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doom-cskull

.doom.

the game where you shoot things to make them die

.zdoom cmp 2.

if the demons don't get you, the filesize will

My current guess is that the 'Z' in 'ZDoom' stands for 'Zombie,' at least when it comes to this project's title. After nearly a decade of failing to get off the ground, Torm resurrected (or, more accurately, rebooted) the 2nd ZDoom Community Map Project (what a mouthful) with a new set of goals and a whole new list of mappers. Miraculously, it actually got done this time. Gadzooks!

For those new to the "series," the ZDCMP premise is simple: It's one bigass map for (G)ZDoom that's passed from author to author (in a preset order), each person adding a little until the map's done. Simple in theory, but tricky in practice, with some missed mapping slots, iffy map direction (at times), and a few gaps in the action. My role involved co-wrangling the map back on track when things got wacky (as well as masterminding the weapon and log/objective additions), but between that and an overtime mapping push from a lot of fine folks (see the credits textfile -- it's huge!) we managed to get it Done Right. Whew. :P

The end result is an ambitious romp through high-tech territory featuring new weapons, monsters, textures, a snazzy log/objective system, an epic boss, and a helluva lot of adventure. It ended up snagging a Cacoward, for what it's worth, and the final result is not too shabby considering its chaotic heritage, at least from my own ultra-biased perspective. If nothing else, it's a nice showcase of what ZDoom is capable of in 2012, so if newfangled scriptiness is up your alley (and the screenshots below tickle your fancy), then give it a try.

Just watch out for stray helicopter blades. They're jerks.

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last modified: 06-28-2013

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