It's that time of year once again!
seen from United States
seen from China
seen from China

seen from Germany

seen from India

seen from United States
seen from United States
seen from United States

seen from United States

seen from United States
seen from TĂźrkiye
seen from Germany

seen from Austria

seen from United States
seen from United States
seen from United Kingdom
seen from Japan
seen from Brazil
seen from United States
seen from TĂźrkiye
It's that time of year once again!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
Doom WADsâ Roulette (2011): Reverie
Itâs time for some blast from the past⌠kinda...
G6: Reverie
Main author(s): Michael Jan Krizik (valkiriforce)
Release date: November 14th, 2011
Version(s) played: ???
Required port compatibility: vanilla
Levels: 32 (standard Doom II format)
Reverie is a megaWAD that pays homage to the old WADs of the 1990s; stuff like Requiem, Plutonia, Icarus, Memento Mori⌠Eternal Dud -_- and so on.
The text file goes into detail about the maps â how long these took to create individually, what they are referencing, etc.
The plot is where it gets weird when it comes to Doom â The events of the WAD never happened; Doomguy was just in a coma, fighting his way to wake up or something. The story even references how the WAD itself was inspired by the dream the author had.
Letâs hope that this WAD has many of the highs that the ones from the 90s had, along with as few lows as possible.
And by the way, from now on Iâm playing on UZDoom, because le no chicken decided to try to take a Generative AI dump into the GZDoomâs code and a shit ton of GZDoom devs decided to make their own fork (after years of dealing with le no chickenâs arrogance and shenanigans). Letâs hope UZDoom holds up.
My memory of the WAD is kind of hazy at this point in time, but I remember that it looks very good for the vanilla restrictions. There are a lot of themes as well; one map might be happening in a library of sorts, only for the other map to happen in the Egyptian ruins.
Speaking of the library, Sleeping Spirits looks good overall, but I have a weak spot for the rain effect that happens in the outdoor areas of the map. Itâs not the first time this effect was added, since I remember H2H-Xmas having a similar effect on some of the maps, and that was at the very end of 1995. I still like it, being here.
The music is great to listen to. It was made by the returning composers â PRIMEVAL, Jimmy Paddock, and stewboy, with the former making most of it.
My favorite tracks were City Streets and Fallen Sun. The former kind of sounds like it was made by Jimmy, when itâs actually PRIMEVALâs work (the first part is especially great). The latter track, meanwhile, I heard the first time while playing the Lost Civilization WAD from 2019. Basically, when Iâm listening to it, my first thought is not Civvieâs Delight.
Also, I feel like Arachnobus Mayhem and Knee Deep in DOOM are two halves of one track; I hear strong similarities between these two in my opinion.
Playing Reverie was kind of a mixed bag to me; some of the maps were easy to understand, some of them had at least one what did it just do kind of switch, and some are borderline moon-logic bullshit. At least one fifth of the WAD felt like the last type; these were dragging on and were too big for my taste (at least when it comes to vanilla); not to mention the a lot of times you have to backtrack in many maps.
Triplet II is a reference to the original map from 1995, where there are three portals for each individual key; thankfully, it is not as moon-logicy as the original map.
The Tech Towers requires to also collect the skulls to unlock the exit.
Hello, Cybie ends with you accidentally teleporting into the escape shuttle, and crashing it, forcing you to pistol-start Armageddon Valley.
I remember one moment in Tyranny, where at one point a Hoovy comes out of the toilet near the yellow key, and, I swear to God, it made me chuckle a bit. Seven years of Mockawards - didnât giggle even once, and yet this moment made me do it.
Changing the subject, Final Doom (the map) ends with another icon of shit, but this time, John Romeroâs head is placed in such a spacious room that the splash damage it receives is minimal; it needs dozens of rockets to be put down. At first, I thought that its health had increased until I checked further.
Metal Mansion might probably be more painful to play, though. Imagine moon logic on moon logic, where it forces you to find secrets to actually finish it. Oh, and you can also get stuck in it. Didnât even finish it after trying once. MAP32 is not worth playing with this shitshow in the WAD before.
Reverie didnât feel challenging. Sometimes there was bullshit, but nothing severe. It got harder in the last sixth, from what I can remember, but after many slaughter WADs, the last five maps were nothing.
Sleeping Spirits, that I mentioned earlier, has a couple of ghost imps; AKA canât be hurt normally, and you have to use blast damage (among other, less reliable things).
I found only two bugs (on Tech Towers and Sleeping Spirits). Although Iâve also read that some of the levels are overblown, and you canât save without the source port.
Reverie looks great when it comes to the vanilla restrictions, but I think it shouldâve had less switch hunting. Itâs a good WAD, but flawed.
This review wouldâve been earlier, but unfortunately, the Doom fatigue struck again, and I wanted to read one to two books and try a bunch of games on Steam (the ones from the top 250 page, to be exact; year-by-year lists). I hope the fatigue will strike again later than sooner.
I still have the second half of Plutonia Revisited to finish. After that, I hope the rest of the WADs go down smoother.
Merry late Krima, people!
It is Christmas Eve. Theres a kind of humming static in the air, a vibrating energy that stimulates your mind and puts butterflies in your s
The Second Annual Eggowards
Eviternity II is out now
Every year (even in 2018 where the majority of the awards have been given to first-timers), thereâs claims that the Cacowards are biased or ignored magnificent stuff. For Doomâs 25th anniversary, the 2018 Caco Committee (Cacommittee?) have introduced 25 older mods that really shouldâve gotten a Caco.
https://www.doomworld.com/25years/top-25-missed-cacowards/
Pic unrelated, but it sure is eyecatching.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
Doom: The Golden Souls 2 Won A Cacoward
I canât believe it.
One of the first custom maps Iâve ever played (other than the notorious nuts.wad) was The City Of The Damned â Apocalypse. Exploring that incredibly atmospheric  map made me realize how great the engine was and how much you could achieve with some imagination. A fellow friend of mine, Duke_Nume (which you might remember as the maker of some Golden Souls 1 guest maps) taught me the basics of Doom Builder 2.
After that, Iâve made a couple of maps and tried to make a megawad called âGoreâ, it was inspired by Tormentor667âs maps and Happy Time Circus. I had plenty of ideas but the end result was not very good, so I ended up abandoning it.
In 2011, Duke asked me if I wanted to join him for a project called Serious Sam: The Retro Encounter,  a TC based on Croteamâs glorious franchise. After months of work we made a complete multiplayer experience, with the plan of adding single player maps later after completing all the assets, but the first release  was met with mixed results, and we quickly lost interest.
Serious Sam 3 released in the same year,and because of the hype for that game Iâve decided to pick up the project again and remake it from scratch. Duke wasnât in the team anymore as an active developer but he still helped by giving me advice and playtesting everything.
Iâve continued working on this remake for two years, and then since I was getting pretty slow at mapping I decided to work on something else to blow off some steam, so I came up with the idea of a bright, cheery mapset inspired by a previous test map I made which was set in an Aztec garden and had a relaxing purple-pinkish sky.
The mapset would be known as Golden Souls a couple of months later, and was announced in 2013 after New Yearâs Eve. The idea of having a hub was, curiously, not directly inspired by Mario 64, but by another mod I was playing at that time, Unloved. I really appreciated how BlueEagle managed to capture this feeling of exploring an interconnected world, and I really wanted to make something similar to that, but with a totally different theme, Â and so Marioâs paintings came to mind.
Back when I first started playing Doom mods in 2010, I couldnât even think of winning a Cacoward, and here we go, 8 years later. Â I really want to thank everyone who helped me in all these years, itâs been a wonderful journey and I hope to continue making content for this incredible community.
DOOM - The 2017 Cacowards
Another year, another Cacowards. This time though, they decided to switch to a yearly format (you will no longer read "The 14th, 15th, etc", but they will read as "Cacowards [Year of release]"). Not that it matters in the long run, though.
It's no surprise that after the release and reception of the newest installment in the franchise (DOOM 2016) people started to look up the DOOM community and get a little bit more involved. This is yet another celebratory event in the community, which I'm pretty sure is gearing up for the Road to the 25th Anniversary of DOOM. And you should do the same, and what a better way to do so by playing all of these WADs and mods!
Espi Award for Lifetime Achievement - Â Marisa "Randi" Heit. Thank you for ZDoom, thank you for everything!
Cacoward Winners
lilith.pk3 https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/lilith
Shadows of the Nightmare Realm https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/sotnr
No End in Sight https://www.doomworld.com/idgames/levels/doom/Ports/megawads/neis
Dead.air https://www.doomworld.com/forum/topic/92135-deadair-v2/
Brigandine https://www.doomworld.com/forum/topic/92776-brigandine-rc2-updated-2017-05-13/
Counterattack https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/mek-catk
Legacy of Heroes https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/legher
Saturnine Chapel https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/satchap
Stardate 20X7 https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/sd20x7
Void and Rainbow https://www.doomworld.com/forum/topic/97787-void-and-rainbow/
Multiplayer Awards
Pyrrhic https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/p-r/pyrrhic
Progressive Duel 2 https://zandronum.com/forum/viewtopic.php?f=58&t=7872
Gameplay Mod Awards
Doom Delta https://forum.zdoom.org/viewtopic.php?f=43&t=52262
Final Doomer https://forum.zdoom.org/viewtopic.php?f=43&t=55061
High Noon Drifter https://forum.zdoom.org/viewtopic.php?t=57098
RUNNERS UP
Rise of the Wool Ball https://www.doomworld.com/forum/topic/94330-rise-of-the-wool-ball-3-v12-now-gzdoom-compatible/
Hadron E2 https://www.doomworld.com/idgames/levels/doom/Ports/g-i/hadrone2
Revilution https://www.doomworld.com/idgames/levels/doom2/megawads/tntr
Waterlab GZD https://forum.zdoom.org/viewtopic.php?t=55741
Disjunction https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/disjunct
Curse of the Demon Lord https://www.doomworld.com/idgames/levels/hexen/a-c/curse2
Water Spirit https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/watrsp
Hellscape https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dhs-lutz
Dark Tide https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dt-lutz
Congrats to all the winners!
[Images taken from Doomworld.com]
đ