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@idclev.bsky.social
136 followers 28 following 28 posts

' r_drawplayersprites 0 notarget fly A frivolity by @emotion-engine.bsky.social

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Super Screenshotgun: DooM Scrolling @idclev.bsky.social · 13/09/2026
A Silent Hill Map for GZDoom by Thysamithan (2022)
the rest stop bathroom from the beginning of Silent Hill 2. Doomguy can see his reflection in a filthy mirror and their are doomcute voxel urinalsThe forested walking path, also from the intro to Silent Hill 2. There is a doomcute voxel cargo van and a decayed billboard for Pete's Bowl-o-RamaThe alleyway where you are stabbed to death by children from the beginning of Silent Hill. There is a custom Beware of Dog texture on the rusty gate and a pile of unidentified viscera behind it.A random hallway once you go into the fog world. One door is a pile of skulls and the other one is straight from Silent Hill 2, both of them sharply offsetting the rusted walls and grated catwalk.
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Super Screenshotgun: DooM Scrolling @idclev.bsky.social · 11/09/2026
Alcázar (2023) MAP06 - Wish Granted by Ravendesk and General Roasterock MAP08 - Djinn by Ravendesk
The outside of a mosque looking building at night, surrounded by cliffs and a starry sky.A somewhat off-center shot of what appears to be an industrial machine controlling a lava flow seen through several iron windows. A purple skull key can be seen to the right.A room where the words Time Is Running Out appear several times. Ironically, if you see it like this, time has ran out.A look at Map 8 where several small alcoves with golden gyms loop infinitely.
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Super Screenshotgun: DooM Scrolling @idclev.bsky.social · 01/09/2026
The manuals for the PS1 ports of both Doom and Final Doom are on here and the latter is an absolutely incredible monument to style over legibility.
Two pages of the Final Doom manual showing some of the power ups and monsters with small white text over a textured red and black background that reads FINAL DOOM on English
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Super Screenshotgun: DooM Scrolling @idclev.bsky.social · 01/09/2026
Sandy did continue to write the Eye of the Monitor column for at least a year after that but did at least hand over the review of Doom to someone else four issues later.
Are you ready to face your DOOM?
"Our comedies are not to be laughed at."
Samuel Goldwyn
This month we have a guest reviewer for part of the column. The game DOOM, by id Software,
has just been completed,
and I could not review it myself because I worked on it. On the other hand, I felt that DRAGON® Magazine readers would be interested in the subject. Doug Kauf-man, a game designer and writer who has been in the industry for years, kindly offered to review the game and has done so below. For the other games, you're stuck with me.
Note: some readers may recall the special DOOM "preview" that appeared in
DRAGON issue #198, and wonder how I
worked on. My best defense is the truth-at the time I wrote that preview. I was not an employee of id Software.
Reviews
DOOM
IBM
id Software
Programming: John Carmack, John Ro-
mero, Dave mylar
Art: Adrian Carmack, Kevin Cloud
Design: Sandy Petersen
Biz: Jay Wilbur
Support:
Shawn Green
The latest game from id Software, Doom, is a first-person shoot-'em-up similar to Castle Wolfenstein. In fact, one might reasonably call it Wolfenstein II. The question for consumers, of course: is it worth buying if I've already played Wolfenstein? What if I didn't like Wolfen-stein?
If you're already a Wolfenstein fan, this is a short review for you. Stop reading and run out and buy Doom-you absolutely will not be disappointed. It's not just a rehash-it has new graphics, new weap-ons, more sophisticated battle tactics, better secret doors, radiation suits, and chainsaws. Yes, chainsaws. Like I said: run, don't walk, to get Doom. Did I mention up to four-player network play, either cooperative or player vs. player death match?
If you're still reading this review, you must not have liked Wolfenstein, or perhaps you're one of the few computer gamers across the country who has never seen Wolfenstein. Is Doom for you?
I'd give it a qualified yes. If fast-moving arcade shoot-em-ups aren't for you, Doom may not be what you're looking for, but if you didn't…as well as a two-player network game), are sketchy. With more weapons, there is greater scope for tactical planning on the player's part: the shotgun is powertul and has a slightly spread fire-zone, good for infighting against lots of enemies; the chaingun is deadlier, but uses up a lot of ammo. (There are different ammo types for each weapon, so logistics plays a part in planning.) The rocket launcher can take out several enemies at once, but do not use it up close. All these choices would be for naught if the designers didn't provide a variety of situations, but they've done well in that respect. There are narrow corri-dors, big rooms full of enemies, single enemies that are more powerful than you, enemies with long-range weapons, enemies with powerful close-range weapons, etc., scattered throughout each level.
Another improvement in gameplay is secret doors: in Wolfenstein it was a major pain in the butt to check every single wall for secret doors, but you had to because you never knew where one might be found. There are hints in Doom, which helps narrow things down tremendously. I do feel, though, that the doors are not as evident as the designers believe: the telltale graphic differences are hard to spot because of the nature of the engine; as you get closer to a wall, its colors ripple somewhat, and this often leads you to believe there's something there when there isn't. Secret doors are still a pain, but maybe that's the way it should be.
Probably the best improvement to gameplay is the tactical map: hit the Tab key you get a birds-eye view of the level
This is very useful for seeing
areas you haven't finished exploring yet, potential sites for secret doors, and just figuring out where in the blazes you are.
This feature alone tipped the scales for me: I found Wolfenstein too frustrating to play because 1 constantly got lost. With Doom it's not a problem.
Network play: Another outstanding new feature is the potential for up to four players to network togethe…
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Super Screenshotgun: DooM Scrolling @idclev.bsky.social · 31/08/2026
Sandy Petersen gives Ken’s Labyrinth a two star review in the November 1993 issue of Dragon Magazine. I’m not sure how much of a gap there was between street date and cover date, but it’s entirely possible he was slagging the competition’s product while on id payroll
KEN'S LABYRINTH
IBM PC, Epic Megagames
Programming and design: Ken Silverman
Art: Mikko Iho, Ken Silverman, and
Andrew Cotter
**
"So wise so young, they say, do never live long."
Wm. Shakespeare, Richard I!
This is a shareware game reputedly written by a 17-year-old computer prod-igy. Like most games written nowadays, it needs at least a 386 machine with VGA graphics. It supports a reasonable assortment of sound boards.
The vast majority of new shareware products are now trilogies, and Ken's Labyrinth is no exception. The first game is free (or nearly so, if you get it from a distributor), but you must register and pay for the other two.
Ken's Labyrinth is a lot like Wolfenstein in look and feel, though not in game-play.
The premise is that you are stuck in an alien maze, somewhere inside of which is your kidnapped dog, Sparky. As you progress through the maze, you must battle floating heads, spiders, little robots that look like berserk R2D2 units, huge muscular monsters, and 8-balls. It's all from a player's eye view. Your initial weapon appears to be thrown hunks of meat, though later on you can get sunbursts (that bounce off the walls). Soda machines (that provide a variety of useful objects), slot machines, and working water fountains are laying around the maze for your perusal and possible use. There are also apples, first-aid kits, and pennies, all of which can be handy, too.
It's easy enough to get into the game.
Just load up and do a quick read-through on Help. Because of the game's peculiar setting, you'll probably make an error or two the first time through (I certainly did.
The game is clearly influenced by Wolfenstein, and that's perfectly reason-able-I liked Wolfenstein a lot, and it's only logical to expect imitators. Unfortunately,Ken's Labyrinth has a number of amateurish design flaws that hurt the game-play.
For instance, I found it extremely difficult to find the secret passages Ken claims to have placed all over his labyrinth. There are a number of special items that go completely unexplained. I have found a purple potion and gray cloak, which when picked up, were added to my inventory, but I have no idea what they're supposed to do for me. Eventually, they went away.
The Help page only gives a list of game controls (that you cannot customize), and fails to explain the objects in the game at all. This is a serious omission- of what use is Help if it does not explain such things.
The worst feature is the fact that the monsters can get "on top" of you, where they dish out tons of damage, but you can't see them. This is incredibly frustrat-ing, since all you can do is shoot blindly or run away at top speed, hoping you'll outdistance the monster, then turn around and blast him before he gets you. This is inexcusable. It's even worse that this is no rare event, but the monsters strive valiantly to achieve this position, so it was clearly desired by the game's designer. This fea-ture, all by itself, would have ruined this game in my estimation. It means that game combat is not fun, but a chore.The programming is well done, but there are a number of peculiar, seemingly purposeless features, such as the ability to
"Stand Tall" which raises eye level (thus screwing up a number of the sprite im-ages), but changes nothing in game-play.
The art is amateurish and simple. The colors chosen for the walls, for instance, are garishly irritating. The monstrous spiders are ludicrous. On the other hand, when you pass over an apple, the core remains behind-a humorous touch that works. Many parts of the game display an impish humor I found appealing, but the game as whole still frustrated and irritated me. It is a pity to see so much potential good going to waste because of a few flaws.
Clearly, Ken Silverman is a talented young man, but this game was designed by a 17-year-old and it shows. Still, it's free. I would recommend it only if you're absolutely crazed for another game like Wolfenstein.
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Super Screenshotgun: DooM Scrolling @idclev.bsky.social · 31/08/2026
Water Spirit by Manbou (2017) MAP01: Aquarius
The view from the start of the map: a dark granite complex built around several circles lit by blue torches and waterfalls.Further into the complex with some floating platforms and more of the LED waterfallsAnother look from the side, this time using the eye texture a lot.a look at one of the sides of the complex, with crenelated castle walls lit by blue torches and two moons appearing in a black and blue spacey void
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Super Screenshotgun: DooM Scrolling @idclev.bsky.social · 31/08/2026
THE DARKEST DUNGEON by carton_kobra (2026)
the opening scene after you turn around. There's a destroyed stone coffin (which you have presumably burst out of) and a big candlelit mural of what look like flayed saints in a foggy gray cryptmore foggy gray crypt. this time the player is flanked by statues of angels with sub machine gunsa bunch of wrecked ships on a eerily still, mucked up seaa path through a dark forest leading to a bridge. An imp is firing a single fireball at us from a distance.
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Super Screenshotgun: DooM Scrolling @idclev.bsky.social · 27/08/2026
32in24-5 by the YEDS team (2007) MAP02: Court of the Crimson Schwing by Shaikoyen, andrewj, and @esselfortium.bsky.social
A look directly into the corner of a stone keep where a huge stained glass window is illuminated by torches. In front of it is a chessboard with two rows of health pickups set up against two rows of armor pickups. A super shotgun is hidden to the left of those and you can see a small exit door should you want to end the deathmatch.
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Super Screenshotgun: DooM Scrolling @idclev.bsky.social · 27/08/2026
Barney and Clinton Doom v1.0 compiled by Robbie Teegarden (1994) brn-cln.txt
This version replaces the barons with the lovable dinosaur - Barney!
and replaces the floating orange heads with the head of our fearless leader
President Bill Clinton!
There is over a
100 sound and graphic files that you will turn your
standard game of doom into a revenge match! Finally shoot and kill the things that bug you the most!!!
This patch was made from the combination of barn3d21. zip and
clintn20.zip.
It has a simple one line install and uninstall command!
Check this one out it is worth the effort!!!!
any questions or comments e-mail at:
teegarde@ucssun1.sdsu.edu
Robbie!
(full credit given to original creators in zip file!)
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Super Screenshotgun: DooM Scrolling @idclev.bsky.social · 26/08/2026
Stare Into Death and Be Still by @novaseer.bsky.social (2026) MAP02 - To Flow Through Ashen Hearts
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Super Screenshotgun: DooM Scrolling @idclev.bsky.social · 26/08/2026
Stare Into Death and Be Still by @novaseer.bsky.social (2026) MAP01: The Lifeless Advance
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Super Screenshotgun: DooM Scrolling @idclev.bsky.social · 25/08/2026
Earth by Roger Ritenour (1997) MAP01: The Ruins
waves are cresting against a rocky beach, the water a foamy grey as it reflects an overcast sky. The waves are in motion and no one really knows how he did this with 1997 technology.
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Super Screenshotgun: DooM Scrolling @idclev.bsky.social · 25/08/2026
Dilbert: The Map by vriskfan (2026)
A techbase with lots of low tier monster corpses littering the floor. Said floor does appear to have a crooked black and red tie emblazoned on it.The automap of the level. It's shaped like unmourned newspaper comics character Dilbert.
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Super Screenshotgun: DooM Scrolling @idclev.bsky.social · 25/08/2026
Doom 2 In Rural Only MAP01: Escape From Hellview by @myolden.bsky.social
A bathroom mostly rendered in stock textures, including a shower curtain made from the screaming face wall texture. A Revenant is solemnly marching in place in front of the toilet.
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Super Screenshotgun: DooM Scrolling @idclev.bsky.social · 24/08/2026
The Doom Gallery by @chariotrider.bsky.social
A long art gallery made with default Doom 2 textures with large pieces that evoke (at least for me) the automap and how sectors interact with one another. A spiraling gallery with red walls and a spiral staircase that has several hellish works. The room is centered around a small fireblu feature in water. A tall gallery with several walls at 45 degree angles and with pieces that evoke (at least to me) Doom mapping, such as a winding staircase. You can also see that the pieces are mounted in a way that part of the art appears on the side of the canvas. A single piece in the dead end of an otherwise dark hallway, lit by the light panel texture in a really clever use of Doom lighting effects.
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