Various |
Doomworld's Ten Sectors wad |
| It really amazes me what can be done with just 10 sectors. I thought Doomworld's 10 sector contest is the essence of doom editing in general. It always (even with the event of source ports) has been about overcoming the limits of the engine. And people came out of no where to show their creativity - there were people who had supposedly "retired" and others I had not even heard of who contributed. The variety of influences showed with maps emulating Mordeth and Plutonia. The highlights were 5, 6, 22, 24, 26, 27, 28, 29, and 30. Linguica coordinated a great wad. |
Paul Corfiatis and Kristian Aro |
2001 Oddyssey - Ep 1 |
| These 9 levels were well thought out. For me, the feeling of the original episode 1 is here. The textures, architecture, and items all remind me of episode 1. The gameplay is enjoyable also - with mid sized jaunts. Not much else I can think of really, just a good release... |
Malcolm Sailor |
Chord 3 |
| I remember doing a little beta testing for this map. It was kind of depressing knowing another great doom author was retiring. Truthfully, I must admit I was never really a big fan of Malcolm's levels. The insanely hard gameplay wasn't drawing me and I thought earlier chord releases were erraticly textured. Chord_ng was a beauty, and a turning point towards my overall attitude of Malcolm's wads. Chord3 has got a great hellish vibe to it. How often do you see a great hellish level the way it's supposed to be (intense as hell)? He released msscraps later in the year - which was one final look; albiet unfocused, into the talented mind of Malcolm Sailor. |
Van Der Veken, Soto, Baker, Dunne |
The Classic Episode |
| Having just recently completed some coop sessions with this wad I am reminded of how great it is. The team members contributions were great. Jan's levels were so well balanced, perfect for any style of play. And I love the way Nick ended this episode...I was underwhelmed by classic4's original ending but when he handed me the final area I knew it would be great. One thing I do think class_ep has is immense replay value, which is because of the fun gameplay. |
Various |
The Darkening Episode 2 |
| I'm so lucky to have been a part of this one. Probably one of the last great "megawads" we'll see for doom/doom2. All of Richard Wiles maps are solid and Ola's map12 has got to be one of the best SP maps of all time. The level has everything including a climatic ending. I think everyone's seen this wad but a lot has been overlooked. Map11 is a design masterpiece and way underrated (no matter how badly I fuxored item placement for Ben). The DM maps didn't get much notice, despite there being some quality contributions (why do DM parts always get ignored in megawads?). And the textures, just brillant... |
Kurt Kesler |
Kzdoom6 |
| Kurt outdid himself, releasing kz3-kz6 in one year. I kind of had a dilemma choosing between kz6 and kz5. Being as tight as it is with 10 selections I didn't think we had space for two. =) I think Kz6 won out because of the Canyon areas. I think the canyon area was well done with great new custom textures. It distinguished it from kz5 which had the usual tech buildings and hills. And I didn't really like the spawner ending to Kz5. Of course, Kz6 had those annoying DEH changes to the weapon and enemy behavior. Worst thing is to fuck with the perfectly balanced doom2 weapons. That didn't reflect on the level though, and I think kz6 edged out kz5. Any Kz.* is 90% better then most stuff out there for download. |
Cyb |
MASSM |
| It's been a while since I've played MASSM. It's great to see a wad with a sense of humor, which this wad had. And Cyb really put good use of the Zdoom features. It was a great demonstration of what the engine could do. It gave doom a completely different feel and in that I must congratulate Cyb for his originality. |
Patrik Höglund |
Marduk |
| Patrik did 4 wads in 2000, and everyone of them was great in their own right. Marduk (not to be confused with Jussi Tuononen's Marduk) had some nice touches over his counterparts. In the beginning there is a blue key which lowers out a view. Later on, you meet up with the blue key on the lift it descended on. Brisk gameplay with some nice pure architecture made it very enjoyable. Too bad Patrik didn't spend a little more time aligning textures. |
Tomi Rajala |
Painful Evil |
| Tomi had also released the mildly overrated Omega01 and Hell Factory. I thought those wads showed the potential of a great author. He wasn't at the point yet, until he proved beyond any doubt with the release of Painful Evil. Corny as hell name, but hey, English isn't his first language. More important then any name was the wad, of course. Unlike previous fare Tomi started making his rooms a bit larger and more comfortable to move around in. He started variating architecture, less of those box like rooms. And Painful Evil was far less linear then before. Areas were well connected, and had a sense of belonging. Definately looking forward to Raynor's Tale. |
Edmundo Bordeu |
Zan Zan |
|
I had to wait till 2001 to see this one, but it was worth the wait.
Excellent new textures and md2's brought a great new feel. The opening
scene was memorable with the "monster/dinosaur thingy" falling down the the
reflective floor. Like MASSM, another great conversion type wad that
gave DOOM a fresh feel. |