Occasionally, a community-made level for Doom 1 or 2 leaves an impression upon first playthrough so strong that a part of it follows me around everywhere I go.
Back to Saturn X
Whenever I think about BTSX in terms of individual levels, I find myself thinking, "well, this one wasn't that fun, and that one wasn't that fun, and this one was kind of a slog."
And, yet, whenever I think about BTSX as a whole, the feeling is wonderful and as-of-yet unreplicated. How does that work?
Slaughterfest 2012 MAP30: "Anathema"
Zachary "Ribbiks" Stephens, 2012
Playing Anathema for the first time - especially if you're just starting to warm up to properly-designed slaughter combat in classic Doom - is like being cast into the belly of a horrible and colossal machine of metal and repeatedly breaking out of its grip for multiple hours. It's one of the most perfect combinations of music and Doom level design I've ever experienced. In playing it, it's easy to see that Ribbiks is set to become one of the most defining authors of the following decade of Doom level design.
Sleepwalking MAP03: "Unlearn to Breathe"
Ravendesk, 2024
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Prayer
Daerik, 2024
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