Typically when you ship a big game you get some time off to relax, take a step back and enjoy life.
Of course, I had to do something very silly with some of this time. So I did a remake of a BioShock level for… wait for it… Doom 2.
Inspired partly by TIGSource’s amazing Bootleg Demakes Competition, I used a modern Doom level editor called SLADE to recreate Arcadia and the Farmer’s Market, the sections of BioShock on which I was the primary designer. It’s a monster of a level, crammed full of weird little BioShock-to-Doom transmutations and symbolism.
A single GZDoom map for Doom 2, not only raises the bar but megablasts it up to "how the hell is that even possible?" heights. Putrefier is set in an imposing UAC facility filled with shadows, beasties, and architecture straight out of an idTech 3 game. As you descend into the base, things get weirder, with creepy malfunctioning technology and demonic spaghetti crawling out of the walls in a sickeningly cool manner. There are no fanciful scripted cutscenes, but the thick atmosphere of the map suggests that the experience is part of a larger narrative than what's visible on the surface (a notion heavily reinforced by the set-up to a brilliantly-done boss battle).
This map is one of the many parts of the Secret Santa Imitation Project, led by Brian "Snakes" Knox. It was meant to imitate the style of Chris "lupinx-Kassman" Kassap, and is designed for Single Player, Co-op, and Deathmatch play.
A lonely medieval outpost overlooking a large sea sits on the edge of the world. In it lies a magical sword of power, waiting to be taken by a brave adventurer. But be warned - rumor has it that the sword was sealed away in order to keep an alleged curse placed on it at bay...
The world is full of monsters and you are working for the Monster Hunter Ltd company.
Your job is to bring back a stolen valuable painting. The trace leads you to an
industrial complex - there you start...
Five maps, loosely Mayan in setting, with an assortment of DeHacked changes to alter monster behavior and a few other things. Notably, some monsters and projectiles are faster than their vanilla counterparts. If you typically play maps on UV, I would definitely recommend HMP for your first playthrough to avoid any potential frustration. Similarly, if you usually play on HMP by default, dropping the difficulty down to HNTR would probably be a good idea. UV is certainly doable on a first playthrough though, if you fancy yourself a challenge.
MBF-compatible port is needed for play. (G)ZDoom recommended, but also designed to work in PrBoom+ at complevel 11.
The final rift was closed and the Hell War was over at last. The citizens of the Earth celebrated for the first time in almost six years. The forces of Hell had been beaten. Humanity had won. Now began the long process of burrying the dead and rebuilding, but the nations of Earth were united now, and they were willing to work together to usher in a golden age of peace.
However, all was not as well as it had seemed, for six months later, more Hellspawn began to appear and the air was once again heavy with cries of pain and screams of death. The war was not over yet, after all. You were stationed at the top secret military base when the source of the latest demonic invasion was pinpointed. Once again, the Marine Coprs was called upon to do battle with the damned. Your recon platoon was the first to go in.
The target location was a mining facility owned by the UAC. At least, officially, it was a mining facility, but upon investigation, it became clear that more had been going on here than mining. The place was aband
This PC was from the beginning meant to be mainly DM maps for up to 32 players DeathMatch, as it progressed though it became mainly focused on SP and COOP. Some DM features are included but some maps are very poorly supported for this. Map01-04 should be the best though. There's some new monsters aswell as 7 all new weapons.
Ultimate Simplicity is a megawad comprised of 3 episodes, including 30 maps. It is essentially an overhauled version of the original Simplicity, with vast improvements made overall. See the NOTES section for more detailed information.
A large tech style base with an high amount of detail, it uses several Zdoom features. Overall an pretty good looking map, much time went into detailing all the areas. First serious attempt in making an non-linear map, im pretty pleased with the results I got. The map has skill levels so it should be playable for all types of skilled players. NOT designed for jumping sorry, you can grab the BFG9000 by jumping for instance. There are probably more things that will screw up gameplay if you jump, thats all and have fun.
Lullaby is a large, very detailed UDMF map with a teal color scheme that takes place in a magic, surreal, dream-like world where you must enter a big fortress and defeat all the evil creatures that live in there to be able to escape.
I focused on using a lot of bright details, glowy decorations, an animated skybox and even 3D models to add an abstract feel to the map.
Gameplay is a bit challenging (especially on UV), with some slaughtery fights here and there, but there's nothing extremely hard in it.
If you're an experienced player, this map should be very easy for you, but if you don't like this kind of gameplay, please try playing on a lower difficulty.
A blind run of this map should take between 60 and 75 minutes.
Dust Devil is a single player mission for GZDoom spread across two intertwined maps.
You have been sent to a UAC outpost on a desert world to recover a mysterious artefact. Expect heavy resistance and some new surprises.
Featuring new textures by Ukiro and music by Jimmy.
Jumping and crouching are disabled.
This is a short-ish map, maybe ten minutes? Very linear. Possibly a bit trite. Though difficulty settings are supported, I have a feeling UV may be a little underwhelming for seasoned players. I thought best to err on the side of generosity. I specifically restricted myself to only using Doom II textures, though I did use a track from the Ultimate Midi Pack ("Dread Factory" by MFG38).
Robotic Boogaloo was a major content update for Team Fortress 2, released during the May 17, 2013 Patch. It was the first ever community-created update, with 57 different community-created cosmetics being added into the game. The 57 cosmetics added are robotic versions of ordinary TF2 cosmetics, spanning all classes. Along with this, 10 new robot-related Unusual effects, 4 new action items - the Battery Canteens, Pallet of Crates, Random RoboKey Gift and Pile of RoboKey Gifts - and one tool - the RoboCrate Key - were added to the game.
The Mecha Update was a major update for Team Fortress 2 released on December 20th, 2012.
The update was announced on December 19, 2012. It announced the addition of the final class in Mann vs. Machine, the Mecha-Engineer, as well as the map Bigrock. It further included the comic Shadow Boxers, and announced the addition of the Rescue Ranger, Loose Cannon, and the Vaccinator, new weapons for the Engineer, Demoman and Medic, respectively. Finally, the update announced the return of Nice and Naughty Winter Crates.