Crucified Dreams is a Doom II deathmatch megawad for Boom-compatible source ports. Every level is focued on both detailed environments and solid multiplayer gameplay, with varying themes and layout size.
The project's inception pre-dates the release of another well-known deathmatch megawad, GothicDM 2. It began when Scott "Covaro" Cover was still on AOL and had daily conversations with GothicDM 2 team lead Adelusion. Scott wished to join the GothicDM 2 project and work with well-establish members in the community, but a lack of experience severely hurt his abilities. With some deliberation, Scott decided that he should just develop his own add-on to GothicDM 2, figuring, "two or three levels by me, released sometime at the end of the summer 98 should do". After several test levels and problem with learning how to overcome visplane overflow errors and other such problems, the Doom source was released and Boom was eventually born. It provided many features that perfectly fit the project's mandate of having highly detailed maps, specifically, Boom removed most of the original game engine's arbitrary design limits.
Original plans were still two to three levels by Scott and just that. But then things started to evolve. After visiting Rick "Wildman" Clark's homepage one day and noticing that Rick was planning on doing a GothicDM 2 level, Scott decided to ask Rick if he would be interested in maybe joining Covaro in making an add-on for GothicDM 2. Rick replied saying that he would be happy to help, and that is what lead to the growth of the Crucified Dreams project to become a multi-member project to develop a worthy tribute to the GothicDM and GothicDM 2 projects as a thank you for the wonderful levels that those guys made for the community.
After the release of GothicDM 2, Crucified Dreams acquired some of the unreleased material that did not make its release, along with new team members including Qingshuo "Pixel Rex" Wang, Nick "Nightmare" Baker, Travers "Hobbes" Dunne, Tommie "Fatal" Quick, Yashar "Gemini" Garibzadeh", Derek "Afterglow" MacDonald, Andrew "Linguica" Stine, Ola "citrus" Björling, and newcomer Kim "Mutator" Malde. Over the next year two years, maps were slowly worked on and screenshots posted to the project web site. By early 2000, Scott's online presence had diminuished due to the factor known as Real Life™ so he could no longer devote time to being the project maintainer. The moderation reins were handed over to Derek "Afterglow" MacDonald to see through the project's completion.
At that point, there were approximately 20 maps created for the Gothic texture resources, with many looking like GothicDM 2 rejects. This led Derek to scrap or completely rework many of the existing levels. A larger texture set was built, using resources from the recently released SlaughterDM and Gothic99, along with using some of Doom's base textures to create more nostalgic levels. Maps that did not make the SlaughterDM/Gothic99 releases were added to the megawad, along with even more team members. Wouter "Aardappel" van Oortmerssen contributed the first WadC-built map. Lee "Fen Boi" Szymanski contributed another piece in the style of his Xfire deathmatch series, but this time with more elaborate architecture. Jonathan Rimmer's experiments in arches within the Doom engine provided the most visually appealing map in the set yet. Andy "Aurikan" Kempling added his first acrophobic's-beware excursion in the realm of Doom editing. Chris "Hypostimus" Martin's tribute to Quake add-on map Dakyne was brought in from the defunct Martin Friberg-led project Perfect. Chris Lutz's gave permission to include his forgotten secret map in Caverns of Darkness, originally intended for unfinished total conversion SmashDM. Additional team members included Michael "Cyb" Watson, Brad "Carnevil" Carney, David "Dagger" Gevert, Kerkko "Robocat" Välilä, Anthony "Swedish Fish" Soto, Malcolm "Hayduke" Sailor, and Michal "MSquid" Mesko. Nick, Vincent "Vicious" Fong, Marc "Fanatic" Pullen, and Ola's friend Nicklas Linnes provided new MIDI tunes.
Since the transition of 2000, the project's release delay boiled down to quality assurance and a possible case of obsessive-compulsive disorder. From 2001 through 2003, levels were only worked on 3 weeks per year around the Holiday season. Derek repeated went over every level ensure every room was glitch free and stylistically tight. It has been a slow process to make hundreds of thousands of linedefs a cohesive whole that follows the lineage of Doom projects initiated by Adelusion's Fetal DM series. On June 16, 2006, Crucified Dreams finally saw its release, fulfilling the promise to be released before Duke Nukem Forever went gold. And that's gotta be something.