DBP37: AUGER;ZENITH

From DoomWiki.org

DBP37: AUGER;ZENITH
Title screen
Authors Doomer Boards Community
Port Limit-removing
IWAD Doom II
Year 2021
Link Doomworld/idgames
Cacoward-2018.png This mod was a runner-up for the 2021 Cacowards on Doomworld!

AUGER;ZENITH is a Doom II megawad for limit removing ports by various authors from the Doomer Boards Community, led by SuperCupcakeTactics, and is the thirty-seventh installment of the ongoing Doomer Boards Projects series. It contains twenty-two new single player levels, as well as a total texture conversion which replaces most of the in-game textures (and some SFX) with custom ones designed to create a heavy cyberpunk aesthetic. However, the appearance and behavior of monsters is generally identical to vanilla Doom II. Despite being limit removing, the WAD includes several optional features for advanced source ports such as GLDEFS and a MAPINFO lump.

The megawad was released on both the Doomer Boards and the Doomworld forums on July 4th, 2021. The release threads were updated on July 6th with three optional add-ons and subsequent release candidates were released on July 15th and July 18th, with the final one uploaded to idgames archive on July 26th, 2021. It was named as one of the runners up at the 2021 Cacowards.

Plot[edit]

--- Neo Shotkon City 2198 A.D. ---

In the recesses of cyberspace, a maelstrom of evil blood infected the pneumatic tubes of global biocomputing. The dark consciousness recruited every semblance of artificial intelligence lost within seas of metadata, each spanning across decades of technological and societal struggle since the 21st century. Each node resonating with ethereal desires, conduits of unknowing interaction between beings of differing worlds. This technology opened the door to monsters familiar only to itself: Demonic natures attracting one another, wishing for a new home, yearning for their own creators. The Motherboard is lonely no more.

Content[edit]

Built-in demos[edit]

This WAD features three built-in demos. All require Doom II v1.9 to view them. The demo levels are:

Demo Level Skill Tics Length
DEMO1 MAP05: Mega-City Vengeance 4 8285 3:56.71
DEMO2 MAP14: Azure Wasteland 4 3878 1:50.80
DEMO3 MAP08: Corporate Loophole 4 5216 2:29.03

Optional add-Ons[edit]

The following optional add-ons were bundled together and added to the original posts on the Doomer Boards and Doomworld release threads on July 6th, 2021.

  • DBP37_AlternateBlaster adds a new sound effect for the pistol, alters the chaingun muzzle flare, and makes zombiemen's muzzle flashes red. This was created by 40oz and posted in the project's development thread on June 21st.
  • DBP37_DeckardBlaster is the same as the previous add-on, except that it replaces the pistol sound with a high-quality sound bite of Deckard's blaster from Blade Runner.
  • DBP37_EDGEBreakingGlass was created by Lobo and allows the breaking glass effect to work on the EDGE sourceport. It was uploaded to both release threads on July 4th.

Development history[edit]

The project's genesis dates back, at latest, to November 2020, when 40oz mentioned in a forum post that he had the groundwork laid out for a potential nighttime city theme[1]. Another forum post in December revealed that 40oz's nighttime city textures were part of a cyberpunk theme being put together with SuperCupcakeTactics.[2] After a brief hiatus from the Doomer Boards, SuperCupcakeTactics would return to the forum during the development of DBP34: Luminous Gloom and the cyberpunk DBP would be scheduled to launch a few months later, with the development thread being created on June 1st, 2021. The resource pack for the project came bundled with a work-in-progress version of the first map, a demo map showcasing the breaking glass effect (created with the help of Joe-ilya) and a GLDEFS lump created by matador. In a follow up post, SuperCupcakeTactics also uploaded a set of prefabs containing furniture he used in his map and some cityscape prefabs developed by Redead-ITA for mappers to use in their own maps.

Development moved at an unusually quick pace, with three maps (maps 2, 7 and 13) being completed before the end of the first week of development, leading Joe-ilya to opine that the project could, "reach 15 maps by the end of the month if this pace is kept up". The first and most significant of several resource pack updates occurred on June 12th and saw the addition of several new ads designed by SuperCupcakeTactics as well as neon signage designed by 40oz and Princess Prozac. On June 29th, SuperCupcakeTactics announced that he would be extending the deadline for the project by two days, with the project's final release being scheduled for July 3rd. On July 1st, development for the next DBP began and remaining development on DBP37 was moved to a separate thread, work being done concurrently on both projects. Due to time constraints, a full-fledged end credits map was not present in the initial release, with Map 22 being released in the second release candidate.

Speedrunning[edit]

Current records[edit]

The DSDA episode records for DBP37: AUGER;ZENITH are:

Run Time Player Date File Notes
UV max run 2:23:47 seejay39 2022-04-20 AugZenD2All.zip

The data was last verified in its entirety on July 28, 2022.

Gallery[edit]

Trivia[edit]

  • The WAD's title refers to mankind's unchecked social, technological and cultural progression and subsequent stagnation, with the caution strip in the logo representing the last technological barrier reached by mankind.[3]
  • As a heavily cyberpunk-themed WAD, AUGER;ZENITH makes multiple direct references to cyberpunk and sci-fi cultural works including RoboCop, Blade Runner, Escape from New York, Snatcher, Deus Ex, Judge Dredd, The Matrix, and many others.
  • The WAD includes numerous references to the cyberpunk graphic adventure game Snatcher from 1988, written and designed by Hideo Kojima: Neo Shotkon City is an obvious nod to Snatcher's setting inside Neo Kobe City; the player's flying car seen at the start and end of many levels is the same vehicle used by Snatcher's protagonist Gillian Seed; the blue cityscape shown in the intermission screen graphic is taken from Snatcher's opening cinematic, while the text screen makes use of the track "Innocent Girl" from the game's soundtrack. In addition to that, MAP01: Glass Messiah uses the opening theme of the PC Engine Super CD-ROM² release of Snatcher from 1992, "One Night in Neo Kobe City", as its soundtrack, while the final level, MAP22: Twilight of Neo Shotkon City, plays the track "Twilight of Neo Kobe City", which is the opening theme of the original release of Snatcher from 1988 for the PC-88 and MSX2 home computer systems.
  • While the WAD references Hideo Kojima's body of work at several key places (besides the allusions to Snatcher mentioned above, the music playing over the title screen is a MIDI rendition of the opening theme from the game Policenauts, written and directed by Kojima, and released in 1994), no overt references to the Metal Gear franchise, for which Kojima is most well-known, are included. However, MAP10: Photon Geyser uses a MIDI rendition of the main theme from the 1981 John Carpenter movie Escape from New York, featuring Kurt Russell as Snake Plissken, who served as one of the main inspirations for Solid Snake, the central character of the Metal Gear series, with the beginning of the map also very much modeled after the dystopian version of New York City depicted in the film.
  • When pressing the use key during the intermission screen, as well as at certain moments inside some of the maps, a short musical excerpt from the symphonic fairy tale Peter and the Wolf by Russian composer Sergei Prokofiev is played, consisting of the first six notes of the theme representing Peter. This sound bite is taken from, and an allusion to, the movie Blade Runner 2049, where it used as a sort of brand tune, representing the Wallace Corporation's line of holographic products, and by extension, its CEO Niander Wallace, the main antagonist of the story, suggesting a link to the noble hero Peter from the fairy tale, who tames nature's cruelty through cunning and courage; the irony being that the character of Wallace in the film very much symbolizes the evil, ravenous wolf.
  • All of the foreign text textures translate to "Love and Peace" in their respective languages.
  • Changes to the monster sprites were proposed twice during development, with Joe-ilya suggesting the use of sprites from Kick Attack! and 40oz suggesting a recolor of the chaingunner's shirt, though neither idea would wind up being used.

External links[edit]

References[edit]

  1. 40oz. "City theme wads?" at Doomer Boards. 2020-11-30. Retrieved 2021-12-27.
  2. mrneigh3000. "Ideas for themes!" at Doomer Boards. 2020-12-05. Retrieved 2021-12-27.
  3. SuperCupcakeTactics. DBP37: AUGER;ZENITH at Doomworld. 2021-12-18. Retrieved 2021-12-27.