Ouchface
Genesis of Descent - Hobomaster22

People usually bitch and moan to me that I have no taste in Doom WADs, and that I believe that all ZDoom WADs suck. Ok, maybe I'm being a bit extreme with the last one, but in case you had that thought in your head, you're completely wrong, and you should stop trying to pretend that you can figure out my modus operandi! While I love my dose of classic Doom as much as the next guy, I can't really get into some of the newfangled alternative styles of playing that ZDoom WADs usually bring to the table, since I love shooting the crap out of monsters and not really caring about scripted puzzles. That said, Genesis of Descent is one of the few maps where I truly feel like I'm enjoying a modernized Doom experience, not to mention that the atmosphere is as thick as that global warming threat that all of those guys on TV keep talking about.

One of the biggest departures from the standard "shoot the crap out of monsters" style that I've grown to is that you don't have much ammo for reckless shooting; you need to make sure you don't waste a single bullet, or else you'll regret it somewhere down the road when you really need that single bullet to blow up a barrel that will set off some chain reaction. OK, maybe I'm exaggerating a wee bit there, but the point still gets across; if you execute a brilliant idea properly, you'll get something that results in Genesis of Descent, a single player WAD that gets its own entry in the 2007 Cacowards. What more could you ask for?

Cheogsh - Shadowman

The last few years have seen a larger role for hardware accelerated ports and true 3D environments like Legacy, Doomsday, and, most recently, GZDoom.  Forked from ZDoom, GZDoom offers modern architecture and video effects while retaining ZDoom compatibility.  Last year showcased a couple of GZDoom exclusive maps, and this year continues that trend with Cheogsh.

Cheogsh uses all of GZDoom's effects to create a really atmospheric experience.  As one would expect from a hardware accelerated port, it looks nice, and lighting effects are used prominently to create a very brooding environment.  The map opens on Hell's beachfront, and you fight your way into the demon castle and teleport, once again, to fight an onslaught of Hell's bestiary.  At times, Cheogsh feels very Quakeish... which is largely attributed to its use of Quake textures, but the architecture looks similar too.  The map drags significantly in the middle with an atrocious dark maze that does not appear on your automap, but, fortunately, it picks up again afterwards.  If you can slog through that segment, you are in for a really fun experience and will enjoy playing this wad.  There are plenty of traps that will spring your favorite baddies, as well as numerous new monsters added to the lineup.  If you have a vendetta against GZDoom, put it aside to play some of the projects that are available for it, like Cheogsh. 

Songs of the Damned - Trevor "Iori" Primmett

3D accelerated ports are not everyone's cup of tea, and it is a pleasure to see really great vanilla releases that keep coming out every year.  Boom might not be "vanilla" in the purest sense, but for most community members it is pretty close.  If Cheogosh does not strike your fancy, be sure to play Songs of the Damned.  It is a purely Boom/PRBoom compatible map, looks gorgeous, and plays well, too.

One of the first things you notice about Songs of the Damned is that it is huge.  While the map starts off contained and linear, it quickly explodes into a giant fortress with multiple pathways and swaths of enemies.  What begins as a few dozen demons quickly becomes hordes as you save every last piece of ammo to deal with them.  In addition to the difficulty, you will also have to face a number of really nasty and vicious traps.   In one particular instance, you will need to pick one of three switches to lower a platform for a key.  Pick the wrong switch and the area fills with lava.  Oh, you can survive, but it will cost you.  I remember playing Songs of the Damned for the first time and wondering when it would end.  At the end of each obstacle it would open to reveal another large portion of the map with more hellspawn looking to tear me apart.  It will take some saving and reloading, but this map is certainly possible.  If you missed it last year when it was released, make sure to play Songs of the Damned now.

2007 Cacowards


Page 1

  • Genesis of Descent
  • Cheogsh
  • Songs of the Damned

Page 2

  • The Dying End
  • Sine Die
  • Knee Deep in ZDoom

Page 3

  • Community Chest 3
  • Epic
  • Ultimate Torment and Torture
  • The Outer Darkness

Other Awards

  • Best Multiplayer
  • Worst Wad
  • Mordeth Award
  • Mockaward
  • Mapper of the Year

 


THE SKY MAY BE


Last year I hoped I would never have to write this segment again.  Unfortunately, in 2007, the Doom community paid its final respects to Jason "Amaster" Masihdas.  Jason was a prominent figure in the community who hosted a weekly radio segment on Unidoom Radio and contributed to several projects.  After a 10 day absence, it was confirmed that he had committed suicide on June 14.  Jason was a valuable member of the community and will be greatly missed.

Jason Masihdas
Oct 12, 1981 - June 14, 2007