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  • Doomkid
    ZDaemon Thursday Night Survival #255 - The Beginning of the End (Part I Revisited)
    Date: June 30th, 2016 19:00 BST/14:00 EDT
    Location: at Ducks, Czech Republic (usually lasts over 6 hours)

    Zandronum Friday Night Fragfest #329: 32in24-13 with Catawepz & RUDM Instagib
    European FNF: July 1st, 2016 19:00 UTC
    American FNF: July 1st, 2016 20:00 EDT

    ZDS #461 - ASDFJKL INVASION
    Date: Saturday July 2nd, 2016
    Euro: 19:30 GMT / 14:30 EST
    USA: 01:00 GMT / 20:00 EST Be sure to check out the Multiplayer forum for discussion about clans, matchmaking and other fun events. Happy fragging!

    Doomkid
    ZDaemon Thursday Night Survival #254 - Mano Laikas: A road to Gamzatti (Part II)
    Date: 23rd June 2016
    Euro session: 19:00 BST/14:00 EDT at Ducks, Czech Republic (usually lasts 6-8 hours, sometimes much longer)

    Zandronum Friday Night Fragfest #328: Deathball & Hide and Seek
    European FNF: June 24th, 2016, 18:00 UTC
    American FNF: June 24th, 2016, 20:00 EDT

    ZDS #460 - DUELPACK
    Date: Saturday 25th June 2016
    Euro: 19:30 BST / 14:30 EDT
    USA: 01:00 BST / 20:00 EDT Remember to visit the Multiplayer forum for discussion about clans, matchmaking and other events. Have fun!

    Bloodshedder
    Final Fantasy Spells! - Samuzero15tlh
    Doom 2 - Single Player - ZDoom Compatible - 1.04 MB -
    Reviewed by: alterworldruler
    "Archive Maintainer : Sup m8"

    When the text file of a wad begins like this, you know something's up.

    Final Fantasy Spells for Doom is a wad that is an attempt to put in spells from the classic jRPG series Final Fantasy (duh). As a FF fan I can tell you that the sound effects are there, and so are the silly 8/16-bit magic effects, but that's also where the problems begin.

    At first I launched up the mod in Zdoom 2.7.1+. Three maps into Doom II, I only noticed mana potions and two books that do nothing. There is no magic.

    Then I launched it in Zandronum 3.0, where nothing happened either. I decided to inspect the wad (which amazingly is named ffspells.wad.wad after extracting the zip, by the way).

    And I found that there was a supposed weapon to be added at the start called MagicalHand. So I gave myself that weapon, and that's when I was able to see all the magic choices, and the magical binds (Z, X) except SPELL INFO (aka C) started to work.

    Here's the list of the spells that I could actually test:

    - Cure/Cura/Curaga - Healing yourself for 25, 50, 75 HP
    - Life - Resurrecting an enemy?
    - Arise - Not sure what this does
    - Berserk - I'm not even sure this spell gives you the berserk effect
    - Haste - It makes you fire twice as fast with all other weapons
    - Float - Allows you to fly temporarily
    - Libra - Supposedly gives you the info on the enemy but doesn't?

    Back to the books that randomly spawn: there are two books, White and Black magic books. They are supposed to expand your spell list but wait a second, they don't!

    They are just useless placeholders it seems. I inspected the wad further and it seemed there were two dozen more spells that I could not access?

    Well either way, I was disappointed in this mod and its utter lack of playtesting, both as a FF fan and a Doomer.

    newik1 - Memfis
    Doom 2 - Single Player - Boom Compatible - 372.71 KB -
    Reviewed by: Voros
    newik1 is a Doom 2 wad, replacing MAP01, made by the former Memfis (now kuchitsu).

    To be honest, I don't know what the title means, so I don't know what to expect.

    The map itself is really just a normal map. Abstract design, moderate demon placement and good item placement. At first glance, it makes you think you're outside, on the premises of a gigantic UAC facility. Upon entering the base, a former appears, and it's a Shotgunner. I won't go into the details, but it's a decent map, I'd say taking the slot between MAP05-MAP15.

    The map isn't made with the goal of being high tech with ZDoom features or to make the most beautiful and stylish map ever. No, just a map being a map.

    The visuals are OK, and that's fine. It's the map itself that's wonderful.

    The item and demon placements are... perfectly spaced. A few Imps here, few zombies there, a Chaingunner over there, etc. Nothing too hard, nor too easy.

    newik1 is a great example of what a classic map is like. It's no challenge, but it's fun... and that is best part.

    Escape From Castle Hitler - Aidan Geisler (Luigi2600)
    Doom 2 - Single Player - ZDoom Compatible - 9.39 MB -
    Reviewed by: walter confalonieri
    A first effort map from the newcomer Luigi2600 aka Aidan Glaser. As the title suggest, it is a "faithful" Wolfenstein 3D map made for ZDoom and derivative ports for map31 of Doom 2 (obviously). This map has a huge file size due to textures and things from the original Wolfenstein 3D. Even that 9.84 megabytes zipped is maybe too much, but how is the level?

    For a first level it really isn't that bad. There's some nice layout and room building structures here, maybe too boxy but, hey, Wolfenstein 3D was pretty boxy for starters too. There's also some nice textures effects like the Hitler paintings aligned to be a giant continuous picture of the Fuhrer in an octagonal shaped picture, and there's a little height variation in the level, making this a spacious and comfy fortress for every SS soldier to live a little before he finds his path the Doomguy. Or the bastards.

    But the hellish influence or maybe the time travel made some distortion in the space-temporal continuum with a broken toilet room (shot 3), but toilets aren't a nice place for the most part, are they? Also there's a lot of ZDoom-ism aspects like using floors as walls and vice-versa. How charming, but remember this is a first time map!

    Ah yes, it uses one of the music tracks of 3DO Wolf3D, which I think is giving the larger part of the file size of the level.

    The new monsters came and their position is pretty tough, especially in the start of the map when you get easily killed from a bunch of the weaker guys in the game that here are fucking war machines! C'mon, the brown suit Nazi guy has a such strong attack? He was like the former human of the original Wolf3D!

    But aside from the start, the level gets scarcely populated from Nazis that are in the various rooms of the keep, until you find a Mecha-Adolf with a commando team of that Nazi painters division (I'll always of think of painters when I see these guys, or doctors might be a better interpretation [even I don't know how scientists know how to use heavy weaponry, but who cares now, this review will get too long to read]) inside an already working lift / cave / whatever with a not really well guarded (and signed) exit. Kill him and get two brand new chainguns and ammo boxes for you, then this little travel is over and the final consideration is: this map is OK but is pretty broken. Maybe the next map from this author will be better if he's not flattered by the bad reviews and votes in the /idgames section. For me the guy has some potential!

    There and back again. - Muff1n
    Doom 2 - Single Player - ZDoom Compatible - 762.47 KB -
    Reviewed by: gaspe
    There and back again is a nine-map wad for Doom 2. It requires ZDoom-based ports to run because the levels are arranged to be like a Doom 1 episode: 8 maps + 1 secret one, though you won't see any ZDoom features used in the maps. There's a very cool classic vibe going on in all the wad, also with some little homages here and there to the id IWADs. Techbases and hell will be the bearing themes in the levels, which are done in a nice style that looks like it was made with vanilla in mind. Gameplay was consistently fun in all the wad, but I don't feel that there were any standout moments.

    Overall it's a cool wad with a nice old-school feel; it won't leave you disappointed.

    Urotsuki 2: Cargo Cult - Lainos
    Doom 2 - Single Player - PrBoom+ - 4.24 MB -
    Reviewed by: gaspe
    Back in the last year, Lainos pulled out a trilogy of single maps with a post-apocalyptic setting and very distinct aesthetics of cityscapes that start to transform into a flesh-tech monstrosity. Cargo Cult is the first map of what will be a new trilogy of the series, and like the older maps it needs a limit-removing port with .OGG support to run. For those who don't know it, the Cargo Cult is a real thing, and knowing this will be helpful if you will play the map, as many things will eventually start to make sense. The particular look of the previous trilogy is present also here; the setting is very good and dense with atmosphere. The gameplay is more slow-paced and fits well with the mood of the level, though sometimes it seems a bit underdone.

    The map is quite unique, and while it shares same of ups and downs of the previous trilogy, the things here are definitely better, and it seems that they are stepping in the right direction. Is this worth a try? Sure, though I must tell you that if you are looking for some run and gun action, you'd better go somewhere else.

    Sins of the Flesh - zrrion the insect
    Doom 2 - Single Player - ZDoom Compatible - 1.63 MB -
    Reviewed by: Ijon Tichy
    First impression: this map is dark.

    If you're using the GL renderer, don't use the Software light mode, because "really dark" becomes "pitch black" annoyingly often.

    The layout is pretty well interconnected, but the darkness makes everything mazier than it should be. Don't be surprised if you look for a switch for five minutes, only to find out you passed it up each time because the map becomes pitch black within 10 feet. Hell, don't be surprised if you hit the switch but can't figure out what it did. It's usually obvious, like lowering a pillar nearby, but sometimes it isn't and you're just left wondering what happened. Then you get shot by a zombie you also couldn't see. They like doing that here.

    Assuming you don't make some jumps (easy enough in Zandronum, harder in ZDoom) and grab the rocket launcher early, you're going to be using the shotgun and maybe the berserk fist for the first half of the map. Only once you get the red key, deal with the ten or so lost souls that open up along with the hell knight you'll probably run past, and start opening up some doors with it, will you get a chaingun. Depending on which door you choose, you'll also get the archvile surprise. Ten seconds later, and he's neatly folded up in a blood pool on the ground, as it should be.

    Because your arsenal is usually lacking relative to what you're fighting, it's not worth sticking around and fighting in this map. You might not even want to grab the SSG; just stun with chaingun and you'll be fine for the most part. You're never forced to stay and fight, but you're also never really forced to run either. They're both perfectly viable.

    If you really want to 100%, you'd be better off getting to the blue key area as soon as possible, so you can get an easy chaingun along with the only SSG in the map. You're not going to run out of shells after that.

    Overall, if darkness doesn't bother you, you'll get enjoyment out of this map, whether you enjoy zipping past everything or cleaning house. If darkness does bother you, keep looking. Or just raise the ambient light level in the GL renderer.

    Help Out - Bzzrak Ktazzz
    Ultimate Doom - Single Player - Vanilla - 48.4 KB -
    Reviewed by: Voros
    Help Out is an E3M1 replacement map for Doom 1, and is the third wad from Bzzrak.

    The title seems friendly. It really isn't. It's actually cool (the map I mean). What "help out" is supposed to mean, I wish I knew.

    The map starts you off on the middle of a giant star, which is red in colour. There are some Imps around you, and more will come if you fire your gun. But what's really impressive is that it is purely a Hell level, fit for an E3 slot for sure. The author used gothic bricks, red bricks, blood, skull doors, and the rest of the party. The design of the map is simple and serious enough. Get this key, open that door, shoot this door, get that key, et cetera. Bzzrak put that "shoot to open" on more than few linedefs, which was pretty cool to see, as most mappers these days barely use that for linedefs.

    The item and demon placement is well done. It gets pretty intense at first, but once you get through the horde of Imps you'll encounter, it becomes easier (but not easy as cake).

    There is one secret in the map which is surprising. If you look at screenshot 3, you'll see what I mean. Gives a nice chuckle from all the demon slaying.

    This map is amazing. It feels just like a classic map from the '90s. Be sure to try this, if you haven't already!

    Outpost 2048 - Subucnameth
    Doom 2 - Single Player - ZDoom Compatible - 108.33 KB -
    Reviewed by: Voros
    Outpost 2048 is a Doom 2 map, taking the slot of MAP01.

    The map is like your normal techbase, but with a bit more colour. The visuals seem nice and all, but something just doesn't feel right here. Anyway, the map is mainly symmetrical, but that's not a problem. The usage of ZDoom features, such as sloping, makes the map feel completely like a techbase gone bad, with the windows, consoles, slopes, the mostly gray textures, intestines, skulls, dead bodies and so on.

    The enemy placement felt progressive when I first played it. First Shotgunners, after that you get a shotgun, then Imps, then Cacodemons, then a chainsaw (or the Pinkies, whichever you choose first to do), then Chaingunners etc. It's fairly easy to play in the beginning. But it will get tougher later on, but nothing like teleporting into an arena filled with demons. It's simple progression. Mancubuses and Barons have always been one of the tough problems in Doom. Pain Elementals are just annoying.

    The item placement is good, allowing small pickups here and there. Nothing big really, but maybe the medkits should have been increased. Because really, Mancubuses and Barons are tough, and getting spammed with Lost Souls will reduce your health, A LOT.

    Outpost 2048 is a nice ZDoom map. You'll feel like you are inside an actual building, rather than in some crazy place with wacko architecture. The map is fun for those times where you feel like doing something small and quick.

    THE NAME OF THIS MAP WAS ORIGINALLY 'FUCK ORTHAGONAL LINES' BUT THEN I DECIDED I DIDN'T WANT THAT SORT OF COMMITMENT SO NOW THIS IS THE NAME OF THE MAP - ijon
    Doom 2 - Single Player - Boom Compatible - 3.01 MB -
    Reviewed by: gaspe
    This a single Boom map for Doom 2; it's also included in DUMP 2. It's built on a layout that was copied and pasted two times. Maybe it doesn't sound really promising, but the result was rather good. Basically you have to find the usual three keys which are located in three areas which share the base layout but have different themes/textures (techbase, cave and hell). The gameplay was quite fun and also difficult. There is no SSG which isn't a bad thing per se, but for some situations here it was really missing. Though it looks a bit messy, it's a good map, and it plays rather well.

    No Sleep for the Dead - Jan Van der Veken
    Ultimate Doom - Single Player - Vanilla - 616.77 KB -
    Reviewed by: gaspe
    No Sleep for the Dead is a replacement for Knee Deep in the Dead (plus a bonus map) by Jan Van der Veken. Announced in 2011 and finished only now, it's a spiritual successor to Dawn of the Dead, a replacement for E1 that he made back in 1997. The stronger influence is from E1; its distinctive style will be prevailing for most of the episode, though in the later maps the mood changes to something more inspired by E2, and with the bonus map, which is a nice take on E4. The levels are well interconnected and full of windows, which made the various zombies and imps quite dangerous as they have plenty of opportunities to shoot at you. Another trait in the gameplay is the excellent use of monster closets that open from distant areas. Visually it is as good as it plays; the layouts themselves set some cool sceneries with their openings to various areas, and the levels are well detailed and with very nice lighting.

    This a really cool oldschool wad and pretty much a must play.

    Baron's Chateau - Carlos Lastra
    Doom 2 - Single Player - ZDoom Compatible - 151.58 KB -
    Reviewed by: gaspe
    This is a quite short ZDoom map. Visually it is quite basic but also nice; the lighting gives a good look at the interiors, while the few outer locations show us some better architecture. The gameplay is quite slow paced and not so challenging. Overall it is a pretty moody map; it feels all right but it's nothing outstanding.

    Coastal Fortress - youraverageamir
    Doom 2 - Single Player - ZDoom Compatible - 88.32 KB -
    Reviewed by: gaspe
    Coastal Fortress is a single map for ZDoom, and an ensemble of bad decisions. We are on a shore for sure, at least in the initial part, but on the whole it doesn't really deliver to be a fortress of some kind. It was rather interesting the idea of triggering stuff at some monsters' death, though it isn't well applied here. The map is kinda rushed and I don't have any particular reason to recommend it.

    Cataboom Reloaded - Robert Phipps
    Doom 2 - Single Player - Boom Compatible - 355.95 KB -
    Reviewed by: Not Jabba
    Cataboom Reloaded is a single large level based around the idea of a Roman catacombs. This map revels in its maziness, and if you're like most Doomers (or at least most of the really vocal ones), you may be turned off by the sound of that -- but I have to say, Cataboom executes the labyrinth idea better than most levels that attempt it.

    It does have its flaws. Most of the fighting takes place in very narrow corridors, so the confrontations tend to be relatively uninteresting, and tactics mainly rely on herding monsters around corners and into your sights. Early on, a hefty percentage of the enemies you face are Lost Souls, and since you get the chainsaw quite early, you basically just mow them down over and over again without much of a fight. Later, the level often relies on teleporting Revenants in close quarters, almost unavoidable exploding barrel traps triggered by crushers, and similar things to add difficulty. The level is huge and winding but not very interconnected, which leads to some irritating backtracking at times.

    That said, there's a lot to like about it. The aforementioned narrow spaces, annoying as they can be, often work well in conjunction with the lighting to create a real sense of claustrophobia. To make things even more paranoia-inducing, monsters frequently get set loose from closets farther back along your route or when you reenter areas you think you've already cleared, and there's often a sense that anything can come from anywhere at any time. The level is fairly nonlinear, and there's a lot of shifting architecture to guide you along and make you a little uneasy. Although the passages sometimes feel monotonous, there are a decent number of landmarks and uniquely textured areas to give you a good sense of exploration and keep you from getting lost. Some of the combat setups are quirky and surprising, though your mileage may vary on whether that's a good thing. The ending area is neat, although the final fight with a single Baron (on UV) is pretty underwhelming.

    This wad also has a few custom texture and decoration resources to help set the mood, though they're of relatively low quality and give the wad a dated feel -- either that, or they're kind of cute. It depends how you look at it. Particularly noteworthy are the exploding urns that replace nukage barrels, which really gave me a surprise the first time I set one off (right in my face, of course). Overall, Cataboom Reloaded feels like it could have come out of the mid- to late '90s (and it would have been pretty decent for its time). If that description doesn't bother you, give it a try.

    Something Awful, part 3 - 7 + 6 - Bzzrak Ktazzz
    Ultimate Doom - Single Player - Vanilla - 93.81 KB -
    Reviewed by: Voros
    Something Awful 2 is a Doom 1 map replacement, taking the slot of E1M1.

    Something Awful was really awful, but Something Awful 2 should have been Something Worse.

    The map starts you off in a very tight room, with a closet containing light switches. Once the barrier is down, it doesn't look so awful... but it is awful. The door textures are replaced with the ugly UAC metal from Something Awful, and later on there are some rooms with monsters on a floor with toxic waste and what I presume to be a hallway made of red curtains. The map seems to start out as a techbase handling cargo, but somehow ends with wacko architecture.

    The thing placement is OK, as I didn't have much trouble playing the map. But maybe some ammo and medkits might have been more helpful to fight against the group of Barons.

    But the map is extremely baffling. With the help of IDDT, you'll find you missed a big room, and it's outside the map too. It's also where the infamous BFG 9000 is introduced, which is presented as a trophy in a way. Thankfully, the author has also provided a demo file of the map for us, so you can check it out if you get stuck, and you will get stuck.

    This map is confusing AND awful. Try it if you feel like it. Don't say I didn't warn you!

    The /newstuff Chronicles is a usually-weekly roundup of new items uploaded to the /idgames archive, and it is written entirely by community members like you. If you wish to contribute, the /newstuff Review Center is the place to do so. Register on the Doomworld Forums first if you don't already have an account, because you need one to submit reviews. Special thanks goes to the nearly 300 users who have submitted reviews over the past several years.

    Doomkid
    ZDaemon Thursday Night Survival #253 - Jiffy Bag
    Date: June 16th, 2016 19:00 BST/14:00 EDT
    Location: at Ducks, Czech Republic (usually lasts 6-8 hours, sometimes much longer)

    Zandronum Friday Night Fragfest #327: Cybercrime 3-way TDM & Rage CTF
    European FNF: June 17th, 2016, 18:00 UTC
    American FNF: June 17th, 2016, 20:00 EDT

    ZDS #459 - 32in24-7 CTF - Part I
    Date: Saturday June 18th, 2016
    Euro: 19:30 BST / 14:30 EDT
    USA: 01:00 BST / 20:00 EDT Remember to check out the Multiplayer forum for discussion about clans, matchmaking and other fun events. Happy fragging!

    Bloodshedder
    Get Paid - Fveitsi
    Doom 2 - Single Player - ZDoom Compatible - 113.01 KB -
    Reviewed by: gaspe
    Get Paid is a single map for Doom 2. It looks like the author changed some things before uploading to the archive, as this is the third version of the map, but honestly this final result isn't very good. For the first good half there will be a linear room after room sequence. Many parts have too many or too high-HP monsters compared to the weapons you have, and it drags the fights for too long. After a while some more open and bigger areas start to appear. The red key area has some repetitive closets filled with revenants in a narrow and linear corridor, and after you grab the key, the area again gets filled with revenants and you are in a dead end with no cover or medikits to support you. The exit room is again filled with revenants, so you can enjoy to keep tapping the space behind the door while spamming with the BFG. Aesthetically the map is Maximum Doom quality. It actually wouldn't be really bad in some parts, but overall is too much of a slog to play.

    Wear negative armor! - cybermind aka Mistranger
    Doom v1.1 - Single Player - Vanilla - 2.25 KB
    Reviewed by: Voros
    It does what it says. Wearing negative armor.

    With trial and error, Doom 1.1 (apparently 1.2 fixes the small bug) and a special E1M9, you could succeed in achieving this bug.

    To be honest, it really is a pain in the ass to achieve, and you don't get much when you achieve it. But it's nice to see a wad has been made just to show it to us.

    Infuscomus - D.Scracth
    Doom 2 - Single Player - ZDoom Compatible - 10.14 MB -
    Reviewed by: walter confalonieri
    A medium-sized spooky map by D. Scratch, for ZDoom and compatible ports (played with Zandronum and had almost no problems, but a floor doesn't lower twice and I had to noclip to pass through that part) and uses textures from the game Blood.

    The map itself is set in a possessed gothic mansion and is kinda inspired by the original Blood.

    Layout is well-made and has a great usage of scary atmosphere thanks to lighting effects. Gameplay is pretty much made of some jump scares and random encounters in a really creepy environment; also you can't jump or crouch for some reason, even though it's for ZDoom and this is blocking part of the game for me. Why making a map that works for ZDoom and you can't jump or crouch around the map?

    By the way, the playing experience is pretty challenging with the usage of puzzles, and the mentioned random fights make this map good to play. Also the jump scares present in the map do their work.

    Overall, a pretty good map. I enjoyed playing it and I recommend downloading it!

    Winnie Pooh - Bzzrak Ktazzz
    Ultimate Doom - Single Player - Vanilla - 133.66 KB -
    Reviewed by: gaspe
    Winnie Pooh is a two-map wad for Doom 1 that it looks like it was taken straight from the nowadays-dreaded 1994 era of mapping. E1M1 is a flat room after room layout where, yeah you guessed it, the mobs are disposed in there to be quite harmless. E1M2 seems to be more interesting, or at least now there is some lighting and the classical music put me more in the mood to visit those empty rooms. This wad doesn't develop anything; there's nothing interesting to see here and it's way too basic.

    Deloran - Tereith2050
    Doom 2 - Single Player - ZDoom Compatible - 1.44 MB -
    Reviewed by: gaspe
    Deloran is a megawad for Doom 2 with 15 brand new levels. To start, let's read the description first: "Deloran is a fast paced wad with small maps." OK, "It was created in the time frame of 5 days and with no knowledge at all." Now my expectations are lowered as much as they could be, but let's not judge it before seeing it in action. To talk about the positive things, all the maps are quite short and it doesn't take too long to complete the wad. For the rest, as expected it's a journey into full amateurism. Sometimes there are some things that actually look nice or there's something that resembles a good idea, but it looks like it's due to the chance rather than the author actually knowing what he was doing. Or maybe it could be because everything seen before was bad. Unmissable are some stealth monsters placed sometimes for whatever reason.

    (dis)Honorable mentions:
    - a map with only a cyberdemon and the exit switch in a very deep pit, and you can press the switch from above the pit.
    - half level which is Wolfenstein 3D, literally.
    - an empty level where you have to perform some platforming with some jumping.
    - and (my favourite) the race level: a very long corridor, where at the sides there are alcoves with every monster (except the bosses).

    It could have been much worse; nonetheless, it's really bad, with very few passable moments that for sure won't save it. Recommended if you are looking for a bad wad that isn't the usual troll stuff.

    Elf Gets Pissed 1.1 - RottKing
    Heretic - Single Player - ZDoom Compatible - 3.6 MB -
    Reviewed by: Not Jabba
    Just a few months after the release of Realm of Parthoris, we were given a full Heretic episode by RottKing, creator of Double Impact and Community Chest 3 map 12. Elf Gets Pissed is a gem, and for the most part, I think the author was more concerned with making sure it was perfectly cut rather than super shiny. Like Realm of Parthoris, it has a pretty large custom texture selection that makes Heretic feel a lot less monotonous, but is mostly basic stuff that blends in and doesn't leave a strong impression. The episode has several impressively constructed settings with a great sense of place, but it doesn't put much focus on detailing. The story is nothing more than a goofy bit of text thrown in at the end, and there's no music aside from a couple of borrowed console game songs for the title and intermission. The gameplay, however, is top notch.

    RottKing fully understands that in Heretic, the challenge usually comes not from high-powered monsters or from massive clustered hordes, but rather from the way that multiple different monster types carefully situated within the same area push you into putting yourself right back in harm's way every time you try to get clear of the most immediate threat. That said, expect some tough boss encounters and even a fair number of hordes within this episode. RottKing constantly finds new and interesting ways to put pressure on you, whether it's gargoyles dropping on you from high ledges all around you or Nitrogolems coming out of a closet in front of you while crushers descend on your escape routes.

    Elf Gets Pissed also has a new weapon, which is called the Lightbringer. If you've ever messed around with the Karasawa from Realm667 or played that one Quake 2 expansion, you probably get the basic idea: it's a pretty strong semi-automatic weapon whose projectiles fly through enemies and bounce off of walls several times, giving you new flexibility in how you attack enemies. It delivers some serious crowd control against large groups of enemies in spaces of any size, and the rebound also makes it incredibly powerful against enemies who are in tightly enclosed spaces with walls on most sides -- at one point, I killed a Liche with two shots this way. I can't help but feel that the weapon would have been more interesting if its wildly flying projectiles also dealt damage to the player, as currently the weapon is basically a game breaker, like having the BFG in Doom 1. But I guess the idea here is that the Lightbringer is a reward rather than a trade-off. In order to get the weapon, you have to find the megasecret in E1M4 to get to the secret level, and then find another megasecret within the secret level itself. It takes a lot of effort, but it's worth it, as ammo for it is scattered around the later levels.

    Anyway, on to the levels. E1M1 shows you right off the bat the kind of challenging battles you're in for. You start off with a Phoenix Rod and a Tome against a swarm of Golems, and almost as soon as you beat them you're running across Knight-manned platforms to reach a switch while under fire from above by an Iron Liche. E1M2 almost seems easy-going by comparison, but it continues to use Liches as a go-to enemy for defending important areas, and puts you under heavy fire in dim light on several occasions.

    E1M3 is a fairly typical Heretic town level; combat is building-to-building and room-to-room, with most enemies popping up from the front. As a result, I found it to be less interesting than the other levels in the set, though that style of urban combat is still pretty fun in its own way. By contrast, E1M4 is RottKing at his best, with combat that frequently has you scrambling for a foothold. It also has one of the most beautiful and memorable settings in the episode, a canyon fortress with great height variation, a cool winding route, and a custom texture set that really sets it apart visually.

    E1M9 revolves around a wide, fast-flowing river with water that pushes you in the direction of the flow, messing with your movements as you try to dodge the Ophidians and other enemies that populate the level. It also has some scenic ledge-hopping in the enormous central canyon area and several nice fights on solid ground, including a big arena at the river's end -- but perhaps the biggest highlight is the previously mentioned megasecret that houses the Lightbringer.

    E1M5 starts you off facing a pair of charging Maulotaurs in a space that's barely big enough to fight them in; meanwhile, the floor slowly rises up toward another area above, eventually giving you a small amount of breathing room if you can survive long enough to get there. The exit is nearby, but a second, almost equally mean fight awaits you after you beat the Maulotaurs.

    E1M6 is where most of the episode's horde combat comes in, and despite my comment earlier about how horde combat doesn't usually work in Heretic, RottKing throws enough enemies at you to put you in a real danger of being overrun. The spaces you fight them in are well designed though, giving you a way to control the horde, or at least escape being swamped, if you're smart enough about how you maneuver.

    E1M7 is Heretic's version of Hell, I guess -- a small slice of some endless cavern network deep underground, flooded with lava in many spots. It has a nice mood, but the combat is surprisingly light in this level, almost like it's a breather before you go on to fight the boss. And sure enough, E1M8 is intense, pitting you against several platoons of Knights before letting in another huge mixed horde along with D'Sparil; if you got the Lightbringer, it will go a long way here. The level is pretty small, but it's a fitting climax for the episode.

    Elf Gets Pissed is well worth the time it takes to beat and the brutal challenges you have to overcome to make it to the end. Like all of the best Heretic wads, it really feels like a journey, like you're trekking across a living world that goes far beyond what you can see and is rife with hidden secrets and echoes of what once was. Highly recommended.

    Mt. Erebus 1024 - Subucnameth
    Doom 2 - Single Player - ZDoom Compatible - 20.99 KB -
    Reviewed by: Not Jabba
    "Mt. Erebus" has always been one of my favorite levels in Doom, mainly thanks to its large size and almost complete nonlinearity. "Mt. Erebus 1024" is intended as a tribute to that level using the time-honored 1024 size limit, but it pretty much misses the point entirely. First of all, as a small, completely linear level, it has none of the traits that defined the original "Mt. Erebus." Still, it's a 1024 level, so you would expect things to be compact, and that might even be OK, as long as it has a strong nostalgia vibe to it. It doesn't, though.

    What really screws this level over is not scarceness but excess. It has Hell Knights and a chaingunner in it, just for the sake of having them. It also includes some ZDoom features like colored fog and flowing lava. So wait, a 1024 tribute to a Doom 1 level with Doom 2 monsters and ZDoom stuff? There's just too much going on here for any of it to work. It doesn't succeed as a bite-sized tribute because it throws in too many anachronisms to even look like the original level, but it doesn't succeed as a modern ZDoom-based re-imagining because its tiny size doesn't allow the author to explore the original themes enough to update them. The only thing in this level that even reminded me of "Mt. Erebus" was the two Imps behind those funny diagonal-barred cages. I'd love to see someone do a good tribute to E3M6 -- expansion, modernization, 1024, or whatever else -- but this isn't it.

    An Evening Stroll in Venice - Hebridean Isle
    Doom 2 - Single Player - ZDoom Compatible - 1.96 MB -
    Reviewed by: Not Jabba
    Note: In case you're wondering, the text file says this was only tested in GZDoom, but I had no trouble in regular ZDoom. Everything seemed to be in order, and there were no missing object markers.

    Anyway, this level is certainly... yellow. It's got a completely new set of texures and decorations based on the city of Venice, pretty much all of which are yellow, and there's a yellow haze over everything to add to the mood. It may sound weird, but it looks pretty nice thanks to the new resources (which you're free to plunder, according to the author). Not only that, but this is one of the few ZDoom levels I've played that goes over the top with the port-specific features and is actually better off for it. Besides the haze (without which this level would tragically be so much less yellow), there's also a bit of a story that goes along with the level in the form of occasional text, some scripting, and one bit where you have to move a box around to get where you need to go. It's all pretty silly, but since this is a 1024 level, it's short enough not to outlive its welcome, and I got a few laughs out of it.

    I was less happy with the gameplay. The beginning of the level has you fighting a bunch of Demons and then a pair of Hell Knights in a narrow alleyway without enough room to get around them effectively, and then there's some Revenants that you have to fight with little cover -- and throughout all of this, your only weapons are the piston and shotgun. Once you get the chaingun, it starts to feel more reasonable, but the layout is very boxy and there's not much in the way of interesting combat. At the end, you finally get the SSG, and maybe the plasma rifle if you found one of the secrets (I suspect the second secret has a rocket launcher, as I saw one or two rockets lying around, but I never found it), just in time for one last large-ish battle where you can finally run around the whole level and it finally feels like you've got something better than a pea-shooter -- and then it's over. All in all, it's far from the best use of space I've ever seen in a 1024 level. Even so, it's hard to get too annoyed with a level this short, and it's worth a playthrough for the cool setting.

    Heavy Water Plant - Lowpass30Hz
    Doom 2 - Single Player - Vanilla - 80.09 KB -
    Reviewed by: Voros
    Heavy Water Plant is a MAP01 replacement for Doom 2.

    This map is interesting with its design. At first sight, you see pillars, water, and ledges. The fact that almost everything in the map is textured with gothic bricks makes the experience seem somewhat different. "Water plant" puts techbase with water in my head, not ancient and sacred areas with water. The map is mostly non-linear, as you'll go back and forth to areas you've already visited either to flip a switch or replenish your ammo. But the lack of large medkits intensifies the map.

    The detail is beautiful for a map made with brown textures everywhere. Most of the time, you see only bricks. The few parts that resemble broken walls really put the icing on the cake. But when you see that there's also some cement textures mixed with the ancient brick textures, you have to admire the combination. The architecture is very unique.

    The enemy placement is well done. There isn't too much of the demons that you'll run out of ammo, but the fact that you usually encounter Chaingunners when they can see you straight just screams that you need fast reflexes to play. Or else you'll lose a lot of health while asking yourself "WHERE IS HE!?!"

    The map is amazing. It's simple. It's precise. It's detailed. It's balanced. Whether it's beautiful or not is debatable. Looking forward to future maps from the author!

    boo - Aardappel
    Doom 2 - Deathmatch - Vanilla - 66.39 KB -
    Reviewed by: Voros
    boo2 is a Deathmatch map, replacing MAP01 of Doom 2.

    At first glance, it will seem like it's a level from Quake. The author states that Quake 2 textures were used for this map and... it works. The dark, gritty and claustrophobic atmosphere mixed with the sunshine outside makes a great combination. There are no doors, no teleporters, just you and your friends and foes.

    The item placement is well done, with the most powerful weapon of them all leaving you sitting ducks. Even though all the weapons are here and some health pick-ups too, having a rocket launcher in such a small area would be a bad idea; the same goes for the chainsaw.

    The Quake 2 textures really hit the spot. Makes the atmosphere very moody for the players.

    This is a wonderful Deathmatch map, and a uniform one too. Well executed and nicely detailed, I would Deathmatch with anyone here, just because of the vibe I get it from it, which I'm sure others will also feel.

    Something Awful - Bzzrak Ktazzz
    Ultimate Doom - Single Player - Vanilla - 82.4 KB -
    Reviewed by: Voros
    Something Awful, just like the title says.

    Just kidding. Something Awful is the second map from bzzrak, and is NOT a jokewad. The map replaces E1M1, but it's no piece of cake. Simple design and low-tier enemies in large numbers. Even though the door textures have been replaced with an awful UAC texture, it's still pretty good. The main thing about this map is the fact the exit is literally a trap, and to find the real exit, you have no choice but to go through the rooms filled with zombies and imps, and hope you don't run out bullets. But thankfully, once you open "that wall" you won't run into much trouble with map, as it becomes really straightforward.

    No Remorse - youraverageamir
    Doom 2 - Single Player - ZDoom Compatible - 39.53 KB -
    Reviewed by: gaspe
    No Remorse is a wad for Doom 2 composed of three maps of which every one tries to follow different concepts. The first level is pretty much like a normal map; it's the best of the wad and has more effort put into it compared to the other levels. Follows is an arena level where you stand on a lowering elevator with monsters that will teleport on the platform, plus some mobs sniping in nooks around the area. To end there's a IoS level that can be beaten in five seconds. Extremely dull playing and looking, I can't really recommend this wad.

    BID 2 - Serious_MOod
    Doom 2 - Single Player - PrBoom+ - 443.73 KB -
    Reviewed by: Voros
    BID2 is a two-map replacement for Doom 2, taking the slots MAP01 and MAP02.

    I didn't know what to expect, reading the title. But it's not disappointing at all.

    The map itself is pretty hard, even on Hurt Me Plenty. Low-tier enemies tend to be in groups and high-tier enemies are usually kept somewhere small and limited... and in small groups, too. I would say that this map would fit the slots of MAP20-MAP29, that's how difficult it is.

    Not only are there powerful demons roaming around, but the detailing of the map is superb. The author made the map seem like a techbase experiencing a major chemical leak, with toxic pools breaking up the floor, and in one part, taking up the floor entirely. Then there's all the things techbase maps usually have: techno pillars, computers and consoles, wires, pipes and metal thingamajigs. The author did an excellent job in the design of all these elements.

    The map itself is a maze. You can very easily get lost or thrown off the path to the exit and just find yourself roaming around, looking for something new. There's the blue keycard, which opens a blue door. There's a yellow keycard, which I don't know what it's supposed to open, and the exit opens from a red keycard, which I still haven't found. Yet.

    My only complaint would be the items and how rare ammo and health can be. Right in the beginning, you're bound to run out of the box of shells you have, what with that Revenant, those Chaingunners, the Imp encounters, and that Mancubus all at once... then some Spectres and Shotgun guys, then again another Mancubus with a group of Shotgun guys... again. So many enemies, yet the ammo to take them all down is barely enough. Barely.

    BID2 keeps the player on his toes; the map is seemingly more focused on speed rather than offense (there is no BFG 9000 and not even a rocket launcher). You better have good feet.

    The /newstuff Chronicles is a usually-weekly roundup of new items uploaded to the /idgames archive, and it is written entirely by community members like you. If you wish to contribute, the /newstuff Review Center is the place to do so. Register on the Doomworld Forums first if you don't already have an account, because you need one to submit reviews. Special thanks goes to the nearly 300 users who have submitted reviews over the past several years.

    40oz

    Q. Updates? A. Updates!

    By 40oz, in News,

    The wait was (or felt) long and arduous, but according to id Software's Marty Stratton, a series of updates for Doom 2016 will be coming very soon. Updates such as:
    Id Software taking back Multiplayer from Certain Affinity, fixing the many problems involved with hackers and other silliness, and also adding multiplayer AI bots for players to practice with. Updates to Snapmap including hell-themed modules for SnapMap levels and the ability to carry more than two weapons like in the campaign. Patience is a virtue, my friends. When exactly these updates are coming is not yet confirmed, but the word that these things are coming shortly will likely ensure a healthy and long-lasting future for Doom 2016.

    Bloodshedder
    DS Doom - Dave "WinterMute" Murphy
    Doom/Doom 2 - N/A - N/A - 2.19 MB -
    Reviewed by: yukib1t
    DSDoom is a port of PrBoom to the Nintendo DS. It runs on any model, though you'll need a GameBoy Advance Flash Cart, which allows you to store and run the .nds ROM file and WAD files on an SD card. Your other option is to use an emulator like DeSmuMe, which is what I used to facilitate getting screenshots.

    The SD card will need to have dsdoom.nds, PRBOOM.CFG, prboom.wad, and a Doom IWAD if your choice. You can also place Boom-compatible PWADs onto the SD card, though your mileage may vary with these. To load them, you have to make a file called ".argv", the use of which is detailed in the README.txt file.

    Booting the game up gives you the option to play single player, or use the DS's WiFi for a co-op or Deathmatch game. Multiplayer requires prboom_server running on a PC, however, and there are some basic instructions in the README.txt file.

    The game itself uses the top screen for the main view and the bottom screen for the automap, status bar, and messages. Image quality is pretty sharp, save for some distorted text in the menu, and the sound is also quite good. The only downside is that there's no music. Controlling things is pretty straight-forward, and pretty much just like Doom on the Playstation, but it's not nearly as responsive. I found myself having a very hard time aiming because of this. You can also use the touchscreen for movement if you enable the mouse in the menu options, though I found this to be very cumbersome.

    During play, I noticed some intermittent slowdown, which I think is caused by the game needing to load more data from the ROM. Basically, the first time a certain sound plays, the first time I see a specific texture, or the first time a sprite gets shown, there's a small hiccup. This was quite annoying. DSDoom also has some noticeable slowdown in more complex areas, or when a lot of sprites are on the screen. Saving the game also takes a few seconds, though loading is nearly instant.

    The game only crashed once, so DSDoom looks to be pretty stable. There are only a few minor bugs I noticed, such as when the top screen becomes distorted around the borders when using a screen size less than maximum.

    Overall, not bad, and if I had only a Nintendo DS to play when I'm out and about, I'd definitely take DSDoom with me. It just needs some more optimization.

    DS Doom source code - Dave "WinterMute" Murphy
    Doom/Doom 2 - N/A - N/A - 2.01 MB
    Reviewed by: yukib1t
    This is the source code for DSDoom. The zip file actually contains five different releases of DSDoom, all of which are in tar.xz files. Each of these contain the source, a PRBOOM.CFG file (but no prboom.wad), project files for various IDEs, and a Makefile.

    To compile these, you'll need a toolchain that targets the Nintendo DS, specifically devkitPro, though this isn't mentioned in the readme file. Luckily, setting up this environment was pretty easy (I used Linux and had it working in about five minutes). At first, compiling DSDoom failed because the compiler didn't know how to use the -mno-fpu option. Fixing this needed just a simple change in one of the Makefiles. It's likely the author used a previous version of devkitPro.

    When it's all done, it spits out a dsdoom.nds ROM file, ready to be used on a GameBoy Advance flash cart.

    License to Ilya - joe-ilya and friends
    Doom 2 - Single Player - Boom Compatible - 5.41 MB -
    Reviewed by: yukib1t
    joetune, otherwise known as License to Ilya, is an addon by joe-ilya, AD.79, Archi, cannonball, Dhu Mhan Yhu, Dobu Gabu Maru, Jaxxoon R, mouldy, Noisyvelvet, Surreily, Szymanski, Tactical Stiffy, and Voltcom3. It consists of 16 levels plus one secret level, and some sort of story about a time machine pentagram that didn't make much sense.

    Overall, License to Ilya is pretty good. It requires Boom and claims that it was tested with PrBoom v2.5.1.4. However, whenever I tried to use the same PrBoom version, I had palette errors. Thus, I used GZDoom, which played it flawlessly.

    There's a lot of good maps, with a few iffy ones here and there. Themes ranged from tech bases, to hellish caverns, to medieval areas. Each level also has its own music, most of which is good, save for two tracks I couldn't stand. Some of the music comes from other games. In particular, I picked out Rise of The Triad, Thunder Force 4, Descent, and Duke Nukem 3D music. There are also textures from various other WADs, including Gothic DM, and some new sounds. Unfortunately, the plasma gun/arachnotron sound is HORRENDOUS and made me want to throw my speakers out the window. It sounded more like something from the 80s He-Man cartoons than something that belongs in Doom. I'll definitely remove that sound when I play through this again in the future.

    Anyway, I won't go over all the levels, but here are some of the highlights. The WAD starts out kind of average, with a nice looking first level but really crappy music. There's also not too much ammo in the first map, which made it a bit of a pain to get through by the end.

    Level 2 is the odd one out of the bunch. It's a Rise of The Triad-styled map complete with music from the same game. The map is short and cramped, but nicely detailed, with frenetic combat. I especially liked the progression and found it to be quite fun.

    Level 3 is a very nice, detailed map. It has very balanced combat, and a lot of very fun traps. It was easily my second or third favorite map in this WAD.

    Level 8 was amazing, and quickly became my favorite level in the whole WAD. It's a medieval themed level with amazing detail and lighting. Nothing was punishingly hard about it, but it certainly wasn't a cakewalk, either. Instead it felt very balanced between combat, health, and ammo.

    Level 10 is a very long level, with frenetic combat and exceptional detail. The texture work in particular was striking and beautiful. This was tied with level 3 for my second favorite map.

    Level 11 was very well laid out, with good detailing. However, I felt that the placement of health items needed to be tweaked. There just wasn't enough health at the beginning. The ending also felt very gimmicky.

    Level 13 sucked. Sure, it looks really nice, with vibrant architecture and lighting, but the whole thing felt unfair. Plus it had some Duke Nukem 3D music in it that I've never liked. By this time, it was apparent that the WAD was starting to play with slaughter-style maps.

    Level 15 is a full-on slaughter map. It's very nicely made, with a very strong Quake episode 3 feel. But I really dislike slaughter maps, so this was one I couldn't wait to finish.

    So that's basically it. Overall, I'd say it's a good compilation of levels, though only a few really stand out. Level 8 in particular is one that I would play over and over. So give it a shot, and don't be too surprised when it changes from being normal maps to slaughter maps on level 13.

    Abyssal Speedmapping Session 25 - Various
    Doom 2 - Single Player - Boom Compatible - 1.91 MB -
    Reviewed by: Jaws In Space
    Quick and dirty mapping has always been part of Doom right from the very birth of the game, from Sandy Petersen's task to finish 19 maps for Doom in only five months or John Romero's ability to finish E4M2 in only six hours. Here we are 22 years later still keeping the tradition of making maps quickly with the 25th incarnation of The Abyssal Speedmapping Session. For the 25th Anniversary of ASS, mappers were given the option to vote for their favorite themes from the previous twelve sessions. After all the voting was done, the themes chosen were xopious barrels (session 15), scrolling floors in map (Session 20), and crates (session 17). Then for the second round of mapping twelve hours after the first, the bonus theme zero use of door specials (session 20) was given. Also the 32in24:15 resource pack was given out at the start of the session for mappers to use. The vast majority of the 17 maps in this month's session used all of the themes, with just a few using only one or two.

    This ASS is pretty hit and miss when it comes to the quality of the maps. There are good maps from authors Jimmy (maps 3 and 8), Jmickle (map 5), and rf` (map 11); the others are anywhere from OK to horrible. The problem maps have a lot to do with how map authors used the moving floor effect; most authors went with a joke idea, like in maps 1, 4, 7, 16, and a few others. While joke maps can be fun for a map or two, it's a little bit too common in this wad, so it gets old pretty fast. Barrels for the most part are used for fun in this wad, though there are a few annoying barrel maps, like in map 9. Map 9 is a nice looking snowy canyon map where you platform up a cliff side, but there are a few instances where barrels can cause you to blast off the edge and you'll have to do the platforming all over again. Maps 13 and 14 by Pinchy and AD_79 were both pretty fun arena maps that made good use of barrels. Then there was Map 18 by 4Shockblast; if you've played previous ASS wads, then you know what to expect from this map: extreme difficulty with an emphasis on getting through the map as fast as possible all while attempting to avoid some nasty traps. As far as this ASS goes, I'd say that unless you're a fan of joke maps, you may want to skip this one in favor of something else.

    Savior - Zack aka.DeF1LeR
    Doom 2 - Single Player - Vanilla - 11.57 KB -
    Reviewed by: gaspe
    This is clearly the effort of someone who's at his first attempts at mapping, but there's nothing interesting in this level. All you do is go from square room to another square room with enemies or supplies just scattered around. Both gameplay and visuals don't seem to have any idea behind them. Don't bother with this wad.

    UNX01 - unerxai
    Doom 2 - Single Player - Vanilla - 25.12 KB -
    Reviewed by: SassyPaddy
    UNX01 is a somewhat medium difficulty map for vanilla Doom 2. It's OK at best. The map layout is kinda basic, aside from the zig-zag part. Though why is the water poison, yet looks normal? And how come the red key is next to the blue key? Wouldn't it be nice to have it in one of the cubicles?

    The monster placement is all right. No cheap shots or anything. Overall, an OK map that you can speedrun after a few tries.

    Voldesad Crypt (e2m2) - Richy Walsh
    Ultimate Doom - Single Player - ZDoom Compatible - 500.84 KB -
    Reviewed by: gaspe
    Voldesad Crypt is a quite long single level that replaces E2M2. If I could summarize the overall feel I would say "90's amateurism", and not necessarily in a good way. Even if is a bit ugly there's quite a bit of work on the lightning, and it certainly helped to give a better appearance in some places, but it was a bit overdone sometimes. It looks more like the author just wanted to use every effect and show gradient lightning in useless places. This leads me to talk about the very long corridors that connect the bigger areas, which is one of the biggest problems. I'm not sure what the author was trying to do with this map; sometimes it seems that it's trying to have atmosphere, then there are some gimmicky moments.

    It isn't terribly offensive, but I don't think there's anything really worth seeing here.

    Spiky Speed MapPack - CactusHege / Hege Cactus
    Doom 2 - Single Player - ZDoom Compatible - 4.98 MB -
    Reviewed by: gaspe
    Spiky Speed MapPack is wad with nine maps (or speedmaps?) for Doom 2. For the most part, it is and it plays like an average wad you can find, but there seems to be a quite silly mood that goes on in all the wad, and it wasn't a bad thing. Map 04 and 08 are the only ones that have only gimmick or jokewad stuff, even though the other maps have some silly moments as well, like MAP01 and its teasing chaingun or the MAP03 finale. The last map deserves another mention for having only revenants and a really appropriate custom boss. There's also the Pyrosuccubus as the only other custom enemy which will make few appearances, and it's in the wad for... reasons, I guess. Gameplay is quite basic, but many times, especially in the slaughter scenarios, there will many monsters but not used very well, and some fights will drag for a bit too long.

    Overall it's quite a mixed bag in quality, both gameplay and visuals; maybe the more joking moments will ruin the wad for someone, but they didn't feel forced or obnoxious. If you are looking for something not really serious and without high demands you can play this.

    Full Doom Textures - TheLoop aka Uhbooh
    Doom/Doom 2 - N/A - Vanilla - 37.31 KB
    Reviewed by: gaspe
    Full Doom Textures provides the TEXTURE1 and PNAMES lumps containing all the definitions of the textures from both Doom 1 and Doom 2. That means that you can use all the textures from Doom 1 in a Doom 2 project and vice versa. The wad is present in two versions made oppositely for the Doom 1 and the Doom 2 iwads. However the only patches provided in these wads are for the animated waterfall and you have to provide yourself the missing patches from the desired iwad. It's a quite useful thing.

    Bloody Rust - Various
    Doom 2 - Single Player - Limit Removing - 977.85 KB -
    Reviewed by: Zalewa
    This WAD was released in February of 2016. The opening words of its story say this: "Humanity's war against the Hellspawn army has been going on for 22 long & bloody years now." After this the story continues in a more-or-less generic way. This is perfect. Doom was released in December 1993. For 22 subsequent years it's been rehashed, remade, revolutionized, and regurgitated with countless custom maps and mods. It should have gotten really old and dull a long time ago, but it never did. There's something about Doom that makes its core gameplay timelessly amazing (is it the super shotgun?). Bloody Rust here doesn't offer anything original either and it doesn't have to. It offers an exceptionally well made and polished reiteration of pure Doom gameplay, and that is enough.

    After this prolonged introduction, I will contradict myself and say that the first level doesn't promise much. It's basic, dark, and not very demanding in terms of difficulty. It eases you into the overall theme of the remaining five levels. Darkness will be your closest companion (or the worst enemy) up until the final map. It's not pitch black darkness. It's just dark enough to keep you on the lookout for deadly chaingunners stalking in the shadows. Pay attention to your health level, as there aren't many health pickups provided. I was too reckless and found myself running at 10% most of the time. Thankfully, the final two maps get easier, and there's always enough ammo throughout.

    Overall, all the levels are good looking, great fun, and challenging. The complete map pack takes about an hour to an hour and a half to beat (on UV). Even though this is a joint endeavour by 7 mappers, the WAD comes with a story which implies that it has a coherent continuity that should be played with inventory carried over between maps. That's how I played it, but I also noticed that weapons are provided for a pistol start approach, so it should also be viable. The maps follow a consistent theme of tech-base mixed with some stone.

    Some nitpicking:

    The story says that you must save a salt mine on Ceres because salt is the main component of BFG9000 ammunition (what an idea!). Despite this, the only BFG9000 that can be found is on MAP03 and has the "Multiplayer" flag, meaning it's available only in co-op or deathmatch. There's another BFG9000 on this map but it has all difficulty level flags disabled, therefore it doesn't appear in the game.

    There's no music replacement in the WAD, but because so many other WADs replace the songs with overused tunes, it's actually nice to be able to listen to the original Doom 2 MIDIs.

    This WAD also allows deathmatch play in maps 01, 03, and 04, so I launched a skirmish play with three bots. I found only map 01 to be playable due to its circular layout and small size. Map 04 would still pass as a DM level, but not with bots. The remaining map 03 is too much tailored towards single-player and too big, but then again deathmatch isn't my thing, so I don't really know.

    The sky texture is horrendous. I don't know if this is a horribly mangled Hubble picture of some piece of universe or spaghetti overflowing with tomato sauce, but it looks closer to sprayed guts and is simply disgusting to look at.

    Below are some words for each of the maps:

    MAP01: Construction by FireFish and Jaws in Space - (screens 01 - 03):

    Looks more like a cave-in than construction. Circular layout and small size. The only DM map in the bunch that was playable with bots. DM weapon placement is reminiscent of Doom 2's "MAP01: Entryway" where each weapon is provided once and each is in a different section of the map. A good starting map.

    MAP02: Outpost by nxGangrel - (screens 04 - 07):

    Uses almost entirely brown textures. Mix of stone and base-ish metal. Some red is thrown into the mix in the form of teleporters and blood. There are lots of damaging floors. You will have a hard time navigating them while trying to avoid fireballs launched at you by Revenants. There are lots of Revenants. This level is my least favourite one, but it's also the most difficult.

    MAP03: Smelting by Flesh420 - (screens 08 - 13):

    A claustrophobic, dark indoor map with a view to the bright outside - a sort of a promise of escape from the tomb you're locked in with all the demon bastards. Or is it they who are locked in it with you? Good level, but scarce on health pickups.

    MAP04: Foundry by AD_79 (Layout & Texturing) & Jaws In Space (Thing Placement) - (screens 14 - 15):

    This level begins in space where you're immediately vulnerable to enemy fire. Hide fast. It's an arena of brick, stone and blood - a painful, damaging lake of blood. You will have to soak your boots in it, as there you will find a set of blue doors which block your way towards the red keycard. Thankfully, there are radsuits, but just one for each side. Use them wisely. A very good map.

    MAP05: Oxidized by Du Mhan Yhu - (screens 16 - 20):

    My favourite. Adorned by SLADWALLs, this is a form of beauty. An example of good layout leading to unrelenting but not exhausting action.

    MAP06: Refinery by Vectomon - (screens 21 - 27):

    Open space. A sort of warehouse-like area with hordes of demons. You will be fighting them invasion style. This level is the brightest of the bunch. A nice final level with sort of a boss fight against "The Horde". A bit worse than MAP05 overall.

    Payback Time - antares031
    Doom 2 - Single Player - Limit Removing - 412.07 KB -
    Reviewed by: Not Jabba
    Payback Time is an outtake map from Luducrium, the jokewad episode by antares031. As soon as you enter the arena, hundreds of Arch-Viles pop up all over the place -- but their attacks can't hurt you or even throw you around (explained by the "asbestos armor" that you pick up at the start), and you have the BFG and all other weapons with infinite ammo. The other catch is that the AVs can resurrect each other. On UV, there are so many Arch-Viles that you may never be able to win, as they can resurrect faster than you can kill them with the BFG. But as with the rest of Luducrium, winning isn't really the point. The point is curb stomping a couple thousand of your most hated enemies until you finally get bored of it. This is a cute little jokemap that's worth a laugh.

    Kill-A-Hoe - Fveitsi
    Doom 2 - Single Player - Limit Removing - 117.51 KB -
    Reviewed by: gaspe
    Kill-A-Hoe is a slaughter map with more than 4000 monsters to satisfy your BFG/RL spamming needs. Let's just say straight away that visually it sucks. There's a very low effort in that, aspect and the lightning is basically absent. The gameplay is a bit better, but overall it's a mixed bag. The first big arena after an initial decent fight ends up being a door camping exercise for the most part, and this will happen at other times in the map. The big hub area was more interesting, and it's followed by a room with more camping behind a choke. The worst moment is probably after the blue locked door with a very long and straight corridor full of pinkies. The biggest fight happens at the yellow skull area, and it was pretty nice overall. It is preferable to jump into tha battle rather than retreat there, otherwise you'll have just to camp behind a door that will also block the monsters. The last battle is a room filled with cyberdemons and few archviles.

    The big fights were somehow nice, though they didn't feel like anything special. There are many monsters to kill in this map, but the combat drags for too long for what they are worth, and it isn't an extremely hard level.

    The /newstuff Chronicles is a usually-weekly roundup of new items uploaded to the /idgames archive, and it is written entirely by community members like you. If you wish to contribute, the /newstuff Review Center is the place to do so. Register on the Doomworld Forums first if you don't already have an account, because you need one to submit reviews. Special thanks goes to the nearly 300 users who have submitted reviews over the past several years.

    Doomkid
    ZDaemon Thursday Night Survival #252 - Ancient Aliens (Part II)
    Date: June 9th, 2016
    Euro session: 19:00 BST/14:00 EDT at [L@P], Germany (usually lasts 6-8 hours, sometimes much longer)

    Zandronum Friday Night Fragfest #325: Legendary CTF & Ragnarok DM
    European FNF: June 10th, 2016, 18:00 UTC
    American FNF: June 10th, 2016, 20:00 EDT

    ZDS #458 - LA Dark Fantasy v3
    Date: Saturday June 11th, 2016
    Euro: 19:30 BST / 14:30 EDT
    USA: 01:00 BST / 20:00 EDT Remember to check out the Multiplayer forum for discussion about clans, matchmaking and other fun events. Happy fragging!

    Bloodshedder
    Swift Death - franckFRAG (guest mappers JCD & Memfis)
    Doom 2 - Single Player - Boom Compatible - 1.51 MB -
    Reviewed by: Voros
    Swift Death is a Doom 2 megawad, replacing all 32 maps.

    The name says everything...

    Swift Death has the theme of slaughterfest and arena shooter. But the difference is there is no progression. You start a new game, and in one second, you'll find yourself desperately running around in the small space given, while trying to avoid the multitude of Revenant fireballs coming your way, with a pistol in your hand... all on MAP01. This on "Beginner Challenge", which replaces "Hurt Me Plenty". The author says to take "Toilet Break" first, which is basically "Hurt Me Plenty".

    Visually, it's nice, with the new skies and all. Don't expect mindblowing details though. You won't have time to admire the sights!

    The demons... demons everywhere. But used uniformly, so there's some chance of surviving. Unless you have a BFG 9000, your chances are pretty slim (but not impossible). Thankfully, such large numbers of demons in one place is bound to start infighting. Unfortunately, finding a spot to wait it all out seems impossible.

    This is a well-executed megawad, and if you ever finished The Plutonia Experiment on Ultra-Violence, then you must try this.

    The Last Sanctuary - cybermind (aka Mistranger)
    Doom 2 - Single Player - MBF compatible - 9.03 MB -
    Reviewed by: Ribbiks
    The Last Sanctuary is a rather spectacular MBF-compatible map crafted by Russian author cybermind (aka Mistranger) for the 16th First-Try Demo Contest (FDC). For those unfamiliar, the premise of FDC is that participants race through a map that no one has played before and try and complete it as quickly as possible, so it's a contest of navigation and planning as well as combat. For this map there were 15 players in total, myself among them, with some familiar names scoring the fastest times.

    Onto the map: first of all, this thing is huge. It boasts ~64k linedefs in its description, and Veinen's winning FDC time was more than 40 minutes, so expect to spend quite a bit longer if you intend to soak up the sights. Without spoiling the sense of "holy cow, there's a whole other area over here?" I had when first playing, I'll say the map consists of three main areas with distinct themes following the much loved tech -> hell aesthetic. Fans of the dreary narrative-implying semi-realism, sprawling jagged caverns, and diverse texture schemes that typify Russian releases won't be disappointed, as this map has plenty of it all.

    The monster placement mostly suits the exploratory gameplay, with incidental mobs lining the rooms between the occasional arena-like setup. My greatest familiarity with the map is on skill 2, the setting used during FDC, which is designed to be very friendly for the player who's in a hurry and can't afford to hunt for resources when short stocked. The enemy composition is quite a bit meaner on the higher settings, and might be a smidge harder than the average fan of exploratory maps might be looking for, but that's why the settings exist, right?

    To me the most impressive attribute of The Last Sanctuary is the amount of technical wizardry that cybermind managed to pull off in a mostly Boom-compatible fashion. The highlight feature is a grandiose outdoor section that transitions from day to night in real time using some slowly animated textures in conjunction with half a million voodoo dolls, very cool! Another absurdly neat feature is the implementation of a combination lock to open the exit. I've spent like an hour studying that thing in DB2 but still only have a tenuous understanding of how it was done. There are also quite a number of elaborate elevator and stairbuilding triggers, and some quirky conveyor mechanics. In general, the behind-the-scenes functionality seems to be of such complexity that I'd wager bits of it had to have been procedurally generated.

    In short: Strap in for a gigantic adventure, ogle the cool technical bits, and don't be afraid to lower the difficulty if needed to blast your way through this beast; it's worth seeing!

    Abyssal Speedmapping Session 24 - Various
    Doom 2 - Single Player - Boom Compatible - 2.46 MB -
    Reviewed by: Jaws In Space
    For the 24th entry into the Abyssal Speedmapping Session, mappers were given the theme choices of silent teleporters, use a max of four monster types, or use the textures and palette from AD_79's Violence. For the second round of mapping 12 hours after the first, the bonus of avoiding placing lines parallel to the grid was given.

    Of the 18 maps submitted, 17 used the Violence textures; the only one that didn't was Joe-Ilya's map 32 because he started and finished making his map before the themes were revealed, which is why his map was put into the secret slot. Only two maps (4 and 31) use the bonus theme of no lines parallel to the grid; I don't read the themes before playing these wads, and I found that this theme was hardly noticeable. The other two themes are the most interesting from a player's standpoint and appear at least ten times each throughout the wad.

    ASS starts off slow and sweet with maps 1 - 4 being quite easy to blast through, and they all look pretty decent for speedmaps, Jimmy's map 4 being the standout visually. Map 5 is the first bad map of the wad; a combination of a huge lost soul swarm and damaging floors make the map annoying to play. In addition the map is quite bland visually, and seeing that it was only made in 45 minutes I don't find the lack of quality surprising. Maps 6 and 7 by Jimmy and TMD are two of the best maps in ASS 24; both maps look great and are very intense to play. Map 8 by Breezeep is another pretty good one; there are lots of nice boom effects used in this map, but the monster placement is a bit of an acquired taste, lots of Caco and Revenant hordes to be found here.

    Map 9 is the worst map in the project; the author drew a 256x256 square and then copy/pasted it around the editor until he had a maze. Map 10 is where difficulty starts to ramp up in these maps; map 10 itself is an open arena style map with a few side corridors. Map 11 is another great map from rf`; it's the biggest map in the wad and is nicely detailed throughout. I'm impressed with what rf` was able to make in such a short time. Maps 12 - 14 are the end of the wad toughies, map 13 being a true BFG spam slaughter map. Of these three maps, Obsidian's map 14 is the best both visually and in the gameplay department.

    ASS 24 has three bonus maps in slots 31-33. Map 31 is Return to Castle Funhouse by TMD; the gimmick here is a moving floor that circles the player around the map. This map is extremely hard. Map 32 is Joe-Ilya's map; aside from not following the rules of ASS at all, this map is OK. Map 33 is a visually updated version of map 3 that was done long after ASS had taken place.

    Rezulux's First Map - Rezulux
    Doom 2 - Single Player - ZDoom Compatible - 15.78 KB -
    Reviewed by: gaspe
    This is a really short single map, and it's the first one by the author. Visually is okay; it's the usual techbase stuff, though some of the texture choices seem amateurish. The gameplay was rather fun; there will be only low-tier monsters to kill, but the section with the red key was interesting and there were also a few nice traps in there. Overall the map is all right, only thing is that it could have been expanded a bit.

    Nevasca - Deadwing
    Doom 2 - Single Player - ZDoom Compatible - 23.15 MB -
    Reviewed by: antares031
    Nevasca is a ZDoom compatible single player wad, developed by Deadwing. It presents eight regular levels and one secret level to play, with a lot of custom elements such as weapons, monsters, background music in MP3 format, items, and powerups. Every level is played with ZDoom UV-Pistol Start during the review.

    As I've just mentioned, this wad has lots of custom features to offer. Now you have a Freezegun, Railgun, and Biorifle from NeoDoom, instead of the BFG9000. And you have some tougher monsters than the original counterparts, such as dark revenants called Death Incarnation and insane zombie specialists who launch deadly rockets at you. The distinctive change in the replaced monsters is the speed of their projectiles. Even the new dark imp now shoots a speedy fireball, which is almost as fast as a plasma shot of arachnotrons. Not to mention that the new, irritating lost soul from Doom Alpha can not only charge towards you, but also shoots a plasma shot to distract you even more. To compensate your disadvantages, health items and bonus items now offer more health than before, and there are new powerup items you can get, such as regeneration, a power orb that boosts the damage of your weapons, etc.

    Now it's time to talk about the level design. Like the author mentioned from the text file, every level features a non-linear layout, which is always nice to play. The architectural detail isn't superb, but it's good enough to express the concept and environment of frozen, tundra-like planet with ruins and tech-bases. And this is not a slaughter wad. Even the level with the highest monster quantity offers less than 150 monsters on UV. The difficulty of Nevasca is set by stronger monsters with faster projectiles and tricky moments to deal with. Some levels are easy to beat for intermediate players, but some levels are a little bit hard to go through with pistol start unless you've spent some lives to understand the layout.

    Nevasca isn't a megawad, nor an outstanding masterpiece. But it is a modest, interesting, enjoyable single player wad with well-designed non-linear levels. Of course, if you're fan of the original vanilla Doom levels, you may have a chance of not liking this one with lots of custom elements. But to me, I spent slightly less than two hours to beat this one, and it was totally worth it. I usually don't play many ZDoom compatible wads with custom elements since I'm a huge fan of limit removing wads. But I will give an exception to Nevasca.

    Tramplak - KJS
    Doom 2 - Single Player - ZDoom Compatible - 212.06 KB -
    Reviewed by: gaspe
    Tramplak is a single map, and the first made by this author to be precise. The setting is a "techbase" building which has also some bits of hell corruption. Visually it is quite good though there's nothing remarkable, but the lighting was really nice. Gameplay isn't really hard but the ammo is really tight, and there won't be the usual stock of only zombies and imps. In particular the room with the chainsaw and the plasmagun that traps the player was quite nice. That said, it's really good for being a first, and there are some interesting things in this level.

    Village DeathMatch - IMMODIUZ
    Doom 2 - Deathmatch - ZDoom Compatible - 82.78 KB -
    Reviewed by: Voros
    Village Deathmatch is a simple DM map for ZDoom-related sourceports, but poorly executed.

    The lack of environment variations makes the whole map look like the suburbs than a village. It also has tight corners and claustrophobic paths between the houses, not very ideal for a Deathmatch map. All the houses are the same, non-interactive and placed uniformly, with a few not in order. There's also a well that contains the BFG 9000, which I think is an OK hiding spot. Suburban Deathmatch might have been a better name.

    But the main problem: lack of weapons. There's one of each kind on the map except for the chainsaw and shotgun, the latter having around three. And the ammo for these weapons is pretty scarce, but the plasma rifle and rocket launcher ammo seem only possible to obtain by rocket jumping. There isn't even a single health-related pickup!

    It probably doesn't sound fun to play Deathmatch with your friends (unless you like "no health packs"), but I forgot to mention: this is a first map. Frankly, it may be unbalanced, but it shows the author has potential in map making. If the author chose to put in some more guns and reduce the houses, it would get my stamp of approval for any Deathmatch.

    Debrecen - HUNdebLeonidasX
    Doom 2 - Single Player - GZDoom - 2.41 MB -
    Reviewed by: Hornbuckle
    Debrecan is a single level with new textures and decorative sprites. Altogether, this is a very good level. It's more or less a slaughtermap, engaging a few large mobs whenever you explore a new part of the city. The whole level is modeled after the author's hometown. All the weapons you'll pick up are from zombies, except a rocket launcher I didn't even notice I picked up until a showdown with an archvile. Most of the enemies you'll encounter will be grunts, zombies and imps. In the big street segment, you'll find some heavy resistance.

    The textures really make it feel like a Doom level, be that good or bad. I like it, but others may be spoiled by some of the recent HD textures to really appreciate the old-school feel it gives off. One complaint is that, at least in the latest developmental build for GZDoom, there is an invisible hell knight. Before I noticed it, I was hugging it while it was scratching me up. Another, although very minor, is that there is a stimpack next to a tree that is unattainable. I was at 7 health and scouring the map for packs, and this one just teased me mercilessly. Very fun, a bit challenging (maybe I just suck), and looks very good. The architecture was a joy to explore, and it was fun finding monster closets. I definitely recommend it.

    Trick Or Treat? - Federico Milesi (aka MrFroz)
    Doom 2 - Single Player - ZDoom - 1.47 MB -
    Reviewed by: yukib1t
    Trick Or Treat? is a single-player level for ZDoom (I used GZDoom) by Federico Milesi, aka MrFroz. The level has apparently gone through some revisions since it was first released, with this version specifically adding some ZDoom features.

    The level is split into two main sections, which can be played in any order. A third section acts as an exit chamber, as well as containing a nice health fountain. I played through on UV and found it to be be pretty easy, mostly due to the low number of enemies. In fact, nearly all the damage I received was from some careless treks through hellslime or nukage. But there also isn't much health or ammo, and I found myself with nothing but a few rockets more than a few times. This did help to balance things out in the end, though I still feel as though the level needs more challenge.

    Despite being for ZDoom, the level looks and feels much more like a level from the mid-90s. Not that this is a bad thing, but it is the weakest aspect of this level. Most rooms are pretty bland, with only a few nice decorative touches here and there. Light levels are also simple, but effective, though the differences between bright and dark sectors can be a bit jarring in places. As far as texturing goes, there really isn't much variation, with the bulk of the level sticking to the brown city/hell textures.

    Overall not a bad level, but doesn't feel too memorable either.

    Same Linedef Challenge Example - Royal_Sir
    Doom 2 - Single Player - Boom Compatible - 459.7 KB -
    Reviewed by: BloodyAcid
    Let me preface this review with some context - these maps are Royal_Sir's second and third completed maps in the entirety of his or her mapping career. The two maps bundled in "Same Linedef Challenge Example" (or SLCE for short) are constrained by several gimmicks. In addition to the already well-practiced 1024x1024 size and the symmetrical layout, each map must look and feel different from each other despite using the same layout. While the maps in and of themselves accomplish this challenge, that is unfortunately the best, or perhaps the only, positive feedback I can sing about this project.

    Starting with the non-gameplay related quips, there are about 620 loading warnings, specifically missing patches when loading textures. I don't think that this affects the maps at all, aside from an overhanging HOM sky texture in the first map. Aside from the slight patch mishap, there is also a custom palette provided in addition to all the textures needed to play the map standalone, and some nice custom tunes.

    The maps are undeniably both cramped and ugly. Both maps feel terribly claustrophobic, and not in the sense of the acclaimed megawad of the same name. Many 1024 maps attempt to creatively sculpt an atmosphere that emulates areas larger than what they actually are, but SLCE boasts a "what you see is what you get" feel; you're stopped short at literally every corner due to the countless little bumps and protrusions that exist solely to hinder player movement. If you're not all banged up and bruised from faceplanting into every other wall to fight some demons, you'll find that the first map is extremely rough with ammunition. Unless you've struck a deal with the damage roll and bullet spread gods, you'll need to fist your way through at least a few mid-tiered monsters (bonus brownie points for each one that the archvile revives). On the offhand, the second map is much easier and lax with supplies. There's nothing appalling about the gameplay designs that stick out - and the combat is decent, relative to the cramped maneuverability conditions you get to fight in.

    In the visual design department, the map suffers from multiple cases of doors opening into the void, paper-thin walls and stairs, misaligned textures, the occasional HOM, and corners sharp enough to slice regular passers-by. The themes are consistent, but the sloppy and inconsistent texturing ruin the sense of atmosphere. Any sense of architecture also crumbles under the tiny map boundaries and poor texturing.

    All in all, these are decent first maps, but there's nothing worth playing through, even out of sole curiosity; move on and look forward to something else.

    Outpost HW - Topi Hattukangas
    Ultimate Doom - Single Player - Limit Removing - 144.82 KB -
    Reviewed by: Not Jabba
    A while back I reviewed this mapper's first wad, Big Circular Room With Cybie, and my verdict was that they had created an almost interesting level from a crap concept, so I was interested to play a real level by the same author. I'm not sure Outpost HW really delivers, although it does have some interesting moments.

    Hattukangas continues to build a mapping style around tricks, traps, and forcing the player to think and observe, but many of those tricks just feel unreasonable. In the first half of the map, I had a monster closet open up literally right next to me while walking along a narrow catwalk and was expected to drop down into a tiny pit with two Pinkies to pick up a rad suit. On the other hand, there were also several situations where I was able to eliminate monsters without fighting them directly (via barrels or crushers) or even sneak up on them from behind -- not that it really felt necessary to do any of this, as there was plenty of ammo and most of the enemies in question were Imps and zombies, but at least it was interesting. The last few rooms of the level really drive the concept home by pitting you against more enemies than you're likely to be able to beat with your ammo (though you do have the chainsaw) and giving you opportunities to use barrels and infighting to your advantage. There were one or two bugs (I remember an Imp that was stuck until I shot it), but most of the frustration in this level comes from weird progression. A Soulsphere secret dropped me down into a previous part of the level and forced me to re-traverse a bunch of the map for no apparent reason. At the end, my way back to the rest of the map was completely cut off, and I was faced with four Barons that I really didn't feel like fighting with only a few rockets, so I ran past them to the exit switch.

    The author seems to have taken great care with secrets in this level -- there were many, but I only figured out how to get a quarter of them, and they may be the sort of secrets that rely more on timing and hidden switches than the more traditional visual cues. The level's big megasecret revolves around an enormous and presumably extremely annoying single-textured maze, and at the end of it you find...the author's entire first level, Big Circular Room With Cybie. Of course, if you want to play that level, you can just download it separately. Needless to say, I didn't feel compelled to try to go for 100%. This mapper does show some promise, but I can't condone this kind of trollish nonsense. Still, if you enjoy levels where the combat situations themselves are sort of like puzzles and half of the content is secret (in some ways, Hattukangas almost reminds me of yakfak), then you might like Outpost HW.

    The /newstuff Chronicles is a usually-weekly roundup of new items uploaded to the /idgames archive, and it is written entirely by community members like you. If you wish to contribute, the /newstuff Review Center is the place to do so. Register on the Doomworld Forums first if you don't already have an account, because you need one to submit reviews. Special thanks goes to the nearly 300 users who have submitted reviews over the past several years.

    Doomkid
    ZDaemon Thursday Night Survival #251 - Plutonia Nightmare! Continued...
    Date: 2nd June 2016 19:00 BST/14:00 EDT
    Euro session: [L@P], Germany (usually lasts 6-8 hours, sometimes much longer)

    Zandronum Friday Night Fragfest #325: Strife DM & Anthology SkullBag
    European FNF: June 1st, 2016, 18:00 UTC
    American FNF: June 1st, 2016, 20:00 EDT
    ZDaemon Sessions news hasn't been announced yet this week, but keep your eyed on the Multiplayer forum for any information and updates. Happy fragging!

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