Tag: modification

  • Mods and Maps: Duke Nukem: Alien Armageddon – Alien asskicking goes nuclear.

    Mods and Maps: Duke Nukem: Alien Armageddon – Alien asskicking goes nuclear.

    The Build Engine is a fascinating piece of tech. Made by a young Ken Silverman, the engine was made as one of those engines that could rival Doom in features, and was used to great effect with its design, features and most importantly, interactivity. Build brought us some of the coolest mid-90s FPS games: Shadow Warrior, Blood, and of course, the granddaddy himself, Duke Nukem 3D.

    Still looks cool as hell as it did in 1996.

    With news breaking of someone leaking a work-in-progress build of Duke Nukem Forever from around 2001, I’d be kinda getting an itch to go back to the ‘roided up wisecracker. Problem was finding good Duke-related content.

    While Doom’s mod community is well documented and reported upon, I feel the Duke Nukem 3D mod community is talked about a lot less. Granted, there isn’t a whole lot of outstanding mods, and some of the more notable ones like Plunder & Pillage have an unfortunate history behind it. But somehow, I found a modification for Duke Nukem 3D that for a good while was my go-to if I wanted to play a game that wasn’t a Call of Duty title.

    Quite the content warning you got there.

    Duke Nukem: Alien Armageddon is a modification for Duke Nukem 3D using the eDuke32 source port of Build. At first glance, you’d think this is just a few new levels and maybe a few monsters. Oh, it’s much, much more than that.

    Made by a team called “Dukeboss,” the team mostly consists of sebabdukeboss20, a modder known for the AMC Squad for Duke Nukem 3D, and DeeperThought, whose Duke Nukem Attrition mod for Duke Nukem 3D was something I played constantly for years. There’s a myriad of other developers involved, including mappers, artists, even voice actors; but those are the most notable members of team Dukeboss.

    New content, same old Doomed Space Marine.

    Alien Armageddon is a combination of Duke Nukem 3D with a myriad of new items and features. The original episodes from Duke Nukem 3D: Atomic Edition alongside two of the official expansion packs – Duke It Out in D.C. and Duke Caribbean: Life’s a Beach – which add new cutscenes, animated features and even abilities like an RPG system and an AI partner. I’ll get into that more in a bit.

    Please note: This article was written in June 2022, which covered version 4.54, the most recent version of the mod at the time of publication. As the mod is often updated to add new content or fix bugs, some of the things mentioned here may differ from a more recent version.

    Okay, I’m genuinely impressed about how they made this episode selection thing.
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  • Mods and maps: Half-Payne, where Max Payne invades Black Mesa.

    Mods and maps: Half-Payne, where Max Payne invades Black Mesa.

    When I wrote about Half-Life: Before, I had realized that writing about such a mediocre Half-Life mod felt disappointing to me. I usually try my best to avoid going for easy punches and writing about bad stuff. Besides, there’s other people that cover bad stuff so much better than I ever will.

    So I wanted to make good and write about a different Half-Life mod. After all, Half-Life is probably the game that got me interested in mods, after Wolfenstein 3D and Doom. So after playing and writing about Before, I had stumbled upon an existing mod that had recently updated, and decided to give it a whirl once more.

    I always get a kick out of crossover mods. Counter-Strike into Half-Life. Mario platforming in Doom. That sort of stuff. I don’t remember how I found this one, but last year I had stumbled upon one of the coolest crossover mods I’d seen. This Half-Life mod takes the concept and character from another iconic game franchise and transplants him into the original game.

    This is why I said “grab your Berettas and painkillers” at the end of the Before article. We’re about to do some bullet time in Black Mesa.

    “I was in a game modification. Funny as hell, it was the most horrible thing I could think of.”

    Half-Payne is pretty self-explanatory: It’s Half-Life but instead of the crowbar-wielding silent protagonist Gordon Freeman, you play as Max Payne, the pill-popping, dual-wielding protagonist from the titular series.

    I remember when this sequence was pretty cool. A shame that nowadays it looks out of sync…

    Sounds pretty simple on the surface. Max Payne’s primary gameplay feature was the “bullet time” mechanic, one of the earliest action games to use that feature. Go into slow motion and shoot enemies with your trusty Berettas. That seems easy to make, right?

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  • Half-Life Before: A mod that should’ve gotten the red light.

    Half-Life Before: A mod that should’ve gotten the red light.

    I remember a couple years ago when Steam Greenlight was a thing. A way for more independent publishers and developers to get their games on Steam, Greenlight was a simple voting system where one’s game could be published under the system if it got enough support.

    Unfortunately this lead to a lot of fairly questionable works hitting Greenlight. A fair share of games using stock assets from Unity, Unreal, and such. Others were people not understanding copyright law and posting stuff like World of Warcraft to Greenlight. One game was a fairly unremarkable team shooter that got re-posted to Greenlight several times after the creator had difficulty taking constructive criticism, even changing the name to “Tactical Anal Insertion” in a fit of rage.

    On the bright side, games like Divekick, Broforce, and Undertale were some of the more standout choices that made it to Steam thanks to Greenlight. So it wasn’t all bad, even if there were people spending the $100 to release a proof-of-concept game that wasn’t even in a playable state.

    Though, not everything was a game. Sometimes software made the Greenlight seal of approval. Even community mods like NeoTokyo made it into the mix, which was nice for people to get their project noticed. Though, much like a majority of Greenlight submissions, not all of them were winners, such as this one.

    is it “artifact” or “artefact”? and what parallel world are we talking about here?

    Half-Life: Before is a cheap free mod from developer Creashock Studios, a one-man studio who I hadn’t heard of until this game.

    Now I’ve played a bevvy of Half-Life mods. Some of the best and most notable like They Hunger, Poke646, Azure Sheep and many others. Though for every good mod, there’s at least a dozen bad ones. Before falls into the latter category.

    The story really doesn’t make a lot of sense: You play as Black Mesa scientist Andrew Winner as they’re teleported onto a cargo ship to… find something to go to Xen? The story isn’t that clear, and the brief amount of story given doesn’t explain much beyond what the Steam store page and the main menu gave me.

    One option when you start is using this machine gun in this helicopter to take down the headcrab zombies. Or you could just take them down with your normal weapons.

    So it’s a Half-Life mod. Some mods try to make the areas look unique and different, changing up everything so it barely resembles what Valve made, like Poke646. Others are content with just giving the player new levels to play with while leaving the Half-Life formula intact. This is not a bad thing, I’ve played a fair share of decent level packs.

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  • Operation Body Count: A little-known FPS reborn.

    Operation Body Count: A little-known FPS reborn.

    In the many years I’ve been writing about games, I try my best to broaden my horizons and check out stuff that’s not as well known, or written about. In some cases I just end up writing about obscure first-person shooters from the ‘90s most people don’t know about. Such as Operation: Body Count.

    Gotta say this is a rather dull title screen.

    For those unaware, Operation: Body Count was a first-person shooter released in 1994 by Capstone Software. In it, you play as a nameless commando who has to stop the evil Victor Baloch and rescue world leaders. It had a fair share of interesting features like AI buddies you could control to help you complete floors, semi destructible environments, a map of the area to avoid getting lost, and a semi-realistic environment in the days when things looked pretty abstract.

    count_000
    I knew I had to get my hands dirty, but I didn’t think they literally meant it…

    The game gives a really bad first impression where Our Hero has to fight the dreaded sewer rats under Baloch’s brainwashing for the first several levels. It also doesn’t help the game looks like… well, this.

    count_003
    This guy couldn’t stop walking into me until I backed up so we could even hit each other.

    It looks like a bad Wolfenstein 3D clone, doesn’t it? Well, it uses id’s Wolfenstein 3D engine as a base, which looked pretty cool in 1992-93. Many games ended up using the engine for their games, including Apogee’s Blake Stone: Aliens of Gold and Rise of the Triad.

    But then Doom happened. Basically any FPS that still had the 90 degree maze-like look of Wolfenstein looked extremely dated, especially by 1994 standards. Even Capstone’s other big FPS of the time, Corridor 7: Alien Invasion, didn’t fare so well either for the same reasons as Operation: Body Count. I wouldn’t be surprised if many FPS developers were swearing their heads off when the shareware episode of Doom hit in 1993, with its open areas, tall floors, and level geometry that went beyond 90 degrees.

    Ah, to think of what could’ve been…

    Despite the game’s relative obscurity, a Doom modder by the name of Impie decided to take the fairly maligned DOS game and give it a Doom-style makeover. The result is nothing but amazing. Also called Operation: Body Count, the game is similar to the 1994 Capstone original, but with significant changes that make the gameplay more fun and exciting.

    Screenshot_Doom_20180312_112615
    I can’t see this without hearing him go “YOU LOSE!” at every opportunity.

    Our Hero now has a name, Hector Juarez. The villain’s still Victor Baloch, but now instead of taking place in a single building, Juarez now must stop Baloch’s evil terrorist activities, killing big bads, and destroying anything in their path.

    Screenshot_Doom_20180313_104812
    Sometimes you gotta kill a few big bads to save the day.

    Since this is a Doom mod, it still has a lot of Doom’s trappings. Still gotta find keycards, hit switches, and shoot your way through occasional maze-like areas to make it to the goal. It’s still got some of the elements of the original, from the mod’s weapons to the hostiles you fight.

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  • Goldfinger 64: The Game with the Midas touch.

    Goldfinger 64: The Game with the Midas touch.

    It’s been a while since I covered a modification, but that’s because I don’t pay a lot of attention to the various mod scenes. It also doesn’t help that lately I haven’t played anything new, and often getting myself into a rut. But did you think that a Nintendo 64 game from 1997, one of the biggest first-person shooters of that era, would have a mod scene?

    No, I’m not talking about Turok: Dinosaur Hunter – besides, the mod scene is strictly on PC these days – I’m talking about Goldeneye, Rare’s groundbreaking first-person shooter released on the Nintendo 64.

    Goldeneye isn’t my most favorite James Bond game – that’s Nightfire, specifically the console version – but I still respect it as a good game that made a huge impact for first-person shooters on home consoles. So I was surprised to see that the game had a modding scene. Definitely not as big as the ROM hacks of Mario or Sonic, or even the thousands of Doom mods; but significant enough to be noticed.

    Unfortunately, it seems to be a “separate the wheat from the chaff” problem, as this video from The Kins proves:

    Thus I didn’t pay too much attention to the scene, since it seemed to be fairly amateur. But then a friend brought this mod to my attention, and suddenly my interest in Goldeneye modding scene was piqued.

    Not the real film sequence but an incredible simulation!

    Enter Goldfinger 64, a total conversion for Goldeneye that covers the story of the 1964 James Bond classic, Goldfinger. Goldfinger isn’t one of my favorite Bond movies either, but I understood that it was the turning point for the film franchise. A little less grounded in reality, with goofy villains, iconic film quotes (“Do you expect me to talk?” “No, Mr. Bond, I expect you to die!”), and a time where you could have a character named “Pussy Galore” and not it be the butt of a terrible joke.

    While I’m more a fan of the latter eras of Bond films – partially because I don’t like Sean Connery as a person, regardless of his acting abilities – Goldfinger is a goofy romp and a good starter James Bond film for a new fan. So let’s see how this team of modders took the engine of a 1997 game and based it on a 1964 film, shall we?

    Here’s something you’d never see Sean Connery do: dual-wield Luger P08s.

    One thing Goldfinger 64 does is expand on the film’s initial pre-title sequence. While the film only hinted towards Bond blowing up a drug lab and eventually getting in a fight with a cuban hitman, the game expands that into a three level challenge, hitting most of the story beats, but with some embellishments. Such as Bond just shooting the cuban hitman rather than throwing him in a bathtub and electrifying him with a fan.

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  • Wolfram: A Wolfenstein 3D remake actually in 3D.

    Wolfram: A Wolfenstein 3D remake actually in 3D.

    id software’s amazing run of first-person shooters in the ‘90s are in some of my top games of all time: Doom, Quake, even Quake III Arena was pretty good in spite of Unreal Tournament’s more fun, absurd nature. But one game I had a fondness for was Wolfenstein 3D.

    For a long time, I tended to look at the more community side of these games, looking towards the mods and user-created levels people made. Even for something like Wolfenstein 3D, which is nothing but 90 degree angled floors, there was some charm and enjoyment from them. Hell, I even found some amount of enjoyment in the third-party Spear of Destiny mission packs that FormGen put out.

    Wolfenstein 3D is a fairly simplistic shooter by modern standards, but it started laying the groundwork for what made their games tick: Exploring areas, defeating enemies quickly, and strafing around arenas in a quick pace. It’s operatic ballet but with guns and nazis. What happens when you try to make it work in an actual 3D engine and try to shoehorn in awkward mechanics that just don’t fit? You get Wolfram.

    Already we’re off to a great start with this menu…

    I have to give a shout out to the Video Game Music Preservation Foundation, which for some reason has an article dedicated to this game. Being a fan of the Wolfenstein games, I had to see if this was the remake of Wolf3D that would be better than the original, like how Black Mesa to Half-Life. Sadly, I was in for a world of disappointment.

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  • Aftershock for Quake: The most terrible pun name ever?

    Aftershock for Quake: The most terrible pun name ever?

    “Direct from the Internet.” Kinda rude to take those without permission, you know?

    PC gaming in the ’90s was a real wild west affair. When games like Doom took off, everybody started making shovelware compilations of anywhere from hundreds to thousands of levels. Most of them were downloaded off BBSes without crediting people, which is pretty scummy in itself. But if you had no internet connection, this was a way to get levels with ease.

    After a few years of this, companies like WizardWorks started making their own unofficial expansions for games like Quake, Descent and Warcraft II. While this was an improvement – level designers could actually license their stuff for commercial use – the internet was really starting to bloom in the late ’90s, making these unofficial “expansions” obsolete.

    Today, I’m gonna look at one of these unofficial expansions for a little game called Quake

    This looks like something I’d see on some pick up artist’s vlog channel.

    Forgiving the groan-worthy punny title, Aftershock for Quake is one of several expansions made to capitalize on Quake‘s success. Published by Head Games, this featured “advanced levels”, adding three episodes and a bevy of deathmatch maps.

    Unlike the official expansions – Scourge of Armagon and Dissolution of Eternity – these have no new monsters, powerups or weapons. These are vanilla Quake levels, designed to run with a registered copy of the original Quake. The episodes are drastically shorter than vanilla Quake, only having five levels for each episode.

    Unsurprisingly, I couldn’t get the installer to work on my PC running Windows 7 64-bit since it’s a 16-bit application. Thankfully, all I had to do was to copy the /AS/ folder from the CD into my Quake folder and I was off to the races.

    The blood on the logo looks rather ominous.

    There isn’t much of a story to these maps. Considering Quake‘s story was already bare-bones to begin with, this is relatively par for the course. With the exception of episode three, there aren’t any credits to who made this. It’s unfortunate, because I was hoping to see someone who would go on to later claims to fame in game development, as a “before they were stars” moment. Kinda like how Viktor Antonov worked on the infamous Redneck Rampage as an art designer before crafting out the styles of Half-Life 2 and Dishonored.

    By the way, there’s no new music in this. All of it is recycled from Quake, with the exception of one level having no music whatsoever. It would’ve been nice for them to go all out, but I’m glad they even bothered to even assign music tracks. Makes me want to put in a music CD to get a different feel to it, like when I wrote about Red Book CD Audio a couple years back.

    Wonder why they put both a knight and an ogre as if they’re equal threats? One has a grenade launcher, for chrissakes.

    Episode 1 has some interesting design. E1M1 starts you with an ogre, a knight, and a pool with armor in it as a secret. A later level has you hit a hard to see switch to move a boat across to grab the gold key, otherwise you die in hot slag.

    spasm0005
    Better get that quick save key ready. I shudder to imagine trying to do this with keyboard only.

    A lot of the level design for Aftershock feels very amateur. Lots of precarious platforming over death pits, unclear instructions, and rather plain-looking level design. A lot of the levels are simple, poorly lit, boxy, and have no sense of balance. One level starts you near a rocket launcher, but then drops you into a trap room with two shamblers, a few fiends, and a couple of pentagrams and megahealth to aid your fight. A lot of these levels have several “kill all the enemies to progress” rooms, and it’s a bit frustrating.

    spasm0012.png
    I dub this image “myfirstquakemap.map.”

    Granted, this was around 1996-97, and people were still trying to figure out this fancy new 3D engine, but if you’re selling this level set for money, you gotta make sure it can hang with the big boys of the official product and its expansions. And the first episode gives a rather less-than-stellar impression.

    On the bright side, the makers of the mod didn’t seem to know how to strip the player of their weapons upon completing an episode, so if you’re playing the episodes in order, the later episodes can be a breeze because of a full arsenal.

    I’m sorry but what the hell is this

     

    Out of all three episodes, episode 3 is the one that feels more fleshed out. With more custom textures, and even proper credits — the whole episode’s made by one Greg MacMartin, who’s still in the biz today working on Consortium and the Homeworld games — this is the best of the stuff on display. Though he did have a fascination with putting the gold key in death trap areas…

    This is rather cruel enemy placement for a key.

    While I didn’t have any strange bugs while playing, I did experience a rare game crash. When I finished E3M5, Quakespasm, the source port I use, crashed with an unusual pushwall error. I was worried that this was an issue with the source port, but surprisingly I could not recreate the error after that. If there’s anyone reading who’s Quake-savvy who could explain what a pushwall error means, let me know in the comments.

    That’s about it on the single player front. Aftershock for Quake also comes with about 13 deathmatch levels also made for the expansion, but most of them are simple box levels or have gimmicks, such as the two LAVABOX levels.

    Since Quake multiplayer was in its infancy, a lot of these were likely made for 1v1 skirmishes. None of these maps are anywhere near levels of DM3, but when you just wanted to frag your buddies, you were happy to get whatever maps you could get your hands on.

    spasm0026
    Now who the heck would want a pool full of hot slag?

    You think that’s it, right? There’s enough there to give you something to play around with. Remember when I said that these were made when shovelware compilations were extremely common? Hidden on the disc is a level creator, called Thred, and a bunch of levels that come with it separate from the main Aftershock campaign. Though, the back of the box calls it the “Aftershock 3D Level Editor,” which sounds like a fake program I’d hear on a TV show.

    There isn’t anything outstanding in this collection – no Iikka Kiranen levels or anything cool like that – and some of these levels are merely tutorials for how to do things in the Quake engine. Most of these levels are freely available online through places like Quaddicted, but you’re probably not missing out.

    spasm0011
    Dare you walk down the ramps of death?

    Aftershock for Quake is not an amazing expansion. Episode 3 and the various DM levels are the only reason to check this out, the rest of it is shovelware fodder that was prevalent during this time. I only spent a few bucks on this, so I don’t feel cheated out of this, but I got at least an hour or so of fun playing what Quake‘s community maps were like in 1996, so there’s that.

    As far as I know, this is abandonware.  Head Games no longer exists, and there’s probably no penalty for pirating an unofficial Quake expansion over twenty years after its original release. While not as outstanding as some of the other expansions, it’s a cool curiosity from years past. These kind of shovelware expansions should be documented more, there’s probably some interesting stuff about them we’re missing out on.

    Demon Gate cover courtesy of Mobygames. Aftershock for Quake cover courtesy of the Quake Wiki.

    Updated 8/1/2020 for paragraph changes and some updates.

  • Mods and Maps: Classic Doom for Doom 3, A Combination of Two Classics.

    Mods and Maps: Classic Doom for Doom 3, A Combination of Two Classics.

    Doom 3 was a pretty cool game for 2004. I replayed it recently since it had been several years and I was initially down on it, but after replaying it, I have some newfound respect for it. While not as groundbreaking as Half-Life 2, it was still a good game. Though it’s hardly a “masterpiece of the art form” as the box quote says.

    I even have that PC Gamer issue, they were actually serious with that quote!
    I still have that PC Gamer issue. They were actually god damn serious with that quote!

    Alas, from what I gathered, the Doom 3 modding community was sparse compared to classic Doom, even compared to its competitors like Half-Life 2. But one particular mod stood out, and it’s not surprising it exists considering id Software’s legacy:

    It feels like 1993 and 2004 combined into some freakshow.

    Classic Doom for Doom 3 was one of those hyped mods in its heyday. Boasting a small team of developers at Flaming Sheep Software, these guys aimed to remake the 1993 classic on a modern engine. Of course, what better way to show off the modding skills of Doom 3‘s engine than with a remake of the original Doom?

    So much for doing a UV-Max run…

    There’s only four difficulty levels in this one, similar to Doom 3‘s skill levels. Alas no Ultra-Violence, but I’ll play on Hey Not Too Rough, the equivalent of “Normal” difficulty.

    Surprisingly the development team made an intro to explain why you’re going in. It’s so corny, filled with amateur voice acting and really jerky animation. Basically they give a reason for Doomguy to enter Mars and kill demons, eventually fending for yourself. Granted, the intro can be skipped, but it’s fascinating to put a story on why things went to hell. It’s a sight to behold.

    Wouldn’t be a re-imagining of classic Doom without the starting area and that iconic music.

    Then you’re thrown into E1M1: Hangar, with just a pistol, just like the old days. A remix of At Doom’s Gate starts blasting through your speakers. It’s time to kill some demons!

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  • Counter-Life: Mixing two of my favorite games together.

    Counter-Life: Mixing two of my favorite games together.

    If you haven’t noticed, I really like maps and mods. Mainly because I prefer new content being made by creators for fun and not being sold as $30 expansion packs. But also because people make really good mods.

    Some of my favorite mods tend to be ones that only change that gameplay slightly while leaving the original content intact. Stuff like Police Brutality: wildweasel presents Terrorists!, like I mentioned in my Doom mods article a while back. So this time, I cover yet another one of those kind of mods.

    So what happens when you take the world of Black Mesa in Half-Life, and throw in the guns from Counter-Strike? You get Counter-Life.

    Gordon Freeman is a stone cold killer. Strange how we don’t pay much attention to that here, or even in the original game.

    I remember this mod in its early days, back when I used to lurk on a Half-Life mod forum. It makes sense that this exists, considering the popularity of both games. Counter-Strike was one of those mods that had a relatively slow burn, and then exploded by the time Valve acquired the team and released it commercially. These kind of crossovers are always neat, and it makes sense someone would blend two of Valve’s franchises together.

    “FOR GOD’S SAKE, OPEN THE SILO DOORS! SOME CRAZED MADMAN WITH A MAC-10 WANTS ME DEAD!”

    So the story is identical to Half-Life: You play as Gordon Freeman, except instead of an HEV suit, you have a kevlar vest and you get to fight with more realistic weaponry. Basically this is more of a weapons mod than something like They Hunger, which not only had new weapons, but new levels and enemies as well.

    The arsenal from Counter-Strike 1.6 is in full force here, from the classic USP, AWP, and Deagle; to the lesser-appreciated TMP and M249. Though there are some new weapons, such as the M4A1 having the M203 grenade launcher like in Half-Life, as well as a rocket launcher that almost resembles a LAW.

    This is the weirdest rocket launcher I've ever seen...
    This is the weirdest rocket launcher I’ve ever seen…

    In addition, some of the weapons have features not in CS, such as the P90 having a zoom in scope, or the Glock 18 actually functioning like its real-life counterpart as a fully-auto pistol and not the weird Glock/Beretta 93R hybrid it’s been since the beginning. While it’s not a 1-for-1 conversion of CS‘s arsenal, it works.

    Hell, in older versions of the mod, you could have akimbo USPs and Deagles, in addition to the more iconic Dual Berettas. Those were rather fun to use, but I figure they removed them to strive for more “accuracy” to the original game and not to satisfy teenage fantasies of new weapons. Had this come out during Global Offensive, we probably would’ve saw a clunky revolver and an overpowered CZ75 auto pistol, so in the grand scheme of things they made the right decision.

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  • Doom modding in the ’90s: My recent fascination.

    Doom modding in the ’90s: My recent fascination.

    One day, I was checking out some YouTube videos, until I had stumbled upon this one by Pordontae:

    YouTube player

    I was gonna write something about that Doom level set featured in the video, but I realized there wasn’t anything particularly unique about it. Some of the levels feel bland and featureless, often with no sense of balance. E2M9 has a fight between one spider mastermind and three cyberdemons, for crying out loud! But it did give me an idea. that’s not the main reason why I liked this level set. It was the random sounds that the creator replaced.

    Playing this level made me realize how amazing the Doom mod scene was during the mid-to-late ’90s. END1.WAD is the epitome of a 1994 level, according to the Doom Wiki. During the heyday of Doom modding, everybody was making their own levels to play around in Doom, in varying levels of quality. Some have held up and get universal praise from Doom veterans. Others are forgotten, an experiment often made by a teenager who didn’t pursue game development further.

    Modifying an existing game wasn’t a new concept, but Doom was one of the few to openly embrace it in its early days. This lead to many creative levels, some made by people who’d later become famous in their own right.

    Though this wasn’t always the case. Since the tools were fairly new, most people were making fairly dreadful levels, usually plagiarizing parts of the original Doom levels, or in some cases created tutorial levels. Such as FEAR21.WAD, which looks so obtusely designed that it’s like if Salvador Dali made Doom levels. Here’s a UV-Max (All kills, all secrets) run from Doom speedrunner ryback:

    YouTube player

     

    This above is an example of what most people had to offer. For 1994 standards, it was great to have another level to play, but it’s very tough to play today unless you’re like me and have a liking for crap, for sure.

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