![]() ![]() Since the release of v3.1 of "Blade of Agony" we have received numerous messages, comments and emails. Thank you pagb666 for your dedication - we really appreciate this, and we are sure that this set of videos will help a lot of players out there. Not only highly reputed gaming sites have been showcasing our game, YouTubers all around the world have been uploading Let's Play videos of our game which is kinda fun to watch as you finally can experience the maps from a player's perspective which is very different from our personal point of view as developers.Īnd even though we are happy about every single video being posted, we want to mention one particular person who spent a lot of effort to record a full 100%-completed walkthrough of all three chapters which we want to consider as definite source in case you encounter a dead-end or if you just want to find all the secrets and easter eggs that we've scattered around. We would have never expected such a global impact with so many positive, encouraging and kind words, so thanks to all of you for this. How time flies.About three months have passed since the release of Blade of Agony and the feedback so far has been impressive. So that was Gates, a Doom 1 map I uploaded to in 1997, and still available on the web today. There’s even a funky Doom-style lighting effect, trying to forge light dampening out with distance. It’s also probably the best part of the entire map, with a sense of order and purpose about it. A large, watery place inspired (I think) by Strife and probably Heretic too. That said, check out the symmetry -that’s right, a hint of design sense. The obligatory outside bit, stlyed to match Doom 1’s first level ‘The Hangar’, but completely failing to retain the simplicity or style of Romero’s work. This room initially had almost every entity (or ‘Thing’) in the list, but it was reduced to only the most overused - heads on a spike, glowing things, hanging corpses (including the twitching one)… Editing Doom was like being presented with a huge bag of toys, each of them so cool, you had to throw as many of them in as you could, as fast as you could. That was stolen from some other map…Ībove is one of the finer examples of complete theme clashes. ![]() Naturally the map had to start like that.īehind the player are four gaps in the wall, each of which intended to spawn one of the four players in co-op mode. Barrels in Doom were tremendous fun, especially in clusters like here. Just in front is a large selection of barrels. A window out to a courtyard with a lonely soldier stuck in the corner. This is practically the first thing you see when you play the map. Their teaching helped me become a story writing genius. Thanks to my 7th and 8th-year English teachers for that. Too late now, but don’t leave all this for someone else to clean up, you must do it NOW. If only you believed what they said, then perhaps you could have saved them. You’d heard tales of this place from your friends that lay before you, dead. You stand there amazed, thinking that you had destroyed everything on your last visit. There was a green flash, and you appeared back on the moon. The TV screen was covered with static noise, and you could hear electricity sparking all over you. Suddenly, the lights in your room starting flashing. You were sitting down, in your home, just recovering from the battle you had with the Spider Mastermind at the end of Doom I. The description from the textfile is rather entertaining too: Notice the tagline, which I placed just in case someone particularly stupid had got particularly confused about exactly what they playing. …which had been put together using only the finest fonts and colour choices. It all started with a custom title screen: Then came internet access, less focus on school, more focus on Doom, and the result was a single-player Doom 1 map, containing a mismash of themes and ideas stolen from the other Doom-era games and maps I had been playing. I made a good few ‘beginner’ maps, which I thought were fantastic, and promptly uploaded them to some BBS. It was so fun being able to change the games so easily, setting up traps and even altering the existing maps to make them more (read: less) fun. I had been editing Wolfenstein 3D and Doom maps for a couple years now, which were huge learning experiences, basically trying to create my own thing. Most of my days away from school were spent on my Dad’s laptop, hacking away at Doom maps using DCK, the map editor by Ben Morris, who created Worldcraft, which Valve bought, and then became Hammer. In the interest of history, I felt it would be appropriate to post up a few shots of the first ever map I released onto the internet. ![]()
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