I'm sure all of you DOOMers have gotten a hold of the 10 sectors megawad by now. I just
so happened to get one level in there (Map18 Quick & Dirty). When it comes down to it
I think the judges did an excellent job and I agree with them to the fullest. Thank you Matthew,
Andrew, Martin, and Gaston. Of course let us not forget Linguica for helping concieve this
idea and the authors of all the maps. Bravo!
I was in #doomworld during the release date of the megawad. It was pretty intense when Linguica announced the winner was in the channel. I kept scrolling thru the list of 60 people wondering who had it. As far as I could see I didn't see anyone on the list talented enough to win it (no offense). Then without warning Ling said Msquid won the contest. I was suprised that it was Msquid - the same Msquid that has been in contact with me lately. I was really taken aback when Linguica said Msquid was Michal Mesko. I didn't even realize it was Mike. I was pretty excited as I thought Mike was long far removed from DOOM. And to think we had a couple discussions back and forth and I had no clue who he was (he never made any disclosure). I'm still estatic - If I were to list my favorite authors in order it would be: 1) Orin Flahary, 2) Gaston Lahaut, and 3) Mike Mesko. Mike is highly underrated IMO. You rule Mike!
Note #1: Swedish Fish hopes that doesn't go to Msquid's head. We are from the breed, you sea? hehe
Note #2: Swedish realized he has said in the past Jan Van der Veken is #3 on his list of favorite authors. OK OK, so Mike Mesko is a close 4th... ;-)
Speaking of great levels now would be a good time to mention my DOOMcd. I'm a pretty obsessive wad collector. So I've been maintaing a CD of doom engine related stuff - more then just great wads. Wanting to be the complete collector I'm posting the list here (109kb) hoping people will skim over my list and see if I'm missing anything. Please email me with suggestions of essential doom files I'm missing. The directory stucture is somewhat self-explanatory so if you think I'm missing a great wad file or something else then tell me.
I've added the Gallows 2 page as I promised. If you haven't tried it yet get it. At the least it's a good afternoon distraction. And Finally...
10 Signs that you've been addicted with the 10 sectors contest:
---------------------------------------------------------------
10) You frequently check DOOMWORLD to see the competition's screenshots
9) You've spent more then 10 hours on 10 sectors
8) Your final wad filesize is larger then most megawads
7) You send Linguica daily reports on the progress of your level
6) You try and "sway the judges" by trying to recreate their likeness in ten sectors
5) You attempt to sell your additional sectors on Ebay
4) You've bought additional sectors on Ebay
3) You've consulted George Fiffy (King Reol) on sector efficiency
2) Your willing to join Nick Baker in a sequel to the 10 sectors megawad - 20 sectors wad
1) You've completed enough ten sector wads to make your own megawad!
November 15th, 2000
Since you guys loved the pics from Richard Wiles "Slayer" series I decided to post two more. Everyone except for Msquid can look at them since he promised to email me comments on the classic series and he didn't. heh.
This time I've got a wad of my own to release. It's called "Gallows 2" and if your wondering where "Gallows 1" went you'll have to read the textfile. :-) It's nothing new actually, but it's a wad I made long ago and released only on BBS's. It's actually the second level I've ever created (one before Dchronix). Don't let this fool you though, it's worth a look I think. You can download it here. I'll put up a page for my next update and upload it to CDROM com as soon as possible. If you'd like to see some pics go to the "Zero Gravity Page" and look at the two screenshots at the bottom. The one on the right is Gallows2 and the one on the left is a bonus mini map. Zero Gravity will be DM only.
The classic series episode has some progress. I'm waiting for an update on classic4 from Nick Baker. So if that frad would hurry up then maybe I would hurry up also. I'm sure you'll see it before the year is done with. Toodles.
October 21st, 2000
Richard Wiles was kind enough to send me some exclusive pics from his upcoming "Slayer" wad series. These levels can be described as very short and moderately hard. They use some of the Plutonia resources. Richard was looking for original textures, music, and levels but the lack of response (he got none) has nulled his search. I think part of the problem is that Richard hasn't gotten a lot of attention for the project. I was able to playtest one level and I'll tell you first hand it's worth your interest. See some pics for yourself:
There will be no "classic8" or for that matter "classic9" per se. What I mean by that is I have conferred with Jan and decided to release the seven previous classics with two new classics in an episode "class_ep". This was my original plan but it wasn't originally favored by Jan. However, I decided to ask Jan again since I knew definitively that I wasn't going past "classic9" and Jan realized that the chance of him doing any DOOM work is very unlikely. So I think it will be a good way to end the series. Kind of similiar to Richard Wiles "Spooky" series becoming the "Crusades" episode. I'm curious as to what people think were the hardest and easiest of the classics released so far. The maps are going to be re-arranged primarily in order of difficulty and secondly by size so I am trying to get an idea. As always, email me or post to the DOOMWORLD comments thread with your thoughts. Thanks.
September 13th, 2000
Most important part of this update: Why is it people go out of their way to be an asshole with Ty Halderman? It just irks me with the news of TeamTNT updating and the DWBS is jumping with cynical people. Nobody has the right to demand anything from someone who they are getting it for free. You can make suggestions, encouragements, or constructive critisicms. This man wasn't born to respond to your annoying emails, to maintain an archive daily that every DOOMer has used in his life, and lead one of the most signifigant teams in DOOM history to take crap from you ungrateful bastards. After all this and he still is the most patient and selfless guy I know (not personally). For what it's worth Ty, thank you. And if you don't understand anything in this paragraph then just ignore it...
Classic Mania! Well, count of me to mention in the previous update that progress on the classic series is dead and then days later it picks up furiously. See how fickle I am? I've got scads and scads of zips for you to download. I have not one, but two new classics to release! That's right kids - I'm releasing classic6 and classic7 simultaneously! Click the link below and get back to me and Jan with your comments and demos. Much Appreciated. Some news on classic5: As some of your may or may not know I released two diffrent versions of classic5. When I uploaded to CDROM com I upload a new version (version 1.1) different then the initial release on my website. The changes I did were minor (tex alignment and lighting) and I *thought* it didn't break compatibility with the initial release. However, when I started recieved a demo from Opulent and one from Jon Rimmer I noticed they worked with the initial release (which they were recorded with) but not the new version. I would have posted their demos (they both found a way to beat my level >15 seconds) but since they are not compatible I will not post them. Thanks anyways guys and I look forward to any future demos you make for the classic series. Now on to the file action:
Cl5uv230.zip: A nice 100/100% run by Arno Slagboom. Thanks Arno, I loved it! [Remember it requires version 1.1] Classic6.zip: The "lost" E1M5 from Dawn of the Dead by Jan & Anthony Classic7.zip: E1 style by Jan Van der Veken [This level is _amazing_]
Just in case you rely on DOOMWORLD's "definitive (hah)" news reporting - Two sites I thought were dead until I checked myself: Kurt Kesler's Homepage: Updated with news that he is working again on Kzdoom3 and a new boom wad. Covert Operations: Updated with news that the project is still alive and kicking. Yay!
You know - I think's I can safely say we will never see these projects released: Hellstorm, Mockery, Doom Resurrection, and Ninja Doom. I hope to be proven wrong but I've got this feeling. I've got a feeling for you ... la la da na na na la. heh.
September 1st, 2000
Why is it when I want to play a wad like DOOM MILLENNIUM they refuse to release it?
Classic6 is not coming along at all. In fact it is at a dead stop. Layout is 95% finished. Everything else is close to being finished. But I am hesitant to release it. Why? Because it happens to be one of Jan's maps and I don't want to release crap under his name (or the classic name). I'm trying to focus on Mordeth anyways. This project deserves more work out of me since I committed over a year ago. Since then I've released several wads. Mord does need to get his butt in gear (along with the other team members) but I can't say this without being hypocritical. That's why I need to work on my mord levels.
Tarin and Pullen have nothing on Bjorling. And he can prove that in 10 sectors. I will challenge Bjorling.
Somehow I got caught in this mess called Crucified Dreams. I agreed to let Derek use an ex-SLDM map. Derek sent out a beta of CD ... 60 maps ... all in seperate wad files. Some are incomplete levels, some pure crap levels, and others are mods of another. There were four texture wads in the zip. Crucified Dreams happens to be IMO the anti-thesis of the boom engine. Instead of using boom features (less 3 or 4 maps) the levels only use the boom port for the no visiplane limit. Why do authors feel so compelled to use ridiculous amounts of detail in their levels? After a while it just gets stupid or distracting: Lighting fixtures everywhere. Numerous detail slows gameplay down because of engine load or detail that effects gameplay. Windows, beams, and cieling fixtures everywhere. It just gets to the point where every area in a room has detail. If your level does not have good gameplay to being with it is going to suck no matter how much detail you add. If I were to give my view on the GothicDM series is that it was far beyond detail. Think about Hypostimus's levels or Roman's GDM1 map2 or perhaps one of Adel's levels. Those levels looked great because of the architecture. Sure, the levels had a fair amount of detail to complement them. The detail made sense - not just add shit everywhere. But it never exceeded the point of taste. And yes ... for Gothic2 (when I joined) the ante was upped and we tried to push the DOOM engine as hard as possible. Matthew Dixon decided that he was going to further Adel's series in HIS view (he probably would contend that he stayed loyal to the original vision). I felt gothic9x was excessively detailed in some areas but it STILL had gameplay.
Whatever happened to the Prof's version of GLBoom? Dead port? And ZdoomGL?
Recently there were some Mordeth Ep3 screenshots on Rob Berkowitz's site. A lot of people had negative reactions. Rob probably shouldn't have posted such premature screenshots. I know Mord doesn't like members releasing screenshots of the project on their personal site. I know that I shouldn't do this, but I'm dying to see what people think of these Mordeth Ep3 screenshots. The left screenshot is an area in my level developed by Michael Mesko. I need to remove that black "carpet" in the right screenshot. If only mord would make a good carpet texture for my level. These screenshots have been resized from 640x400.
August 7, 2000
This news from the "hell yeah" section:
I just played through Classic 5 -- very very cool. I can see influences
from all the Episode One maps in that one. Excellent scary stuff with the
lights going out and spawning monsters, etc. Good job!
John Romero
Game Designer, Ion Storm
I am a 6'3", 326-pound Romero.
romero@apple2.com, romero@ionstorm.com
For those who have had trouble downloading Classic5 you can now pick it up at CDROM com. The version on CDROM com is ver 1.1; however, it is still compatible with the original release. I just noticed a few alignment errors and lighting issues. The classic page has been updated with some comments I have recieved and updated links etc. The biggest criticism I got was the level was too easy (Not just from Matthew "I am bloodthirsty" Dixon either). Classic6 is much harder, I promise.
Speaking of classic 6 - This level actually happens to be the "lost" Dodead E1M5. If you remember your doom wads it started off an exit room and exited to E1M6 (dodead was always a work in progress). In a batch of levels Jan sent me was an almost finished version of the map.
I took the liberty of finishing the rest of the level. Look for this in an upcoming update.
Don't expect that update too soon. My 21st birthday is this friday the 11th.
Wait a minute!
No way in hell I could finish this update without giving you some more gaming goodness. The Darkening Episode version 1.1! I've uploaded it to CDROM com so keep checking newstuff dir. I want UV 100/100 speedruns!
Adam? Anders? Arno? Jonathan?
July 17, 2000
Classic 5 has been released. Like previous classic releases it's a one level map in the original DOOM style. I would say it's an episode one influenced base level. Mainly it's an SP level but if you get a chance (perhaps with bots) try it in DM - I tweaked the level for DM. It runs with Ultimate DOOM. You can download it here (38k). I will upload it to CDROM com soon. Comments are very much appreciated via DOOMWORLD DWBS or thru email.
So now it's official that there will be a second release of Darkening Ep2. I will be compiling the wad myself. Ola contacted me and will hopefully be sending his work very soon. I am hoping to get it out before the end of July but no promises. Technically there isn't a lot of work to do but the problem is finding the time to do it.
I removed all the DOOMNATION remnants from the links page. Things in the future coming from the this webpage to look forward to: New classic releases, DE2 release 2 news, more extensive links and threads page, and maybeye even some Mordeth news. If Nick Baker is reading this - email me! Thanks!
July 7, 2000
The Zero Gravity page is officially up. I've basically added a bigger description and four screenshots. Some of the links on the other pages might be invalid. I still haven't gone thru and updated or weeded out the old DOOMNATION links.
Some news regarding the Classic series: Jan Van der Veken wrote me an email saying he was glad I was continuing on with it. He said that he didn't intend on it being an episode and would prefer each classic wad be released individually just in case he might want to contribute. I don't expect him to, but he should be sending along some bits and pieces of old unreleased wads that follow that style. So hopefully you'll perhaps see a co-authorship. I'm keeping my fingers crossed. I updated the classic page description to reflect that. Also, Nick Baker sent me some unfinished work by Travers - it looks like I might get a level from there also. So we are looking at 3 - 5 new levels in the future.
It looks like there will be a second darkening release (ver 1.1) after all. I am getting cooperation from several of the team members and this is shaping up. I wish that Ola would contact me though - and now that I am talking to Jan perhaps he can get a channel through. Derek - where are you?
July 5, 2000
Hi. I've uploaded a new page to this site. Under the wad section is a new link called "Classic serie". Yes, this is the same Ultimate Doom classic series that Jan Van der Veken started and Travers / Nick expanded on with classic4. I have plans on completing the episode. For now you can check out the screenshots. Follow the link here.
Update on the darkening episode 2 second release (bugfix/update version): Ola Bjorling is obviously out of the picture. I'm confused as to what to do next. I'm very close to completing the update on map9. Once I complete map9 (then my updated maps will be finished) I have to ask the question: should I try completing this update myself? I don't want to alienate Ola because he had plans for the second release that I wouldn't be able to accomplish. Namely, he was going to document and finish creating the texture wad. He also had plans to include a new DM map, new music from S. Woodman and do small modifications to his SP maps. Besides Ola's, Derek's, and my maps no other maps were planned on being modified. So I don't think it's necessary to confer with the rest of the team. Hopefully I can talk with Derek in IRC and get a plan. I feel obliged to have a second release of DE2 because: A) DE2 wasn't properly finished in the first place - Maps were buggy or (as the case of map9) incomplete. All of the music wasn't included. Coop support was only partially implemented. B) The possibility of a second release has hindered demo making C) Derek and I have put work into reworking maps that only belong in a re-release of DE2. I just feel the project needs closure.
Finally, I added a link under my wads pages to Zero Gravity. As I mentioned in my previous update it's a collection of "levels over the years that I haven't released but have been working on (or worked on)". Right now it just leads to an empty page. I'll get you the full page up by the next update. Ciao.
Wednesday - May 23, 2000
My college finals ended about two weeks ago. Since then I've been splitting up my time put into level editing. My mordeth contribution is 3 levels which will form a hub in Episode 3. Progress on Mordeth has always been stop + go. Another chunk of my time has been spent on a personal wad project currently labeled as "Zero Gravity". It's basically a collection of levels over the years that I haven't released but have been working on. Each of the levels is in a various state of unfinished which makes me wonder how long/if I should release it. Finally, this week I was working on my darkening levels. Ola has obviously disappeared permanently or just is not motivated enough to release the second "finished" version of Darkening Ep 2. Still I continue to work on map09 which, if you couldn't tell, was 85% finished at the time of the first release. MAP04 has undergone a few changes also - fixes and changes towards the end of the level (yellow / red key areas).
I will be going on a vacation to Arizona from May 27th to June 21st. Basically, I won't be checking my email or updating this webpage. For now I've completed the color schemes for every page linked from the main index. Go to the About me/Email + Links page for noteworthy changes. I cleaned up the other pages also. Unfortunately, with the DOOMNATION.com server down/dead half the links that leave this webpage are broken. When people start relocating I'll fix the links. Maybe if I'm lucky DOOMNATION will comeback in the three weeks I'm gone; however, I doubt that. See you on the rebound...
May 3, 2000
Wow, I suprise myself sometimes with these updates. I've done some minor changes to the pages
I previously uploaded. I also added the completed Gothic DM2 and TWC pages. And I added
five or so more links to the links page. The links page will be an ongoing thing. The threads
page - which I have yet to work on - will be a collection of my favorite doomworld message
board threads. Until next time...
May 1, 2000
More updates soon? Jeez, that promise is like all of the links on this page - broken.
Hopefully soon the second release of Darkening Ep 2 will be released whenever Ola stops
slacking off (joking). In the meanwhile I'm slowly working on Mordeth Ep 3. Ideas for
gothic type setting are of extreme shortage recently. Well, I've added two completed pages
to this site - Darkening + Dachronix. I'm also changing the color schemes and layouts so
some areas should look inconsistent. Hopefully every bi-monthly update will bring a
signifigant new design change. :{P
March 21, 2000
This is the re-opening of the page. I figured I needed to get things in order
with the recent release of the Darkening Ep2. Now you can find links to my
other works here. I put this together in a hurry so the links are basically
null right now but I should be following up with more updates soon.