Eviternity

December 10, 2018 marked the 25th anniversary of Doom. There were about as many different ways of celebrating the occasion as there are people who play Doom. Countless retrospectives dotted the internet landscape. Tons of new mapsets were released around that date, including one of my own. That’s not to mention other big projects like the colossal OTEX texture pack. It was a big day, but to my reckoning the biggest thing by far to come out of Doom’s 25th birthday was Eviternity. The reasons are many, not least of which is that Eviternity was the flagship WAD to feature

Counterattack

Mechadon is known mostly for his contributions to community projects and multi-author megaWADs — projects in which he consistently steals the show. He’s also made more than his fair share of one-off maps, DM mapsets, co-op sets… What we’ve never seen from him is a solo, singleplayer mapset. Until now, that is. And it was well worth the wait. Mechadon’s style cannot be mistaken: beautifully crafted architecture on a grand scale, meticulously detailed all the way from a tiny light fixture up to the vaulted archways of a nightmarish mega-cathedral large enough to fit every single denizen of Hell. His

50 Shades of Graytall

Limitation projects. Love ’em or hate ’em, there’s no escaping them. You see a lot of the standard bemoaning about the concept — “Why can’t anyone just make a normal WAD anymore?” — but the truth is you could do a lot worse with one of those “normal” WADs than you could with something like 50 Shades of Graytall. Of all the limitation projects that’ve come out in the last decade or more, 50 Shades may be the most compelling. The idea behind all these projects is to put creators in increasingly restrictive boxes — to force them to be