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Status Replies posted by Rook

  1. New PWADs played, FYE 2021



    Festering Cesspool by Soulless



    Abstergo by Austinado

    Hyperload by El Inferno



    You are the Big Rocket Launcher (I'm Just the Shot Gun) by TheHambourgeois - FDA

    Purgatory by Silhou3tte

    Notes: DNF; uncompletable as far as I could see, several broken/unlinked teleporters.

    Quartzite Quarrel by Btyb88

    Notes: Rare release for Eternity engine.

    Hangar B by sectrslayr



    DBP30: The Magnificent Five by various authors



    Fairchild Island by Lawrence

    Notes: Brutal DooM recommended but not required; chose to play without.



    Snap the Sentinel by various authors

    Notes: v1.1 release



    Interloper by Snaxalotl

    Toxic Leek by elio.exe - FDA



    Abandoned Project "MAB" by AnonimVio - FDAs

    Notes: Seems like it would have been worth continuing, certainly.



    Doomicorn by Azuris - FDA



    Sandstone by OrbitalSpaceGarbage



    Infested Base by Valhen - FDA

    Assembly Line by Regular Warren

    Never Stop Never Stopping by whybmonotacrab

    Notes: played with GZDoom



    Firebox by Suitepee - FDA

    Notes: v1.1, pre-idgames release

    Wither by forgettablepyromaniac

    Aspect of Daedalus by LVENdead - FDA

    Notes: RC1.1

    Hellsrevenge by Bloodbath Giraffe



    Destruction Rush by elio.exe - FDA



    Autumnal Infernox by ReX Claussen



    Transcend Mankind by Irvinou - FDA

    Notes: Nifty 90s-style adventure map, nostalgic in a good way. FDA unintentionally exits early.



    Crimson by Hastagazpacho

    Oops! All Greyboxes! by various authors

    Notes: v1.3. Map 09 DNF; Quake-style teleporter just after YSK is broken (presumably leads to finale).



    OverBuffed by Mr. LBN

    Notes: v2.2. Currently available content (as of this date) is deprecated, according to the author -- major overhaul/remake planned for the future.



    Hotel Conundrum by LavaWave



    Your Friendly Resident Boring Techbase Map by C3ntralPr0cessing

    Incursion m01: Wretched Outpost by Orcsbreath - FDA

    Unearthed Ruins by Blue Phoenix - FDA

    NOICAREPSESED by Opercot

    Halls of Aethelwulf by Maniacalrobot

    Notes: Big, crude, somewhat ungainly, yet oddly endearing/atmospheric, rife with more 90s nostalgia.



    SIDERURGIA by Cacodemon187 - FDA

    Notes: FDA does not finish due to inescapable pit deep into the map, reportedly an intentional design choice. Immediately replayed and completed the map following this failed recording; strong Deimos-style offering.

    C'est la Vie by iUsuallyDie



    Funeral Genocide by dannebubinga and Darkreaver - FDA

    Notes: RC1 version. Vanguardian Tang-Hell with heavier/darker atmosphere than usual for the particular look. Despite this, fairly gentle, only two very silly slapstick deaths in FDA, IIRC.



    Hellevator by various authors - FDAs pack

    Notes: idgames release. Community-made successor to Going Down.



    3x3 Community Project by various authors - FDAs pack



    Micro Slaughter CP by various authors

    Notes: On-brand product from the Hellforge, arena-based slaughter/semi-slaughter with OTEX flair. Much like Rush by Archi, makes a good introduction or "beginner's" set for this type of gameplay, not for lacking intensity per se but rather for the brevity of the levels making them accessible without hours of study apiece. Went from a rather rough beta stage (one map with a mildly infamous exit based on pure luck, etc.) to become perhaps the most polished of all the Hellforge's non-GZDoom work to date.



    Tribute to the Lamplighter by JudgeDeadd - FDA

    Notes: v1/original version.

    Omni's Slag Heap by Omniarch - FDAs

    Notes: Promising solo debut release. Several of the core layouts and structures give the impression of having been procedurally generated (with much elaboration) at some point, but gameplay ideas are consistently confident/creative. Map 01 appears in a cruder form in the 3x3 CP, above.

    Curse of ReverenceAttack on Io by Bri

    Notes: Another one to watch.

    Delta Military Facility by Pompeji

    The Descent by BuddhistPunk

    Stimulants by Breezeep



    Umbra by Dubbag

    The Gun Turret by Maniacalrobot

    Ungodly Dwellings by Paul814

    NELLI.wad by AustroDoomer

    Storage Room B by Frankiemanz227

    Crud by Moustachio - FDAs

    Notes: A little bit of a Scythe x Memento Mori II crossover feel in this short set of small maps by an increasingly seasoned author. Softlock possible in this version by leaping out of certain windows in m04.

    Techbase1 by tuturbo1991 - FDA

    Arcane Archive by Orcsbreath - FDA

    Notes: Deceptively nasty. Another promising prospect.



    RA.wad by Doomdude89

    Notes: Tiny, rough, unassuming first map gives way to large, relatively progression-complicated (many switches/multiple paths leading to same places, etc.) 2nd map, housing several hundred monsters, often found in vast closets, reminiscent of early King REoL, I thought. Bizarre music track. Quite crude in many ways, but hard to argue that it doesn't leave a lasting impression.

    Isle of Death by Maniacalrobot

    Crepitations by Soulless

    Land of the Imps by Valhen - FDA

    Notes: More to offer than the innocuous name may suggest.

    DBP32: Tomatomania by various authors - FDAs

    Notes: Ah, I see. So that's how it is.



    Time Tripper by msx2plus

    Notes: version v20210118a.

    Production Line by Orcsbreath - FDA

    Uncharted Territory by Fiendish - FDA

    Notes: Another strong debut release. Has the flavor of a Requiem-era adventure, but with a modern look and some disarmingly sassy traps (a lot of them). Watch your step!



    Crimson Temple (again) by FrankieSmileShow

    Dumping Ground by Orcsbreath

    Notes: Slough of Despair? Just me...? Also: excellent barrel placement.



    Tombs of Torment by VisionThing

    Notes: DNF, final doorway is broken somehow (leads to cyberdemon showdown in a grand hall). Simple beginner-type map (minimal height variation, basic spoke layout, etc.) that performs highest in the area of aesthetic detail, with some nice sector lighting, etc. Good music choice, perhaps unsurprising given author's handle.

    The Unending by Remilia Scarlet

    Notes: played with k8vavoom; first practical experience with this port. Lighting effects are more stylish/attractive than in any other port I can think of (including GZDoom), and some other minor simulation/rendering features are charming as well (body mass, corpse-render flipping, etc.), though strafe control feels like it's blown out (ala PC version of Powerslave/Exhumed) and performance/FPS seem somewhat shakier than in GZDoom/etc.

    Hilltop Cemetery by Voxelvoid

    DBP33: Rainy Days in Casablanca by various authors - FDAs

    Notes: RC1 version, several bugs. Map 01 is DNF due to broken/blocked lift (played the rest with IDCLIP afterwards); map 03 has a softlock as well (also seen in the demo), but it's easily avoidable and something that very few are likely to encounter.



    Evil.wad by elio.exe - FDA

    Notes: DNF, breaks in -cl 2, something goes horribly wonky with the big spider's cage near the end. Nicely textured map, very similar to author's other efforts up to that point.






    Haunting Outbreak by Omniplex

    Notes: Full megawad for OG Doom by a single author. Very clean visually, but level design is mostly very basic (flat, open, door-heavy hubspoke layouts, total symmetry in structure and thing placement, etc.), with a tendency towards " " slaughter " " encounters that involve protracted door-camping exercises vs. small armies of foes, not helped by limitations of the OG Doom bestiary. Shows growth in author experience over total span; at its best moments (often the more restrained in this case) is somewhat reminiscent of Agent Spork's popular megawad Simplicity.



    The West Virginia Anomaly by E. M. - FDA



    Iron Keep by knightoftherealm



    Stairway to Hell by MarzoLeon

    Chain v1.0.2 by 1Destro3456

    Notes on both of the above: Played with GZDoom (I mistakenly thought it was required -- it's not in either case.)



    Starlight Processing by rd. - FDA

    Notes: Celebrating one calendar year closer to death this evening with lobster curry, a somewhat mediocre trippel, and a lovely map revealing more lost lore from the ever-growing mystery that is FIREBLU. Attractive texture scheme once again demonstrating the boundless robustness of the stock set, with an engrossing nighttime atmosphere. An initially tight resource balance and a variety of sassy fights, both enclosed and open, offset by very powerful secrets which require both mental acuity and athletics, and are fun to search for. A true pleasure to see this author working again.



    Trousled by A.o.D.

    Notes: It's an Undertale (TM)

    Yinut's 1st WAD by Yinut

    Tu-vok by romsu89

    Notes: Small austerity/survivalist-type map, very gritty/atmospheric look using stock techbase textures and a tastefully restrained amount of colored lighting. Memorable.

    Prison Heck by Dwimepon - FDA



    Malacoda's Lair by Quacken - FDA (PrBoom+, -complevel 2)

    Notes: V2. The music track does not play in PrB+, but everything else works fine. Well-done map that very capably captures the ambience of a canto from Dr. Sleep's Inferno cycle, with a somewhat augmented level of violence more akin to one of Kvernmo's Cabal maps or the like. I would be very happy to play more of this.

    Bunker Buster by Kami

    Notes: Played with GZDoom. I.....don't know what a .bak file is :s.  Also: "nikatine?"



    Acid Labs by VisionThing

    Archi-Tek by romsu89

    Notes: From the author of Tu-vok, above. A coy release post (likely detrimentally so) conceals an out-of-nowhere WAD of three immersive maps, ranging from "big" to "massive." Using 99% stock textures, the author has rendered a truly imaginative vision of three classical Doom settings -- haunted industrial refinery, demon-conquered Earth, and a really memorable bio-tech Hell -- that are vibrant with interesting visuals and a sense of interactivity. Many traps and snares and a generalized "Final Doom" sort of feeling. Quite recommended.



    Modest Mapping #2 -- Wretched Coven by various authors - FDAs pack

    Notes: RC1.

    Waterworks by iUsuallyDie



    Fear in Your Memories (a.k.a. Bad Nightmare) by GhostPlayer



    Hellclimb by Mystiq6

    Disintegration by Scorpio

    Notes: Version RC2. Requires OTEX to be loaded manually.



    Ikidomari {Pac Man Doom} by Lippeth

    A-Silo-M by VoxelVoid



    Cardinal Sin by smeghammer

    Notes: RC1.1. This is a Heretic map with a neat/memorable 'volcanic tropical island' sort of feel. Very conventional (for Heretic) in other respects.

    Jungle Boogie by Cheesewheel - FDAs

    Mawson's Nightmare by F0U

    Notes: Played with GZDoom; though billed as "Boom compatible", it will not run in PrBoom+ (or, uh....Boom, I imagine) due to a reject table problem. Symmetrical square arena; the broad-laned bi-level build makes it very easy to exit without firing a shot. Feels similar to Hellclimb from 3/20, though less over-the-top.



    Wood of Skulls and Geryon's Empire by Quacken - FDA (Skulls) / FDA (Geryon)

    Notes: Further continuation of the author's Dante's Inferno-inspired series (see also: Malacoda's Lair, above). Again, the music tracks don't play in PrB+ or some other ports, but otherwise these function perfectly as limit-removing (and possibly true vanilla) maps in a nighttime gothic/marble/mortar style authentically capturing the feel of the late Dr. Sleep's unfinished series, though peppered here and there with designed combat setups with a bit more of a modern feel. IMO, one of the best classically-inclined mapping endeavors going this year.

    Metabolized by Soulless

    Notes: A short mapset with a decidedly Contra-like premise (you'll see what I mean). Not as polished or carefully thought out as the author's previous release, "Crepitation", perhaps, but conveys a lot of energy, and you can tell a good time was had in putting it together. m02 fields a surprisingly original variation on the classic "descending elevator" fight trope.



    A Piece of Hell by InfernalMonsoon, MFG38 and DCraven_0ne



    Super Slug by Lippeth



    The Hate Flow by LordEntr0py - FDA

    Notes: RC 1.3.1

    Nessus' Challenge by Quacken - FDA

    Notes: Another "Divine Comedy" series map, plays in slot 07 for map special tags.

    Power Distribution by VisionThing



    Corona Infection by Elendir

    Notes: Brutal Doom recommended but not required; chose to play without.

    The City of Dread by Origamyde

    Notes: v1.0

    UAC Storage Station by ZedMarine610 - FDA



    Plutonia 7 by the inevitability of fate

    Notes: bring me my plasma rofl



    BACON by kuro_mahoh

    Notes: 5-map series. Simple fun, if somewhat high in cholesterol.



    The Little Death by Dubbag - FDA

    Notes: Played in PrB+ with no complevel set, as none was specified. DNF, lift for accessing the blue keycard's switch is untagged. If I had played in -complevel 2, level would've been completable (but still very visibly bugged), incidentally.

    The Lost Base by BeastOfBeasts

    Sweettoothed Brimstone by C3ntralPr0cessing

    Notes: v1.4. Short, open-air, all-action romp with a heart of molten gold and a beautiful purple sky.

    Primordial Chaos by xdarkmasterx

    Notes: A vaguely/sometimes not-so-vaguely (and always kitschy) Lovecraftian fever-dream with a Hell-Revealed-on-bad-LSD-trip kind of vibe (maybe it's the music) by one of the community's most enigmatic authors, challenge-oriented gameplay somewhere in a pocket dimension between oldschool and modern sensibilities. Pretty cool, even the signature tacky bits seem to fit somehow this time.



    Limbo's Harrowing, Gate of Destiny, and Charon's Crossing by Quacken - FDAs

    Notes: Three more (unsequenced) maps from the author's in-progress megaWAD, now named "Sleeping Hells."

    DBP34: Luminous Gloom by various authors - FDAs

    Notes: The intercepts overflow/all-ghosts bug is a significant risk in m06, but is easily avoidable if one understands the phenomenon.

    10 Minute Speedmaps pack by MAN_WITH_GUN - FDAs

    Dawn by elio.exe - FDA

    Notes: Strong mood lighting and atmosphere, perhaps the author's best effort to date.

    WorldCorp Enterprises by Origamyde

    Notes: v1.0



    Bloodbath: Hell's Deepest by Dunn & Dunn

    Notes: Played with GZDoom (author recommended for m31). Begins as something like Scythe II's austerity episode, and ends in full slaughter territory, all in a Petersenesque Inferno setting. While visually somewhat rough throughout (though not distractingly so past the first couple of levels), and very homage-y in spots, there are nevertheless many creative/individual ideas throughout, particularly as regards voodoo-scroller 'fakeouts' to create a sense of fevered surrealism.

    Geothermal Zone by CrocketRocket



    Marax Dungeon by DoomRevolver



    Shotgun Mayhem by Kuro_mahoh



    Toughnut.wad by Killeratte (and various)

    Notes: Played with GZDoom. A relatively short map assembled piecemeal from ideas/suggestions from /vr/ posters. As the name suggests, the intent was presumably to pull a lot of dick moves, which it does in a sense, though for experienced (or 'jaded', if you like) players I think the overall result is still pretty tame. While perhaps not exceptional as a challenge level, it is a pretty good demonstration of the number of discrete ideas which can be slotted into a short runtime.



    Hot Springs by Orcsbreath - FDA

    Project Charon by elio.exe - FDAs

    Notes: Map 03 can softlock if the first switch-activated door somehow closes again.

    Don'tShootTheDemon.wad by ImpendingDoom

    Notes: Played with GZDoom. Short experimental Inferno-type map involving pacifism as a navigational aid; interesting idea, though the automap soundly undermines the concept.

    Lost Luxury by Alper002

    Notes: A rare Hexen hub, played with ZDoom, using the fighter. Large, somewhat barren maps gain a certain atmosphere from scale and relative emptiness. Prime point of interest is a quite involved secret/optional sidequest for the character's final weapon.



    Tenth Gear CP by various authors - FDAs pack

    Notes: Compilation of speedmaps made within 10 minute time limit.



    Project: Unity by various authors

    Notes: I abandoned an FDAs pack halfway through this WAD due to frequent vaguely-tracked/unnamed versional changes -- maps 01 - 15 and 31 alone required 4 different versions of the WAD to playback correctly (always an understood risk playing a beta-stage project, of course). Finished the WAD on the fifth(?) version nevertheless. Features a kind of rough/tumble "rapid grind" playstyle with a marked arcade thrust, and a dirty, bloody, abstract Hell theme that surprisingly/boldly persists through all 32 maps. For those searching for something with an oldschool look/feel but that reads as something 'a bit different', here it is.

    Little Castles by E. M. - FDAs



    Why They Die by sectrslayr

    Notes: I managed to find the girlfriend-designed secret. :)

    Overgrown Outpost by VisionThing

    Heavenly Rock by Dunn & Dunn - FDA

    Notes: v1

    The Chasm of Sinful by Paar - FDA

    Notes: v1.0



    URE2020 by Zylinderkatze - FDAs pack

    Notes: idgames version dating 4/18/21. In the demos pack, E1M7 is DNF due to nasty softlock near the end (beware). Also, on E1M9 I played the last 25 minutes or so of it under the effect of the PrB+ sound corruption bug (lol); the demo ends/crashes at the exit switch, not showing the tally screen, but this is in fact the end of the map. A project partially based on overhauls of some very old maps (dating from the 90s in some cases), offering an unusual blend of abstraction and detailed/interactive 'Doomcute' sensibilities. Successful play from pistol-start involves being able to consistently root out a wide variety of very complicated/clever secrets; I personally find this edifying, but continuous play is recommended for most players.



    Raft to Rimea by Telemassacre

    Notes: Beginner PWAD with a 90s grab-bag partial conversion slant, reminiscent of Lord of the Flies, etc.

    Donuts by A2Rob - FDAs

    Notes: V2. Compilation of assorted speedmaps/CP submissions, updated and redecorated in OTEX. I've played some of these before in their original incarnations; changes are significant in at least some cases.



    STONEGATE.WAD by AustroDoomer

    Notes: New 90s-style release. m03 can be surprisingly tricky.

    Alpha King by TheGreenZap - FDA

    Notes: Somehow reminds me of m02 (I think?) of AFTERDOOM.wad. Not a bad thing.

    PhilsoDOOM: Cogito, ergo Doom by Albertoni

    Notes: Essentially a chill joke/comedy map, though of a more intellectual stripe than usual, if that's your thing.

    Black n' Blanco: Adventures in (mostly) Monochrome by Origamyde

    Notes: v1.01. Short cartoon-style partial conversion with simple assets, more port-modern (jumping, scripting, etc.) than author's previous WADs.



    Tunnels by bobbotron



    Crate Factory by Basin_is_BACK



    The Event Horizon by Killer5 (a.k.a. Mr. Zzul)

    Notes: version "hotfix 1", no formal title for the project when I first played. Clean challenge-oriented maps with a generalized broody ooze theme. The title map (m03) features a deep, dark rabbit-hole of highly obtuse (inc. meta-mechanical) layered secrets and eerie surrealism, and should appeal to fans of FCFF etc.



    Novis by jdagenet - FDA

    Notes: Well laid-out, mid-sized terraced fortress with a bricks 'n mortar-x-Hell theme. Recommended. Watch out for the last arch-vile.

    Tetraptykon by Demonologist - FDAs

    Notes: Four maps of varying OTEX-driven theme in a rollicking ZoI-type slaughter vein, for those who still remember the old ways. Another author I am sincerely pleased to see back in action.

    Mission: Techbase by mxbobbie49 - FDAs

    Notes: Phobos replacement by a Joy of Mapping pupil. The episode visibly grows in confidence over its span. E1M8 is surprisingly dramatic.



    Slime Control by minebolt - FDA

    Deranged by xdarkmasterx - FDA

    Notes: I wander aimlessly in the demo for a bit because I forget I pick up the YSK quite early on. One of the author's more subdued outings, OG Doom in style (Deimos more specifically), no obvious absurdities to be found. Operative word 'obvious', the final fight has some subtle but very sassy "mischief" afoot which will doubtlessly amuse some more than others.



    Castle of Lead and Fire by The Fairy God-Bomber



    Half Moon by various authors

    Notes: Sequel to Tenth Gear CP, elsewhere on the list, with 30-minute limit. 64 maps. Some appear elsewhere as well, i.e. solo releases by their respective authors.

    Onn Uake (a.k.a. Waste Facility) by United VirusX

    Corruption Begins by Lazlo Panaflex

    Notes: Pleasantly spacious/outsized corrupted techbase from longtime Doomer, first-time publisher. Classic feel with very generous item placement ala 90s Chris Klie or such, with some somewhat obtuse ZDoom-scripted progression at play (i.e. the first turret-cyb must be killed from afar to open a door to progress, etc.).



    Corruption Factory by Lazlo Panaflex

    Notes: Another from Mr. Panaflex. The clean/roomy mixed tech/nukebase style continues, and monster placement is more satisfying this time, with plenty of bloodshed driven by thick & hearty closets opening at strategic times along the road and a good dose of barrel-clobbering to boot (while still remaining mostly easygoing due to generous ammo distribution). Sense of progression is also much improved from the previous map, with much smoother/cleaner backtracking routes provided and a bridge-building theme to afford a sense of 'doing something.' I reckon many players will find something to like here.

    DBP 35: Stroggman's Tundra by various authors - FDAs

    Notes: Business as usual from this popular, long-running series. m07 softlocks if you strafejump to the blue skull from the ice pillars in the lake, as opposed to approaching it from behind (as intended) by breaking through the ice caverns.



    A Nail in the Skin of the World (a.k.a Hammerfall) by smeghammer

    Notes: Short map, the title is quite literal. Be aware that the map can break and become uncompletable if there are monsters under the heads of the nails as they come down, so it's probably best not to be a smartass and kill off each wave before moving on.

    Corruption Nexus by Lazlo Panaflex

    Notes: And another. Perhaps not quite as elegant as the author's "Factory" map, with more of a combat focus, gets a bit hammy (w/out much real pressure) in its later stages. Nevertheless, many of the same virtues, particularly in the pre-hub part of the map. I anticipate good things from this author going forwards.



    Vanth by Delisk



    Arrival by Pavera, music by AD_79 - FDAs

    Notes: Seminal solo "debut" by a longtime community member, with many maps in various CPs and team projects over the years. Soundtrack by one of the best of the new wave of composers. Tons of cool texturing, tons of cool music, tons of room to run, tons of items to collect, tons of ammo, tons of action, tons of fun.

    Supercharged Radiation Factory by StoopidBoiEthan

    Notes: GZDoom, for use with the Supercharge gameplay mod.



    Doom II in Spain Only by Trustworthy Software (i.e. the usual suspects)

    Notes: version "RC Final." Certainly the most openly homage-y and (self-) referential of the TWiD-brand projects, the team has a lot of fun with the concept and plays it from many different angles, some expected, some anything but. Somewhat spicy like a nice paella, with a pace and difficulty curve as close if not closer to a never-was chapter of Final Doom than to Doom II itself. Despite tongue being firmly in cheek throughout, this should not be dismissed as a joke WAD, as it features a heaping helping of serious (oldschool-revisionist) mapping of serious quality (.....m30 perhaps excepted).

    Vanilla Wafers by E. M. - FDAs

    Notes: v01. In the growing tradition of short episodes of small maps named for confectionery goods.

    Baloney by Killerratte

    Notes: um actually it's spelt "belowknee"

    Safe Haven by Jimmy

    Notes: RC1



    Wadazine Master Collection #1: The Rising by various authors

    Notes: Played with GZDoom. Short episode created by staff and supporters of the Wadazine. General Doom III techbase theme (with spots of Mars ruins), using a hi-res Doom III texture pack. Great smooth electro track on m06.

    Detrimental by Dunn & Dunn

    Notes: From the author of "Bloodbath" and "Heavenly Rock", elsewhere on the list. Uncompromising niche gameplay heavily featuring banked-curve platforming, pacifism, infighting as a primary form of offense, so on and so forth. Straightforward visual style with fascinatingly eclectic minimalist texture use. m01 is the title map and conceptual showpiece; m02 is by far the most enjoyable of the three. m03 is a very short (and humorous) AVJ map.

    Sucker Punch 2 by Rook - FDAs

    Notes: RC1. Nine small all-action levels featuring good use of OTEX and a novel 3-tier color/intensity cross-coding scheme. Much fun / recommended.



    Destroy Hell 1 and 2 by LiquidDoom (a.k.a. enkeli33)

    Notes: Lightly played/toured with ZDoom. Dating from 2006, but only released for general public play this year, this is the first solo megaWAD (plus expansion/sequel) by an author later involved with various Czech CPs. While clearly the work of a fledgling mapper, the author somewhat understates the work's relative merits ("it's shitty", in their words) in the thread linked here. Closest comparisons are to earlier/older parts of the original Hell Revealed, with various concept maps (Wormhole-style 'base' trilogy, a maze map, etc.), spacious if somewhat stark environments that some 90s enthusiasts may find endearing. Sequel is very much in the same style but makes light use of port features (slopes, etc.) and heavy use of contemporary monster entries from Realm 667.



    Death's Dichotomy by various authors

    Notes: version "DDFINALV1.pk3", downloaded 5/25/21. Five outings mainly in the new-wave/neoclassical arena style (and an unexpected diversion or two), with an existentialist theme/throughline.

    Corporate Nightmare by smeghammer

    Notes: RC1. Odd little map with a motley bunch of R667 enemies, more or less framed or 'justified' by the setting.

    A regular base, no monsters in here by 1Destro3456

    Notes: def no false advertising in here

    Pact of the Damned by Blue Phoenix

    Notes: v1.1. Another short easy/breezy episode with a 'partial conversion' slant from a new mapper, clean/professional in presentation. Perhaps the start of something greater.

    No Title by galileo31dos01 - FDA

    Helium by jacnowak - FDA



    Intergalactic Xenology 2 by Dreadopp and Lord_Z

    Notes: Played with GZDoom (author recommended). Direct sequel to and natural continuation of the original Intergalactic Xenology from 2020, again with AAtex and a leisurely open-air style, and now with an enhanced sense of narrative.

    Sold Soul by Fryuko

    Notes: RC 1.4. Complete episode for Heretic in a steadily growing canon of them. Inspiration from Not Jabba's The Wayfarer episode readily apparent, though the author's own particular sense of pacing shines. Solid action and lots of quality secrets.



    MESS HALL by evil_scientist



    Line in the Sand by various authors

    Notes: Version "beta 1", played with GZDoom. Three sizeable maps, each comprised of two distinct halves, each half composed by a single author. A striking sense of openness and expanse persists throughout, particularly in m03. In the beta version I played, m03 will not load in all target ports due to embedded texture pack issues (hence the GZDoom).



    Decimator by Borax Man - FDAs

    Notes: Four levels for E2 of OG Doom. Complex layouts, lots of atmosphere, and all of the delightfully wrongheaded abstract nonsense that a Deimos fan could ask for. E2M4 is a real treat from pistol-start. Do avoid swimming in the big outdoor lava lakes in E2M3, though -- it's a very tempting and very fatal red herring, and the only real blemish on an otherwise very enjoyable genre piece. I would be very pleased to see this become a full 9-map episode.

    Killing Demons on Adrenaline by ScrappyMcDoogerton - FDA



    Testing Pool by yakfak (a.k.a. Zan-zan-zawa-veia) - FDA (PrBoom+, -complevel 9)

    Notes: In the spirit of the little-known but very fine Spidersilk, by the same author, comes a complicated and multi-layered sealed zone of blood, magic, and bullets, with many hidden things to discover and a subtly infectious BGM track. A second, 'true' exit and a quite creative and dynamic final fight are waiting for those determined enough to find them. Recommended.

    splinty.wad by yakfak (a.k.a. Zan-zan-zawa-veia) - FDA

    Notes: This PWAD's primary purpose was to act as an album cover (read: a piece of graphic art to be viewed in full textured overhead map view) for the soundtrack to an indie roguelike made for a game jam (see here for the curious). Monsters, items, and an exit were later added. Despite the unusual backstory of its creation, quite conventionally playable as a standard Doom map, likely to its author's bemusement and/or horror.

    AORTA by eoomu



    DBP 36: Aquatic Wonder by various authors - FDAs

    Notes: RC1. Business as usual from this popular, long-running series.

    3030 by Albatross

    Notes: Played with Eternity. Colorful virtual skyscraperscape with setpiece-based action on the lighter side.

    Unhallowed by CyanoBlugron

    Notes: Pre-idgames version downloaded 6/02/21; runs in PrB+ with no complevel set, returns 1 fatal texture error in -cl 9 or with recording command in place (weird?). Stunning use of OTEX for a moody vernal-gothic shrine complex; gorgeous brown/green/blue scheme. Beautiful somber music track by Alfonzo. Setpiece-based action from start to finish, occasionally just crossing the line into slaughter proper; the 1200+ monster count (on skill 4) belies an experience that is very smoothly paced and evinces forward drive and spectacle over stress/oppression/abstract battle-puzzling. If you are curious about this kind of grandiose slaughter/slaughter-adjacent realm but have been intimidated by its reputation, this is likely a good gateway piece. Recommended.



    Enceladus by Nicolas Monti

    Notes: E4 replacement by one of the most prolific authors of the past several years. Here, Monti continues to explore his technique of using totally abstract, occasionally eye-gouging (tbh) texturing to idiosyncratically suggest realistic/representational spaces for an oddly compelling effect, achieving some of his greatest successes to date in this regard (E4M9, E4M4, E4M7). Also at play is a DEHACKED patch altering the behavior and attributes of the classic monsters, with some frankly baffling choices and a surprisingly drastic effect on the pace of the game that will make or break the experience for some (though it's hard not to be amused by the new Barons if nothing else!).



    TOO MANY ZOMBIES by Theperson

    Notes: I concur

    Banana Factory Accident by bigsmoke1919

    Notes: A large, joke-y map that happens to turn into quite the adventure by the end. Quite crude in more ways than one, but rather charming if you don't take it (or yourself) too seriously.



    Yet Another Hell Castle by P0NYSLAYSTATION - FDA

    Notes: DNF: I could not for the unlife of me get the final bridge to rise. I thought at the time something had malfunctioned, though it's also quite possible I gave up too soon and missed a switch or other trigger somewhere. Open/spacious marble/mortar castle with simple floorplan, lots of monsters to kill, and a late 90s vintage feel.




    Mortal Mechanism by DoomRevolver

    Notes: Sprawling, somewhat labyrinthine single map with very light ZDoom scripting but a decidedly classic Doom style. Palpable Deimos vibe in look, feel, and general mood in spite of a staunchly Doom II tech/industrial theme, presumably intended (i.e. the music track) and well carried off by the author. Check it out. Totally unrelated/irrelevant trivia: final PWAD I played on the old business/archival-oriented machine I ran from 2016 - 2021.

    1. Rook


      Many thanks for playing Sucker Punch 2 and for your demos, Demon!

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

  2. Only just worked out how to enable these leet social media style status updates, so I'm gonna start writing out a constantly updated massive wall of crap about random wads i play in here, because why not (unless i get told off by a mod for constantly pinging their server to update my shit)

    One.wad - spent 15 minutes waiting for lifts, died to a slow crusher, marveled at the blocks of barons and the iwad copy pasting. Pretty impressive size for something made in 1997 though 

    Mapping contest maps.. Some really damn good maps in here. Personally i felt like scottys was the best by a pretty long way, but im biased. ADs map was more appealing to me than the winning entry, but its not about the winning, its the taking part that counts etc :D

    Sucker Punch 2 -  Great little set of quick fun maps, colour coded for difficulty. Personally found the green maps to be harder than the yellow/red ones due to abundance of hitscan and little health, but ymmv. One of the best things ive played all year. 

    Stimulants - Played on stream due to scotty requesting i do so.. All i can say is that i really really dislike shotgunners. 

    Tarnsmans Projectile Hell - played E1 of the first beta with a few people on stream, taking it in turns to work our way through episodes. Ran into pretty serious ammo issues in a few maps, probably due to not finding secrets. Lots of shotgun vs midtier gameplay, although that is to be expected from e1. Lots of hitscan placed on ledges made progress pretty slow going. Felt like the mod aspect couldve been taken further.. usually i dont care much for mods, but felt like i wanted more cool weapons to fuck about with. Will probably revisit this one when it hits idgames

    No Title - Very cool little galileo map, with a few spicy fights building up to a pretty rude rev swarm at the end... where you have to kill viles and let the revs live due to ammo constraints. 

    Yugiboy's Moon Series - Extremely cool skillsaw-style moon episode, a large step up in many ways from the usual standard of content posted on dw nowadays. Verging on full slaughter in places, lots of tight plasma based fights against pits of hitscan the player gets dropped into at point blank. Definitely cacoward-worthy if yugi pulls his finger out and compiles them all in time :D

    1. Rook


      Really glad you enjoyed Sucker Punch 2.

    2. (See 3 other replies to this status update)