Demonfear

   (100 reviews)

Author

Adam Windsor

About This File

This WAD replaces all 32 levels of Doom2. All levels are playable solo, co-op or DM, to give you maximum playing opportunity!

Short descriptions of each level are included in DFEARLVL.TXT (included with DMONFEAR.ZIP), but the basic ethic behind the design is simple: I aimed to provide 32 short, sharp shocks for Doom 2 that were both highly playable and visually impressive. I hope I've succeeded.

Credits

The creators of DETH, BSP, RMB, TCOUNT, NWT iD, for DOOM and DOOM2 Chris Best, for playtesting Special thanks to Bill McClendon, for his comments and suggestions during the creation of Demonfear

Base

New levels from scratch (of course!)

Editors Used

DETH, BSP, RMB, TCOUNT, NWT

Bugs

there were a couple in the orginal DFEAR* series of WADs. I've fixed all of those that have been identified for this release.




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Unknown date

  • 4
  
Nice short fun. 4/5

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Unknown date

  • 2
  
Gameplay is good. Levels are short (this you already know), and levels, despite the fact that they were intended to be visually impressive, are very very far from it. 2/5

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Unknown date

  • 5
  
If I remember correctly, this was the first megawad that really amazed me, mainly because the levels were both short and fun. You won't get bored by this one!

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Unknown date

  • 2
  
Pretty overrated.

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Unknown date

  • 5
  
This is the inspiration for "Scythe". Dmonfear has fantastic gameplay in short maps which I keep coming back to over and over.. to bad that there is no real demopack for this...

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Unknown date

  • 4
  
I don't know about visually impressive, but it's definately fun to play. 4'd.

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Unknown date

  • 4
  
Alright levels, a bit small, bit to too small.

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Unknown date

  • 3
  
i noticed a few textures that dont match with others in the room, the levels are really cramped, and the gameplay isnt all that grreat. ill give it a 3. if you make another mod, please make it bigger!

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Unknown date

  • 3
  
Not bad but not great either. No real outstanding levels, just a bunch of decent ones. The maps are smaller in the style of the 1024 wad, but not as good. Nothing really challenging either. I beat it on UV in just over two hours. I guess if you really like smaller maps, give this one a shot. Otherwise you can probably live without. 2.5/5

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Unknown date

  • 3
  
decent but don't expect anything groundbreaking

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Unknown date

  • 5
  
This wad rocks.

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  • File Reviews

    • By Nems · Posted
      I see the phrase "mixed bag" a lot when it comes to describing a lot of megaWADs. Hell, I've probably used the term a few times myself. However, I try to reserve it for when it truly is such.   This megaWAD is really one of those cases. For every good map in this megaWAD, there's one or two that just absolutely take the piss. If it isn't some kind of technical fuckery that can make some maps unbeatable and force you to start all over again, it's maps that well overstay their welcome with some of the most wonky and convoluted progression I've encountered. A big "fuck you" goes to map 21 for devolving into a switch hunting clusterfuck if you're trying to play the damn thing correctly. Otherwise, do like I did, say "fuck it", and jump across the gap to the exit door instead of finding all of the switches to raise the floor high enough to go across.   It's certainly possible to play through the entire thing and beat it. How much you'll want to will depend on how forgiving you are when it comes to the stuff I pointed out in my last paragraph. I guess play this to see what mappers can do with ten sectors and then decide for yourself if it's something you'll want to come back to.   I know I'll come back to this but it'll be a while, at least until the bad taste of map 21 goes away.
    • By Zalewa · Posted
      I believe this pack sets a new standard for this series - this is the best one with all maps pulling through. Maybe I wasn't fond of the endless "Living End" tributes, but the maps are nicely twisted to not feel like a repetition of the old map.   Some maps can be lengthy, but the entire pack shouldn't take an hour to beat. Difficulty is moderate.
    • By trrobin · Posted
      Excellent re-imagining of Doom II's last episode. Some levels are noticeably close to their originals but with so much more detail and depth to them. I thought the gameplay was really good too. Amazing all around.
    • By xvertigox · Posted
      The map description states that Haruko tried to express his depressive feelings through the texturing and that came through. The dim lighting and midi went a long way in helping it to sell the depressive feeling.   The geometry was solid with some particularly nice detailing here and there but the actual layout was really good. The central hub worked well with keeping you on track.   The monster placement was on point and led to interesting fights - particularly the ones involving archviles. I really found the difficulty to be just about perfect on UV.   The crescendo at the end worked very well where it was tough but understandable and beatable. At first it's a chaotic mess of monsters, archviles and an Icon of Sin but as you work your way through the madness it starts to make sense.   It takes care and attention to try to express something as abstract as an emotion (other than rage) through Doom wads and I think Greymood did that with the gameplay to back it up. I'd be interested to hear from Haruko if any particular set-piece or element was representative of anything.
    • By dmg_64 · Posted
      Great re-imagination of Doom 2, the levels look and play good with each having they're own theme and / or different progression style, keeping things fresh, definitely recommended.