Sharp Things

Gosh, when was the last time we talked about an old-fashioned standalone map? UAC_DEAD back in… 2018? Oh boy. A bit of inside baseball here, but this episode was up in the air until last night. I planned Going Down as Episode 61 for at least the last couple months, and the remaining WADs from here on out are pretty set in stone — I’ve already played them and know they’re awesome. But the WAD I penciled in for this particular slot, after playing through in its entirety, sorting all the screenshots, and outlining a review… it dawned on me

Doom II The Way id Did

Doom II The Way id Did. You already know what this is. You know whether or not you’ll enjoy it. What are you doing still reading this? Doom II The Way id Did is exactly what you expect, even if you haven’t had the pleasure of playing Doom The Way id Did, or the number of WADs that followed on in that vein for years. It’s a collection of 33 maps by various authors in the community, all doing their best impressions of John Romero, American McGee, and Sandy Petersen (plus maybe a tiny bit of Shawn Green and Tom

Special Report: One-Map WADstravaganza!

By now you’ve probably noticed that I lean more toward bigger WADs and megaWADs to talk about in this column. As a result, I have a growing list of one-map WADs I’ve either enjoyed or been meaning to play that has 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: Big Woodchip

High/Low 5

It was up in the air whether I would even write one of these thingies about High/Low 5. It’s no secret, I guess, that I wasn’t a huge fan of the later entries in Chris Hansen’s long-running WAD series. (Really, it’s been seven years since the first one!) And it just so happens that, despite my thinking High/Low 4 was the last of the bunch, a fifth and for-real-this-time final offering came out just two months after I played the other four. That may have been the reason I didn’t play it immediately; I don’t want to take up your

900 Deep in the Dead

I’ve done a small amount of modding across a few games in the past and found that one of the most rewarding things is seeing what you can do within that game’s limitations, to see how far you can push it and what tricks you can come up with to fudge it the rest of the way. In the Doom community, this is high art. Actually, they take it a step further. The Doom engine is already pretty confining, but Doom people like to take it to new heights by imposing their own artificial limitations. The limitations of Doom aren’t