Major Releases: (note, releases between these just have improvements to existing maps) Notes: Before P15, I had a lot of trouble finishing maps. It was mostly sprite work and coding in this phase (i.e., getting all of the skulltag content replaced and adding new weapons / getting separate pain/death sprites for zorch/flem) 06/29/2010 newskull.wad -- MAP01 (top of the world invasion) only, not much to it 07/01/2010 newskullP2.wad -- Skulltag weapons added 07/01/2010 newskullP03.wad -- MAP02 (sewer invasion) introduced 07/06/2010 newskullP04.5.wad -- Last release to have MAP01 (now a DM map), MAP03 (delta base invasion) introduced, added the SSG, propulsor now hurts you at close range, various flemoid changes (the tank-like quadrumpus was introduced in this version) 07/07/2010 newskullP05.wad -- better invasion spawner support, stopped trying to replace doom actors, more flemoid changes 07/20/2010 newskullP06.wad -- LMS01 (Skirmish in cold storage) introduced. All invasion spawners done 07/30/2010 newskullP07.wad -- Some GLDEFS implemented, HangingLight sprite added, dumb hasterune replacement added, maximus with armor sprite and inflateable chexman sprite present, MAP04 ("Into the darkness) introduced, it literally never got one sector added to it in any official release, and its (MP3) music takes up a lot of space. What a waste. It was originally intended to be a sort of half life parody. At this point I wanted to start working on the zorch gloves for that map (at least something good came out of it) 08/05/2010 newskullP09.wad -- Separate sprites for chexter being zorched and chexter being slimed added, 8/10/2010 newskullP11.wad -- Flem micro missiles and flaz ball sprites added, decadrumpus concept actor added (recolor), shoots those missiles, slime balls, and flaz balls, meant to be a boss in MAP03. These projectiles had decaldefs. 8/12/2010 newskullP12.wad -- LMS02 ("LOST Coast") added, this never really had much work put into it. I found it hard to make maps in Arch129's style. Significant changes to LMS01, added "Spam Can" Rage rune 08/30/2010 newskullP12.10.wad -- CL Zorcher added. It shoots phasing zorch balls. The Caustic zorcher, freezing zorcher, and frozen orb zorcher were added from Chex Quest : Ragnarok. My dumb MAP05 ("Frigate") was introduced, originally intended to be a DM map on a boat, really it was a box in the water with a very large music track. Crate Fortress (by Quadrumpusguy) added, and my first attempt at CTF mapping (a spawn area and a base) was added. INV04 (Central command invasion) was added too. 09/4/2010 newskullP12.A10.wad -- CL Zorcher no longer shoots phasing zorch balls, it is now as you see it today. Ghettoblaster (rickroller) introduced 09/9/2010 chexskulltagpackP13.wad -- zorch gloves more or less finished, LAZ Trooper's maps, DUEL01 ("TNCQ G2 Classic"), DM01 ("Pro Zorchmatch Arena"), MAP01 ("werehouse CTF") added. [Unknown date] ChexSkulltagPackP14.wad Unfortunately the exact date of this release is unknown, because wadhost.fathax is no longer available. I know for certain that it was released between 9/9/2010 and 2/22/2011, though. Added lucius octavian's DK Arena as DUEL02, my re-creation of Blast Corp's Jade Plateau as DUEL03, Lucius' Mario Zorchmatch as DM02, LAZ's Ghetto Brawl as DM03, Added LAZ's Warehouse CTF and Pathways above as CTF02 and CTF03, added more dumb skulltag runes replacements. The wad was very large in size (50 MB), but it has the most invasion map content of any chex pack release. 2/22/2011: CSP14.1.pk3 Due to an out of control file size bloat with ripped content, and a good review from Atariangamer, I decided to carefully review all of the maps that were in the pack, and switch to pk3 format. The only map in this release was DM04 "Underground storage base", a goldeneye style map that was later moved to ZM01. There were more maps coming, though, the main reason why it was the only map was because I needed to go through and fix some very sloppy texture names. I also now decided to take more time between "Phases" and have .X releases From now on I focused more on gameplay, and tried to find new ways to make good DM maps. 2/22/2011: CSP14.2.pk3 New invasion map, INV02, added, I decided to start over on the "night time outdoor base invasion map" idea because I was stuck on what to do next in delta base. This map did not get finished either, and I got stuck early on like I always do when I try to make invasion maps. In the 14.X and early P15.X era of releases, I re-added in most of the old DM maps from P14, added dual wielding weapons, added "The Subways" map, made a few more experiments with coop and CTF gameplay, and generally fixed up the layouts as needed for detailing and gameplay. 2/4/2012: ChexSTPackP15-11.pk3 Started testing untextured layouts for pvp game modes before deatiling, it was a very good idea Added a duel hub and started working on duel maps. Making duel maps really helped my ability to make player vs player maps. Also, E1M7 and E1M8 were made, I was also working on CTF maps 5/12/2012: ChexSTPackP16.pk3 8 duel maps, 5 CTF maps (complete), ZM01-ZM07 8/11/2012: ChexPackP16-1.pk3 Up to 13 duel maps 8/25/2012: ChexPackP16-2.pk3 Up to 14 duel maps, mostly released because Skulltag went away, also added E4 3/14/2013: ChexPackP16-3.2.pk3 Up to 17 duel maps, reason for the long delay between releases is there was a lot of experimentation with coop and coop is proving to be very difficult to master, Also I got a full time job now. Now I'm working on a large DM set that will be perfected in doom then retextured in chex. I'm also trying my best to learn how to make music, with some progress. 6/26/2015: ChexPackP16-4.pk3 4 maps added: (3 ZM and 1 duel map) Added "Subsurface" from FastDM Added Laz Trooper's "Pro Zorchmatch Arena" back from P14, with some edits Added my old map, "Abandoned Storage Facility" back from P14 Added Laz Trooper's "TNCQ Classic Duel" back from P14 as a duel map