- Project Name: Stronghold: On the Edge of Chaos
- Game: Doom II
- Engine Needed: GZDoom & Zandronum
- Game Type: Singleplayer & Multiplayer
- # of Maps: 39
- # Contributed: 1
- Status: Released
- Release Date: 11/08/10
Stronghold: On the Edge of Chaos is a very large mod released for ZDoom. This mod creates a new gameplay mechanic where you must fight off waves of enemies without dying or without them over-running your base. You can buy equipment and items between sessions in a hub map before diving back into a new fight. The mod features a ton of high quality maps, new weapons, powerups, new monsters, various gamemodes, tons of new artwork, and so on. You can read more about Stronghold at the ZDoom wiki and Doomwiki, as well as visit its homepage.
I actually had very little involvement with the project, and the details behind my eventual contribution are a bit hazy now. I believe I was approached by Tormentor667 at some point to see if I would be interested in contributing to the project. I either agreed to contribute something and then ran out of time/motivation, or I agreed to just submit a half-finished map that I had been working on around that same time. The latter is what eventually happened; my sole contribution, STR13: Inferno, was actually an unfinished Skulltag Invasion map that I was doing for a project titled Ultimate Doom Invasion (or something along those lines, my memory is hazy).
The original map for the Ultimate Doom Invasion project was going to be my take on E4M2: Perfect Hatred, tentatively titled Animus Perfectus. However before getting very far with the map, I either got bored of working on it, or the main project stalled and was canned. So I had the half-finished beginnings of an invasion map collecting dust. When approached by Tormentor667, I offered up the unfinished map to him, and he tweaked it so that it would be usable in Stronghold. Funnily enough, there was very little added to the map by Tormentor667 after I gave it to him. Some textures were swapped around, fog was added, some Stronghold-y bits were added, and that’s about it. I expected the map to be greatly expanded when I offered it, but that didn’t happen. Here you can see what it looked like before I handed it off to Torm, and what it looked like in the final version. If I had finished it per my original vision, it would have been a much larger map with more areas to run around in. It came out pretty decent without that extra work though, I suppose, and it was neat to have something that I made in the final release.
And that is the extent of my involvement in the project; in fact, I had almost completely forgotten about the contribution entirely, and just recently remembered it in order to make this page almost 6 years later!