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The Darkening Episode 2

   (163 reviews)
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About This File

After a hard nights driving about in the galaxy, your trusted space vessel "Margie" runs out of fuel and you crash on some ugly planet.

Uhm... thats it I think.

Oh yeah; You have to kill stuff too.

(If you depserately need a storyline, go play something else or think of one yourself.)


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printz

  

Epic wad in the style of Quake 2 (whereas Darkening I was in the style of Quake), with lots of fresh new textures, new music and complex techbase design, and headed by an author who's online even today.

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P41R47

·

  

Quite an improvement from the first episode, thats for sure.
Ukiro brings us here a magnificent set of new textures that, along with some of the best mappers of the moment, contributed to make and incredible wad full of details and incredible challenging.

Its pretty clear the influence of this mapset on later mapsets like Suspended in Dusk by Espi, and Back to Saturn X by Esselfortium et all.
Not only this maps are organic and fluid, they were made in a way that you revisit previous areas while opening new ones, as much of the best mapsets of the modern standar did on this times.
The new way of mapping to come shows its roots on this mapset as no other from the 90's did.

Its amazing how new textures might open the mind to new way of using them, creating new possibilities on the creative flux of the mappers, and invigorates the community to always move forward.

I really want to thanks 

-Ola Björling

-Nick Baker

-Ben Davies

-Derek MacDonald (Afterglow)

-Jan Van der Veken

-Anthony Soto

-Lee Szymanski

-Richard Wiles

-Adam Windsor
for making this amazing and influential mapset.


Only thing i could name as a drawback is the music. It didn't fit the maps most of the times.

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Breezeep

  

Great mapset! Loved the atmosphere and architecture and details that were achieved with the unique texture set. Gameplay's got its ups and downs (one instance of a bunch of barons 😠), but it's still got a good challenge and fun stuff in it. Music is kinda eh, but there's some tracks in here that are pretty good.

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Gato606

  

Overall, a nice megawad with nice and entertaining maps, nice design and architecture/geometry placing, it completes with the nice futuristic new textures that gives it nice future look and the feel you're on a different game and story

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Flammable

  
Very nice textures 10/10 Flammable4444 17.09.2015

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Guest

  
It's like Quake 2, but fun. Looks good and plays good. When you're lost, try looking for a small crate to hop on, or hit use on some of the wall computers.

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Guest

  
Music is kinda grating on some levels. And sometimes the path to progress isn't too obvious. Looks nice, and some decent moments, but Darkening 1 is far better.

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Guest

  
No good at all. Progression in every map is terrible. Given the size of the maps, having no indication at all of what switches do gets very tedious and frustrating. Keys are often put in completely random, nonsensical locations. Every map has the same issue. Don't bother playing it.

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Guest

Unknown date

  
Not bad.

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Guest

Unknown date

  
Terrible music, also plays bad, cookiecutter texture scheme that simply doesn't look good in Doom - keep that realistic stuff in other games. How the author went from the masterpiece that was the first darkening to this, I can't fathom.

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Guest

Unknown date

  
Most of the visuals haven't aged very well (the new textures are a mixed bag, ranging from "Photoshop beginner" to "stolen from Quake 2") and there are some questionable design decisions in the maps, but it's still a pretty good time, though not nearly as much so as the reviews here would have you believe.

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Guest

Unknown date

  
Superlative level set in design, flow and architecture. Only slight gripe is some of the music is really quite bad. Still 5/5

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Guest

Unknown date

  
Oh, that's right. Some music in the game really sucks a**. Definetely not the best music I ever heard in a Doom wad. The gameplay is pretty good for a modern wad. It can definetely improve so not legendary.

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Guest

Unknown date

  
is it smashing or is it smashing very msashing

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Guest

Unknown date

  
Solid mapset based on custom textures. Levels have varying sizes, and overall good layout. Texture use and decoration are as-is quite nice, but do imo not vary enough for 12 maps - it feels like it is one large level. Gameplay @ UV has its fine moments, but is overall a bit too easy: I used a few rockets and cells in map 12 only. Overall: not legendary, but solid 4/5. BTW I don't like the music at all, but that can be switched off - therefore no minus points.

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Guest

Unknown date

  
This washed the horrible taste of UACMN out of my system. Thank you, Ola Björling, for a fantastic wad. 5/5

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Guest

Unknown date

  
OMFG OMFG, finally, a good wad... wait not good, best, awesome, greatest, omfg, this wad owns, 5/5, alot of effort put into this and im only on map01, VERY nice

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Marcaek

Unknown date

  
Wow. After being quite disappointed with Darkening 1, I was blown away by this. The levels are gorgeous, sprawling, and entertaining almost all the way through. Really, the only complaints I can level are questionable midis and horrible baron usage, but this is a top-tier mapset.

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Guest

Unknown date

  
Forget about playing this in Ultra-violence, there's not enough health packs to go around. Fatal mistake. 1/5

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Guest

Unknown date

  
i like this game so much

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Guest

Unknown date

  
^ I finish in UV with those packs. Maybe you are a bad player. This is not HR2. 5/5 for one of the best wads ever

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Guest

Unknown date

  
Wow! Even ever better then the one before!

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Guest

Unknown date

  
Extremely well made set of levels. Real 3D feeling, so beautifully textured and layouted! I never saw so wonderful architecture with the DOOM engine before, really, and I've played lots of levels. Only the new music is lame and anoying.

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Guest

Unknown date

  
the most awesome textures i've seen used in doom!!!!! 5/1 ;)

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Guest

Unknown date

  
Has a higher chance of getting into repetition compared to the first. That said, the components themselves are all quite good - design, textures, overall look, even most of the gameplay. And it has a considerably longer playing time if you don't get tired of it. Try it, at least.

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  • File Reviews

    • By Fairen · Posted
      Sunlust is one of those WADs that aims to be ultra-challenging and hardcore. And like most of those WADs, Sunlust relies entirely on a handful of cheap tricks and gimmicks that very quickly grow old. Many of these maps are spent simply taking out your BFG and holding down the fire button, as the maps often eschew complex encounters based around level design in favour of simply throwing massive hordes of enemies at you. (Naturally, a large number of these hordes consist entirely of revenants.) When Sunlust isn't doing this, it's fond of warping in or opening monster closets directly behind you, trapping you in cramped arenas, and placing hitscanners in cheap locations and overabundance. The problem isn't simply the cheapness of these "challenges" but also their predictability—coupled with unpredictability, ironically enough. You know when the game is going to do something stupid, but you never know exactly what, necessitating trial-and-error to find out where you should be standing at any given time/area, whether or not you need to quickly clear out an encounter or if you can take your time.   Incidentally: Though the map recommends UV only for "ubermensch doom-gods", lower difficulties change almost nothing about how the maps play. You're still having massive hordes throw themselves at you(r BFG), with the only differences being that the hordes are a bit smaller and some of them are replaced with weaker enemies. It's nothing but a difference of "I have to dodge 30 revenant rockets" vs. "I have to dodge 40 revenant rockets".   While it didn't start terribly, Sunlust quickly devolved into a joyless experience, where almost every major fight turns into the same repetitive chore and victory felt less like a result of skill and strategy than "okay, now I know what BS happens here". It's a perfect example of how trying to design a WAD around "challenge!" often overlooks making encounters and levels interesting, unique, or just plain fun.
    • By dei_eldren · Posted
      Conceptually this differs little if at all from Favillesco Episode 1: Genuflected on Io, basically consisting of expanded Romeroesque techbases, but the maps are longer, with more verticality, and even more intricate, while the enemy count is higher, including a larger amount of high-tiers, resulting in what i felt to be a more immersive experience.   This is classic dooming at its finest and purest, and for that reason alone some will dislike it from the start, as the set does not adhere to trends or what are considered to be modern standards.  But for people who appreciate such a thing, this is among the finest Episode-replacements that i have seen.  The levels are long, routinely it took me over 35 minutes to max them on blind run with all the secrets (and a few eluded me), and highly non-linear.  There will be lots of backtracking, and using the automap is often the key in finding a route to where you need to go next, as it's not as simple as going to the general direxion. Despite this, i had no problems with progression, and only time i was at all irritated by this was the level E2M5, as i had to run through nukage without a suit a few times to solve the last secrets and find the secret exit, before which i had had to run around the level a couple of times trying to figure things out.  But generally it won't take more than a minute to get where you want to go, despite the length of the maps. Also, the layouts are ingenious, what little inconvenience they engender, is a small price to pay for the experience.   My first death (of two) came in E2M4, in a darkened room as Cacodemons rose from below while i was platforming on top of pillars, with nukage below - an effective moment of exceptionally gloomy ambience.  The same map had another similar room, where Barons and Cacodemons attacked me in darkness while i was platforming on a narrow walkaway across nukage.  Thus, E2M4 is my favourite map of this WAD.   i disagree with those who say the secrets are 'easy' - in a sense they are, but that's only because  of experience, as they are wholly traditional in style.  And there are a few more cryptic ones, also.  The last level, as in Fav Ep 1, was annoying (though perhaps a bit less so this time), and i admit i did not finish it.  It would've taken a few more tries and some luck, as far as i could ascertain, and to me it wasn't worth it.  Nothing classical about it, as far as i can tell.   Very sophisticated Episode 2 replacement, and i would highly recommended this apparently under-appreciated WAD to anyone who likes original Doom.  (Played through on HMP.)
    • By Endless · Posted
      Woah! Look at that, an ASS that's quite good! 12 maps made quickly and with a free design, but that apparently fell into a general design inspired by my favorite episode: Thy Flesh Consumed. With a demonically gothic aesthetic, full of green marble and lots of lava, these maps prove that speed is not detrimental to good visual design. Fast and tight, the combat is intense and requires good attention, with a few bullshit maps that make us suffer a few ''jokes.'' On the upside, this is probably the most solid ASS there is in terms of consistency and quality among the first 13. Jimmy, Matt Tropiano and AD_79 are mapping wizards; their maps are fantastic, fun, flow brillantly and are just goddamn fun to play. I'd give this set a 4 if it weren't for the crappy ending, but the rest: chefs kiss. Especially recommended if you're a fan of the style and aesthetic of Thy Flesh Consumed. The Romero and McGee ink is felt quite greatly in some of these maps.   A nice ASS. Would play it again.   ASS so good, I had to put 4 pics of my favorite areas.
    • By Thrustpeak · Posted
      More challenging than anything you'll find in plutonia itself, but still a fun short experience.
    • By Bodybuilder5500 · Posted
      Fatal Error - Execution couldn´t continue :(
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