This is is about a DOOM mod I wrote. Except, not really. This post is actually about the the surreal and frightening sensation of getting old. Way back in 1995 I made a map pack for DOOM2 called “Slugfest”. As far as I can remember it was well-received, although I haven’t thought about it in years.
Last week someone posted a YouTube video where they played through that old map pack. Back in the day, I would have been giddy with excitement at the prospect of watching someone else play though my levels. But here from my vantage point at the tail end of 2021, I feel something very different.
Link (YouTube) |
So let’s talk about these maps…
MAP01

I was 24 when I made this, which means this was a little over half my life ago. According to the text file I packaged with the mod, I spent “between three and four months”. On this map collection. Since there are ten maps, this means I spent an average of 10 days on each level. And yet, I’m watching this person play through the first map and I don’t even feel a tingle of recognition. None of this looks familiar.
It’s one thing if I forget the layout of a level I played. I’m sure there are a handful of 90s games that would look unfamiliar to me now. But it’s weird that something I personally created can vanish down the memory hole like this. I must have spent dozens of hours of my life crafting this level, placing items, choosing textures, and playtesting the level, and yet if you showed me this level out of context I wouldn’t even recognize it as my own.
I wonder how much of our lives simply vanish like this. How many days or weeks have I spent working on other projects that eventually died and were then completely forgotten, making it as if those hours never happened?
MAP02

I do remember this map. Specifically, I remember the long passages with the holes in the ceiling. I remember I was very interested in using zone lighting to simulate the effect of shadows. Basically, the map author could control the brightness of different vertical chunks of the map. If you were careful, you could effectively “draw” primitive patterns of light and dark.
This was still a year before Quake gave us baked-in shadow maps, and almost a decade before the existence of graphics hardware capable of doing much in the way of real-time shadows. So these hand-drawn shadows were state-of-the-art at the time.
It’s interesting that this player has chosen to 100% the maps: All monsters, all items, all secrets. I really appreciate that, since there’s no way I would remember most of these secrets.
MAP03

Okay, this looks like more of the same. It’s a bunch of random hallways with more hand-drawn shadows. So rather than comment on this level, let’s have another look at that text file…
Submitted October 25, 1995 Author Shamus Young Credits Thanx to Strider, for all his helpful advice and also to Cliff, for bugging me until I got it done. Thanks to my brother Pat, for hogging my computer for hours to test this thing. (as if it was a burden) HUGE ThanX to the gang at ID! Also thanks to Denis Möller (for NWT), Raphael Quinet (for DEU and DEU2), Matt Fell (for the Doom specs), and Kevin Roels (for the status bar graphics) Base All new levels from scratch Build Time Between three and four months Editors Used DEU2, NWT, MIDI2MUS, BSP Bugs The game will sometimes crash on level four for no apparent reason. I suspect it might have something to do with the light switch on the East side of the map, but the problem is so rare I can't be sure. If anyone knows why, or finds any other errors, let me know, I LOVE having people point out my mistakes. ;-) Text File ============================================================================= Title : SLUGFEST.WAD Author : Shamus Young Email Address : Misc. Author info. : My first name is pronounced with a long "a" and a : short "u" (so it sounds like "famous") : Description : 10 levels for DOOMII! These are high quality : levels, not just a bunch of boxy rooms with : mismatched and unaligned textures. The levels : include new sounds, new graphics, and all - new : music! The final level puts you up against the most : hideous monster you've ever seen: a hundred foot : high picture of my face! For more info on what : you'll find before you play, check out the : "additional notes" section at the end of this text : file. Enjoy! : Additional Credits to : Thanx to Strider, for all his helpful advice and : also to Cliff, for bugging me until I got it done. : Thanks to my brother Pat, for hogging my computer : for hours to test this thing. (as if it was a : burden) HUGE ThanX to the gang at ID! : Also thanks to Denis M”ller (for NWT), Raphael : Quinet (for DEU and DEU2), Matt Fell (for : the Doom specs), and Kevin Roels (for the status : bar graphics)
I know that “Strider” was my friend Vince. He chose his name based on the brand of bike he owned as a child in the 1960s. He’d never read Lord of the Rings, and so he was a bit perplexed when the people he met online assumed he was a fan.
But Cliff? Who is Cliff? I have no memory of anyone named Cliff. Was this an on-line friend, or someone I knew IRL?
Also, I just want to reassure you that YES, I am feeling the appropriate level of cringe for my deliberate (yet no less embarrassing) spelling of “ThanX”. Ugh. I’m also not a huge fan of how the author proclaims the work to be “high quality levels”. History seems to support this claim,It seems to be well-reviewed. but it’s still unseemly to have the author saying so. Good work speaks for itself.
I realize the person who wrote this text file was an earlier version of myself, but I don’t really recognize him. He feels wholly alien to me, both in terms of writing style and general attitude.
MAP04

I vividly remember this map. In fact, I think here we can see a pretty good snapshot of my particular style of design.
- Holes in the ceiling / overhanging ledges to justify shadows. It’s a good trick and I think it holds up. I just wish it wasn’t the only trick.
- Open courtyards with pools of water, because I thought vast open arenas were “boring” and needed extra details to fill them in. (I guess I thought open arenas were for picnics and not gameplay?)
- Generally unclear flow. I didn’t like when levels were a linear chain of rooms. Fair enough. But my solution was to have an open design built around a large central hub. That’s fine once in a while, but you can’t do that for every level because sooner or later the player is going to say “Damn it. Just tell me where the next keycard is. I’ve killed all the monsters and I just want to know where to go next.”
- Open design that has all of the monsters converging on your position. You can see what appear to be drains in the water tunnels, where the ceiling is just a couple of inches above the water. The point of these was to connect the outer hub to the central room, so that the sound of your weapon would wake up all the monsters as soon as you pulled the trigger the first time.
- I tested maps in isolation. That is, I’d begin a map from the default new game state of starting pistol and no armor. I’d tweak the level until I could beat it under these conditions. This meant that the levels were much too easy once they were part of a series of levels where you carry over resources from previous levels.
- Kitchen-sink item placement. Every level seems to have every weapon and every powerup. They also seem to use almost every monster. In the original games, levels would be built around a specific idea. “Let’s fight lots of Monster A in close quarters with a shotgun, then we’ll fight Monster B and C in an open arena with plasma, and then we’ll do an ambush where low-tier foes pop out and we have to mop them up with the minigun.” In my levels you’re always fighting a little of everything and you’ve got plenty of ammo for whatever guns you favor. I probably thought of my design as offering “more variety”, but now I look at it and it just seems unfocused.
- The levels shift between open courtyards and dark corridors. That’s not bad, but I think we could use a little more variety in terms of layout. Some of the CQC areas could be even closer, and we could stand to have fewer straight corridors.
This stuff isn’t bad, but I’ve learned a lot in the additional quarter century since I made this. Also, I think some of these secrets are pretty good.
Let’s skip ahead a bit…
MAP09

Back in the day, this level was the big attention-getter of the collection. It was inspired by the scene near the end of Time Bandits when the characters were stuck in a cage over an infinite black abyss. My idea was to have imps stuck in floating cages on either side of the walkway, flinging fireballs at you. But because of limitations with how the DOOM engine works, I couldn’t make it look like the cages were really floating if I wanted to have monsters in them. So I had to stick the monsters on pillars.
I don’t like that falling off this narrow walkway is certain (but not instant) death, but I have no idea how you could fix that without compromising the visual design.
MAP10

Ouch. The cringe is real. The final boss is a cyberdemon, trapped behind a massive billboard of my face.
According to the text file, this picture is from the night I took Heather to prom, although this one seems to be different from the picture I remember. I wonder who took this picture, and I wonder what happened to the original.
Also, how the heck did I scan a picture in 1996? I doubt I owned a scanner. Consumer-grade digital photography was still years away. It wasn’t like you could just whip out your phone and and bring images into the digital world like you can today.
In any case, that was a fun and slightly uncomfortable trip down memory lane. Thanks so much to the YouTuber Roofi for posting this.
Footnotes:
[1] It seems to be well-reviewed.
Artless in Alderaan
People were so worried about the boring gameplay of The Old Republic they overlooked just how boring and amateur the art is.
Batman: Arkham City
A look back at one of my favorite games. The gameplay was stellar, but the underlying story was clumsy and oddly constructed.
Mass Effect Retrospective
A novel-sized analysis of the Mass Effect series that explains where it all went wrong. Spoiler: It was long before the ending.
Black Desert Online
This Korean title would be the greatest MMO ever made if not for the horrendous monetization system. And the embarrassing translation. And the terrible progression. And the developer's general apathy towards its western audience.
Why The Christmas Shopping Season is Worse Every Year
Everyone hates Black Friday sales. Even retailers! So why does it exist?
T w e n t y S i d e d
Thank you for sharing this, it was fun :)
>How many days or weeks have I spent working on other projects that eventually died and were then completely forgotten, making it as if those hours never happened?
I see this the other way around. Be glad that you have no perfect memory! Otherwise you would be able to recall every single minute wasted, or doing dull stuff, or in extreme pain, along with every single pebble on the road. My bet is that even for the greatest lifes ever lived, they outnumber the “good parts” by a wide margin.
People that say immortality would get boring must live such boring lives that they don’t have anything interesting to forget (or so freely privileged they only ever do exactly what they want)- you don’t even need to postulate the infinite vastness of space and humans spreading throughout the stars when a mere couple decades is enough to completely forget all but the most basic details of any but the most formative works, even things you made yourself. With enough time you could experience almost anything again for the first time. All those things which are not most important, the little things that are nice but not earth shattering, you would constantly be rediscovering, sometimes recalling and sometimes not.
Going through my DnD notes/homebrew, which only cover the last decade, there have been quite a few things I’d completely forgotten, though I remembered them once prompted. And now I get to re-evaluate them, see what lessons I did or didn’t learn, and if there’s anything worth bringing forward. I’ve searched up threads on GitP which I did not recall to the point that I’d read an old enough post and think “that guy’s not so bad, kinda missing the point though” or “hey, some people got it right even back then,” before noticing it was in fact my post
I don’t know whether I’d get bored if I lived forever, but I’m pretty confident I could avoid lethal ennui for a few centuries, no problem. I say gimme those first and check back how I feel after – I’ll letcha know whether I want to re-up then. ;-)
In the Vorkosigan Saga books, there’s a character with a perfect memory, due to a chip installed in his head. Unfortunately, there’s no way to delete anything, even when he’d rather want to. He happens to be the head of the country’s intelligence agency.
It turns out the things he’d most like to delete is all the weird porn he’s seen in the course of his job.
Typolice:
I’m not sure what’s missing between “didn’t” and “when” (“like it”, perhaps?), but something was clearly misplaced.
Anyway, I never engaged into building Doom levels (I tried it with Duke Nukem only, but I don’t think I ever published anything), but I have certainly ran into old pictures I’ve drawn or stories I wrote that I have little to no memory of. It feels odd to laugh at my own old jokes, be impressed at the imaginative stuff I used to come up with for drawings or even be surprised by an unexpected plot twist that I myself wrote. Of course, there’s also a ridiculous amount of cringe, which makes me thankful that I never actually went and made most of this stuff public (save, of course, for the stuff I did in school).
The “thanx” is pretty standard 90s leetspeak.
It would be amusing if Cliff was your friend with the scanner that you lent the photo to, only to forget both him and the method of his scanning the picture in and handing you the image on a floppy.
In regards to memory of your own creation, I made a crap ton of little comic strips in middle school and started trying my hand at webcomics in high school and into College, and there’s so much that would be unfamiliar to me now in both the process of making it and even the reading of some of it. I’d had an odd fresh set of new eyes that would be able to look at it objectively rather than with the hopes that my creation would somehow validate my existence.
This even happens when it comes to reading old stuff I wrote. Heck, stuff as old as five years ago will often seem written by a stranger to me now. Perhaps part of it is how the brain writes and rewrites over certain memories, leading to things like seeing your mother in her current/last known state despite reflecting back on when you were a kid and knee-tall. The brain is a fascinating thing.
I was looking at one of Shamus’ old articles yesterday and laughed my head off on one of the comments before I realised that I wrote it.
Is it still pathetic to laugh at your own jokes when you don’t remember telling them?
I’m actually quite glad most of my teenage/early 20s blogs have vanished from the face of the internet. They’re probably one some archive somewhere, but you’d have to know they exist first.
The webcomics, not so much. I was a much worse artist and writer then, but I’d still like to share it with my hypothetical kids so we can laugh at them.
Those maps seem like a solid accomplishment – certainly better than the boxy monstrosities I put together in Half Life..
Out of curiosity, how did you find out about the youtube video?
They actually emailed me.
Which, now that I think about it… where did they get my email? I got this address in 1999, so it wouldn’t have been in the text file.
Weird.
Uh, you’re enough of an internet celebrity to have your own entries in TV Tropes
Someone was probably reading the notes and said “Shamus Young, THE Shamus Young?” (imagine in “THE Joan Wilder?” voice).
They found him, I don’t know how but they found him.
I assume that the email address in question isn’t a public-facing one. Probably one connected with a different pre-TwentySided project.
I want to play slugfest.wad now
Yeah, the link to get it should be more prominate.
Actually, you could host it yourself and it would probably be smaller than many of your images.
embed it in every picture of the blog. So whenever people download a picture from here and share it they also share the mappack
I had this happen to me recently. I remember owning an SNES game around 1995 or 1996 (it was called Super Valis IV) and I do remember the box art. This game was recently released on the Switch as part of the SNES online, I fired it up, and…..near zero memory of the game. I only vaguely remember the super power weapon options, but don’t remember the gameplay, enemies, or maps at all.
As far as Doom II WADs, I remember downloading just a small amount (ah, 90s internet). My main memory is one that was Simpsons themed so you saw your yellow hand on the guns, Simpsons characters as enemies, the health packs were changed to donuts, and picking one of them up played the .wav file “Can’t murder now, eating”.
“HUGE ThanX to the gang at ID”. Did you think id was short for I.D. or did you just capitalize their name because 1337speak?
Typolice:
Should be “a large central hub”.
Reminder that one of your maps, Doom City, is listed in Doomworld’s Top 100 Most Memorable Maps.
Have you tried any of the modern WADs like Eviternity?
Cool, Shamus has his own DoomWiki page.
Whoa! Shamus’ old site is archived on the Wayback Machine! I am definitely linking that…
https://web.archive.org/web/19970321092606/http://www.nauticom.net/www/avatar/
cringefest.html
Incredible. I forgot this page existed. Oh hey! That animated gif in the bottom-right! I remember making that in TruSpace.
Oh, those innocent days when you could put your un-obfuscated email on the internet for all to see.
I remember hating nauticom, my dial-up provider at the time. Low speeds, disconnects, zombie connections where you were connected to their system but not the internet. I miss the pre-spam days of the net, but I don’t miss those dreadful mom & pop dial-up ISPs.
Your hatred of Nauticom becomes obvious just a few months later, in typical Shamus fashion.
https://web.archive.org/web/19970821034630/http://www.nauticom.net/www/avatar/
cringerant.html
Typo-police…
Be sure to fix it, 25 year-ago Shamus!
If there’s a better example of the phrase,
“The more things change, the more things stay the same” than Shamus writing long rants like this in the late 90s, I’d like to it. Well, except now Shamus is able to do this full-time.
Oh, my God. now that rings my nostalgia bell, even if I never went to that particular website before.
Right??? Like, holy dang, it’s the internet of my childhood! Honestly this resonates with me even more strongly than 80s nostalgia shows. (Which, to be fair, are mostly set in small towns/big cities in the continental US, whereas I lived on Kodiak Island in the Gulf of Alaska.)
https://www.cameronsworld.net/ Geocities throwback site.
Oh mu God! THIS IS GLORIOUS!!! Thank you so much for sharing :D
As 90’s as it looks, though, it’s actually fairly restrained, and has some actual art direction. It’s definitely not as tacky as the vast majority of other sites at the time…
“My goal is to someday help design and produce a computer game.” – Shamus in 1997
Congratulations, Shamus!
To be fair to young Shamus, if those maps were made over a series of weeks, with both self-testing AND another playtester, and looking at those screenshots – they do seem to be in the better class of map packs/mods.
As he points out, they are pretty well reviewed. And when he was talking about the shortcomings of his level design, I was mostly thinking “that sounds *utterly unlike* the stock Doom and Doom 2 levels I remember” – folks probably appreciated a different approach.
Also, it’s kind of weird to realize that in the mid-90s, “state of the art lighting effects” were possible for one guy messing around with a mod.
To be fair, many games were built with small teams of 1-5, one of which was responsible for the entire engine.
Did you have an issue with people pronouncing your name incorrectly?
Sham-(Mouse/Moose) would be the opposite of the pronunciation guide but I can’t see anyone reading Shamus that way.
“Did you have an issue with people pronouncing your name incorrectly?”
All the time. People got it wrong more often than right. The most common mistake was using a short a, like in “ham”. Sham-us.
And now we finally know it’s pronounced Shame-us, and not Sham-moose.
;)
It has to be ‘Shame-us’. Otherwise, how would we make puns with it?
I have actually always pronounced it correctly, because growing up my favorite Atari game was Shamus and someone at the time told me that was how it was pronounced. (Which obviously isn’t the only way, but worked out in this case!)
Interesting!
The name was somewhat common in the shows I watched growing up so I only heard your way to pronounce it. Usually a detective or police officer would have that name, probably due to it being a synonym.
I think I’ve been pronouncing it wrong for years.
Although now that I think of it, I must have heard it said out loud in some podcasts, and haven’t noticed it pronounced differently than I would do it… As they often do, I feel like the English pronunciation guides cause more confusion than help to me. I can’t in my head formulate how I would make “Shamus” sound like “famous”. Maybe it’s from not being a native speaker.
Yeah, they’re going to fail a whole lot. I’m a native English speaker and new words are still a crapshoot. The only constant rule is “memorize it”.
Remember we drop the e’s from things when we add suffixes, but still pronounce it the same. You’ve got trade and trading, breathe and breathable, etc. So it’s Shame-us, instead of Sham-us. Also not Shamu-s, like the famous killer whale (Sham-oo).
And this spelling’s actually easy mode. The other common spelling is Seamus, I have no idea how that one works.
Seamus reminds me of Sean->Shaun. Like Sean connery being pronounced as Shaun Connery. Probably something scottish.
Seamus is Irish, according to Wikipedia.
Sean, of course, falls into the same trap; I thought it was pronounced Seen like Bean when I was young, because what else could those letters possibly be?
Hi there! I come from the Doom community and I actually have a project called ”Wadarcheology”, where we explore and rediscover old WADs from 1994-2004. https://www.doomworld.com/forum/post/2418488
SLUGFEST.WAD is one of those rare mapsets from the 90s that actually are fun to play and even have visual merit. I can understand your embarrassment at seeing that past, haha, but I find it a lovely time capsule worth rediscovering, either to admire how we evolve over time or just how old we are. SLUGFEST is a solid example of a good WAD made in the 90s, considering that, if you were a Doom player during that time, 90% of public WADs were… of dubious quality, but SLUGFEST is simply too fun and attractive for its time.
Thanks for creating this article, a little piece of history worth remembering.
You really think someone would do that? Just go on the Internet, dig up your old cringe, and show it to people?
[looks pointedly at Twitter]
Yes, but on Twitter you do it to wreck someone’s life.
This, however, was surprisingly wholesome.
I’ve never played a DOOM game so I can’t speak to these levels (though I trust the critical reception), but I had a similar sort of experience recently with some levels I made with the Portal 2 in-game level editor. I made two levels with it soon after it released nine years ago (and put them on the workshop), then pretty much forgot about them until earlier this year when I had the idea of going back and playing them to see how much I remembered. It was definitely an interesting experience (and amusingly I managed to get myself with a little surprise trap door that I’d put in the second one and forgotten about!). Some parts were instantly memorable upon seeing them again, some parts not so much (though it’s not like the levels were difficult enough that I got stuck – I either wasn’t interested or wasn’t capable of making particularly challenging levels at that point). I also recently came across an old book of drawings I did when was <10 years old, and it was amazing how for most of them upon seeing them I could instantly recall what pretty much every detail was meant to be about, though I'd long forgotten about them in general. Memory is a funny thing.
Guess it’s time to join the industry leaders and take a dump on your creative legacy with an over-priced remake of SLUGFEST.WAD complete with full voice acting, incomplete re-texturing, and obnoxious DRM which will make it unplayable in six months. Don’t forget to gender-swap the protagonist for no reason!
Don’t forget it’s Shamus Launcher exclusive. Or does that go without saying?
I thought that came under the heading ‘obnoxious DRM.’
Also, make sure to take down the original SLUGFEST.WAD wherever possible, and threaten anyone uploading or distributing it with legal action. Can’t have people something that we now charge for if they didn’t pay!
Bonus points if you can come up with some bundled program that will detect the old SLUGFEST.WAD on a user’s computer and automatically delete it. It’s the future of DRM I tell you!
Self-Typolice: there should be an ‘own’ in the second sentence of the above post.
Well, that’s a self-pwn if I ever saw one.
Is that a thing that happens? ‘Cause that would amuse me tremendously.
And microtransactions, don’t forget microtransactions!
And then, on the other end of the spectrum, I can still VIVIDLY remember forum posts I made as a teenager that I would pay a substantial amount of money to forget.
Don’t feel too bad about this – id did the exact same thing!
“It’s a good trick and I think it holds up. I just wish it wasn’t the only trick.” this describes so much of my proficiency with tasks in the real world
It’s awesome.
You created something that other people enjoyed, and even enjoy now.
It might feel cringy to you in the same way hearing your own voice recorded somewhere feels cringy. But as an external viewer, all I can say is that I would feel proud of that kind of creation.
(On the other hand, I understand why the photo in the game might be too much, though, even if, by itself, it’s actually a cool photo…)
Thanks for sharing.
:-)
The photo is fine. Besides, Gnuoy Sumahs is a way cooler demon name than Oremor Nhoj.
I find it interesting that many of the reviews on doomworld (which are generally good) specifically call out chapter 9 as the worst level in the mod. While you mention that Chapter 9 was originally the “attention-getter.” The reference to Time Bandits is also completely lost on the reviewers (as it would be on me if I didn’t read it here).
That was a cool trip down memory lane, thank you for sharing :)
I’ve also had it happen that I find a neat comment on the vast Youtube of all places, that I only seconds later notice was written by myself years ago, and I have no recollection of it
Didn’t you write a detailed blog post about those levels? I vaguely remember mention of it a few years ago? It didn’t seem like they’d fallen into the memory hole by then…
I wonder when exactly the hole formed?
That’s why I obsessively store my old project notes in boxes and hard drives, so I can stumble across them years – maybe decades – later, and feel guilty for not finishing them.
It’s a very healthy coping mechanism.
A fun reminder that we are in this stage of our Theseusian voyage, neither the same as we were nor who we will become. You’ve got me wondering if we are changed within windows of time or by chunks of life experience. Probably both. Time without refreshing memories create distance from our past experiences, but particularly busy/chaotic/progress-filled periods of life move us away quickly from who we were.
I’m also wondering how many versions of ourselves we will be in our 60-90 years. To have totally forgotten that you made that level could just be a memory hole but have you ever watched an old video or listened to an old recording of yourself? I did that recently. It was startling. My 16 year old self superficially resembles my mid-30s self but I probably have more in common with a million people than I do with him.