Sunday, March 26, 2017
Hexen II... Quake II... Half-Life... Quake III... Dark Forces. 2000-2001 was a pretty busy period for Rex Claussen and saw him play with a lot of different themes, adopting resources from different games as he embraced the ZDoom engine as more than just another limit-removing port. First designing for jumping with Military Research Complex, he later incorporated scripting with Paranoia and hub systems with Temple of the Ancients, finally including actual monster modifications in this, The Darkest Hour (DeHackEd, I know, but work with me!). DARKHOUR, a Star Wars-themed 2001 release, was Rex's only release of that year and consists of seven maps, one of them a secret that requires you to use the force... of a rocket. At your feet.
Sunday, March 19, 2017
In some ways, Temple of the Ancients is the sort of project Rex has been leaning toward since he began his authorial career. While testing his levels in ZDoom, they weren't really specific to it until he started to embrace jumping with Military Research Complex. Phoenix Rising saw him play with the idea of if not the actual mechanics of a Hub arrangement and Paranoia involved the incorporation of scripted events to push the gameplay slightly beyond the tried and true limits of Doom. TEMPLE2 then takes both of these elements and welds them together for a dashing adventure, released in 2000. While Temple of the Ancients is another five-level mapset, it sits in map slots 10-14 instead of the MAP02-MAP06 block that Phoenix Rising and Paranoia had. This is the one time I can't really guess at why it's structured as such since Claussen has used the MAPINFO lump to set skies and music.
Sunday, March 12, 2017
So far, I've played two of Rex Claussen's 2000 Doom II "TCs". The first, A Hex On You, mined the resources of Hexen II. The following release, Phoenix Rising, pulled from the world of Quake II - among other things. This time, he's set his sights on the world of Half-Life with Paranoia. It has a few superficial commonalities with PHOENIX; it has five maps, for one, also spanning MAP02 to MAP06. However, where Phoenix Rising only took the textures from Quake II, Paranoia makes a thorough bid for Total Conversion by also using weapon and enemy sprites pulled from the game's models and sort-of-kind-of-finding matches in Doom II's monsters. The result is... interesting.
Friday, March 3, 2017
It all began back in 1997; Emil Brundage released The Beginning of the End (Part 1), laying the seeds for an author crush that saw consummation with the advent of Doom the Way id Did some fifteen years later. Xaser was (and still is) Emil's biggest fan, and while none of the latter's maps made the final cut for DTWiD, the two plied together their trades with the inimitable Chris Lutz to make their OWN original Doom megaWAD. Thus began No End In Sight, a project that did not seem to have an end in sight. However, in 2016 it exited Limbo along with its fellow offshoots (Phobosdeimos Anomaly and Doom the Way id Did: The Lost Episodes).