge-ass orchestra hall makes for a great example of early macrotecture.
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Mortiser 4: Chemical Plant by Sam Woodman aka @Metabolist (review posted 04/12/18)
Slightly tougher fare from Sam, ditching the arctic theme of the previous levels for these grimy sewers. It still has a pretty flat layout but the action is more intimate and the adequate copy and paste detailing is augmented by some nice lightcasting.
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The Park by John J. Bye aka "Spook" (review posted 08/27/19)
John released two teasers for his Cygnus IV before its final release. The Park came first and showcased his "new" direction following the release of Magnum Opus. In some ways it has many of the same elements as Garden of Delight and Hall of the Mountain King. In others, though, it hints at the haunting atmosphere and quasi-realism that marks the rest of CYGNUSIV.
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returning with my review of Silent Halls by @Memfis, a lovely classically-inspired level with relatively low-key combat.
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here is my review of another early @Espi level, E2M1ER. it's even e2m1er than e2m1! Actually, it's not, I just wanted to make that pun. E2M1ER is highly interconnected and full of author traits that I saw come to fruition in Suspended in Dusk, minus the whole "pushing vanilla to its absolute limit" thing.
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Revolution! by Thomas van der Velden @t.v. (review posted 04/17/18)
Revolution is one of the tastiest classical megaWADs I've ever played. The difficulty is relatively easygoing, the levels are short, and it's chock full of both fun gimmicks and DoomCute centerpieces. I love the Quake II-ish interactive machinery bits and the new, non-stock resources. The latter levels are a little more about the abstract combat which is only understandable since you're kicking around in the Realm of Chaos. I highly recommend it if you haven't already.
P.S. thanks to @fraggle and @The Green Herring for attempting to answer my questions about TVR's story.
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Max Saga: Escape From Skull Dungeon by Mike MacDee aka @Impie (review posted July 8, 2019)
Based on the Mighty Max toyset of the same name. It isn't a 1-for-1 conversion (thankfully) but you can see some details reflected in the design. The most important detail to know is that the monsters have to open the cell door for you. If you kill your sinister saviors before you leave, well, reload and try again.
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Maze - BIG IS BEAUTIFUL by "Spooky" John Bye (review posted July 10, 2019)
Bye's second-ever crafted world. It's ugly as sin but the actual maze is one of those feats of arcane engineering that you can't help but admire... chiefly because the top layer is basically one big-ass door that you can open. Once.
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Darker by Malcolm Sailor (review posted May 1, 2018)
If you ever find yourself thinking that you are incapable of learning how to make cool maps, take a look at Malcolm Sailor's debut - what little of it that you can see - and then compare it to CHORD3. It's about as inauspicious a beginning as things get. When people suggest for you to look to the original Doom and Doom II levels for inspiration, well, that's what he would go on to do next. His level design was much better for it, too.
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Here are two updates!
My review of Suteni wraps up the entirety of @Memfis's 2012 output.
More recently, my review of Dark Tide finishes off all of @Lutz's solo work... for now!
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Out of Phase II by Karthik Abhiram (review posted July 12, 2019)
Two levels built on the back of two of Karthik's submissions to Doomworld Speedmapping Sessions. The first is closer to the original, cramped Out of Phase. The second feels like a significant leap forward in Abhiram's heretofore clumsy level design.
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Digging slightly deeper into Gene Bird's catalogue with my review of Blind Alley M., "The Citadel" by @Searcher. Like "The Boardwalk", it became part of the first Community Chest.
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Rule the World! by Malcolm Sailor (review posted May 6, 2018)
A little bit of "Gotcha!", a lot of a bit of "Nirvana". Its four disparate areas are joined by teleporter and the light levels are geared toward its more action-oriented gameplay. This was individually published before being re-released as part of 3PACK_1.ZIP.
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Omelet Face by Malcolm Sailor (review posted May 11, 2018)
Sailor's third release - contained within 3PACK_1.ZIP - is a hybrid between "The Living End" and the glowing coal portion of "Spirit World", complete with a ton of arachnotrons and two Masterminds. The starting area is more appealing unless you absolutely love laying down suppresion fire with rockets. Which, yeah, I can dig.
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Here is a link to my review of Counterattack by Brett Harrell aka @Mechadon (posted today, 09/17/19)
I don't think that I'll be doing the mini-writeups for profile posts anymore because I am already managing review syndication on Tumblr and Twitter. Ideally I'd make a higher-visibility thread like @Not Jabba where I just post links but I don't have my blog where I'd yet like it.
Other reviews posted:
The Subway by John J. Bye aka "Spook" (review posted 08/27/19)
Sacrifice (Doom Tutorial) by John J. Bye aka "Spook" (review posted 08/27/19)
Congestion Control by Karthik Abhiram Krishna @Karthik (review posted 08/29/19)
ICARUMEM by @Memfis (review posted 09/07/19)
Installation A by Alex Parsons @nobbjob (review posted 09/09/19)
Complex 867 by Simon Broadhead @Volte (review posted 09/11/19)
Gestalt666's Town of Heresy by John J. Bye aka "Gestalt666" (review posted 09/13/19)
Out of Phase III: One Cloudy Afternoon by Karthik Abhiram Krishna @Karthik (review posted 09/15/19)
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TEKRKBRN by Malcolm Sailor (review posted May 16, 2018)
Released alongside Omelet Face as a part of 3PACK_1.ZIP. It's a stringy sort of techbase level with a dungeon aspect. Some of the setups are cool but you can break this map fairly easily in the latter portion. At least, I managed to during my initial playthrough.
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Smooth Doom by @Gifty (review posted July 17, 2019)
This tries to smooth over some of the strangeness brought on by actor interpolation in source ports. It also has a bunch of other fun little options regarding things like gore, casings, and even the ability to use Doom 64's kit that work as minor gameplay mods in their own right.