AfterDOOM

Screenshots

Title: AfterDOOM
Filename: adm1.zip, adm2.zip (both of these are required to play)
Author: Virgil the Doom Poet
Email Address: virgil_32@hotmail.com
Misc. Author Info: Homepage


From the start room where you pick up the BFG and a couple thousand cells to the final map where you fight the same amount of monsters as the first map, this 32-level megawad has newbie written all over it. Unlike so many other levels like this, it was actually tested; you can play all the way through without cheats, although there are some points at which you can get stuck. Fortunately I had recent savegames and was able to avoid those few occasions when they came about the second time.

The level design, for the most part, sucks. It does get a little better as the maps progress, and you eventually move into things like windows and lifts and stuff instead of just halls. There are a few cool concepts used in certain maps, but they are carried out rather poorly. Very rarely do texture schemes match, and when they do, the layout is so sloppy that it's still not worth the time you spent to find it.

Despite the fact that there are nearly thousands of monsters in each map, these levels hard only in the fact that you often lose track of all the projectiles being hurtled at you. Ammo abounds as much as the monsters, and you have to spend such extensively long times clearing rooms out that the maps seem to go on forever. And just when you thought that room was cleared, there is at least one point in each map where over 50 monsters teleport in.

These levels do have potential and a vision, but that's all they have. And unless you're somebody who's into self-cutting, abstract art, gore movies or listening to Danzig 5, I can't recommend this.

Rating 1.5/10

Reviewed by Lüt