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Dsv

   (35 reviews)
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NuMetalManiak

  

most of the forgotten megawads tend to be the ones in the main megawads section not made by well-known community members. however, this one is an interesting exception, as it is a forgotten megawad made by the one and only Kaiser, way back in 2000 even and NOT in the megawads folder but rather in the TeamTNT return folder of all places, yet if people were to play something in the TeamTNT folder, they might not stumble on this one. DSV is one of the more complex wads I can think of judging by the download alone, with several packets that encompass several different source ports, like Boom, MBF, and ZDoom, and there are some subtle changes between the different versions of this megawad. some reviewers have noted stealth monster usage, which of course only applies to the ZDoom version. I only played the Boom version for this wad so this is what my review is based on. Also for those of you guys saying that there's missing textures, load the wad with RETRES.wad since it solves everything in that regard.

 

first and foremost, the weapon sprites are hideous as hell, especially the pickup sprites. they're also not too different from vanilla weapons. from what I see, some monsters only get sprite replacements from Heretic/Hexen enemies and that's it for them. rather lame. and level design? honestly, if you are familiar with Kaiser's most famous work, you'd see some pretty intricate design and gameplay, the kind that weaves back and forth between nasty techbases with some pretty difficult combat. just look at the Internal Reaches levels (two of which are in Community Chest 1-2) as well as the levels in CIF3 if you want examples of what I'm trying to say.

 

those examples? they aren't like this wad. DSV has boxy layouts and not a whole lot of good detail, with some levels approaching 1994 levels of detail, primitive, monster placement seemingly puts one type of monster in rooms and hallways, and some rooms and hallways are oversized and easy. supplies given are also abundant, pretty much voiding difficulty in a lot of places. most levels are generally medium sized, but only because of some padding which honestly isn't necessary in most places. there's some bad moments of backtracking too, which doesn't really help matters too much when enemies come in since some teleporter closets are not constructed right. MAP31 is an appropriate example of what I'm talking about, it's even called "First Level" owing to the fact it is Kaiser's first level, blatantly oversized, Nirvana MIDI, humongous and somewhat ineffective teleporter ambushes, and almost Maximum Doom levels of detail.

 

by judging some of the other levels though, we can tell Kaiser back in the day was still the console Doom fan he is now, since many levels share both names and similar designs to Doom 64 levels, also including PSX Doom's Twilight Descends and the Mansion as MAP17 and MAP25 along with a version of the console Hell Keep (MAP13 I think). it's not on the same level as Absolution or Doom 64 in Doom 2, but it tries. I wouldn't want to say it fails though, because the levels tend to be just bad at the very worst but not excruciatingly bad as in I don't want to play it again. the levels don't reach the stride of good maps of course. of course, the best I can say is it's average, and it shows. we should be glad Kaiser's best levels don't look anything like these.

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MuratMikal

  

A great megawad but I'll have to deduct 1 star due to 2 flaws IMO: first: use of stealth monsters, they're just a cheap way to create artificial dificult and they really aren't needed. Second: some switches needed to progress some maps are in secret spots, and if you don't find the secret you can't progress, this is just bad design. Aside for those flaws I liked the megawad, would recommended. 

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Dr. Crowley

  
Average megawad... And hey - where is DSV 2?

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Nems

  
It's not a bad megaWAD but there's definitely better out there, especially from Kaiser. Missing textures, texture misalignments, tripping over an abundance of ammo and health, and invisible monsters bring this down.

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Guest

Unknown date

  
A pretty good map-set.Also one of the first mapsets to use 'blood'effects falling off of monsters. Very nice wad for a 2000 wad.

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Guest

Unknown date

  
Primitive level design, and some nicked hexen/heretic monsters, as well as some silly weapons, but its great fun!, plus the different monsters makes it feel like you are up against a "different enemy" that has taken over hell's forces, which is the storyline after all. Once you get the "Eight Ball Gun" and come up against hordes of Knights (Revenants), Dark Disciples (Hellknights) and Lizards (Barons) it becomes great fun!

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Guest

Unknown date

  
Mostly boring, since the weapons and monsters are not all that different from the normal ones, and there's so much ammo and health that the biggest Doom morons on earth can beat this thing. When I came to the part in Map23 where you have to go in the circle to get the red key, but then you can't get out again, I just gave up. Life is too short...

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Guest

Unknown date

  
Given the reviews a big disappointment. Because this mapset has: simple map layouts consisting of almost only rectangles, little texture variation, little decoration, complete overdoses of weapons, ammo & health. Lots of boring invisible monsters. A zillion of texture misalignments. Having said that, overall gameplay is quite poor; besides boring, UV is far, far from a challenge. Sadly, but imho it was not worth a complete play-through. 2/5 for the effort of creating 32 levels.

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Guest

Unknown date

  
Excellent!!! Jive

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Guest

Unknown date

  
Very fun, especally for zdoom. Its tough, but not to the point where its impossible.definatly worth the download.5/5

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  • File Reviews

    • By Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
    • By Walter confetti · Posted
      One of the earliest Doom user maps and It shows. Despite the raw and empty design, the author take a good use of 3D space creating a small fortress surrounded by mountains, the level Is fun to play and not hard. A fancy escapade and a piece of modding history.
    • By Walter confetti · Posted
      Third and final released map of a WIP episode by David Rager, it's more long, complex and hard than the previous entries in the series. A well made map with pretty challenging parts with a mix of monster usage, envoirnmental hazards and some puzzle gameplay. Fun but pretty harsh.
    • By Walter confetti · Posted
      Two more misplaced DM maps without a exit like QUDOOM (that at least had a exit room, while not functional) that caught me by their file name and leave me for the bad experience in SP. Chicken is just a long bridge between a thundering abyss where cyberdemons wants to destroy you, meh. Gangstar is a more fun map sets in a big, abstract warehouse where a cyberdemon roam free trying to kill you, shotgunners and lost souls are here in this Hell corner adding more pain to the thing, enforced by semi-hidden mazes, my favorite.
    • By Walter confetti · Posted
      This is like the physical version of the "we have X at home" meme in DM map format for Quake E1M1. Very poorly made, broken exit and missing textures here and there but at least the level KINDA resembles the original source somehow.
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