The What’s Awesome, Doom? One-Map WADstravaganza!

By now you’ve probably noticed that I lean more toward bigger WADs and megaWADs to talk about on What’s Awesome, Doom? As a result, I have a growing list of one-map WADs I’ve either enjoyed or been meaning to play that’s just been getting longer and longer for years now… You know what the means! That’s right — it’s time for another special episode! Welcome to the One-Map WADstravaganza: eight single-level releases from the last five years or so. Let’s jump right to it, before I get wrapped up in some long, masturbatory introduction! Presented in alphabetical order:

What’s Awesome, Doom?: OCD-Doom

I adore Peter Hawes’ OCD-Doom… even if the WAD has jack shit to do with OCD. It’s a hard WAD to recommend, though. Its gimmicky focus means OCD-Doom has ended up with a relatively unflattering 2.5 stars on the /idgames Archive — and comments describing it as both “innovative” and “enjoyable” (5 stars)… and as “nauseating tripe” (0 stars). Hoo boy.

What’s Awesome, Doom?: Scythe II

Scythe II and I have a complicated relationship. I was a massive fan of Scythe years before the sequel was a thought in my head, so when II was released, I jumped on it like a rabid wombat. In the beginning, I was blinded by love for Erik Alm and the Scythe name. As the initial high faded, I found myself a tad disappointed. It wasn’t quite there for me — not quite what Scythe had been. And back in those days, I had an strange preference for tech maps, of which there were only five or so buried in

What’s Awesome… Wolf3D??

I’ll admit… I don’t love Wolfenstein 3D the way I love Doom. There are a few Wolf3D mods that I’ve given a look, and none of them seemed like much more than map packs: a bunch of new levels, maybe a new weapon and enemy or two. And I just don’t feel Wolf3D is modular enough for a simple map pack to be something to get excited about. At least not the way I get excited over some Doom WADs, even those that add literally nothing but a few maps. But a year or so ago, I found Operation Eisenfaust: Legacy. And it

What’s Awesome, Doom?: Mano Laikas: A road to Gamzatti

Nicolas Monti is an artist. Maybe the Picasso of Doom mapping. I’ve made a point of playing all his recent releases as they come. That includes my 2014 WAD Of The Year, Apostasy on Amalthea; one of my favorite WADs of 2015, Desecration on Thebe; and his most recent and expansive work, 2016’s Mano Laikas: A road to Gamzatti. Rounding out that roster is Erkattäññe, in my opinion Monti’s weakest WAD and yet the only one to win him a Cacoward. Erkattäññe didn’t work for me in large part because it was a Doom II WAD. Doom II‘s textures just don’t jive with

What’s Awesome, Doom?: Breach

Breach is beautiful. “Intricate” or “detailed” would also be accurate descriptors, though you’ve often gotta steer clear of those words in Doom circles. I think both terms are starting to transition out of bad word status — in part thanks to creators like Viggles and projects like Breach — but in the past they were too often associated with maps that either include so much detail that the architecture interferes with player movement, or that focus on detail as a substitute for any kind of stimulating gameplay. And trust me, I wouldn’t be talking about Breach if either were the

What’s Awesome, Doom?: Doom the Way id Did – The Lost Episodes

If you’ve played Doom the Way id Did, its Lost Episodes are essentially more of the same. A little less id-like, maybe, but with a wider quality spectrum. Doom the Way id Did: The Lost Episodes, to put it indelicately, is six episodes of leftovers and cut maps that didn’t make it into the official DTWiD release. What you have to keep in mind when saying these maps were “cut,” though, is why they would have been cut. The strict rules of DTWiD mean that submitted maps could easily be, and often were, rejected not for being of low quality but