Welcome Guest. Please Login or Register.

Recently Updated Posts

SilverMiner Avatar
SilverMiner

*****
about an hour ago
Quote
joe-ilya Avatar
Are the first couple of areas supposed to be textured with the same green rock texture used outside? The orthodox walls suggest otherwise. Why not use the green cement texture you used on a few walls?

i tried and it gets the look worse. Outside a-mould represents natural something, inside it represents mouldy walls. Cement is just a flatter (worse) choice for texturing.
Who even cares? In old games water and glass can look the same (flatout 2)

As for midi. I had been mapping listening to quake 2 reckoning. I could chosse a stealth frag midi (synth part fixed by myself), but it's just too repetitive, so i chose a midi from midi.ru from industrial section. You suggest an even more repetitive midi. I'm familiar with pizza midis before i saw the game and i think if it has that kind of music, i wouldn't play it. But i guess you have some consistency on your mind, so okay i choose yours.

So in a new version i'm gonna edit, i might mix some cement with a-mould in indoors. And put in your midi.
(content removed)cat Avatar
(content removed)cat

*****
about an hour ago
Quote
For vanilla "square panel" textures, if you're in Boom+ and feel like abusing mid-texture transparency, you can make compelling windows in a bunch of different ways, even make the building look "shiny", etc.
walterc Avatar
walterc

*****
10 hours ago
Quote
SilverMiner Avatar
SilverMiner

*****
11 hours ago
Quote
gije Avatar
gije

***
12 hours ago
Quote
I think they were actually meant to look like the building id was headquartered in during Doom and Quake development.. This black, cuboid office complex in Mesquite, TX.
SilverMiner Avatar
SilverMiner

*****
12 hours ago
Quote
sonikkumania Avatar
sonikkumania

****
12 hours ago
Quote
gije Avatar
gije

***
13 hours ago
Quote
sonikkumania Avatar
sonikkumania

****
13 hours ago
Quote
polytope Avatar
polytope

****
17 hours ago
Quote
SilverMiner Avatar
Nestor wrote he used crispy doom. Boom is a config in builder, the post can mean that i guess
Iirc Crispy currently supports Boom SWTCHES and ANIMATED lumps, also the sky transfers which were originally MBF but backported to Boom, not other Boom features like scrollers or height transfers though.

I can't download the file, even though it's on Mediafire, my ISP has been flaky lately, or something else is going on.
polytope Avatar
polytope

****
18 hours ago
Quote
archcynic Avatar
Not even mentioning the pure stupidity in covering 2020's mapping as "history" when it's not even 10 years old is pure nepotism on said mapper's behalf. What mapping trends came out of 2024, 2025, or 2026 that anyone gives a shit about besides more stairbuilding and mediocre shitposting? (JOHNWAD? I'd rather drink bleach!)
There was No Time To Cry in 2026, based around extremely short, extremely hard maps (contrary to slaughtermaps) which is an interesting concept, but I don't see how you could make a tribute to it of one map, unless that one map consists of a smorgasbord of individual rooms (each based after one such map) linked with teleporters, obviously, it would be much harder to complete saveless.

Also, the project lead of that one (Doom Wads) put the least effort into his own maps: Map01, a square room with a single pillar in the centre containing 1 arch-vile, 2 mancubi, 1 super shotgun (behind the mancubi), two boxes of shells, that's it, that's the map.

Map05, a cave with a berserk pack and 3 barons, the unlit area (with a rock ceiling rather than sky) is a 10% damaging surface, again, that's it, that the map.

Map11, another square room, this time you start on a 4-leaf clover shaped bridge perpendicular to the walls, over a death pit, at the points of the clover bridge are chainguns and ammo boxes, there are 4 revenants in windows in the corners, once more, that's all there is to see here...

Some of the other mappers showed some decent creativity in terms of the limits of the project, but there was also more than one "dead simple clone dialed up to 11".
killerratte Avatar
killerratte

*****
23 hours ago
Quote
Gofreakingkuma Avatar
Gofreakingkuma

*****
yesterday at 2:35am
Quote
Becky's Back! Avatar
For the longest time I believed Berserk went away after the red on the screen went away but now I know it stays for sure
I thought that too, because the manual whether for Ultimate Doom, Doom 2, or even Final Doom, always said it was temporary or time-based.  The existence of Tyson plays and not needing a ton of berserk packs to do it, probably had something to do with me learning that they last for the whole level.
Gofreakingkuma Avatar
Gofreakingkuma

*****
yesterday at 2:13am
Quote
I think I remember being on Doom Legacy forums in late 1997, definitely by 1998. Have no memory of when I found Doomworld or when it was launched, but my forums account was started in 2000. I was only active until mid 2004, then a little around 2013, came back in 2017, and was banned in I think 2020.  There might have been a while that Doomworld was a news site and had hosted sites before it had forums but I don't really remember.  Here's remnants of classic Doomworld: www.doomworld.com/classicdoom/ According to the copyright at the bottom of some page(s), Doomworld started in 1998.  I might have found it in 1998 before it had forums.
Bob Page Avatar
Bob Page

***
yesterday at 1:33am
Quote
api Avatar
Perhaps this is a new form of abbreviation designed to avoid the confusion mentioned at the time by one member:
Christ they are lazy.  Literally all you have to do to avoid confusion with other acronyms is to type the fucking words out.  Sweet Jesus, how difficult is it to type "community project"?  You are already halfway there anyways if you've typed "comproj".
lutumlautus Avatar
lutumlautus

****
Jul 31, 2026 at 11:00pm
Quote
api Avatar
api

*
Jul 31, 2026 at 4:12pm
Quote
Tangra Avatar
Tangra

**
Jul 31, 2026 at 3:28pm
Quote



"Comproj" again? Is that the new gay word for community project? English, motherfucker, do you speak it? Oh look, it turns out the same imbecile, who started the IDmitation Community Project, is involved in this one as well. Fucking great! So this guy with zero experience is going to be involved with two community projects simultaneously? Why is that even allowed on Troonworld? So more miserable fucks can waste their time mapping for something that is doomed to fail? Let the kid start a third CP this month, why don't you? To be fair, it looks like he's only a sidekick in this one, so he probably wanted to feel important and that led to him starting his own cursed CP, where he can be the one and only lead and get all the chicks with dicks.

The premise of Thru Da Years is to have each map to summarize the tropes and trends of a select year in the history of Doom mapping, with the earliest slots representing the community's early works of the mid-to-late 90's up until the contemporary era of the 2020's with later entries.

I get what they're going for, but i fucking hate how they're trying to pull it off. "Each map to summarize the trends of a select year"? Okay, can you really do that? In the early 90s you can just pick the most popular wad of each year and have it as a blueprint for your map, but what happens later down the line? Can you really summarize the mapping tropes of the modern years in just one map? Are there really that many distinct tropes to begin with? Hey bozos, tell me, what are the distinct mapping tropes of each year between 2016 and 2026? They're basically the same, so the only thing you're left with is to pay visual homage to specific projects, make slaughtershit combat and call that "summarizing the tropes". Seriously, what is the fucking difference of what the mappers did between each year in the last decade, outside of visuals?

I can see the concept working to some degree, but i hate the fact that there's no effort from both leads to give proper explanation, examples and suggestions, because they themselves have no idea what they're getting into.

-DESIGN GUIDELINES-

Use mapping rules and knowledge for your time period. ( If you need some good places to look for WAD references are the Top 100 WADs of All Time list (for maps from 94-'03) the Cacowards (for '04 onwards) over at the DoomWiki!)

See? They're not going to tell you, give examples of what these "mapping rules and knowledge" of the different time periods are. You have to do your own research, go and play a bunch of maps from that shitty Top100 wads list, and follow your gut. Can't wait to see some imbecile paying homage to the fucking Mucus Flow, because it's considered influential, even though it never really was.

Remember, people in the 90's had primitive mapping tech, doesn't mean you should too but not everything, especially during the early-to-mid 90's, should be complex like today.

What do you mean "not everything should be as complex as it is today"? Are you implying that some of it can still be as complex? Ah, this must be an oversight. But hey, here's a better idea... Since your target format is MBF21, how about you tell the mappers who pick the 90's maps to only map in -cl2 within vanilla limits (for authenticity), so you can avoid MBF-isms in those early maps? Don't you think that is more important to mention than to state the obvious "mappers in the 90s had primitive tools" part? Once again, by using an advanced format, without putting any restrictions in place, you're bound to have some voodoo faggotry in places where it doesn't belong.

Every level should start where the last level left off for a better understanding and transitions on how mapping changed.

Okay, that's fucking retarded. It's mostly a hassle for the mappers, who now have to communicate and come to an agreement with the people who the have the slots before and after their maps. Or not communicate at all, and have some abomination at the start of your map, whether you like it or not. The rule is a pain in the ass and has zero reason to exist. Like i said, the differences between consecutive years are not noticeable enough (if at all), to justify your reasoning behind it. It's even more retarded when you see how the two leads pull it off, it's fucking laughable and further proves the point of how pointless it is. More on that below.

Just because you're going off old mapping standards doesn't mean your map needs to look or play poor and/or have soft locks. That latter one is a big no no. There is a difference between old-school jank and old-school charm. Also, some intentional missing textures are allowed, but don't over do it.

Ughh... here we go again, Doomguy999 levels of degeneration here. Why would you allow missing textures on purpose? Why is it so hard for these inexperienced Troonworld bums to understand that missing textures are not done on purpose in shovelware maps? Those were unintentional mistakes, not mapping tropes of the era. Yes, there is a difference between jank and charm, and like i've already said it a million time in thread, there's nothing charming about trash done on purpose.

A resource pack containing textures from the IWADs as well as textures extracted from Community Chest 4, Hell 2 Pay and EPIC will be provided (as well as the two maps made for the proj so far). Some textures are modern, So it may be hard to discern the definite time period of a texture. Do not stress yourself out, just try your best to make the vibe feel like whatever year you're assigned.

Custom textures are completely fine, though we recommend you add an abbreviation of your username to the beginning of their name (eg. CWRWALL) for when we later compile the wad.

Additionally, participants are allowed to add up to 5 custom textures.


LAZY! Okay, it looks like this project lead knows what to do when it comes to compiling textures, so why would you only go for CC4, Hell 2 Pay and EPIC (which i assume is only there to pay homage to that Misri Halek abomination) when you have to cover 32 years of mapping and visual tribute is pretty much the only thing you're about to rely on? How about you put in the work and create a massive resource pack that includes textures from popular wads from each year, starting with Cleimos for 1994? You can even have the textures in groups by year, to make the pack easier to work with. Nope, the lazy route all the way. Everyone is supposed to bring their own textures, up to 5 per map, without specifying if that applies to flats as well. Dumbasses...

Oh yeah, now that i mentioned Misri Halek, it occurred to me... What about the visual themes? If someone picks 2002 and just creates some Misri Halek wannabe turd, with nothing but Egyptian textures, how is that going to summarize the entirety of 2002? It looks like the only way this project could work as intended, is if each of the mappers creates a mixture of themes and homages to represent their year of choice, but will they all do it? I doubt it. And what about the "modern years"? It'll be just one bright color, mixed with brown, in a void, slaughtershit for most maps, eh? Let's see how many of these same-looking turds they'll end up getting. There will be attempts at BTSX, Valiant, Ancient Aliens and Eviternity (the DBPs will get completely disregarded, of course), but considering how they're only allowing for 5 custom textures to be added, i can only see these attempts getting completely half-assed.


-PROJECT GUIDELINES/NOTES-

Participants are allowed to make up to 3 maps.
Deadline is August 15th.
If not enough maps are made until then, we may consider extending it.


They're definitely not making that deadline. There are two weeks left, with only 4-5 submitted maps so far and a bunch of unclaimed slots. Considering the gimmick of covering all years consecutively, there's no way they're going to bring themselves to release this thing with less than the full 33 maps, and releasing it with only half the maps would be massive failure anyway. I see a potential for this thing to get delayed for months and probably years... or most likely, to get cancelled. I'll have to do a follow-up to this one as well.

When we get to the map slots, all they're doing is to list the years and have you pick one (or up to three), there's no effort whatsoever. The least they could've done is to give a short review of each year with a few popular wad suggestions to draw inspiration from, so we can see what they consider to be the influential wads.

Now onto the demo maps. BIG SURPRISE, once again, the jackass project leads pick the first two maps, representing 1994 and 1995, because they couldn't be bothered to actually do something challenging, or give an example of what the differences in mapping tropes in the modern years are supposed to be. As mappers, they're not completely retarded, but their demo maps could very well be a part of something from 96, 97, 98 or 99. The main lead's map represents 1995, and it uses Memento Mori textures, somehow, without feeling like Memento Mori at all, so i would say, he failed the task. The 1994 map on the other hand is too cramped and symmetrical to be a true homage to 1994. It's not a good homage to the original IWADs, either, if that's what he was going for. Like i said, these two maps could have been a part of each year in the 90s, which is why the whole idea of this project doesn't work for me.

Oh and guess what... they're not adding the submitted maps into the resource pack as they go, so no playtesting for the other sumbitions from me. There's no way i'm scrolling trought the pages to look for them. I see FagDBS is part of the rorster as well. Oh boy, i wonder what kind of an abortion he's going conjure?

I am being nitpicky, i know, but the way i see it, the ambition of this project is way bigger and more complicated than these bozos realize. The only way i see it working is if an experienced lead, with tons of CPs behind their back, takes over and creates a proper resource packs, that contains assets representing each year's most influential offerings. It's a massive task to do right, which is why these two nobodies are not up for it. Then you need serious guideline restrictions and at least an 8-12 months submission deadline. There's no place for newbies in this project either, only experienced mappers should participate. But of course that's not happening, the door is open for every bum with two days of experience in the editor. I can't wait to see them just copying architecture and combat encounters from popular wads and calling it a job well done. Kind of like a more retarded big brother of Amalgoom.
joe-ilya Avatar
joe-ilya

***
Jul 31, 2026 at 8:46am
Quote

Ok map. Starting with the player pissing on a tree was pretty funny.
Are the first couple of areas supposed to be textured with the same green rock texture used outside? The orthodox walls suggest otherwise. Why not use the green cement texture you used on a few walls?
The midi does not fit very well, it is too dark and serious, while this map is anything but. I suggest using MAP07's midi. All that green, and the starting area remind me of golf, which is what the original song was used for in Pizza Tower.
SilverMiner Avatar
SilverMiner

*****
Jul 31, 2026 at 7:40am
Quote
stodgyayatollah Avatar
stodgyayatollah
rotartsinimda
Jul 31, 2026 at 7:32am
Quote
gije Avatar
I think CCP used the same sprites

Nope. Sprites were all just recolors I did to work with the palette after I came up with that, except the lost soul. The base for that one was something I've had sitting around for years so don't remember the original source. Also used it in ToS. Any similarities are a coincident but a success if they can be mistaken for other stuff that's out there. 
gije Avatar
gije

***
Jul 31, 2026 at 4:27am
Quote
I remember trying "junkfood" after seeing it recommended somewhere as a starting point for slaughter stuff. Figured I'd try it to brush up on herding/etc skills. Don't think I got half-way through the first map before deleting it. One of the worst aspects of it was the weird recolors for the megasphere and invluns to go with the gimmick health and armor sprites (I think it had those going on.) Unforgivable move, screwing with those colors. Now I have to keep second-guessing wtf that magenta sphere is off in the distance while trying to stay alive and do slaughter bullshit. I think CCP used the same sprites, which was a brilliant and fitting procurement.

Also, surely they will touch upon the legacy of the DBPs in a Doom history megawad project. Maybe a TimeOfDeath-styled map or two.
Tangra Avatar
Tangra

**
Jul 31, 2026 at 4:12am
Quote
archcynic Avatar
archcynic

****
Jul 31, 2026 at 3:55am
Quote
Would love to see a post done for this abomination: www.doomworld.com/forum/topic/158866-mbf21submissions-open-thru-da-years-the-retrospective-compproj/

I don't even understand how you can have a megawad about mapping history when every mapslot focuses on one year in particular. That can't work when you can't encapsulate mapping techniques of just one year, beyond copy-pasting snippets from whatever the hit wad of the year was (ex. the 2001 slot can't do anything but reference Void, considering that's the only standout wad of the year). There isn't enough substance there to work with.

Not even mentioning the pure stupidity in covering 2020's mapping as "history" when it's not even 10 years old is pure nepotism on said mapper's behalf. What mapping trends came out of 2024, 2025, or 2026 that anyone gives a shit about besides more stairbuilding and mediocre shitposting? (JOHNWAD? I'd rather drink bleach!)

You can tell the directions are unclear because of how many of the circlejerkers (hebonky, grapes, etc.) already backed out of the project when they realize they have nothing to offer (not that they ever do in the first place), but who would blame them? Trying to cover the mapping "history" of 2017 has got to be the most self-insert pretentious thing I've seen in a while when there is none! It's just pure slaughter slop wads and what about 2022 "history"?? Junkfood? Give me a fucking noose already. Holy shit...Yea Junkfood mapping history. Drawing a triangle (Dorito) and filling it with megaspheres. Reminds me way more of fever-dream 90's wads moreso than anything.

I'm not sure this wad will be finished, and even if it is, I can't say I'm expecting anything other than a pile of dogshit, but who knows..
Tangra Avatar
Tangra

**
Jul 31, 2026 at 1:02am
Quote



So now we have yet another stupid and pointless "Doom the Way id Did" wannabe project. Do we really need that? Maybe, but only if this nobody is up for the challenge, no to mention all the other newbies, who are likely to join this project and fail to create a proper homage. I'm saying "newbies" because i doubt any prominent mapper will look at this thing and take it seriously. When it comes to the original DTWID offerings, i don't think they did a very good job either... they're kinda of a hit-and-miss in my opinion. I liked the first episode of DTWID, but by the second episode they completely lost me with their nonsensical, confusing progressions (typical for egocentric narcissists like Xaser and co.), which was unlike anything id did. The visuals were there, the gameplay wasn't. Which is why i wonder, what is the fucking point? Just create a normal vanilla CP and aim for a respectable 10-15 map goal, because there's no chance in hell you'll get 32 maps from this, considering the lead has registered only a few months ago and has barely done jack shit since then.

This may very well be another case of a depressed reject, who starts a community project because he's desperate for human interaction, considering this other thread by him, posted just a few days prior:






What a fucking mess! How come the biggest losers always end up on Troonworld spilling their guts, like anyone would give a crap? For anyone who sees this and still thinks this guy is trustworthy enough to bring this project to completion, better think again. This guy needs to go outside and meet people, instead of rotting away on Troonworld, trying to run shitty projects.

Let's see what the justification behind his brilliant idea is:

IDmitation is a comproj where it's goal is to make maps based off how the Authors of Doom 2 did so. You may notice that this is similar to "Doom 2, The way ID Did" released (as of 2026) 13 years ago, rest assured yes it is, but there are differences, How Doom was released about 19 years ago when DTWID2 was made, and it was led and created by a small team of mappers such as Xaser and Co.

By the way, i'm not editing the contents of these quotes, so if you're wondering what "comproj" is, apparently, it stands for "comprehensive project", but i guess he was too lazy to type these two words.

Small team of mappers? The second one had a smaller team indeed, but still probably way more than you're about to get for your project. The first DTWID had a huge pool of mappers, with over 80 submitted maps in total. Also, what does time have to do with anything?

It's been 30 years Since Doom 2 was released and many fans have studied the original games maps, and gotten more insight about Old ID. Since DTWID2 was released before Romero released never before seen at the time assets and insight in Doom, And it's been 13 years after DTWID2, I think the community should have another crack at trying to imitate the mappers that laid the foundation of this game we play all the time.

So what? You say many fans have further studied the original IWAD designs since 2012? And how many of those mappers who have studied it you're expecting to attract here? Because in 2026 it is more likely to get mappers who have barely played the original IWADs and are more familiar with Eviternity 2 and Sunlust than anything from the 90s. Looking at the state of modern mapping and the current trends, the disrespect towards the classic Doom design has never been as obvious as it is now.

"Oh, but you see, John Romero has since released a ton of unused assets and insights", so that makes worth it, right? Complete nonsense once again. What does unreleased assets have to do with the classic maps, when they were never part of them? His "logic" here literally hurts my brain. And about Romero's insights, they were hardly a secret before 2016, and are mostly about his own levels, so what about all the other designers from id that you have no new insights on? And what about the Sigils? You're not going to mention them in your little sales pitch there? Are people allowed to take inspiration from them, or do they go against your understanding of a classic Romero map?

I admit, i am a bit too harsh towards the kid, because i'd be happy to see more classic oriented mapping projects, but not from confused losers who have no idea what they're talking about. He's out of his lane, big time.

Here's another example of his stupidity:

Compatibility is Boom, but don't do any nifty pseudo scripting tricks, like VooDoo dolls. Boom is just here for convenience such as UMAPINFO, as far as you know, map like it's Vanilla.

There you go, you already failed. If you want to do it right, then do it right and go for vanilla compatibility. If you're looking for convenience, you're not really doing it the way id did. And you really don't need UMAPINFO, though you can still use it in -cl2, to set up level and authors names, midis, skies, intermission screens etc... What else would you need it for, anyway, dummy? Going Boom is a guarantee that someone will pull some voodoo nonsense, or go overboard with the detailing, or create an oversized, overcrowded turd, despite you telling them not to. Bottom lines is, if you're going to map like the id guys, fucking do it like them and commit to the vanilla limits, don't tell the newbies who are joining this turd, and are just as clueless as you, to "map like it's vanilla", because they won't.

You must pick a map author's design philosophies from the list below, if you're curious on how these authors made their maps, go through their levels, to find the levels they made, use the Doom wiki (not fandom wiki)

Authors:
Sandy Petersen
American McGee
Tom Hall
John Romero


So let me get this straight... We went from, "this project exists because 14 years have passed since the original DTWID, and we have studied these maps during this time and have new insights on them" (heavily implying that the project exists to do a better job than the original DTWID), to "if you don't understand the original design, just go and play these maps right now". Which one is it, dummy? Do you want mappers who have studied id's design philosophy, or you're inviting every newbie under the sun, who's never played these maps before? What was the point of the whole introduction again? What was the point of this project... again?!

Wild Card Guests: These mappers aren't typically more prolific than the ones above, but they have technically worked for ID for Doom related level design at some point or another, and as a result, anyone who maps for this project may pick one of these wild cards to base their level design on for shits and giggles. One per customer, get 'em while they're hot!

Shawn Green open
Tim Willits open
Tom Mustaine open
Milo/Dario Casali (Taken)


The second list of level designers is stupid. First of all, the Casali brothers, "not as prolific"? Together they made more maps than Romero before the Sigils, so they are very much as prolific as any id Software alumni. A total of 36 official maps in Plutonia and TNT is not enough, i guess. But should they and the other three designers be considered a part of the classic id software design philosophy? TNT Evilution was made independently of id, and later bought by the company. It is a mid 90s community project as anything else from that time. The Casali's were hired to make Plutonia, but they were given complete freedom to do what they want, so they didn't quite follow id's design philosophy either.

So far, so bad, but... believe it or not, there are some big positives here and i have to give credit where credit is due.

A huge positive is the presence of demo maps, made by the lead. I was shocked to find out that he made not one, not two, but four maps, so a big bravo to him. Even better, the maps are good for what they're trying to accomplish. The only thing i don't like here is how he chose to "re-made" the first four maps, which are the shortest and easiest to make. Once again, we have someone who takes the easiest route, and expects others to do the more interesting, challenging and time-consuming portion of the set. What you get is a very generic Entryway/Underhalls run and gun action. If i was in his place i would have taken one early, one mid and one late game map. But hey, maybe he'll make more later? We'll have to wait and see. The music choices are also retarded and completely break the illusion of the maps being id Software inspired, despite looking like something Sandy Petersen could have made. He probably should have gone with the original music, just shuffle it around to different slots. Map03 for example uses a horrible midi rendition of Eminem's "The Real Slim Shady". I can't think of a worst midi to put in a Doom map. It destroys any immersion. The other music choices weren't much better.

Another positive worth mentioning, is the deadline. Yes, we have a deadline for December 10th, which should be sufficient. The question is, will he keep the deadline if he doesn't get the full 32 maps? That remains to be seen, so we'll have to do a follow-up on this project at the end of the year. All things considered, i don't think he'll last that long, because of that depression-fueled post of his above. I wouldn't trust this guy to get the job done. I predict a silent exit or project cancellation within a month or two, but i hope he proves me wrong.

Desktop