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Gothic98/99 v1.1

   (168 reviews)
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Something truly wicked this way comes... For use with TeamTNT's BOOM engine only. Employs GothicDM(2) texture resources... Several maps in ye ol' Gothic tradition.


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Guest

  
The detail is absolutely ridiculous. There are more linedefs in the hallways than there are in most medium-sized maps! It runs fantastically on my modern PC (even though it's a potato for modern games) and it still does look really, really nice.

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Guest

  
The first 2 maps are garbage, skim them for a good dm set

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CyberDemonEmpress

  
It looks pretty, and like a mess at the same time... Bit hard to explain..

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Guest

  
They didn't use DM in the title of this wad, because it was no longer designed for DM. It was designed for you to play in single player, and watch the detail in awe. What a poor excuse for a wad.

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Guest

  
^You've missed the point. This is a DEATHMATCH wad that sucks ass in DEATHMATCH. It's like building a car that looks sleek and sexy as hell but gets 2 miles to the gallon and falls apart 400 yards down the road. If the massive, glaring problems with this WAD still aren't clear to you, consider a brain transplant. As a side note, the reason this blows compared to the other Gothic WADs is because it was made by different people.

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cs99cjb

  
Many people seem to be sore about their PC specifications. Yes, the detail is excessive in places and not always tasteful (first slope I've seen outside of ZDoom). What I found interesting was playing Doom 2 (from The Pit onward) afterwards; it has mostly arbitrary texturing, inconsistent broad-brush lighting and big shapeless rooms. If the 'Gothic' movement inspired designers to think differently, maybe we should all be grateful.

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Guest

  
In many ways looks like a parody of copypaste microdetailing. Not good for DM in any universe, anyone rating this 5 stars with comments like "great gameplay!" need to go back to DM school.

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havok2000

  
To be honest this WAD is actually aesthetically amazing. A lot of people don't like this WAD, and yeah sure the gameplay would be shit, had there been any enemies, but as a tech demo, it is amazing. 18 fucking billion sectors. That is an astonishing number of fucking sectors and something I would never be able to do. Absolutely amazing. 5/5 ~havok2000

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Guest

  
Holy linedefs batman! If you have a potato computer or really crappy source port, gothic99 will not run well. Though, it plays fine in source ports like Odamex and Zandronum.

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Doomkid

  
Gothic 1 and 2 were great, what the fuck happened here? It's 14 years late, but I wanna know damnit!

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Unknown date

  
Just AMAZING, GOOD DM(Play before saying) and amazing details... THE BEST

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Unknown date

  
It would've gotten a 1 had it not been for the VNV Nation quote at the end. Horrid. -XDoomScoot

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Unknown date

  
Gah -- that teleporter in map02 took Zdaemon ddooowwwnnnn. It looks as though effort went into the graphical appearance, but I'd hate to actually play it in dm, since it's too cramped, not enough moving space, and over all, the entire map looks the same everywhere.

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Unknown date

  
I'll give it credit for good detail, but it isn't fun to play in any sense. There is just no point other than to walk through this level looking at freaking architecture. If you're going to give me weapons, give me something to shoot : 2 stars - kirux

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Unknown date

  
After the first two levels it seemed better. But even that doesn't save it.

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Unknown date

  
Yeah. You've lost it. The first Gothic DM was okay. It looked good, and played well. The second one had really lame leved designs, but at least was very good-looking. But you've clearly gone completely nanners, because, between the eighty bazillion linedefs and idiotic level design, this has gone beyond the whole "mediocre but attractive" and entered the realm of absurdity.

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Unknown date

  
Truly rockin' level with excellent textures. If you're a tourist like me (a 'tourist' in this context refers to people who play DM levels solo just to explore the place) you will love this one. Works in Skulltag to problem.

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Unknown date

  
It would've gotten a 1 had it not been for the VNV Nation quote at the end. Besides that, the wad is utter shit and looks horrid. 0 stars -XDoomScoot

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Unknown date

  
Eight DM maps each with a consistent theme. Happily all the themes rock: the levels are cool textured and awesomely detailed. 4/5

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Unknown date

  
These are amazing maps for deathmatch and look really amazing on Doomsday engine. Probably took a lot of effort to create and it shows. Nice design. Five stars. One problem, though - they're a bit too detailed maps for purposes of Doom. My first thoughts when I saw the screenshots was something along the lines of "damn, If I want to go play Quake, I will just go play Quake." =)

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Unknown date

  
So many goddamn linedefs! Just looking at it made my brain hurt and strained my eyes in front of my monitor. Pretty detail is good, but this is so amazingly detailed that it drives one to insanity. 2 stars for the good looks, 1 for the dopefish.

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Unknown date

  
Biggest pile of crap ever, just like the other Gothic* series. -deathz0r

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Unknown date

  
As a man who played Doom all his life, especially custom wads, I came back to try this. What is the result? I throw up at its poor idea. You suck, Matt Dixon! Learn to mod! -deathz0r

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Unknown date

  
Looks great. Looks more like an amazing work of art than a Doom level, and I can't imagine how long this took to make. Not very fun for deathmatching though. I would have given it 4 out of 5, but you included the Dope Fish, so I will give it 5 stars. DOPEFISH LIVES!!!!!

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Unknown date

  
The first two maps of this are fucking awful, someone obviously had an addiction to ugly crappy copy and paste detail. Some of the other maps (map03 in particular) are actually really nice looking and might be worth looking at to help mappers come up with ideas (for single player map designs). ** -sargebaldy

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  • File Reviews

    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
    • By Summer Deep · Posted
      Played on UV, GLBoom+   This is a very decent map for its era, but is not without its flaws. Plenty of enemies and traps, but more than enough health, armour and ammo to deal with them. The trickiest bits are the section near the beginning, where a couple of the chaingunners appeared to be able to shoot through solid barriers, and an 'infinitely tall' imp can cause problems, and the encounter with a couple of archviles later on, which needs to be dealt with promptly and effectively.   The lyrically-related puzzles are an interesting element and work pretty well. The elevator device near the end is clumsy though - it takes an eternity to go up and down, and the situations it engenders are predictable and tame.   If you want to experience a more challenging and polished map by this author, try his later Hidden Mountain Factory wad.   Around 65/100 for this level though.
    • By pritch · Posted
      I can't in all conscience not give Sunlust 5 stars.   This was my first run through, I'm late to the party but don't have as much time for Doom nowadays. But if something like this were released every week, I'd probably never play any other game again.   I've gotten so used to playing such great maps and megawads created by this community that I can honestly say commercial games routinely feel lacklustre in comparison. And these are free - the best things in life truly are.   Sunlust isn't perfect. I dislike the glut of killed-to-end maps in the late teens and twenties - I think once an episode is enough to rebuild from a pistol start, especially when most of the weapons are given to you anew quite quickly due to the difficulty. I do get it though - the mappers want that BFG back at times, to force you to do it the hard way. I personally don't like too many maps that prevent you backtracking for health or armor that you save for later. Some of the later maps are, in my opinion, a bit too hard, and a bit too hit-switch-for-slaughter, too soon. Some of them are only average for design and visual appeal and I dropped below 60fps in places with a relatively fast CPU.   These, though, are minor niggles in context. This is a great mapset, and in particular one of, if not the best map 30s I've ever played. Map 30s are usually so constrained by the need to have a demon spitter - it's just not a very good final boss and we've seen every variation on a demon spitter map under the sun now. Far better to do a grand set piece finale with a four figure monster count - and that's what we get here. The final arena when the lost souls spawn above the main battle is visually one of the most impressive experiences I can remember in years of playing thousands of wads. It's not just the final arena - the entire map has a deeply impressive and imposing ambience and deceptively simple yet awesome architecture. It was a fitting end to a great set.   Too many good maps to state them all. I guess a special mention to map 13 - I love the flow and feel of this one, and it has a banging track. The music is very good throughout, and feels tailored to a lot of the maps. They modified one of the PSX Doom tracks for map30 and it is just perfect.   4.9/5 then - I wish they'd do it all over again...
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