|This mod received one of the 2006 Cacowards on Doomworld in the Mordeth category!|
Crucified Dreams is a 42-level Doom II deathmatch megawad for BOOM-compatible source ports. Released on June 16, 2006, it is a spiritual sequel of GothicDM (1997), GothicDM 2 (1998), and Gothic 99. A handful of its team members also contributed to the Gothic Deathmatches series. The project was started in 1998 by Scott Cover (Covaro) with the project lead role handed over to Derek MacDonald (Afterglow) in 2000.
At the 2006 Cacowards ceremony it was declared one of the ten winners, and understandably also picked up the Mordeth Award for its prolonged eight year development time.
Levels for the WAD were made by:
- Andy Kempling (aurikan)
- Anthony Soto (Swedish Fish)
- Brad Carney (Carnevil)
- Chris Martin (Hypostimus)
- Christopher Lutz
- David Gevert (Dagger)
- Derek MacDonald (Afterglow)
- Jonas Feragen (Chrozoron)
- Jonathan Rimmer
- Kerkko Välilä
- Kim Malde
- Lee Szymanski
- Malcolm Sailor
- Michal Mesko (msquid)
- Mike Watson (Cyb)
- Nick Baker (NiGHTMARE)
- Qingshuo Wang (piXel reX)
- Scott Cover (Covaro)
- Seth Gordon (Rhoq)
- Tommie Quick (Fatal)
- Travers Dunne (Hobbes)
- Wouter van Oortmerssen (Aardappel)
- Yashar Garibzadeh (GeminI)
Music for the WAD was written by:
The project was formed in 1998 by Scott Cover (Covaro) as a 3-level add-on for GothicDM 2, giving tribute to the Gothic Deathmatches series. With other community members thinking about mapping using the Gothic DM textures, he decided to make Crucified Dreams a team project targeting BOOM.
After the May 1998 release of GothicDM 2, Covaro acquired its leftover assets that didn't make the 32-level cut. This includes four maps by Travers Dunne and one Nick Baker/Malcolm Sailor collaboration that appears as MAP15/MAP34. MAP25 made by Hypostimus during GothicDM 2's development is a remake of popular Quake add-on map dakyne.bsp by Mike Burbidge (G1ZMO). Ola Björling also had a small gothictx.wad-themed level started during the same period. New level submissions were made in 1998 and 1999 by Qingshuo Wang, Tommie Quick, Derek MacDonald (Afterglow), and a then-unknown Kim Malde whose debut "Faith Erebus" entry is a scenic preview for his impressive design work to come in 2002's Alien Vendetta.
In early 2000, project development slowed and Covaro stepped away from Doomworld and other online community activities. Project lead duties were passed onto Afterglow who took a more hands-on approach to finish the megawad. He improved the level-of-detail of existing levels and modified some layouts restricted by narrow hallways typically seen in single player designs.
More levels were brought in from other projects with unreleased assets including Michal Meško's MAP05 and Dagger's MAP10 originally intended for Gothic 99 but neither were done on time. MAP27 by Kerkko Välilä was completed for SlaughterDM but was thought to have been permanently lost in a hard drive crash. It was later recovered along with Dagger's MAP35 and MAP38 also made during SlaughterDM's development. MAP09 is a modified version of Skulltag's old D2DM3 that appeared in versions 0.93 to 0.95k. Chris Lutz' MAP28 is a deathmatch-only update of Caverns of Darkness' secret MAP12.
2000-onward, additional team members submitted brand new levels that met more modern standards. MAP12 is generated with WadC, a scripting level editor programmed by map author Aardappel. Jon Rimmer's MAP04 showcases gothic arch visuals rarely seen in the Doom engine. MAP11 by Lee Szymanski is designed around tiered-fighting typical of post-Doom arena shooters, making it the megawad level with the best-received gameplay.
Some levels hit technical limitations of the Doom engine. "The Final Cut" MAP29 and MAP30 were a single level split in two to fit within sidedef static limit size of 32,767 before limit-removing source ports doubled this limit. To support a snowy weather effect, MAP99 contained excessive two-sided linedefs that wouldn't allow the level to run in boom.exe. For this reason it was put in an unconventional map slot requiring a MAP33 secret exit, idclev cheat, or -warp parameter.
After a deliberate, iterative development process mostly done by Afterglow, v1.0 of Crucified Dreams was released on June 16, 2006. A final bug fix v1.1 release followed on June 22, 2006.
Source ports supporting a MAPINFO lump such as ZDoom and Eternity Engine will grant access to an additional ten levels beyond MAP32. The extra maps are remixes and unreleased b-sides packaged alongside the core megawad.
All tracks by Nicklas Linnes are untitled. Most tracks written by Nick Baker are rearranged and remixed by Vincent Fong.
- Crucified Dreams web site (archived 🏛)
- "Crucified Dreams - About." (archived 🗺). Retrieved 5 October 2020.