Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited

Status Replies posted by Scotty

  1. Been pimping up a 6 year old map this week, for Ultimate Doom in Name Only! It needed it...



    @cannonball @dobu gabu maru

    1. Scotty


      Just gotta find an hour for finishing touches and do skill settings, then it is ready :)

    2. (See 2 other replies to this status update)

  2. Mapping goals for the remainder of this month, in order:


    1. Finish 1k Lines 3 map (70% complete)
    2. Secret map for secret wad (99% done, only final tweaks are needed)
    3. Make Cydonia map32 and move that wad to RC state
    4. Tweaks and skill settings for Abandon, at long last (2 maps worth)


    Posting this publicly to try and encourage myself to achieve all 4 goals.

    1. Scotty


      1k3 map more or less in the bag :)


  3. New PWADs Played, FYE 2021 part II ( for part I, see here)



    Infraworld: Coma Moonlight by Stormcatcher.77

    Notes: RC2. Second entry in what will hopefully be an ongoing series for the author. Originally slated for last year's Refracted Reality project, depicting a nocturnal crumbling castle/astral dreamscape. The extremely complex and vertical layout is very involved (and involving) to traverse, with full support for jumping and crouching allowing for a highly personalized route. This complexity of navigation is offset by mostly very light action, making for a relaxing experience. Unrelated/irrevelant trivia: first new PWAD played on the spanking-new gaming machine I acquired almost purely to keep up with modern Doom.



    I. H. N. I. Episode 1 by Kraja

    Notes: Version 7b. Short mapset feels like a survival from the classical era of the ZDoom engine, with a modern degree of polish and tuning. Realistic setting and simple but well-paced action, and lots of surprises. Check it out.

    Barnum & Barons by LindaIsHere

    Notes: Quirky circus-themed set with an oddly intriguing implied narrative, for those who enjoy imagining such things. One of the two secret levels is even weirder than the rest. A bit buggy throughout and perhaps occasionally slightly obtuse, but a memorable experience nonetheless.

    Nightwalk by Adahn

    Department Store of Doom by Adahn

    Trouble in Rubble City by BigBossHeinzohn

    Notes: Debut map in a realistic style. Some my-first-map issues as to be expected, but lots of creative energy apparent. Seems meant for a gameplay mod, but plays fine without.

    Generic Slaughter Map by Aicidia

    Putrefaction Labs by mittenz

    Doom: Toxicity by Paar - FDA

    Notes: Enjoyable Knee Deep experience from the author of "The Chasm of Sinful", elsewhere on the list.



    WRESTLEMAPIA I by MajorArlene and BluePineapple72

    Notes: oh ma GAWD she's stompin' a mudhole in 'im 'an WALKIN' IT DRY

    Operation CyberHell by HLRaven - FDAs



    Lullaby by Danlex

    Notes: A visual marvel in a high-contrast astral void theme. Very regimented (though non-linear) structure hosting a variety of very accessible setpiece fights and three tricky secrets.



    Wiremaster Ritual by Misty - FDA

    Notes: RC1.

    Long-term Storage and Gore Processing by _sink - FDAs

    Notes: Another of the year's many promising debuts.

    To the Portal! by kinker31 - FDA

    Notes: Original upload version. Billed as vanilla-compatible, but a bug/oversight means the switch-actuated crushers meant to kill a number of caged monsters don't work, instead just harmlessly bonking them on the head a bit. Map is still quite playable despite this, though.

    DreamTek by Orcsbreath - FDA

    Notes: V1.2. Vaguely Deimos-y facility map based on a dream. Slightly eccentric gameplay that is both uncomplicated and fun. I continue to be rather fond of this new author's work.

    Playstation DOOM Reloaded by RHG 45 and Yikesdude794

    Notes: V1.0. GZDoom. Port capabilities are used to simulate the look and feel of the old PSX conversion, including such details as slightly choppier animations and some subtly modified enemy stats/behaviors (untampered PC Doom player movement). Two 30+ level episodes of mostly slow-paced, straightforward action with frequent IWAD homages/references and the requisite Aubrey Hodges soundtrack, likely to appeal to fans of this version of Doom.



    Wolfenstein: Blade of Agony

    Notes: Verboten v3.0 version. Episodes 1 and 2 were released serially in previous years; the concluding E3 is new this year, with many technical and mechanical updates to the older episodes as well. E3 continues in a similar vein as E2, with increasingly grandiose and lengthy missions that communicate a great variety in settings (within the frame of the more or less realistic WWII setting) and game mechanics alike. Proceedings are thus never dull, though sometimes the piles and piles of ideas and other stuff arguably operates contrary to good flow and good sense (and perhaps occasionally good taste, depending on one's views). As a whole package, this is indubitably one of the most involved achievements in modding in the community's long history, though like so much else to have come from this workgroup over the years, its gloss is marred not simply by social controversy but by a more fundamental lack of creative focus and directorial maturity. Nonetheless, it's a memorable experience that I would recommend to everyone at least once (by the time you're reading this, an updated version should be available, which presumably addresses various content-related controversies, and hopefully some general bugginess/user-friendliness issues as well).



    Perpetual Powers by Lorenz0 and a few special guests

    Notes: Version RC2. GZDoom. Three episodes in three colorful themes, complemented by a well-chosen array of existing BGM tracks both new and classic. Tends heavily towards a modern encounter-focused style (with a diversion on occasion), but should be accessible for a wide range of players.

    Rescuing Ducino by Al War
    No Health (1 + 2) by Engired
    Notes: Does what it says on the tin. An uncommon yet nevertheless familiar concept to niche/challenge-oriented players, this is a bit more gentle than many other entries in the genre and may be a good choice for someone looking to try this particular mode out for the first time.

    Chilled Chicken by various authors - FDA

    Notes: Single limit-removing map with eight different authors working in tandem. Stock textures. Perhaps expectedly, whipsaws about in style/tone/difficulty, but is an enjoyable playthrough nonetheless. Good for players who like it oldschool/abstract/eclectic.

    Twisted Reality by Zedonk

    Notes: v1.0. A rare single map for Hexen, via GZDoom. I played on skill 4, using the Mage. Simple aesthetics belie highly creative scripting and clever use of portals and silent teleporters (some inspiration from the Doom classic "Impossible: A New Reality" perhaps?). The final wave-based battle is one of the best I've seen for Hexen, though granted most don't think of it as a particularly fight-y game. Nevertheless, highly recommended for Hexen fans, and perhaps for those who might be interested in a much more streamlined vision of the game as well.



    DBP37: Auger; Zenith by various authors - FDAs

    Notes: RC1. Shortly after I downloaded/played, RC2 emerged, including a new m22 (an end credits map, customary for the series) and a few bugfixes. In this pack, m10 is DNF due to another instance of the all-ghosts bug, which seems to haunt this series of late. m19 has a likely softlock at the last elevator which IIRC is not yet fixed in current version; in the recording I suicide and replay to the finish, however. Another entry in this popular series, this time with a dystopian neon cyberpunk theme. A longer-form structure with a more definite sense of narrative and some unexpected sidetracks as well as a level of action that's a bit hotter than is typical for the series make this one of the stronger DBPs to date.



    Jailbreak by Mr. Misfire - FDA

    Notes: V1

    Ancient Temple by Zion

    Notes: GZDoom. Strong visuals and atmosphere by a new/unknown mapper, using OTEX and some more traditional gothic assets to create something like a stone gibbet towering high into bloodred skies, leading up to an ominous ring of standing stones. Classic BGM selection makes for a nice contrast with the new textures. Solid action, fairly tight ammo balance. This one has passed a lot of people by, but I think many of you will enjoy this. Check it out.

    Great Treasure by MiMa DM

    GZDoom. From the same satellite community (and same competition) as Banana Factory Accident, elsewhere on the list. Birds of a feather, so to speak -- same crude sense of humor, a narrative that "really goes places", etc. This one is framed like the modern Doom games, i.e. a series of arena battles where monsters spawn in in waves, some of the action gets quite intense indeed. BFA was the competition winner, but of the two "Broleg" WADs to make their way here I actually prefer this one.



    Heartland by Skillsaw

    Notes: idgames version. Fresh hell comes to the rust belt in this sweeping and bloody adventure by one of the modern masters, showcasing the untapped potential of the Eternity Engine.



    Full Moon by various authors

    Notes: Third and final part of the "Moon" speedmap CP trilogy, along with "Tenth Gear" and "Halfmoon", elsewhere on the list. A few bugs of varying levels of severity (and occasionally, hilarity) here and there if played in "Boom" spec (read: -cl 9), presumably not present in GZDoom. The extra 30 minutes allowed for each map vs. Halfmoon is mostly invisible, to my eyes. What may surprise fans of the previous installments, and of this type of inclusive newcomer CP in general, is that this is basically an openly challenge-oriented set from start to finish, with sensibilities ranging from "hardnosed" to "open your meme-hole and say ahh."



    Fragor Portum by RiviTheWarlock - FDAs

    Notes: idgames version. Short episode with a space station/industrial theme. In the FDAs pack, m05 is DNF due to a switchpress sequence break (at the console in the huge central courtyard) resulting in a softlock; I replayed the map in full shortly after diagnosing the problem. Despite a lot of rough edges, this mapset is charming, with a lot of Doomcute energy and a sense of playfulness that contrasts with its somewhat stark/sterile texture theme.

    Viscous Realms by Horus - FDA

    Notes: Large map set in a nebulous Otherworld, where brimstone, blood and bile flow freely. A feeling of gloom and unease predominates in spite of the colorful visual scheme. Houses some tricky encounters and a thing balance set so that you can never quite get comfortable, as well as one of the most hideously demonic trials you can find this year: a math problem. Solving the many secrets and puzzles is optional, but is the key to gaining an edge.

    Ruins of Sathryn by Endless - FDA

    Notes: RC2 I think? Seems to be some nodebuilding issues in this version (monsters occasionally fall into the ground/etc.), but still quite playable. Outdoor desert/ruins map by the main organizer of the WADazine. A hearty dose of action in a relatively small space/runtime, with a lot of quasi-platformy emphasis on dashing around hoovering up goodies (alongside the killing).

    Demons of Shiga by Origamyde

    Notes: v1.1. Feels like an expansion or extra level for the author's debut release, "The City of Dread", elsewhere on the list.



    WMC02: Thy Flesh Vored by various authors - FDAs

    Notes: RC3.



    Cosmogenesis by NoReason

    Notes: idgames version. Hypermassive macroslaughter suitable primarily for dedicated genre enthusiasts. m05 contains just under 75,000 monsters; maps 01-04 are this same map divvied up into smaller portions purely for the sake of performance. Includes a high-contrast new color palette (green is plasma-charged, reds are replaced with magenta and mauve, etc.) and textures from some rarely-used packs provide a soothing accent to the carnage. Don't be fooled by the somewhat ridiculous stats, this is more than a modern Holy Hell or similar, and there is a lot of smart design here. Still, be sure you understand what you're getting into and adjust your expectations, playing habits and perhaps schedule accordingly if you're going to partake.



    Valhalla Project by arch_93

    Notes: Played with GZDoom. Adventure mapset in a 'Russian realist' vein, themed around ancient civilizations. Strongly assumes continuous play. Straightforward appearance and design belie some striking scenes and ideas as one gets farther in.

    32 Piece Cliptucky Fried Chicken Special! by Clippy

    Notes: GZDoom. Full set of 32 small maps. Each map contains the same number of monsters as its mapslot (so for example, map 10 has 10 monsters, map 11 has 11 monsters, and so on). Not a conventional Doom experience, this is a grab-bag of gimmick/concept-maps with a humorous tone, with an impressive variety of ideas on display. Very short runtime (my full playthrough was somewhere around 90 minutes, and I am not fast) and a low skill floor make this a sure crowd-pleaser.



    Angry Quilt by various authors

    Notes: In the spirit of the old Exquisite Corpse project, a map comprised of 16 different square chambers, each measuring 512 x 512 units, by 15 different authors.

    claustrophobia.wad by spindel



    Belial's Keep by smeghammer

    Notes: GZDoom. A brick/iron keep floating in a fiery, burning sea somewhere in the outback of Hell. Highly complicated 3D design with many nested layers/floors shows the author's rapidly growing facility for worldbuilding. Progression can be rather disjointed/obtuse, on the other hand, especially early on. A number of powerful custom/R667 monsters inhabit the place, but the marine is armed to the teeth from almost the outset, so they don't stand a chance.



    Deadly Standards 3 (a.k.a. Atypic Death) by various authors - FDAs

    Notes: RC2. Various bugs in this version, most notably ZDoomisms in E3M9 and some node problems in E3M8, but all maps are completable. Full replacement for Doom's third episode, favoring a surreal void-based liminal realm rather than fire and brimstone inferno (though there is a bit of that as well). Strong sense of variety in a moderately-sized package, with each author making the theme their own and offering their own distinct kind of gameplay.



    Zone 400 by PCorf - FDAs pack

    Notes: Final idgames version, from July 24th.



    The Descent of Evil by TOVA



    Enigma of Sector Sigma by Albatross

    Notes: Played with Eternity Engine. Modern encounter-focused mapset, not so 'rough' but a lotta 'tumble', with some modified monsters (alongside rather than in place of the classics) and an extremely bright, colorful aesthetic.



    Nameless by Jimmy

    Notes: RC1. Realms Deep 2021 mapjam participant.



    DBK01: Dungeon Synths by various authors

    Notes: RC1.1, played with ZDoom. Short episode by former members of the DBP group, featuring a whimsical theme of gothic castles with steampunk and neon elements. Lovely music. Should readily appeal to fans of the established DBP series.



    The Deep by Major Arlene

    Notes: RC1. Realms Deep 2021 mapjam participant.

    Soaked in Blood by T.Will

    Notes: RC2. KDitD replacement in a familiar vein....more or less. Initially feels starkly traditionalist with obvious map/mapslot homages to the original episode, but develops its own particular cadence over time, the latter half sporting a liberally expanded sense of both space and bodycount. A certain dry sense of humor seems evident, and the secret map is not quite what one might expect. Recommended for fans of re-imagined classics.



    Skulltiverse by various authors

    Notes: Fixed idgames version. Direct sequel to Hellevator, elsewhere on the list.



    Hakros Complex by hakros

    The Red Tower by evil_scientist

    Mountain Lab by ArchRevival

    Monroe's Killer by TheGreenZap

    The Deep Labs by Doomax

    Notes: Quality debut from a new mapper. Mid-sized map in an quietly creepy Deimos-for-Doom-II vein with strong mood lighting and lots of secrets. Hope to see more from this author in future.

    Scream of the Triad by EmoLevelDesigner

    Notes: RoTT-themed; uses Return of the Triad mod as an IWAD/base (download link available in thread). Realms Deep 2021 mapjam participant.

    Basilica of a Thousand Torments by IvanDobrovski

    Notes: Quake-themed; uses a Quake-based mod I'm not otherwise familiar with, bundled with the download. Realms Deep 2021 mapjam participant.




    The Hanging House by DevilMyEyes

    Big Dill by Killerratte

    Notes: Deceptively sprawling and non-linear level with a mixed techbase look. The music is not the only thing that's sassy here.

    deceased.cable by Obsidian and Fuzzball

    Notes: Sid i thought we were cool dog



    Warspite by Yukarin - FDAs



    Zzul Bases by Killer5

    Notes: Three small-medium dark metal voidbases and one bonus map using the new MBF21 format. Mainline progression in the main maps is surprisingly accessible and focuses on nonlinear room-by-room blitzes; the author's trademark webs of secrets again hold much of the real draw and intrigue, revealing rewards ranging from tasty goodies to intense ambushes to ominous puzzle sequences. The bonus map in slot 31 is a very difficult platforming affair, for enthusiasts only.

    Meatbox Slam! by clamgor

    Notes: Quite the title. Stock-textured showdown-type map with lots of energy/moving parts, and a particularly memorable opening room. Check it out.

    Cycle of Sorrow by CHAINMAIL



    Don't Get Burned by RetroAkaMe

    Notes: Highly conceptual/experimental WAD based on arch-viles and their eccentricities. Interesting, but very, very rough in execution.



    Slith by Pistoolkip - FDAs

    Notes: v1.07

    Grotto of the Scorned by Valhen

    Notes: V2, played with Eternity. Most ambitious work by this author this year (so far), with a look and feel which put me in mind of a lost Alien Vendetta map in both pacing and tone. Colorful, claustrophobic, and dangerous.



    Interstice by Dunn (& Dunn)

    Notes: v1.1. Puzzle-type map with an abstract voidbase theme (which seems a genre standard setting for this type of map at this point). Simply reaching an exit is quite manageable if your Doom trivia power-ranking is reasonable; finding all of the secrets and seeing everything is quite a bit more of a brain-teaser. Some closed gauntlet-type encounters are present for contrast (mainly along the secret path), but it's the puzzles that are the highlight here.

    DBP 38: Chronicles of Ghost Town by various authors

    Notes: Sort of a wasteland/funereal theme this time (some Plutonia reference is also a given). Abandoned an FDAs pack for this one due to mounting levels of buggy-ness in later maps (which, bugs aside, are also generally the highlights of design this time). Business as usual for this long-running, popular series.



    Uprising by Cheesewheel

    Notes: RC2, played with Eternity. Fresh reimagining of the classic/fundamental Doom II story from the author of last year's CPD. A long but thoughtfully composed campaign with plenty of action and a few new foes that seems to find itself a place somewhere between classical and Alm-era references and more contemporary expectations in terms of pacing and tone, impressive for a single author. Check it out if you're up for something with a bit of an old soul, but with a bit of a modern flair.



    Down the Drain by Benjogami

    Notes: RC1. Gives the outward impression of a quaint/innocuous 90's era compilation WAD in look and general tone (music, ancient map tropes, etc.), but there's definitely a ghost in this machine, seemingly a very bitter one. Strange balance and strange progression schema spur you on through increasingly strange environments. TBH I suspect most players will find this baffling, or even actively unpleasant, but it's an intriguing and memorable experience for those on a certain wavelength.



    Tarnsman's Projectile Hell by Tarnsman

    Notes: RC2, Eternity version. Colorful, fast-paced, occasionally outlandish and always cheeky project which is both a goldmine of unexpected thematic diversions and a codex of insider-baseball mapping tropes.



    The Mean Green 2 by Chris Hansen (no, not the one who asks you to "have a seat over there")

    Notes: Continuation of a series begun in 2019 by a veteran mapper. Sassier and spicier than the first part by far. Good to see this author rediscovering a sadistic fondness for damage-floor.



    Tricked and Trapped by Soulless

    Notes: RC3. Clean/sterile industrial theme with some unusual medieval touches later on. Lots of traditionally-actuated moving parts (switches, lifts, deadfalls, etc.) and some very light scripting as well as a consistent sense of claustrophobia/spacial constraint dominates, making for a deceptively dynamic and indeed very trap-heavy environment. One of the author's most technically sophisticated releases to date.

    Dark and Forgotten by Endless

    Notes: RC1. Requires a relatively recent version of the OTEX texture pack to be loaded separately. Plays like a challenge-oriented set from an age long gone.

    The End by Clippy

    Notes: More of the manic concept-oriented design and late-90s retro look which has been the author's stock in trade this year, here in a more expanded form. Lots of bad guys and lots of danger here, but play along with the author's whims and you'll be fine. Also possible to exit the map without ever leaving the starting platform with just a bit of pacifist-trolling. Map 02 is the same as map 01, but played from a different starting point, making for an interesting contrast.

    Silver Edge by Paul977

    Notes: New entry from one of the classic "gauntlet" style's major modern proponents. Short in duration, abstract in theme, drum-tight in balance.



    Haste by various authors
    Notes: v1.3. Big things come in "small" packages. 17-map set of relatively compact yet fiercely unadulterated levels, in wildly and imaginatively varying theme, by a 'supergroup' of several of today's finest purveyors of slaughter & challenge-oriented mapping.



    Hell Cellar by c0deNull

    Rapidfire by jazzmaster9

    Notes: RC4

    Verdant Hollow by Makedounia

    Notes: Spacious map with a green caves/earth theme from a new author. Has a look and feel in some ways reminiscent of early maps from Speed of Doom, unusual (but hardly unwelcome) in a debut map.

    Dereliction Derby by PinkKittyRose

    Notes: V1. Sprawling, polished techbase up in the mountains somewhere (plus endmap) with a marked slant towards representational or "doomcute" detailing. Starts about as you'd expect, ramps up into some genuinely surprising and gratuitous displays of mass violence. Very impressive debut.



    DBP 39: Carnage Oasis by various authors

    Notes: This one uses a desert base theme which reminds more than anything of Darkening II, though the asset pack is not shared. A broader number of authors than is typically involved in these projects gives this iteration a little stylistic more range than usual, though the typically on-brand sense of prim restraint reigns this back in to a degree. Unfortunately, once again very buggy, perhaps moreso than usual. Generally speaking, business as usual for this long-running, popular series.



    Atmospheric Extinction by Velvetic
    Notes: RC4. Triptych of short, 3-level episodes making exquisite use of the OTEX resource for an uncommonly lush visual presentation. Features a bespoke OST by the author with a number of memorable tunes new to my ears (and likely yours as well). Gameplay mild to moderate, occasionally laconic, suitable for a wide range of player skill.



    Cydonia by AD_79 and Scotty

    Notes: Beta 2. For The Plutonia Experiment. Authentically-styled tribute to the most iconic mapping joint of the Brothers Casali. Smart, efficient, and well-honed layouts that capture the rough-and-tumble feel of the original without being overly reliant on direct homage. Lots of fun. A later update is meant to add a second secret map in slot 32.



    Arceon by DMPhobos

    Notes: RC2. Six-level episode using OTEX for an almost curricular examination of the ins and outs of modern techbase design, with a marked slant towards looping, non-linear sensibility. More variety and range in action and content than one might initially expect from a rigid dedication to the 'regular' techbase theme. m06 is a particularly impressive work of craft in layout design. Great OST, partially bespoke, by a selection of familiar community musicians.



    Old Still Life by Rednov

    Notes: 11-map campaign combining a realistic aesthetic style with a decidedly surreal atmosphere. Gameplay comprises an unusual blend of brain-teasers, traversal-based puzzles, tough/gritty gauntlet-style encounters, and a wide variety of apparent influences and references, both old and new. Dozens of obscure secrets and an occasionally severe sense of balance make continuous play and/or HMP advisable for most first-time players. Difficult to pin down or attribute to any particular trend or counter-trend, this is a deep cut for the most adventurous among you.



    Towen by hjordan159
    Notes: No longer available for download as of time of posting. GZDoom. Large, effects-heavy castle/gothic map with something of a kitchen-sink design sensibility.

    Dread Factory by sectrslayr

    Notes: Current version as of this date (unlabeled). Scrappy tech/fortress setting rendered in OTEX. The more survivalist, encounter-focused design is a marked contrast with the author's KDitD-inspired work from earlier in the year, and shows range on his/her part. I would be interested in seeing the earlier, allegedly " "unfair" " version of this.
    Shark in a Puddle by xdarkmasterx

    Notes: lol

    Ode to the Odonata by Jimmy



    Just a Mapset: E1 by Vortale

    Notes: RC2. Conspicuously inconspicuous title glibly conceals an exuberant release pulling in many different creative directions over its substantial 12-map length. Weapons and most enemies have been given slight buffs/tweaks, making core game balance most reminiscent of relatively recent throwback-style partial conversions, ala Ray Mohawk, Rowdy Rudy, etc., with grungy, schlocky cyber-troma aesthetic to match; a bit more edge/challenge to proceedings than with either of those sets, perhaps. Most of the maps have a very distinct concept or gimmick to them (and widely varying visual themes to match), many of which will be familiar to veterans of PWADs, a few of which are quite fresh, and all of which are delivered with obvious gusto. Pacing perhaps bogs down a bit in the last map or two, but nevertheless a great sense of creative energy is evident throughout, and the variety on display is impressive.



    Blasphemous Experiments by Cacowad

    Notes: RC1, played with ZDoom. A collection of Heretic maps from across the span of its author's mapping career, assembled into a complete 9-map episode. Uses texture assets from Blasphemer (the Heretic equivalent of the FreeDoom project, for those not in the know), giving the settings a grittier, drearier look vs. classic Heretic. Relatively humble beginnings of earlier maps give way to some impressively sweeping, grandiose constructions, particularly in E1M6 (my favorite) and E1M7.


    WMC03: Biophilia by various authors

    Notes: RC1, played with k8vavoom. Contains: Trees, bases, tree-bases, dumpy little gremlin ravers (WTF?), puns. m06 is the highlight.

    Rapidfire 2 by jazzmaster9
    Notes: RC2. Reads like an alternate take on the first Rapidfire, both thematically and compositionally.



    Axolotl by Xyzzy01

    Notes: It's spelled Roebuck's but it's *pronounced* Throat-Warbler Mangrove

    The Harrowing of Men by smeghammer

    Notes: RC1. More abstract and experimental than the author's other releases this year, while retaining the heavily 3D, building-based design style. This initial RC is somewhat buggy, but still quite playable. Progression is again rather odd, especially in the early going. Perambulate the grounds, scale to the roof, warp out of there, blasting the smattering of hellspawn with the scads and scads of bullets & bombs again provided.

    The Long Trek Back Home by hervoheebo



    Judgment by Rayziik

    Notes: RC1. Career-spanning omnibus megaWAD, arranged as a single campaign. Refitted for the new MBF21 standard, with various new monsters and some minor tweaks to the player's arsenal for a different feel. A wide variety of texture schemes / level themes are present, with a gritty gothic feel seguing into some post-Sunlust metal/neon abstraction in the final/most recent minisode. The wide span of time in the creator's career covered by the WAD is readily evident to the seasoned eye, but the experience is fun throughout, with an upbeat / fights-forward immediacy to the action and mostly mid-sized or smaller levels making for a more digestible experience than some might expect, given the range of influences expressed.



    DBP 40: Funnelcake Apparitions by various authors

    Notes: RC1. Happy Time Circus theme in general, though with a lighter tone, and typically casual / concise level design. Less buggy than other DBPs in the second half of the year. Business as usual for this long-running, popular series; worth a look to a newcomer for the unusual theme.



    Alpha Major by KineticBeverage

    Notes: RC3. Inspired by the (mildly infamous) cavalier / borderline unreasonable/dysfunctional balance of Dimensions, by Killer5, with a more po-mo color-forward neon/metal abstract theme. Rather extreme in spots, the author's understanding of the specific niche-within-a-niche is evident in the design's ability to overcome the somewhat RNG-dependent wildcard nature of its predecessor while communicating a similar frantic energy, though it is still far outside the bounds of what most players will find palatable.



    Literalism by various authors

    Notes: "Final" version. CP where designers were tasked with designing a level based on a pre-assigned, randomly generated (?) map name. Fairly consistent quality for a CP, lots of visual drama, though the arrangement of the map roster has had the side-effect of it peaking in the middle and trailing off towards the end somewhat.



    Fractured Worlds by Nirvana, Scotty, and Insane_Gazebo

    Notes: v1.6. Intelligent, well-schooled evolution of the Stardate/post-Stardate sub-genre. Powerfully focused aesthetics and production design, with a truly impressive variety of innovative encounter-designs.



    Ad Mortem by various authors

    Notes: V3. Vaguely Halloween-themed CP from the /vr/ satellite community. Lots of Blood influence and some strikingly attractive new weapon sprites. Thread activity suggests this may be an incomplete release that will see more maps in the future; I'll believe it when I see it, but this would be quite welcome. The spooky autumnal atmosphere and variety of map styles with a marked adventure-style lean make for something quite appealing. This is easily the best comp release to come from this community to date, and even in its incomplete state is low-key one of the most consistently strong CPs to come out this year, in competition with 1KL3 and other high-profile Doomworld-based releases. Check it out.



    Chikai Jigoku by ShiroiAkuma51



    Warglaive by EANB

    Wormwood ]I[ by Grain of Salt and Ribbiks

    Notes: Continuation of an ongoing Halloween tradition. A short and well-balanced release, contrasting relatively conventional atmosphere-forward maps with some highly mechanical, gimmick-based experimental design. Huge disparity in pitch and pace over a short duration. A bracing, spooky good time.



    Crypts of Eternity by Decay



    1000 Lines 3 CP by various authors

    Notes: RC1.



    The Civvie 11 Massacre by various authors

    Notes: RC4. GZDoom. "Small" CP from a satellite community based around the popular Youtuber/streamer. Arranged in hub/level-select format, ala RAMP or similar. Wide variety of level sizes and styles, many at the beginner level of design, some quite accomplished. I imagine there are a lot of references/in-jokes here, none of which I personally get, though the set's playability to an outside audience doesn't suffer as a result. Good deep-cut selections for fans of the particular idiosyncrasies of the CP format.



    Inferno by CHIEF QUEEF

    Notes: Requires OTEX to be loaded manually/separately. An outwardly simple clusterfuck scenario in a classic HR/HRII vein, more of a tactical puzzle than a straight-up fight.

    Aquarius Ruins by inflame the dragon

    Notes: Loosely inspired by the aquatic ruins stage of "Dracula's Curse." Much more chill than that stage of that game, but appealing for cross-fans nonetheless.

    Altar of Sacrifice by Esperpento



    DBP 41: Hell Revealed III (pt. 1) by various authors

    Notes: Beta 1. I am disinclined to dignify this with a real response.



    3 x 3 Take Two by various authors



    Broken Whispers by kuro_mahoh

    Notes: GZDoom. Short, linear, haunted-house style experience, no combat.

    Undermine by Benchy

    Notes: Second version/edit.

    Lunar Laceration by finnks13

    Notes: RC2. Another MBF21 release, clearly patterned after Skillsaw's Lunatic thematically. Features a few new enemies and some minor arsenal tweaks, as has been the standard for releases on the frontier of this new port spec. Maps are all compact and mostly shortform in design. More of a traditional techbase slant for most of the runtime, with terser balancing as escalation in the later maps, vs. the rollicking, soft-arena style of Skillsaw's minor classic.



    Infested by ginc

    Notes: v1.0. A variety of representational settings (museum, sewer, corporate highrise) host a marriage between traditional Doom and Doom 2016/Eternal design sensibilities: incidental exploration trades off with wave-based combat. Confidently delivered, the action scales well over the set duration and sits fairly naturally within the setting, with arenas reading well as parts believable parts of various buildings as opposed to simply as VG arenas, ala the modern Doom games.



    Gehenna by LiquidDoom

    Notes: idgames version. Phobos replacement by an established member of the Czech community. The very loose handling of the theme and approach to atmosphere (heavy Hell/abstract thematic slant in the back half) couples with straightforward, room-by-room design and slightly overscaled construction to create a very authentically "retro" feel that recalls the days of 90s webcrawling, long before the TWiD movement was a tingle in its parents' keyboards.



    Ashes: Afterglow by Vostyok, ReformedJoe, et al

    Notes: Continuation of the Ashes 2063 series/universe. More open/exploratory vs. more straightforward action-oriented design of the original and its "expansion" episode, Dead Man Walking, with more fleshed-out level/world construction and more nuance at every level of design in general.



    NoSp3 by NoReason

    Notes: MDF21. idgames version.



    Ray Mohawk 2: Ray Wreaks Havoc! by various authors

    Notes: idgames version. Fullscale sequel/expansion to the popular short episode from 2019. Immediately engaging, action-forward set with a lot of character, eliding from both its bright / sunny island aesthetic and cheerfully overclocked weapon balance, which different contributors explore in a variety of exponentially escalating ways. Strong example of an open, community-sourced project that reads as a cohesive experience, as opposed to a grab-bag of different/disparate ideas.



    DeadTech by various authors

    Notes: Beta 2. GZDoom. CP using Doom64 assets, based on the D64 Retribution conversion (if this means little to you, don't worry -- suffice to say it looks like D64 and feels like the idtech1 games, via GZDoom). Very buggy and unpolished in this version -- different maps expect you to manually rejig your graphics/emulation settings, m10 is totally nonfunctional due to broken scripting, locks/blocks of various severity present in other maps, etc. Nevertheless, the set comes out of the gate very quickly (on skill 4), and offers more than initially meets the eye, with strong concepting on display deeper in, ranging from flooded/water-based maps to timetrial countdowns to highly abstract void-based sojourns. Obviously of great interest to D64 fans, though it is probably wise to wait for the fixes of the announced Beta 3 before partaking.



    The UnMaking by Ryath

    Notes: idgames version.





    1. Scotty


      This post is nuts. How on earth do you avoid burnout?! I am glad you enjoyed Haste and Cydonia, from what i can gather here.

    2. (See 5 other replies to this status update)

  4. Map Playing/Review Repository:


    Been meaning to make one of these for a while. If you see this and you have a map or map pack or megawad you want me to play, post it under here (or PM me if you don't want it to be publically released yet).


    Content will be played primarily on Friday and Saturdays on my Twitch stream. (If you don't want it played publically I can do a written review but make no promises on the time table for that)


    All content welcome.

    1. Scotty


      Always thought a Boaty Mcboatwad playthrough might make for a fun stream, it's on idgames :) 

    2. (See 6 other replies to this status update)

  5. I will very soon be in the need of a few play testers. 9 Boom compatible maps for Plutonia. If that sounds interesting or if you know someone then PM me.




    1. Scotty


      Feel free to send them my way, I love Plutonia type mapping :) 

    2. (See 1 other reply to this status update)

  6. :WeirdChamp: 

    1. Scotty

















  7. A 2020 Cacowards review corner mini-pseudo-thread-thingie where I will play everything I haven't played this year that will be periodically updated.

    Clock Out by @Afterglow


    (disclaimer: I will eventually play Isolation after this)


    "Ready to leave work today?" "Uh, sure". Clock Out is a map clocked out of a project for going overtime, which is quite a cut above the project's intended pay grade. in any case, it is designed as a speedmap. Afterglow is one of the unsung mappers that people know for specific certain maps, but is still somehow underrated in the community by quite a lot. this map definitely reminds players of his Jagermorder levels of old, the level is reasonably sized with ebbs and flows of difficulty. highlight that rough beginning with the chaingunners, then you go from there. other chaingunner encounters prove to be difficult. the encouragement of cacodemons, which seem to be one of the guidelines in Isolation, was used to full effect here, even flinging cacodemons, literally, into the main area. the bridges section is well done. my only complaint is one of the final areas with the arch-viles on the conveyor and the cacodemon horde, which well it's difficult to even hit the former enemies there. Afterglow sure does make some of the better standalone levels in any case though.

    1. Scotty


      Thanks for tagging me just to make sure i see you slagging off my map.

    2. (See 21 other replies to this status update)

  8. Hey dude, I liked your map for 1K Lines 2. Good stuff :^)

    1. Scotty


      Glad you enjoyed :)

  9. Hi, would you mind if I used the midi from map02 of Cipher in one of my future maps? I have no exact plans for it right now, I just thought it sounded great, so I wanted to save it for the future

    1. Scotty


      Hey, the midi is originally from the wad Resurgence anyway, it is the story music i think, check the Resurgence readme or wiki page for that wad to find the correct credit :)

  10. Any really old school wads I should check out? Preferably good/decent.

    1. Scotty


      Memento Mori 2


      Fava Beans

      TVR is from 2003 but it feels 90's (in a good way)

    2. (See 8 other replies to this status update)

  11. Is there such a thing as beginner friendly slaughter wads?

    1. Scotty


      A lot of stuff should be pretty manageable on the easiest skill settings.

    2. (See 15 other replies to this status update)

  12. So watching my old LP videos, I'm really considering going back to my old style of playthroughs instead of doing everything from pistol-start. It's not that I don't want to do pistol-start runs anymore, but it's almost like there's no sense of continuity and it doesn't feel like I'm actually "progressing" through a WAD like you would a story-mode in any other video game. But the pistol-starts work as a sort of walkthrough for people planning UV-Max runs or something along those lines. 


    What do you guys think? Should I stick to pistol-starts as I did with Disjunction and Ancient Aliens? Or go back to the roots? Or does it really even matter? 

    1. Scotty


      29, 30, 32 probably. The ending of map32 is absolutely insane!

    2. (See 14 other replies to this status update)

  13. So watching my old LP videos, I'm really considering going back to my old style of playthroughs instead of doing everything from pistol-start. It's not that I don't want to do pistol-start runs anymore, but it's almost like there's no sense of continuity and it doesn't feel like I'm actually "progressing" through a WAD like you would a story-mode in any other video game. But the pistol-starts work as a sort of walkthrough for people planning UV-Max runs or something along those lines. 


    What do you guys think? Should I stick to pistol-starts as I did with Disjunction and Ancient Aliens? Or go back to the roots? Or does it really even matter? 

    1. Scotty


      Oh shit, haha, i think weapon carryovers won't make much difference on the final maps in Sunlust... they really are that difficult. Try map29 with the IDFA cheat and you'll see what i mean :D

    2. (See 14 other replies to this status update)

  14. So watching my old LP videos, I'm really considering going back to my old style of playthroughs instead of doing everything from pistol-start. It's not that I don't want to do pistol-start runs anymore, but it's almost like there's no sense of continuity and it doesn't feel like I'm actually "progressing" through a WAD like you would a story-mode in any other video game. But the pistol-starts work as a sort of walkthrough for people planning UV-Max runs or something along those lines. 


    What do you guys think? Should I stick to pistol-starts as I did with Disjunction and Ancient Aliens? Or go back to the roots? Or does it really even matter? 

    1. Scotty


      It'll make maps easier which... to be honest would make the videos better to watch in some circumstances, seeing you ranting for 20-30 minutes about balance and RNG (usually unfairly :D ) through Disjunction did get a bit grating sometimes.

    2. (See 14 other replies to this status update)

  15. Question...

    Series on TV or series on the net?

    1. Scotty


      In the UK we don't get most of the good stuff like Better Call Saul immediately so i tend to just watch everything online. (I actually thought the standalone episodes of the last X Files season were decent but the arc sucked!).

    2. (See 6 other replies to this status update)

  16. Finally finished C&C Red Alert's Allied campaign, after all these years only playing the first half. It's a good campaign, broken up by some tedious and very un-fun "indoor" missions. They're usually timed and based around trial-and-error rather than any sort of strategy or direction. I suppose they were supposed to be analogous to the missions in the original C&C where you only had a limited amount of troops and had to charge to some sort of objective without getting them all killed. Somehow those were more fun though...


    Anyways, the final mission was surprisingly hard and satisfying to finish, but boy does that game have an anti-climactic final cutscene. To think I've been playing C&C all these years and I'd never actually finished that campaign... Then again, I can count the amount of times I've actually finished Doom II MAP30 on my left hand. :P

    1. Scotty


      Have you beaten the Soviet campaign? That ending makes up for it!

    2. (See 1 other reply to this status update)