Doom. It's been considered old and even retro for some time now, but there's a whole new generation of modders and players to keep it alive. I remember back
in '94 when I bought my copy and started messing around with third party editors even back then. It was a cool game on its own, I just never beat it until
a few years back with my fiance because I never felt like doing it to be honest. The reason I bought it was when I found a game archive of shareware also in
'94 and it had a bunch of doom editors. Once I realized I needed to buy a full copy of Doom or Doom 2 first, I went straight for Doom 2. I then saved up
another $50 and nabbed The Ultimate Doom for Doom 1.|
Doom was the first top down engine that functioned like a 3D shooter that actually had 3D stairs, different ceiling and floor heights, elevators, and several other truly 3D looking elements including sprites from all 8 main angles for each movement to have a fully three dimensional feel. It wasn't until the botched up looking Quake that games were actually rendered in full 3D. Doom had sisters and brothers. After Doom II was released to the public I saw a box for ten bucks labelled "Heretic - From the publishers of Doom." The guys at id software allowed another company to "xcopy" their entire removable drive of doom goods and codes to come up with a medieval spin on it. After that came "Hexen - Beyond Heretic" which still goes down as my favorite Raven software game even now that Call of Duty crap is out there. Hexen introduced earthquakes, hubs, portals that take you to and from other levels, weather changes, and a puzzle game experience. Rogue software came up with "Strife" which I've admittedly never played all the way through, that enhanced the game with rpg-style dialogue. I remember buying a box of Corn Chex just because it came with Chex Quest, a game built on the doom engine made for Chex cereal. Now that I'm aging like my favorite game and I'm one of those people now who are lost in the past, I feel I should make the best of it and come up with some mods now that things can look even better. I have weird ideas for the first ones, though.
In 2019 I hope to finish my current idea of a strange mod with weird levels. It's more or less "top secret" until I feel I can hint more, if I ever will.
The mod will have 100 levels linked up under 8 sections. The sections will be marked by symbols on a sloped floor and they will glow lighter than the room.
I am not 100% on how I will do all of this yet, because I'm thinking right now of altering it to having all entrances to all 100 levels on the main hub.
The first two sets will be continuous remakes of the first two levels I made for Doom that actually worked. The ones from 1995 that I just copied and pasted
over and over to make full games out of.
However, each level will have a new twist on gameplay and just be strange altogether since the same single-room shapes exist for all.
Then labyrinthium mazes, consequencus portal-mazes, cryptos puzzles, quadros "four room" loki-style levels, and other
little odd ways of making levels that will give this "forever void" a unique and weird outcome. It will pretty much not say much in the wad_auth text file
and nothing will really be labelled with words. So you're on your own in figuring out what to do or why it exists.|
I've been for several years since the making and scrapping of "loki's realm" writing a plot, developing a soundtrack, and otherwise off and on giving up on a very large idea known as otherworldly: tales of the lokust sun. The website isn't really open or started, and was from 2017 before warlock's addition of myself. This being said, there are a lot of outdated ideas (buttons) on it that won't be there when it's finally opened. There is a little bit of information down on the loki's realm 2003 section of this website, but most information will exist on the actual popup website itself.
Another couple of ideas: The Abaddon Series and Make It Go Away. The Abaddon Series will basically consist of 10 levels per "era" of idtech. It is made to be "released" long ago in an alternate universe where wolf3d, doom, hexen, and quake never existed. Instead, these three or four games happened and all go in sequence as sequels to each other. I may make them longer, or I may try to pawn it off as a community project and ask others to join. It's really up to if I get motivated or enough and have the time. Make It Go Away is something else entirely. This is a jokewad full of highly elaborate jokewad levels. It will be far different from your traditional jokewads as it will have lots of detail, just stupid levels. One unique idea I have reserved for it would be to take each color of doom's palette and turn it into a small 32x32 or 64x64 texture. Then far away have pixellated depictions of doom's imps, pinkies, and other characters I spend days on building out of wall textures on different planes. They may throw you off completely when the little versions of these guys come pouring out the botttom. I also have weird ideas for other joke levels like a haunted hotel that is huge and full of funny ambient conversations. each level has been planned as being eight letters long with the 3 letter WAD extension as the filenames, as a tribute to the dos era in which doom was born.
Formerly I had created this little mockup of a doom site, with a lot of functional portions. It was made for an iframe within a larger website, so its size was incredibly limited.
I also wanted to do away with frames, since they are becoming obsolete and have been for years. If everything is arranged correctly on one page instead of
several iframes, then it will function on a mobile device as well. Even though I'm frowning on it being used that way, since none of the downloads would work anyways,
it's still a good way to look up stuff when you're bored in a waiting room or something. You can get ideas on what to download at home later.|
The new megasite will have 20 side buttons, again having all the baddies animated when the mouse is over them (I just haven't gotten around to it yet). The top graphics were done a few years back by a local friend, Josh McGill. The new megasite is slowly being put together, and I hope it will be fully functional someday and look better than the last. It also will have zero frames, so that refreshing will work on modern computers correctly.
In 2003, right before I started college, I began working on an "upgrade" to a game I finished in 1999 and finally had just released. I didn't really know that Doomworld.com reviewed everything that got uploaded yet. I had planned to use the Doomsday/jDoom source port and go nuts, with high resolution textures and music, 3D models, and a real plot that spanned several endscreens for each level to explain, with a hell of a twist on the first one. I got about seven new levels done, taking portions of the originals and completely replacing them piece by piece until the levels met my new standards. Then the reviews for Nightmares of Loki (1999) were finally discovered and were pretty much all bad. I had asked the maker of jDoom somewhere around 50 questions in several emails and always got answers no matter how long or of an annoying nature they were. I cancelled my project just before college and decided not to use Doom, rewrite the plot to allow limitless imagination, finished the first two chapters of music (35+ freaking tracks) and set out to make this game after college. It still hasn't happened, and I have reverted back to my original Doom mod idea. This is simply because it is easiest to make a Doom mod. I wasn't going to use the 3D models idea because most 3D software is no longer compatible with the MD2/MD3 format, nor have any I've really found ever been. I instead might use highly modified public domain extended bestiary for Doom if I ever get back around to this plot having a home. I love the plot. Many have. I really want to do this still. It's 2018. I do professional soundtracks. So with this being said, unless soundtracks become a full time job, I will probably never have the time.
Nightmares of Loki (1999) was a four year creation for Vanilla Doom (Original "Ultimate" Doom without using any source ports). It didn't exactly take 4 full years to finish, as I was in a band, had a lot of homework over this high school span of years, and simply didn't do much to it in large gaps of months worth of time. Needless to say when the reviews came in, I was pretty pissed at the judges of Doomworld and I guess mainly myself that this much work became a huge fail. I simply did not know game design as well as I thought, and my cryptic levels of low detail and hundreds of rooms and tricks really weren't what people wanted. In 2003 when it was finally released to the public, with the exception of trying to learn game design in college, I gave up until 2017 on working on games. First my friend wanted some music, a few other game projects wanted a few tracks from my classic stock of 2005 tunes, and then Buckshot Software found me.