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DBP09: Legend of the Hidden Tech (2019)

by the Doomer Boards Community

 

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Legend of the Hidden Tech is a freaking blast in my opinion. It is a diverse, factually wonderful set of maps and a gameplay as challenging as it is fantastic. Not only is it a path through interesting maps, but it is one that leaves us with our mouths open in each one of them. These levels are made from head to toe with detail, passion and a great attention to the synergy between look and playability. The fun here is extra in every way, as it is not only about killing demons by the thousands, but also about seeing wonders while doing it. Did you ever wonder what would happen if the Mayans or Aztecs had faced the forces of hell with high tech? Now I know.

 

If you haven't had much contact with the series (which I doubt) I think this is an essential pillar to try out without a doubt, and a good example to start with the Doomer Board Projects. This map collection has it all, in my humble, honest and excited opinion. When we start the map-set, right at the very first map, we can realize the great detail and attention that each author has taken, especially with the fact of maintaining an ''orde'', an organization, or a thematic structure palpable for us, the players. By this I mean that despite being a map-set worked together with different authors, each one of them standing out for different styles, all of them manage to converge perfectly to deliver a continuous, dynamic and quite fluid set that we can finish in a single session if we have the strength and skill.

 

One aspect that I want to highlight pleasantly, even with a little extra excitement, I must admit, is the simple and fascinating fact that this whole set is beautiful, it's fucking fascinating to watch. Every little detail does nothing but contribute to the great set of quality in each unique design. The textures are so delicious, sappy and do an excellent job of evoking Mesoamerican architecture, creating an excellent atmosphere that I have seen for the first time in Doom, done with an absolute grace that makes me want to cry. I may be a little biased, after all I am from Central America, but these maps have been a fascinating, well-deserved journey that I have waited for a long time. I can tell you that despite being locked up under quarantine in 2020, these maps allowed me to travel, yes sir.

 

But don't worry, dear doomers. Just as there is a sweetness to behold, admiring each singular texture well aligned in a structure that evokes an almost spiritualistic feeling, there is also great gameplay to enjoy. A small map-set of 9 maps, something we could say, can be finished quickly in 1 hour or 1 hour 30, of course, if we run fast. But that hour will be one that we will have to fight to win. As usual, I finished the set in UV, and it was fucking hard. The challenges here range from the traditional to the innovative, almost extrovert combate style. The first maps give us a sweet touch of pure Doom style violence, purist and not too extreme; just rough and raw. Then, when we jump to map 05, things take a turn towards a completely different path, which if we don't manage to adapt quickly, will make our day miserable in a torture of pure ... That's right, Cacodemons! And this, I tell you, despite having killed myself about 10 times in total until I managed to capture the (ridiculously easy) strategy, I managed to finish it without major regrets. Of course, staying to fight the hundreds of demons is suicidal, but a challenge that surely some may find interesting. Even if I had a good time destroying my head off thinking what I was doing wrong (which in defense of the map, was obvious, but I am stupid) it did not meant that my pleasure was diminished, on the contrary, it was an open challenge for me to continue until I got the victory. There is no more satisfying feeling than reaching that ''Dum dum dum'' and watching the intermission screen every time we finish a bloody hard map. There will be many cases like this in this map-set, not only of pure satisfaction when finishing them, but a great enjoyment for every second we spend fighting inside them. They are maps that inspire you to explore, to enjoy the environment and to observe the details. It's something that I feel is missing in Doom, those maps that simply inspire us to walk for a while through beautiful landscapes and say ''wow, that's beautiful.'' I love that kind of maps, maps that just leave us in awe. And the best part? Not only are they beautiful, they're re-playable, hell of a fun ride, challenging and fully encapsulate the theme perfectly: Mesoamerican culture with some heavy tech against demons. Plus, the small lore that goes along the maps is pretty fun and quite... fascinating. Almost cruel too.

 

At this point I can happily say that I declare myself a fan of the projects. I have played ten in total. Ten fascinating collections that at no time have left me behind, always maintaining an excellent control of quality, quantity and simple emotion when playing. Every time the 1st of each month arrives, I'm excited to see if the next one has already come out. For me, I can say that among the top ten DBPs, I consider Legend of the Hidden Tech to be the best of all. With this, I can see why @Big Ol Billy has been in the spotlight for so long now, oh yeah, he deserves it. It has it all, everything. The visuals? Fantastic, admirable and of amazing magnitude. The gameplay? Challenging, constant and with a good balance between fun and brutality. The design of the maps? Incredible, strategic and fluid, creating an excellent set that offers for all perspective. Here I can say, I consider these maps as a whole, a masterpiece. I hope the next ones will follow, and well, I'm sure they will.

 

» Full review «

Edited by Endless

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DBP10: Earth Ends (2019)

by the Doomer Boards Community

 

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As for my general review, this is a DBP, I'm usually a fan of all of them, at least the ones I've played of course. But none of them has managed to disappoint me, damn!

 

Despite being only 5 playable maps, each one of them is well-done and manage to satisfy its own limits completely. Urban design is something that is not very appreciated within Doom, understandably; since usually the engine does not give so much opportunity to express maps through realistic creations in urban environments, but even so, if you are a skilled mapper, you can create interesting things. Because of that, I'm glad to see this kind of project come to light. Something different to taste.

 

I believe that every mapping theme or style has its own place within Doom, and even though I may not like a particular style, it is something I appreciate no matter what the circumstances. If we put aside our prejudices about city maps, this is a good place to start. It's short, it's fast, it's violent and it has excellent maps in general, which despite being short, are enjoyable. My honorable mention certainly goes to map 04, which is one of the best I have ever played of this type. As for the negative aspects that I find, it is probably the short duration of these. But the fact that it has few maps does not mean that it is bad, but if we compare them with the previous projects, which all usually surpass the mark of 6 levels, this one is a little short compared to the others, which can reduce a little it’s score. Note, this is subjective and the context behind it is that I am rating this based on the whole series of DBPs in general. If we take it as an independent set, it is one of a generally great quality.

 

Once again, I have to say that they’ve managed to deliver quality. Both visually and in their gameplay, Earth Ends deserves its place within the entire series and manages to establish its own style in great detail. Who doesn't like a little chaos in a city once in a while? After all, sometimes we just need a little push to bring it to our own neighborhood. Well, actually, in this case it was the demons, not me, I mean, us.

 

It is a good day when a group of mappers get together to create a small map-set that delivers excellent quality under a theme that is often somewhat underestimated within the community standards. Note, this is, in theory, something that is generally accepted since as I said before, Doom itself is not a game made to be realistic, but let me tell you that when the effort is pure and detailed, it can be done, many have tried it before and will continue trying it. Earth's End joins that list of realistic maps that manage to create an acceptable aesthetic to the eye but above all, a good synergy between crazy combat and constant progress. It is especially reassuring to see how there is a combination of different elements in each one, from the obvious inspiration of Doom 2, through Duke Nukem and finally making use of popular culture about the end of the world. If the end of the world comes to be like that, well, I wouldn’t mind that much.

 

After all, with a few shotgun shells and some well-polished faces of demons waiting for us in the tight urban streets of chaotic cities amidst dimensional transformations into space, that's fun to play with, isn't it?

Edited by Endless

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No Sleep for the Dead (2016)

by Jan Van der Veken

 

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No Sleep for the Dead means no rest for us the living, uh-uh. Created by Jan Var der Veken, a prolific author who contributed to many projects as well as creating his own maps. Active from 1996 to 2016, Jan left behind incredible works that range from the most exciting to the most classic. Personally, one of my favorites of his are the works he did in The Darkening, so when I jumped to No Sleep for the Dead, I already had a few expectations in mind that I would find.

 

First of all, the classic feeling that we can consistently find in each of the paintings (maps) that he has done. It is a personal mark of the author that can be easily found through the many works he has done, but above all it stands out for being an excellent combination between a vanilla design but improved to fit modern times. We have the things we liked from the 90s, but not the ones we hated, like annoying bugs, mirror effects, misaligned textures or simple visuals that become mushy to observe. The experience feels as classic as we like, but it is the gameplay which is updated to be more pleasing to our modern standards. After all, as much as we like the vanilla styles of the 90s, we have to admit that they were not perfect and they brought with it things that in the end became too annoying to contribute to any kind of re-playability value. No Sleep for the Dead lacks any annoying moments, unless you dislike fun that is. Maybe the vanilla expert @Doomkid has a few words about the whole improvements and evolution of classic-styled maps in modern times, and I believe he would agree that vanilla flavour is, indeed, tasty ;)

 

Second, I want to emphasize how important the design of a map layout is. Jan seems to be one who captures this quite well; his maps are not extremely complex, large or of unattainable magnitude. No, his maps are more modest in that sense, approaching a design mode where he focuses on seeking fluidity and fun, both aspects always hand in hand. No Sleep for the Dead is not a map-set full of huge levels or ultra-bright colors with textures that take us to the sky, it's nothing like that, but it doesn't mean it's a bad thing either. It is a modest, sincere map-set that shows true charisma at every level without being explosive or extravagant to the core. Their maps feel like a walk through a park. A place full of little paths that lead to different sides. You go to the right and you find a pond, then you go to the left and there is a little garden, but if you go back and go the way behind you find yourself in a little forest, oh wait, a secret path that leads to a rock garden. That's the style I've captured with these maps. Simple but complex, a contradiction that in the end makes sense. Since the maps won't take more than 10 to 15 minutes each, you can expect to finish this in less than 1 hour if you do it quickly, but in every minute you spend you will find different places that never feel like cheap copies of the other maps or third party maps. Jan's inspiration to create No Sleep for the Dead is crystal clear: the IWADs, but he also manages to give it his little personal touch, a unique taste of vanilla with a little bit of candy on top. Delicious, let me tell you, and definitely one of those treats you don't want to choke on in a minute, but one you're going to want to enjoy with every taste. At first you say: Oh, this is good, but give it one more taste, oh, this is good, one more taste, oh, this is great. And so, until you finally end up discovering that this is a map that respects its pillars while building its own monument, a monument to The Ultimate Doom.

 

It is normal that when we are involved in a hobby, or a passion for a long time, when years and years go by and that hobby is one that constantly evolves with each year, we will always have that strange nostalgic feeling of trying again what made us love it from the beginning. A kind of time capsule that we can always find. Personally, I am too young and new to this great Doom world, but I am sure that the veterans who have been here from the beginning, since day one, will see No Sleep for the Dead with bright, almost watery eyes. Sure, a little bit of romantic words here and there, that won't hurt anyone, but I mean it. Every time a project reminiscent of what started all is launched by a passionate fan, I can't help but feel a little bit of affection when I play such projects. This map-set evokes that feeling in a perfect way. As I said, and I will say again, a small capsule in time that offers us good, fun, vanilla vibes.

 

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Edited by Endless

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1000 Line Community Project (2019)

by various authors

 

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There comes a time when we need to relax in a less drastic, less violent and more gentle, fluid, dynamic way, like a good blues sounding in the background while we let our mind go on a journey of rest. That's when we have to think what to play on Doom: What maps will I play today? We may ask. Of course, there are thousands of options, but among all those megawads with super long maps, or the slaughterwads with thousands of demons, where is the halfway point? Well, here we have a perfect example of a good middle-ground. 1K Line Community Project is a set of 34 maps in total perfectly designed under one ideal: To be made in 1000 lines. A map terminology that in a few words means: Small to medium size maps. Almost all the maps last less than 8 minutes, with the longest ones barely touching 15 minutes. Its size is one thing, of course, but we must take into account that the 1k lines is not really a benefit, it is rather a special limit that authors should take into account when making the design of their maps. What causes this? Good plans, good levels, and good ideas captured through the use of a constraint. It is really cool how if you only give 2 colors to an artist, it will create a beautiful sunrise just with only that.

 

With megawads getting bigger and more brutal every day, sometimes it is good to have something to relax with in a more modest but elegant way. All the maps have such quality; from the initials to the end, here there is simply a good quality of work that takes care of perfectly satisfying us in the shortest time possible. Speedrunners will probably find this megawad perfect to satisfy their UV Max addictions, but also the more casual gamers will smile knowing that there is something designed with a little peace in mind. But that doesn't mean that this megawad is a free collection, ultra-simple or just very easy to play, no, no, you don't have to take it like that. This megawad is definitely more difficult than Doom 2, reaching perhaps the levels of TNT, with some maps in particular coming to offer interesting challenges in the style of Thy Flesh Consumed, that is: Many demons, little space, all tight, very bloody. If you expect to end up yawning while playing, you're in bad shape, my friend. Here you will be well awake, and in UV you better be, because death is constantly in one of those thousand lines, waiting just the right moment to blast your face off.

 

Personally, I am a casual-hardcore player. That means I tend to play everything in UV, but I tend to stay away from particularly fucked-up maps. Slaughterwads are not my cup of tea, I respect them, of course, but if I am offered one, I will most likely turn around and try to run away. Like, really, run away from that evil shit. After all, I already play a huge amount of maps every week, to the point that there comes a time when my fingers feel tired and my shoulders are too stiff to keep up. That's when my inner comfort-desire is born, begging me, almost yearning me to look for a better alternative: Let me rest, whisper from the inside. So, what's wrong with looking for something shorter that will let me entertain myself for a while? Absolutely nothing. This is indeed the perfect option if you are looking for a good megawad with interesting maps, passable difficulty and an intelligent design. With an average duration of 3 hours and 30 minutes, this megawad is even possible to be finished in just 1 day of hard play. Sure, playing 3 hours is usually exhausting, but nobody can doubt that playing even 1 single hour in an incredibly challenging megawad or with too long maps, feels even worse, as if we were playing twice as much for the simple fact that the pleasure starts to become more sadistic. Congratulations to the masochistic Doomers (there are several) but once in a while, it's good to relax, old men. Here is our well-deserved award. 34 well diversified maps with various themes under an episode layout, well-organized, with excellent quality control and providing us with more than enough entertainment.

 

Probably one of the best things about the natural evolution of the community is the simple fact that amazing authors now proliferate more than ever and participation is not only more open, but welcoming to share high quality maps between different characters with different ideas or styles, but that united under one megawad are able to successfully co-exist, offering a collection of severely cool maps. We can find a considerable number of different names, both new and old, and even some known ones; @Major Arlene, @antares031, @Bridgeburner56, @pcorf, @AD_79and the project leader, @Liberation. Of course, there are many more missing, some even premiering their skills, but I can say with a good gesture that there was not a single map that made me think negatively of the author. Even if the maps did not reach my standards or were a little behind in the factor, even so those maps cannot be catalogued as bad, because they are not, it is just that I have some very silly preferences.

 

Finally, I just have to say this: 1000 Lines Community Project is fun as hell. From the first map to the last, everything is included under an excellent episode organization. The first episode is themed in an urban environment, with maps that surprisingly manage to satisfy the limit. The second episode focuses on a combination between cities and hell, starting to show its quality capabilities. The third episode is a direct jump to hell, with an increase in difficulty and evil. The fourth one takes us to the fan-favorite tech base, where we find some of the best maps. Then we have the secret maps and even the bonuses, which do nothing but improve the fun! One way or another, this is a megawad that can be enjoyed by everyone; full of variety, with a perfect scale of progression and a great balance between quality and duration, it is a good experience.

 

(Reviewed along side the DWmegawad club)

 

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Edited by Endless

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Sharp Things (2013)

by @Xaser

 

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This is an interesting map that takes both a vanilla and a modern style, molding them into a strange mix that can probably be perfectly described as unorthodox. And, in spite of that, that's not a bad thing, not bad at all. An interesting map that for lack of a better word, I will describe his style as: sharp.

 

With a quite interesting style marked from the beginning thanks to its long and atmospheric introduction, Sharp Things introduces us to what seems to be a cathedral-shaped structure. We immediately take the first weapon, a plasma rifle, and things get hard from the start. On the one hand, this map is difficult in terms of what it offers, but on the other hand, it's a Doom 1 map so things won't get too complicated, but that's why we shouldn't get too careless. After the initial area and the cathedral area, we finally enter the massive Hub area where we will have to pick up the 3 keys to be able to unlock some stairs that will take us to the exit. As I said before, all the architecture in this map stands out for having a different style in each one of those structures. Like sharp spikes or giant blades. The name of the map may be a direct allegory to the architecture present inside, but it may also be a small Nod to the fact that both difficulty and style go hand in hand. On the one hand, this map gives me a certain air of Silent Hill. The strange structures accompanied by a good work of reddish textures with a little bit of rust here and there, added to a good amount of gore and blood in pools, create an unmistakable atmosphere of pure horror. That added to the fact that everything seems to be designed to cut your skin, and you have a map with a quite unique style, difficult to replicate without ending up looking ridiculous. Interestingly enough, things get even more interesting. The paths to the keys are through different zones, we can describe this as three zones:

 

The blue key zone, an interesting room with extroverted steps and platforms that lead us to our goal. Then the orange/yellow key, simpler but just as challenging to get through with different paths. Finally, the red key, which takes the most complicated route, fed up with enemies and rewards us with one final room, one where everything is neon red and the demons wait in abundance; add two cyber-demons and a severely irritating platform section and you have the hardest zone on the entire map. And possibly the most annoying one too.

 

Each area of the map is designed to surprise us or leave us with a strange grimace on our heads, one of confusion at the bloody and outgoing style of the map, and another grimace of pain at the difficulty of the map. But that last one is not as bad as it sounds, the map is challenging, but except for the last zone of the red key, it is quite passable without any major problems. After all, Doom 1 enemies don't make much of a problem, these are pretty chill, cool demons.

 

It probably comes as no surprise that this map was made by no one else than @Xaser. An author that during his long and polymathic career has created maps with quite a unique style that gives it a well-earned ''extravagant'' reputation. From small variations in themes to big general changes, his maps are extroverted, different, visual and some might even say of acquired taste, but something that cannot be missing along all these words is: Unique. Whether it's one of the award-winning maps with good reviews, or one of the lesser-known ones, hidden among the chest of secret treasures waiting to be revealed. Sharp Things is one of those strange, brilliant gems that stand out from the rest. A Doom 1 map designed in such an ''ugly'' style on paper, but attractive if done properly. And that's something that should be highlighted. Not just any author can make a map with such an unorthodox and abstract theme become one of such a panorama; like an old statue covered in rust, corrupted by time but always maintaining its characteristic sculpture form. As I once read somewhere, art must comfort the uncomfortable and discomfort the comfortable.

 

(First single map review, yei)

Edited by Endless

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DBP26: The City of Damnned Children (2020)

by the Doomer Boards Community

 

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A wild new DBP map-set seat appears. This one is sure to leave you with a different taste in your mouth, one between black strawberries (that doesn’t even exist but sounds metal) and dark chocolate. Welcome to a new world, a dark one, one where the eternal fire of hell is replaced by a human dimension, one of realism and dystopia, one where reality blends with the dark nightmare. Here you will not find smiles, you will not find happy humans, you will not find ideas, you will not find culture. This is 1984 in France, this is Eraserhead in Doom, this is Brazil on earth (the film not the country, duh) here the air you breathe is not pure, it is not oxygen, it is bloody, polluted; a pinch of oil invades your lungs while your eyes drown in a noir environment that we can never overcome. Welcome to a city where children are born cursed.

 

This is La Cité des Enfants Damnés. A map-set of 12 maps done by none other than the great team of mappers from the Doomer Boards Community. This time around, like every month, they choose a special them and create art around it. In this case, we have something more special, more somber, yet, as fascinating as any other DBP. Based around a movie that I haven’t watched (but is now on my to-watch-list) The City of Lost Children, this map set takes inspiration from a multitude of French-film culture and some other weird, dark and dystopian references.

 

When we play Doom, the first thing we want is to have fun, of course, but in order to achieve the fun we must first select maps that satisfy certain factors to achieve excellent quality and give us good times. The Doomer Boards Projects have been a series of fantastic map-sets that without a doubt have managed to create that quality, but there is also something else that makes them stand out like no other. And that's their theme. Each monthly project is one based around an idea, a theme, a style. With the 26th delivery, they decided to give us a little baguette and launch us into a dark world where the only colors that exist are shades of grey.

 

And oh boy, is it really grey.

 

I’m truly convinced that creating a map is an art that offers total creativity to the author. It is here where we have to look for something excellent if we want to stand out in the great ocean of content that this game has offered for almost three decades. We have maps of all types, all art, all styles, but we will always have certain styles that will call our attention more than anything else. Maybe this map-set is one of those styles, because even if the preferences are varied and different in each Doomer, this map is themed in such an exceptional way that it is impossible to deny the quality that is under this project execution. In my case, I love atmospheric maps; those maps that offer a fantastic atmosphere thanks to an excellent combination of their design, their visuals and other extra details, especially if there’s ambient or new sounds. The City of the Damned Children is one of those maps. Each one of them, from the first to the last, stands out magnificently in the visual and environmental aspect. Like a spiral journey into a living nightmare. Black bricks, the smell of carbon in the air. The gray, dark sky, where rain is confused with pollution. Forget about the promise of tomorrow, because now you will be trapped in the past. A horribly dull and broken past.

 

The design of each map is, as expected, exceptional. We have traditional maps that follow a clear and well-defined progression, as well as fantastic maps that take different alternatives to offer variety in the gameplay. Each map follows a clear path in terms of the design you want to achieve, as well as an excellent quality control and attention to detail that encourages us to explore even if we have just killed all the demons. And oh, the demons. We all know that the most disturbing demons are those coming from none other than Doom 64. Imagine them in our beloved Doom 2 but with a certain twist of violence accompanied by beautiful classic gameplay. Just as the enemies receive a visual change, there are also certain visual changes in some weapons and even fascinating new spawns from hell, or in this case, the 1984-France; ghosts that seek to harvest your soul while they are able to revive other enemies, or even static eyes that will fry your brains from a distance. By far my favorite new skin is the one for the chaingunners, it’s just so metal and obscure at the same time. Fucking lovely. So come in, welcome to a gloomy world. Tear don’t exist, cause there’s no one to cry. Here, smoke and fire rule, while you obey. None shall rise, for our big brother is way up high. Let the children cry, for their unworthy souls are deserving of it.

 

I got to tell you man, @Big Ol Billy now’s how to make maps, but most importantly, he’s damn great at directing full quality map-sets, or in this case, Doomer Boards Projects. No map feels like the same thing, and no map lacks in quality or fun. From the first one to the last one, this is just great. Here’s also a big shout out to the nice @Doomkid, since the entire map-set makes use of his bootleg Doom 64-in-vanilla-sources, making this one a truly nightmarish setting and one that shall never be forgotten.

 

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Edited by Endless

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Community Chest 2 (2004)

by Various authors

 

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Now, this one is a kind of a mixed bag when it comes to reviews. As a matter of fact, this tends to be the general consensus when it comes to old community projects, especially Community Chest 1, which, all in all, is not good. Yet, there’s something that I still find relevant and worthy on recommendation. And that is the simple fact that these projects work as a block, the first block that would give way to a practice that has created and delivered excellent maps for everyone for years to come. So, if that’s the case, why don't I recommend CC1? Well because that megawad is not fun, sorry. But CC2? Now, this is getting more interesting. My real opinion about CC2 is one of mixed comments as good as bad. It is a megawad with a map quality much higher than CC1, and that is for a very long shot. CC2 even has names that have become legendary today. Erik Alm  @Graf Zahl (one of his few maps), @exl, @Kaiser, B.P.R.D , Tarin and none other than the badministrator himself, @Linguica. These people have left a huge legacy both on the mapping community and the Doom family in general.

 

That’s one of the points where Community Chest 2 thrives. Its full of these now-veteran legendary mappers and counts with some absolute great examples of maps for 2004 and even today, current standards. Yet, of course, it’s a community project, not all maps are going to be great, but here’s the thing: They all are better than those on CC1. Some of these maps can be so amateurish that we will find them cute; but other beasts are of such incredible quality that even one of them was named among the 100 best maps in history (The Mucus Flow). That's what's so screwed up about this megawad. There are so many maps of such immense size and complexity, that it feels like all the authors were in a competition to try and find out who can make the coolest and biggest map of the year. This comes to the point that while the great majority of the maps are great, they are, nonetheless, way too big and badly organized. Fun fact: By map 07 I was already going over the 1:30-hour gameplay mark. It sure will leave you sore. The quality of control is, well, not good on the control part.

 

Yet, this where all started coming together. Great mappers were born, the projects started to shine (It even won a Cacoward) and this was, probably, the farewell to the old-school, amateur, badly organized megawad projects. After this, things not only got better, but became even more anticipated and craved for. CC2 has on his side some really great maps created with special care and dedication. Plus, while the difficulty is generally harder than CC1, is not as crazy or dull as his predecessor. This is why I think it’s a valid recommendation that will surely give you some good times; it has great maps, good overall quality and it’s one historical moment for the both Community Chest series and the Doom community.

 

My only advice is that, for your own sanity, try to play only 1 o 2 maps per day, but if you truly want to have your brain gushed into the screen, well, go all the way mate, all the way. These maps are big, they are fierce and they are made to give you both pain and entertainment, so if you are the masochistic type, this may be your style. Of course, you don't have to take this expression of mine too far. They are not Slaughterwads, of course not, but you have to admit that they can be considered as really comprehensive maps to a certain extent. Now, here's what to consider. That's the case with the first maps and part of the media. Once you have advanced more than 18 maps, the rest, wow, they are very good quality. In fact, there are a number of maps with an incredibly respectable quality. Once we leave the introductory maps, here come the big badasses. The maps will now be large, but will have a better overall quality. With a more understandable progression, with a more dynamic, creative and interesting combat, as well as a design that will really surprise us, taking into account that this was launched in 2004. And of course, as some of these readers may know, there is one map in particular that was even named the 3rd place among the 100 most memorable maps in Doom's history. That map is Mucus Flow, and I won't spoil the surprise, but I will just say that it deserves all that reputation, and with honors. It's, just wow.

 

It is quite fascinating to observe how times have changed. Since we started with the community projects of doubtful quality, until today where we can find real masterpieces. But we must never forget our ancestors, those who forged our path to the future and left the legacy in the past so that we could savor both paths in the present. 2004 was undoubtedly an interesting year for the world of Doom, especially because it marks the year of the founding of the celebrated (and fascinating) Cacowards. Community Chest 2 was one of the first winners of the aforementioned awards, and therefore, it is unquestionably the merit it deserves. Sure, times change, but Doom is eternal. Ahem, I mean, but that doesn't mean that what was once excellent in its time is crap now. No, it doesn't. Time moves on but then the effect of vintage happens: Admiring the quality of what was once considered quality. Imagine if a Nissan Skyline was considered crap these days. What a sad world that would be where we are not able to appreciate what our history is. This is history, not only because it is a step forward on a great path, but because it is truly a megawad that despite being tiresome, hard and rather long, offers maps of incredible quality, fascinating design and great legacy.

 

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Edited by Endless

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Miasma (2016)

by @tourniquet  aka Thomas Seifert.

 

smcvWER.jpg

 

Miasma is one big, outstanding, dark-green monster. And this one bites quite good too. We can approach this map with a little bit of caution, curiosity, just the desire to be able to observe something else, different. Its name alone emanates an aura of mystery, of danger, of adventure. Like the title of some cosmic terror story, or maybe an event of death and decomposition, Miasma manages to evoke all those things and many more thanks to its absolute quality from the get-go.

 

Inspired by the work of B.P.R.D, Mucus Flow, this map follows its own example by working in an almost masochistic way on every detail, evoking the same atmosphere thanks to its excellent design that makes perfect synergy with every detail, every area and every simple style decision. A black world, torn by acid, leaving behind the remains of a huge demon-infested fortress, a monument to decomposition, reminiscent of the miasma of death, a doomed poem.

 

From the beginning we will easily realize that this map does not come with games (but it is a game, you silly); it comes with everything. The starting area is a nice little acid garden with a few zombies next to us (and one of the few on the map). This area serves quite well to set the initial mood that will spread across the map, as well as give us a few seconds of rest before we launch into the real challenge, and uh-oh, it will be challenging. This area is quite docile in that sense, smooth, nice, gives us a perfect idea of the type of environment/style that awaits us, but once we reach the teleporter, the real action begins.

 

We are immediately launched to the indoors of the map. An excellent combination of abstract structures under a unique style that reminds me of the colors of Quake and a much more formal design, skilled and certainly quite creative. The windows of the set are made with such detail thanks to an excellent use of geometry that it is simply impossible to ignore the details of the map. This, added to the excellent design of the textures and its striking palette, creates an example to follow in terms of ''acid'' pattern. But not everything is just architecture and beautiful layouts, here we are also thrown into the action of the map, which will strive to put us at the edge of our seats, especially if we decide to play this map in UV. Continuing with the difficulty, we have to take into account that this is a map made to be challenging, not to be a simple thing. There is no curve, but there is a cliff. Hehe, I giggled a little bit with that. Ahem, as I was saying; The map introduces us to the whole repertoire of enemies from the beginning, with Mancubus, Chaingunners (green now) and Revenants from the very start and in quite tight corridors. The enemies will be, without a doubt, experts in provoking us to agony. But don't fear, we have more than enough arsenal to take them all, but as for that, the real strategy of this map lies next to its layout, the design of its level. Just as the enemies are in excellent positions to harm us without being extremely unfair or annoying, we too must and have to take into account our position in space in order to fight. Many areas of the map are designed with this in mind, especially areas where we are drowned in high-tier demons. Not only can we point-and-click on every enemy we encounter, but we will have to analyze our environment well to make decisions that will lead us to victory. Tactics, dear Doomers, tactics make gameplay more exquisite, more enjoyable and simply wonderful. It is funny how something so simple can become complex, and oh, if we want to talk about complexity. This map does have its excellent and great portion of magnificent complexity. 

 

Don't let this word scare you, when I refer to complexity in this context, following the scope of the map, I mean a map with a design so intrinsic and well-designed that it's like observing a perfect maze that instead of getting lost, leads us to our destination. Connected roads and paths to different rooms, areas and rooms. From small to large, sometimes they guide us to teleporters that take us to completely new places or other times they just open doors to continue to a new area. Despite the enormous variation and different ways to progress, each path will take us somewhere. I say this as someone who has terrible Doom navigation skills, yet at no time did I feel lost or have no idea what to do to continue my game. Everything was a constant flow, without interruptions. That's the way a map should be played, unless it has areas of visual magnificence and inspires us to take some time to just get lost, otherwise a map has to point to the player moving and moving, not stopping or getting lost. When you create a map of such a size, with so many enemies, so many roads and so many details and yet you create a systematic progression that doesn't feel slow or dull at any time, then let me tell you that you're doing a good job.

 

And there is nothing better at the end of a map than an excellent end area that feels like an apocalyptic battle for supremacy. And this is what Miasma gives us by placing a huge central tower surrounded by enemies, sorry, hordes of enemies ready to take our lives. This is where we better have those circle-strifing skills polished up because we're going to need them. With cyberdemons, arch-viles, revenants, barons, oh much, much more. This is a battle worthy of a map deserving of an excellent reputation and high-quality awards.

 

Miasma is huge in every aspect. Enormously great, enormously hard, enormously detailed and enormously enormous. It perfectly encapsulates the acidic atmosphere of the title, accompanied by excellent MIDI renditions for the map, the menu and the intermission screen (a special song that made me smile.) Miasma, in spite of meaning death, will bring life to your WAD-loving souls.

 

» Full review «

Edited by Endless

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Hey Endless, forgive the pedantry, but words that end in S shouldn't have an apostrophe and S after them as well. I know it looks strange, but the proper title would be "Endless' WAD Reviews". An apostrophe after a word that ends with S implies another S after the apostrophe, even though it's removed in typing. Weird, I know. It has no effect on the way it's pronounced (which is odd because pronunciation is the one area where it does become difficult, not spelling, but.. English is full of rules that don't make sense..)

[/grammar nazi reporting for duty]

Edited by Doomkid

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29 minutes ago, Doomkid said:

Hey Endless, forgive the pedantry, but words that end in S shouldn't have an apostrophe and S after them as well. I know it looks strange, but the proper title would be "Endless' WAD Reviews". An apostrophe after a word that ends with S implies another S after the apostrophe, even though it's removed in typing. Weird, I know. It has no effect on the way it's pronounced (which is odd because pronunciation is the one area where it does become difficult, not spelling, but.. English is full of rules that don't make sense..)

[/grammar nazi reporting for duty]

:(

lmao, google failed me in that case. Thanks grammar nazi, it's good to have you on patrol.

Spoiler

I was hoping for a comment on my reviews but okey...

 

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If I may be doubly pedantic.. 
possessives of proper nouns, like names, end with 's regardless of the word. ;)

Cool reviews @Endless, are you going to be including these in your zine?

 

Edited by kwc

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5 minutes ago, kwc said:

If I may be doubly pedantic.. 
possessives of proper nouns, like names, end with 's regardless of the word. ;)

This is why I have trust issues.

 

Thank you :D and yes, @kwc some of this reviews are going to be part of the Wadazine and viceversa. I'll try to not copy-paste them 100% tho, just to have some different flavour.

Edited by Endless

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I couldn't leave it. I'm sorry for the offtopic crap, but I just had to investigate further, since my grammar school teachers were the ones responsible in the first place..

 

https://learn.solent.ac.uk/mod/book/view.php?id=115927&chapterid=19788

 

Quote

Singular nouns ending in 's'

Explanation: Singular words ending in 's' can either end in an apostrophe or 's' to show possession

Example: It is James's birthday or it is James' birthday

Commentary: both James' birthday and James's birthday are grammatically correct.


Remember: it's up to you!

 

So, both are correct and it's a matter of choice. So take my first post as a suggestion rather than a demand.

It's one less letter to type, after all! So much effort saved! ;P

 

EDIT: Sorry again for the offtopic shit, I always love reading your writeups Endless. Keep at it!

Edited by Doomkid

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29 minutes ago, joepallai said:

@Endless    These are some high quality reviews!   Thanks for doing these, looks like I have some catching up to do...  

Thanks a lot for the kind words, mate! You can always check out the whole archive for even more complete reviews :D

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Nice work on that Miasma review :)

You might wanna check out Mutabor by the same author, if you haven't played it already. tourniquet has created an even more complex monster (in terms of layout and sheer map size), but very much like in Miasma, progression remains intuitive.

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10 minutes ago, WH-Wilou84 said:

Nice work on that Miasma review :)

You might wanna check out Mutabor by the same author, if you haven't played it already. tourniquet has created an even more complex monster (in terms of layout and sheer map size), but very much like in Miasma, progression remains intuitive.

Thanks a lot for the words! That's probably my largest review so far, and it's for a single map so I'm very satisfied with it.

And I'll def going to check out more of Tourniquet work. I'm also currently working my way through the last work the French community did, the 180 Minutes Pour Vivre. I'll be sure to make a proper review once I finish it.

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4 minutes ago, tourniquet said:

Cheers for the review, really enjoyed reading it @Endless

Oh thanks tour! Feels nice to hear that. I'm Glad the author like it! Thanks man, looking foward to more of your maps.

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Same as with NJ's review corner it's a great to see others putting a lot of time and effort into those writeups, sorta filling a gap after the demise of /newstuff. Keep up the good work.

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DBP01: Monuments of Mars (2018)

by the Doomer Boards Community

 

dDFVgOq.jpg

 

What we have here is the first creation of a group of authors calling themselves the ''Doomworld dropouts'' that would go on to make a series of projects that would be known as the Doomer Boards Projects, and anyone who has read my reviews or recommendations in the Wadazine knows very well that I am a fan of the series as a whole. The entire series has exhumed quality in each of its deliveries, being superior with each one of them, but above all, consistent and constant, with one delivery every month, it feels like watching a chapter of your favorite series being released. Now we will concentrate on what is, not only the first installment, but an important installment that works as the first pillar of what would be the great acropolis of a series of maps that will stand out in the history of Doom mapping.

 

Monuments of Mars is paramount as an entry to the series for two key reasons: First and most obvious, it was the premier of a series made by a different group of mappers, some known, some not so known. Second, and this one was major, not only was a premiere, it was a fantastic one at it. The first DBP not only brought with it 7 fantastic, Mars-themed maps, but all 7 of them showcased some outstanding quality in every aspect, as well as presenting the maps and the authors as true, serious pieces of artwork. Whenever we are premiere a map (or any kind of work as a matter of fact.) we don’t want to be bash with negative reviews, we don’t even want mixed reception actually. I think it’s something that’s generally agreed upon: If a premier works damn well, that’s a big chance into a longer, more successful journey. These literal Doomers took their chance and made it work.

 

The Doomer Boards Projects have managed to maintain a fairly respectable consistency, being launched once a month, I think they only had a small case of delay, but since 2019 they have not stopped making deliveries. Interestingly, the first deliveries were made by authors who have literally become Doomworld dropouts, like @40oz , now, eh, banned (may his account rest in peace) but we still have excellent mappers who are still with us, joining us in this small portion of the internet that some of us appreciate with affection. @Phobus has been one of those authors who have managed to establish their touch in the series, becoming not only a prolific author by himself, but also a very consistent one within the projects. His latest maps have done nothing but increase in quality and versatility in the whole series, becoming more prominent in a series that is seriously filled with mapping Rockstar’s. This is probably one of the facts that excites me most about the Doomer Boards Projects. Not only are the authors already renowned creators, but so are the maps. They are not simply maps made to pass the time or designed with detrimental limitations, after all, the only limitation is having a month and selecting a theme to style it. That actually creates the opposite effect to ''delimiting''. On the contrary, it explodes. In this case, Monuments of Mars, as its name implies, is a set of 7 maps designed under the Mars in Doom theme. A theme that is practically part of the nature of the game, but one that has not been as exploited within the popular selection of map styles as it should be, compared to the over-saturated Tech-bases and Plutonia-esque maps. Mars, after all, offers almost surreal alternatives for the creation of abstract levels representative of classic Doom gameplay, but more importantly, when you combine them with a pinch of hell, you create art. That's how I feel about the first installment of the Doomer Boards Projects, a reddish artwork made for the longing eye of new WADs, new experiences, and better yet, new planets. As for that last sentence, it is something I find very important when authors create maps. The feeling of creating something new, fresh, evoking a feeling of traveling, of journey, of imagination. Creating a new planet. Here, of course, Mars is not new, but the maps are, and they are so well made that they perfectly synthesize the Martian environment together with the infernal style of the demons. Now when I look at the Doom 3 cover, I don’t think Mars City, I think Monuments of Mars.

 

Consistency is key here. You have a group of authors who have each developed their own style and way of working. This is when you realize that the difficulty of creating a project with different minds is born. However, direction is what leads to realization. There is no doubt that Monuments of Mars maintains a fantastic direction thanks to the versatility of the joint work of authors and the brilliant direction. No map feels separate from the set, no map feels out of place, and no map is left behind in terms of gameplay, visuals, or just the fun factor. From the beginning we will find that the map-set has a well-defined difficulty curve; superior to the average and intelligently designed, this map-set delivers challenging but never annoying maps, full of different mechanisms that increase both the challenge and our perception and adaptation to the reality that is presented to us. Demons have enough opportunity to kill us, but we also have different options and measures to decide how we should approach the goal. This, if we are careful or cautious, creates an interesting set of maps, fantastic strategies that throw us into a battlefield where the skill will need to shine in order to win. From the first map to the last map, you’ll travel through the hell-scarred surface of Mars, launching yourself into the last remnants of humankind, fighting for survival and final redemption. Whether it's a small level, tight in combat and challenge, or an open and dynamic one, which encourages you to run and shoot. Each map will be memorable.

 

In the end, the first entry in the great Doomer Boards Project series, is one that not only showed us the quality to come, but still manages to retain its own legacy and true showcase of mapping skills. Mars never looked so good.  

 

» Full review «

Edited by Endless

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DBP02: Circle of Caina (2018)

by the Doomer Boards Community

 

AJkEPlb.jpg

 

The second installment in the great series of the Doomer Boards Projects brings with it a theme that is totally the opposite to the one presented in the previous project. This time we find ourselves in a winter map-set, almost Christmas-like, if it weren't for the fact that instead of spreading joy and gifts, it would be bullets and blood. Here we have an example of a truly fresh style, not very popular among the massive Doom WADs repertoire. The truth is, maybe it's because of my lack of experience, but I can't think of many maps that make the winter or snow theme as good as this one, they're just not as numerous as others. Circle of Caina is the name given to the second zone of the ninth circle of hell. The deepest zone where traitors are punished. This zone immerses its victims in the gelid sensation of backstabbing, drowning them under a world of pure ice and winter suffering. Funny how the second project has a title that refers to a cult book, but in the future projects we can find names that bear the title colonoscopy, hehe.

 

One of the problems with having a premiere of such a high quality and admired work with excellent reviews and a mostly positive reception, is that it leaves you in the spotlight so that the sequel exceeds expectations, or at least achieves the same quality as the original. That's the curse of film sequels, which is rarely broken, but here, here is different. It's not easy to achieve the same quality of a map as Monuments of Mars was, but they sure did. Circle of Caina is a refreshing delivery that perfectly cools our senses, mostly in the creative sense, because as far as the experience goes, oh boy, it's going to be a hot one.

 

The treacherous demons will not give us a break in this fantastic adventure through a frozen world. Circle of Caina encapsulates incredibly well an environment of cold and anger at the same time. Maps designed with an exquisite palette of bluish and whitish textures made to denote the distinct style of winter, but above all, a style that is accompanied by an excellent design of levels that blend gothic strongholds with blue, ice-cold open environments.

 

With the first maps we will find some more closed environments and with a more tangible curve of difficulty, more bearable but always present. Here @valkiriforce , a great vanilla-styled mapper makes his first showcase on the series, alongside @SuperCupcakeTactics , both great Doomworld mappers that would go on and continue providing great maps in the series. But be careful, these maps are not only beautiful, but hard. As you would expect if you put your foot in gelid water in real life, here you better be careful with deep blue water because it is harmful, but not only that. The whole map-set emanates an aura of cruelty and punishment, made purely to show us the lack of life and mercy. Fortresses of dark environments full of demons, placed as expected, in precarious positions designed to attack us from all sides. As this map-set gives us a new extra map (eight against seven) we can expect some cruelty here and there. But don't worry, the 9th circle of hell is made only to punish the traitors; we are the punishment. Going through the initial dark-grey fortresses of hell until the open fields of pure ice and blood, we shall reap the sin of this final circle. The freshness of this set comes from the simple and effective fact that each map is designed in an honest, detailed and well-designed manner. No map feels boring, and no map feels ugly to look at. I can even tell you that it makes use of the Doom 2 stock textures, those strange rocks and blocks that look out of place, now look so good inside the whole set that it makes me want to eat an ice cream while playing. If you feel a little hot during the summer, you can come here to cool off, but if you want to get into some real atmosphere, play it in the middle of the night during a snowfall. I'm serious. Probably what I enjoy most about the map is being able to see the ice textures combine with the deep blue of the water. There's a certain escapism to this feeling, but I guess that's a good thing.

 

But let's leave the coolness aside, and now let's talk about the hotness, the gameplay. It's hot. The end. Okay, building into that complicated argument I'll tell you what makes this one a challenging map-set. First of all, we have before us maps designed with the simple premise of seeking to create complex combats that are not only drowning over Barons waterfalls, but seeks to find a way to use all the possible tricks of the Doom difficulty manual, adding them in certain areas and moments so that they do not feel overloaded or annoying. It is because of this, and the fact that there is an extra map, that I believe Circle of Caina is superior in both gameplay and difficulty to its predecessor. This also means that the difficulty curve will be a little more appreciable and a little more irritating if you are not one of those who are willing to die several times and try again constantly. Just as the predecessor was no joke in UV, this one takes it one level further. There is a special map that launches us directly to the slaughtermap style, without any warning, thrown from a single to a total massacre. Come on, every now and then it doesn't hurt, and especially if it's a map that has some special tactics to be beaten. All the maps are beatable, obviously, but three or four maps will be a bit more challenging so be ready to face a hot challenge on cold ground.

 

Circle of Caina brings with it the same greatness as its predecessor, while at the same thing building itself as unique map-set that earns a very well-received reception in my book. At no time is it boring, at no time does it leave you feeling cold, and at no time will it leave you frozen in the middle of the action. Eight fascinating maps all following a magnificent consistency in terms of quality and progression, while at the same time delivering their own creative touch giving a gameplay as dynamic as it is fun. If you want to venture into the Songs of Hell, launching yourself into Dante's adventure, why not start at the end of it all? The Circle of Caina is where the worst monsters lie. Who is willing to punish them?

 

» Full review «

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DBP03: Forest Swords (2018)

by the Doomer Boards Community

 

dYf5o3n.jpg

 

The famous series that I can't stop recommending. This is the 3rd installment in the Doomer Boards Projects and part of my journey through them to review them all. Luckily, the first three installments have been deliberately fantastic. From beginning to end, each has been an incredibly enjoyable and unique journey through an exquisite variation of themes and varieties. Now we have a new color, one that emanates freshness, oxygen and money. Green is the color.

 

Forest Swords is a map-set of 7 fantastic maps designed around the theme ''forests'', which is why we will find the color sells as a dominant color through each of the fantastically designed maps that manage to perfectly carry the theme with a Doom style. As you would expect from the projects, not only are the maps designed around the theme and month, but they are maps that are scrutinized under a direct eye of quality control, which gives them such a warm reputation and fantastic overall quality. Therefore, when entering this collection of fantastic forest maps (or rather inspired by forests) we can expect to find not only maps that have been designed under excellent quality, but also maps that generally have a fairly stable and welcome consistency. Not only in quality, I have to say that, but the maps have a well-placed order and feasible flow that allows to enjoy them in an excellent way while we go through our games either in continous-saves or with Pistol-start. Whichever way you play it, it will be enjoyable, and of course, challenging in all difficulties. The latter will change in the future, hopefully.

 

Visually, like the predecessor (again) I find this topic quite attractive, especially to my preferences. It is not, literally, set in a forest or different types of forests, but it takes inspiration for the overall picture, creating different maps inspired by such a concept that manages to capture the personal essence of the theme thanks to a good own style, fluid and balanced within the whole scheme, offering both variation and consistency. I have to admit that when I entered the map-set, I really expected to find maps saturated with trees and leaves, since the very curious description suggests that: Some forest themed levels banged out by the best worst doomers you'll ever meet at Doomer Boards. The description kills me. Continuing; the theme of the map is rather slightly inspired by the images that a forest evokes, mainly the dark green color, that we can find in forests of cold climates and also in deep forests during the rainy season. From there on, that's where the theme deepens, in the green. The maps are a combination of different styles with many architectural touches. From traditional maps on abstract bases to certain maps that make use of geographical features to give a wonderful sense of natural realism. All under the same wonderful spectrum of green color.

 

As there is a beautiful variation and a good theme in the map-set, there is also an interesting gameplay that follows the same steps of the previous deliveries. Presenting challenging scenarios, with great focus on tactics, these maps are staggered quite well thanks to a good defined curve of difficulty. They are, no doubt, difficult, but that does not mean they are clumsily unfair. Probably one of the most positive changes that the future Doomer Boards Projects deliveries presented is the adaptation of different skill-levels, something that undoubtedly can be somewhat detrimental to the new players who just entered the series. As this, even if it's no real issue to the more veteran players, can be quite unwelcoming to the less experienced. Hence, why even if this map-set (and the previous ones) are just great in their overall quality, are quite scary as entry map-sets.

 

They say the sequels are bad, and the sequels of the sequels are even worse, but the Doomer Boards Projects don't think so, sir. Forest Swords is a fantastic map that certainly establishes itself perfectly among the first three as its own separate project. Unique, full of style, quite attractive maps and with the first samples of the massive maps that would come. No doubt, we cannot deny that @40oz has fantastic skills as a mapper, but wait, in the future will come some certain authors that will break any record. @glenzinho begins his first steps in the series, pointing a bit for what would be a promising future where he would create even more fantastic maps. @valkiriforce begins to stand out with his name, creating fantastic maps that perfectly capture the style of ''boss maps'' with massive sizes and full of epic visuals.

 

This is probably the best aspect in the series overall: A collection of great mappers, and Forest Swords does not fall behind. A collection of great levels, but above all, superb map-makers.

 

» Full review «

Edited by Endless

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DBP04: Xenomorph Base (2018)

By the Doomer Boards Community

 

dEwh3cu.jpg

 

There is always a black sheep in a family of sheep, isn't there? Well here in the Doomer Boards Projects series all the sheep are different colors, a full rainbow from the brightest to the dirtiest. As you might expect, at some point a certain sheep might come out dirtier than others. Xenomorph Base is, unfortunately, that sheep, the first one in my opinion. Although, don’t let that wording get all over your heard, because despite not having the same quality or consistency as entry trilogy, Xenomorph Base is actually quite and interesting and still very fun map-set with some really dark and extravagant visual twists.

 

If the previous themes of the past deliveries were a little more realistic or tactful towards reality, the fourth delivery sought to deform all that and throw it out the window to bring something new, different and scary. This new map-set of 6 maps (less than the previous ones) brought with it the introduction of a theme based on the famous movie Alien, or in a more artistic way, based on the works of the great H.R. Giger. After all, xenomorphic means ''alien/bizarre/external form'' a name quite appropriate for any kind of style that is out of the ordinary, going beyond the limits of reality to jump into an abstract dimension where creativity is twisted to recreate echoes of disturbed scenarios. In theory, this is Giger's style and the map-set (although Giger went a little deeper, reaching lust and so on) manages, satisfactorily, to create a quite unsettling environment for the eyes.

 

Yet, in contrast with the previous entries, Xenomorph Base kind of lacks in the overall quality of all the factors taken into account, and well, is not that it’s a big issue, its just that compared with the rest, it’s kind of duller. Which, to tell you the truth, makes me quite disappointed with it. The whole aesthetic and the theme of the map-set is one of truly outstanding opportunities for great levels with interesting visuals. Is not everyday that you find maps inspired by the works of Alien, let alone using textures of H.R. Giger artwork. Now that’s what I called something different yet tasty. But, unfortunately, this his pretty much where all the good points can go. Visuals are nice, good to look at and inspired such a dreadful vibe that it crawls over your skin. And that’s it.

 

This is one case of missing potential. The whole map-set feels rushed, like they were getting to near the deadline and couldn’t find a way to complete the works with the same quality as the last ones. The first thing that tells me this is the fact that there’s only 6 maps, while the entry before it had 7 and the one before that one had 8, but not only that, they were quite outstanding and big maps. This one, the fourth entry, on the other hands falls behind in such regards. The maps are less and they are not as awe inspiring as the previous ones. This is probably the hardest part about reviewing it alongside the whole spectrum of the series; is not that it sucks, no hell no, nor is it bad. This entry is quite good, decent enough and very cool as its own thing, yet, if we take into account all those that precede it, we have to rank it alongside them, turning it into a comparison between the whole family, thus, becoming the dirty sheep.

 

Yet, not all hope is lost. For even if the map-set doesn’t go up to the same height of his older brothers, it still reaches quite high enough. As I said before, visually this is one trippy-dark experience with some interesting texture work and various abstract, almost surreal map designs. The level design, the whole layout and overall gameplay of each map is quite good too. Fun, fast, not as challenging or engaging, yet good enough to offer some good minutes of Doom fun in Alien style (the way it was meant to be some would say.) In the end, would I recommend this map-set? Of course! Because even if it’s not on the same level as the last’s ones, it still is good, fun and different. Plus, if you want some short fun for about 40 or 50 minutes, this one is worth every minute. In the end, there’s still no truly bad Doomer Boards Project.

 

» Full review «

Edited by Endless

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DBP11: Lilywhite Lilith (2019)

By the Doomer Boards Community

 

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I had to research a little bit first where the name came from before making the full review: Lilywhite Lilith. Apparently, it's a song by the English rock-band Genesis, a group I already knew but had never heard this particular song before. The Doomer Board Project 11 follows the theme of the songs on the album through a fantastic odyssey of maps united under lyrics, with a unique style that is difficult for me to put into words, but we could leave it at: Reminiscent of Greco-Roman architecture with simple styled mansions, nice and expansive exteriors, beige ruins and everything combined under a green and dark dream. It’s no simple map-set and it’s no simple style, one that not only shines by its simplistic beauty and dream-like scenarios, but also for its fantastic ability to convey calmness. I don’t know if that was one of the purposes of the whole team, or maybe is just a collateral result of the texture and layout choice, but this maps just feel like a sweet serene to the eye. Tranquility and brutality all under one.

 

This time around, I can confidently say that this is one of the most relaxing entries of the whole series, theme wise, that is. The texture work and the level design are one that conveys such a feeling of peace and the passing of time, like a moving clock that never stops, yet moves with tranquility, with patience. You’ll find yourself immersed in a world made out of dreams and songs, filled with demons and some neat visuals. First neat visual you’ll find is some cool-looking colored window panels. These ones are not only for the fluff, they are actually interactable. You can shoot them or punch them, and some will break, revealing either some useful items or some cruel demons really to attack your face. The first level, made by @Jaxxoon R aka Scrangus McBrickdad also count with an interesting doll-switches, which sadly don’t make another appearance in the rest of the set, at least not that I could find. All levels do count with the window panels, which, let me tell, look kind of awesome. The variety is good enough and diverse enough to make every map feel like his own thing, without crossing into another one limits or make them feel dull by the end of the map-set. You have names such as @SuperCupcakeTactics , which makes one big sprawling and diverse level that introduces some interesting portal tricks; @glenzinho sharing his own big hub styled map with some nice challenge; and of course, none other than the good old, @Big Ol Billy , that at this point we can all agree his just great at making maps. Interestingly enough, the map-set is organized almost directly by author, meaning that the first maps are made Scrangus McBrickdad, then the next maps by supercupcaketactis and so on, making these feel more coherent and with a well-designed difficulty curve. Speaking of difficulty, surprisingly, Lilywhite Lilith is not as hard as you might expect from a DBP. Sure, it does pack a punch, specially MAP 06 which is, uh, quite sadistic, but after that, this one is probably one of the most friendly-welcoming set from the whole series. Although, don’t take my words like if they were engraved on stone, it still is hard, just not as a violent. After all, this map introduces the first custom demon (if my memory is not failing) in the DBP repertoire; a heavy possessed wielding none other than the plasma rifle itself, but don’t worry, is not like the one on Scythe 2. Picture it more like a mini-spiderdemon without the big hp pool and by burst fire instead of fully automatic. It’s does increase the overall challenge by a bit, but nothing to truly take you to hell.

 

Speaking of hell, this map-set doesn’t feel like hell at all, it actually feels more like a journey through the Elysian Fields. I believe that’s one accurate, or at least close inspiration for the whole map-set. A trip through various landscapes that go from mansion style structures intertwined in mushy caves to some really big and fantastical mixes of everything that the map-set has to offer. You won’t find anything else like it. If you like Greek or Roman styled architecture, you’ll pretty much have a nice time playing through this sweet-looking group of maps. From the last inch, here are some quality maps that really achieve the magical feeling of a dream-like scenery.

 

If you already like Genesis and liked the song that inspired this map-set, you’ll probably enjoy even more each of the maps thanks to their subtle yet still fantastic references and MIDI’s, which I’m pretty sure some flew over my head, shame on me. Not only is this map looking like a good painting on oil, but is one that sounds and feels like a nice journey inside your own head. A dream between a dream, a night inside a night, a song inside a song, a world beneath another world. An eerie feeling crosses your head: Have I been here before? Maybe. One thing is for sure, once you finish this map-set, you will start feeling a serene sensation of accomplishment. That's one hell plus point for @Jaxxoon R aka Scrangus McBrickdad, doing a fantastic job at directing this dreamy map-set.

 

Sometimes Doom is not only about hell, or tech-bases, or Plutonia, or weird shit, sometimes Doom is also about simplicity, beauty, dreamscapes, art on mapping. Lilywhite Lilith is one truly fantastic and seriously outside-of-the-box theme that manages to capture extremely well the whole feeling of daydreaming and beautiful modesty. Maps filled with little details inside a beautiful scope of marble and moss, a combination that never before I thought I needed so much. You see, marble is beautiful, yet, is simple, and moss on the other hand, is wet and smelly and gets everywhere, but once you combined those two into a simple texture choice, you get something that surprisingly not only goes well, but creates its own aura of pure Lilywhite Lilith.

 

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Edited by Endless

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DBP05: Coffin Curse (2018)

By the Doomer Boards Community

 

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Coffin Curse has a different category within the whole Doomer Boards Projects saga. Considered by many as one of the best among the first projects, the DBP5 stood out for bringing with it all the good things of the previous deliveries, and duplicating them, but not only in terms of its overall quality, but also its terrible (awesome) difficulty, creating an interesting challenge for those Doom veterans who longed for something sadistic. Those sick Slaughtermaps fans.

 

When we hear the word Coffin, I'm sure all of us imagine some kind of scary, gothic atmosphere, with a coffin designed for Dracula or some vampire like that. Let's add now the word Curse and we have then an imagination a little darker that is throws more towards the drastic, strong and terrible. This is Coffin Curse. An amalgamation of gothic terrors reminiscent of Poe's tales or Stoker's creations. We will not find vampires, after all we already have demons, which, from experience, are worse. Coffin Curse is a gothic style play that stands out dramatically on every map. From start to finish, all we will see is a fascinating gothic design thanks to its brilliant work of textures that combine as synergistically as stylistically. No centimeter is boring to look at or feel as if we are looking at stock textures; each set presented within each of these fascinating seven maps is made with the utmost precision and care to evoke that dark and brutal atmosphere that will despair the weak at heart. Imagine Castlevania on Doom, reduce it a bit and add a more 90’s style and you have Coffin Curse. All that's missing now is some Bach gothic tunes in the background and you can go screaming to your family "the power of Doom compels you".

 

Starting with a closed, tight, claustrophobic map, full of coffins, iron boxes, black bricks and pools of tears surrounded by demons from the elite circles of hell, passing through medium to giant sized open maps infested by all kinds of monstrosities and spoiled with the fantastic style of excellent detail, until you reach the face of evil itself. This is one dark adventure through curses and demons.

 

Also, throw some Heretic over there. Oh yes.

 

This time around, despite only being six simple (actually no) maps, Coffin Curse packs some outstanding quality never seen before in the series. @Phobus kickstarts the map-set with a great map made under the feeling of challenge and despair, pure gothic style. @Big Ol Billy follows with the weird looking mushroom map that still retains the great quality and upward difficulty. After those great, here comes both @40oz and @glenzinho, that despite not being with us on Doomworld anymore (banned, yup) were still fantastic mappers. The prolific @Memfis also makes his first appearance by co-authoring MAP 05 alongside @Big Ol Billy. Finally, my personal favorite map, was made by @SuperCupcakeTactics, fantastic job, mate. Holy hell, this is one team of mad mappers, and the quality shows. Hell, yeah it does.

 

Coffin Curse is not only medieval looking, it’s also medieval playing. Probably one of the aspects that made it stand out among the first five is the simple and effective fact that the difficulty it now offered was consistently challenging. From first map to last, none of them feel slow, none of them feel easy. On the contrary, my dear Doomer, these maps can give you a good kick if you don't look hard enough. It is not for novice players who have not yet fully mastered the basics of Doom, and even veterans will have to tread carefully when settling into the demonic curses that these seven maps offer through their fantastically dark presentation. The difficulty is dynamically designed, offering very difficult maps in between and normally difficult maps at the beginning and end, managing to create a dynamic progression system that does not exhaust, but still does at the same time, this meaning that despite the huge challenge that some maps are, once you finish them, you’ll feel like a true Doom god that could take even on Sunlust on a day in a blind-run. Of course, reality kicks in and so does the map-set. Challenge comes in all forms, and here you’ll be satisfied if you want to feel that masochist nature shine. From Thy Flesh Consumed style difficulty to some Slaughtermaps arenas that are surely going to boil your blood; pick your poison.

 

This one is difficult, brutal, dark, practically medieval mixed with the power of Doom. A black experience through black levels; massacre awaits those brave warriors who wish to reach Valhalla, and plague for the cowards who hide from death. In the end, no one can escape the Grim Reaper's clutches, after all, we are all Coffin Curse from day one.

 

PS: I kinda broke the review order, but oh well.

 

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DBP06: Vicarious Reality (2018)

By the Doomer Boards Community

 

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Vicarious Reality is the sixth installment of the already prolific Doomer Boards Projects, at this point I think the first ten can be considered the first originals in that sense, even if ten already sounds like a lot, but still. In this case we have a delivery that brings in a more literary theme, a twist of science fiction and a little bit of Tron here and there. Abstract like nothing before, but full of some interesting potential that falls a little behind on the overall panorama.

 

Like any project, since the first one to the last one, the theme just never disappoints. The decisions and general direction have been incredibly solid throughout the entire saga; of course, it's not perfect, but what is perfect? Sometimes all we need is a little fun, and this is where these great projects come in, always offering an exquisite quality of entertainment based on small map-sets that we can enjoy and complete in less than an hour (the first ones, that is). Vicarious Reality follows such an ideal established by the series in general, but unlike others, it suffers from a bit of the same negative factors as Xenomorph Base, but we'll get to that.

 

First, what will we find in Vicarious Reality? Well, as the name seems to indicate at first, here we have an interesting theme where the manifestation of reality is twisted before the creation of illusions designed to train us in the fight against our greatest enemies. At least that's how I understand it. Here we have ''simulations'' of different battles through various maps with a similar aspect; bright colors, yellow sand, dark tech-bases and abstractly entertaining designs. Like putting on a VR helmet of the future, we are thrown onto different battlefields that mimic the harsh reality of war against the forces of hell. The general appearance of each of the maps is quite decent, and if their aim was to imitate or take inspiration from the designs of the 90s, well they achieved it nicely, however, that is not usually a rather favorable factor in many cases (especially in 2019), as they fall back on simplicity and repetition. The maps are, at least, consistent in their overall design, but each of them delivers an aspect that can feel a little dull among the small repertoire of only six maps. At least I can say that if you really enjoy the simple mapping times of the 90s, then here you will find just that. The thing is that, is just too simple, too dull and just too look-alike to all the entire map-set, with only one single map that truly shines among the yellow-dusty theme, and that’s in my opinion, the last one, which actually manages to capture the whole feel of the Vicarious Reality setting, an error on a simulation.

 

Secondly, let’s get into the juice, gameplay stuff. Well, since the overall theme -apart from being set in a simulation- also tries to replicate the overall feel of the 90s, I was, indeed, expecting that kind of gameplay, you know, simple and just straight into the hell zone, and well, yes, it does have it, but with some more interesting and modern twists. On the first example, we have the first map, created by @MagicMaha, which I believe would have been very hard to find during the 90s, that is a constant flow of enemies introduce one by one thanks to the tight level design. This in theory would make it a slaughter map, since there’s a ton of enemies all against you, but since the overall design of the map makes it all just flow slowly but surely towards you, the gameplay turns into a more tactical and patient style. Tactical in my Doom game? Get out of here. After this level, unfortunately, there’s not that much variation or depth in the combat for the next maps, yet, is not necessarily bad. Is just plain, good old and simple Doom traditional combat. Quite interesting considering the scope of experienced mappers working on the project.

 

This is why I believe this map-set suffers on the same fate of Xenomorph Base, and that is the fact that is part of a series of map-sets that has shown various times an amazing level of detail and extremely impressive quality. Just the previous entry was an absolute blast, a unit of pure awesomeness. Meanwhile, Vicarious Reality is pretty decent, good enough, but just falls behind on the complete scope of the series.

 

A cool theme, got to agree on that one. Various maps have tried before to replicate the feeling of being inside a computer or at least be computer-base based, but Vicarious Reality actually manages to replicate the feeling of being inside a simulation, one that by each battle we encounter, grows and grows more into the dimension of real life, expanding his intricate cables into our own world, imitating and replicating a perfect illusion, demons and all. It may not be as impressive as the previous entry, nor as challenging, but this is actually good in a way. A more casual entry, shorter, faster and good enough for most people to enjoy and complete in less than an hour. Give-e- give it- a- a- err-01-a-a-110001-01-tr-r-r-try-001-error 404.

 

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Edited by Endless

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Nice throwback! Vicarious Reality was a weird point of the series, and iirc its development was sort of interrupted or at least completed more hastily than previous entries. My final map with the broken/malfunctioning simulation conveniently—though completely unintentionally—ends up echoing how the series itself sorta fell apart for a minute there towards the end of development.

 

It's basically the hinge point between the first-era DBPs (consistently led by 40oz, abstract texture-based themes) and the 'modern era' DBPs (rotating leadership, many themes that had custom monsters and/or semi-narrative components). Interestingly, although it's undercooked, it also has all kinds of hints of the DBP Mark II style. The "simulation" bookends and lo-fi original textures + menu graphics suggest something of a more distinct universe, rather than a particular mood within the existing Doom universe, which is what you got from the DBP1-5 run (and which I also still dig).

 

I don't think of VR as a particularly successful set in itself, but its shortcomings gave me something to build on and develop when I was putting together the themes for LOTHT and Alien Bastards! in particular. In fact, AB! builds on a lot of those menu graphics and sort of functions as a "take 2" on the DBP-as-its-own-cheesy-sci-fi-world thing.

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