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  1. Classic Doom

    1. Doom General

      Discuss anything and everything Doom-related

      380170
      posts
    2. WADs & Mods

      Talk about Doom levels and projects

      393126
      posts
    3. Doom Editing

      Editing-related discussion, questions, and comments

      126295
      posts
    4. Console Doom

      N64, Playstation, GBA—all these worlds are yours except 3DO, attempt no landing there

      5411
      posts
    5. Source Ports

      All your favorite executables

      61144
      posts
    6. Doom Multiplayer

      Deathmatch, co-op, CTF and clans

      12115
      posts
  2. Newfangled Doom

    1. Doom Eternal

      Coming November 22 2019

      6485
      posts
    2. Doom 2016

      Now Marty approved!

      50207
      posts
    3. Doom 3

      All Doom 3, all the time occasionally

      77641
      posts
  3. Special Interest

    1. Doom Speed Demos

      Dooming done quick, both regular and tool assisted

      52455
      posts
    2. Creative Works

      Post all your creations (fiction, pictures, music, videos, etc.) here—original or derivative, it doesn't matter

      25979
      posts
    3. 5634
      posts
    4. Freedoom

      It's Doom, only free

      18999
      posts
  4. Misc.

    1. Everything Else

      Welcome to Ultra Progressive World, enjoy your stay

      445114
      posts
    2. Doomworld News

      Comments on news items

      88816
      posts
  • Forum Statistics

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    Total Topics
    1973490
    Total Posts
  • File Reviews

    • By stevenaaus · Posted
      Awesome Doom 2 chaos with a fresh look and weapons. Cheers
    • By Erick · Posted
      There's definitely some ideas put into use here, but the result is rather sloppy. You start off with three teleporters in the first room, so going in blindly, I couldn't tell if I had to take one teleporter first or if I can complete the level in any (almost) order. To sum it up, you have to go through these teleporters in a linear order to complete the level, otherwise you'll be greet you with locked doors that serve to remind you that you're going the wrong way. The level itself isn't overly confusing, but coming in the gauntlet room unprepared left a sour impression.   The majority of rooms are spacious and not very pleasing to look at. You'll see big open rooms with dirt and marble textures placed throughout, and aside of the pentagram room with Spectres and an Arch-Vile at the center, the map just boils down to big rooms and hallways you can run past through. With good use of powerups, you can get by most threats without an issue. There's some bits of carnage, but the overall gameplay feels plain.   A little heads up, but when playing on a ZDoom port, the teleporters at the start of each area will teleport you to a random destination. That is because their lines are zero-tagged teleport actions, meaning they will teleport you to any destination placed on a zero-tagged sector. This can make the level more confusing to complete as you may end up in an area you aren't supposed to be at. When playing in vanilla, these teleporters will always teleport you to the start of the level.
    • By Erick · Posted
      Decent 1994 WAD with some alright use of textures and nice swarm of monsters when you hit all the switches at the center part of the level. It's pretty standard as far as gameplay goes, it has a few optional areas you can go to but otherwise, it's short and linear. Compared to many other levels around the time, this isn't too bad.
    • By MuratMikal · Posted
      There're some obnoxious counter intuitive puzzles along the way but that aside it's a fair megawad. The maps are well made and the overall difficult is in the right spot for me.
    • By Player Lin · Posted
      Unless the author intended made this map looks like his(?)/someone's nightmare then I think it's fine to use Nazis-themes textures and monsters but I'm not sure...firstmap? Okay...     I feel the final battle just boring because you can just using BFG9000 to clear the whole room without any problems(unless you wasted all of your cell ammo)...even the custom monster can't hold it.   Texturing just not good but I think it can be improved, I would like see more if the author still making DooM levels...2/5
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