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Vrack

   (47 reviews)
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smeghammer

  

I played vrack2 for ages before playing this one. That unfortunately biased my view of it... Vrack 1 is certainly epic and big and superbly designed and when I did eventually get round to playing it I really enjoyed it. It is an excellent hours worth of epic gameplay that is challenging but never unfair. I would recommend playing this before number 2 though...

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Endless

  

The peak of challenging map design. Vrack works in every way, from its elegant and technological design, the fantastic texture work, the unique and well done theme, the magnificent difficulty developed through fantastic enemy placement as well as items and secrets and a theme as unique as it is subtle.

 

Many maps developed with the idea of being ''challenging'' followed in Vrack's footsteps, seeking to offer a quality as sublime in its creation as an equally challenging but still enjoyable without crossing into ''unfair'' zone.

 

It's just a classic that, surprisingly, holds up extremely well today.

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Guest

Unknown date

  
It'd be even better if it didn't get 14FPS at 1024x768.... -GeeDougg

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Guest

Unknown date

  
It's clearly not as good as its sequels, but 5/5 for a solid map and a classic.

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Guest

Unknown date

  
SUCH a cool map, can't believe I waited this long to play it. Clever level design and tricks with incredible architecture and detailing. 5/5

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Guest

Unknown date

  
Perfect gameplay, difficulty and design. 5/5 - Belial

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Guest

Unknown date

  
The same author went on to do two more Vrack maps, which are near the pinnacle of Doom level design, and "Castle of Eternal Carrot in the Sky", which is odd. This is relatively normal, but still very good. The detail was splended for 2000 and is still fine today. It's basically a techbase writ large; not a great paradigm shift, it's just taken to the extreme. It makes you fight your arse off for clips and stimpacks, like some kind of polygonal dominatrix.

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Guest

Unknown date

  
It's so great and challenging and fun gameplay! 5/5 - Optimus

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Guest

Unknown date

  
Given the hype associated with this map, I was expecting something at least enjoyable. Instead, I got a nicely made techbase with annoyingly misaligned textures, ridiculous traps which require prior knowledge to survive and ammo/health placed so illogically that backtracking the whole level multiple times is almost guaranteed. Couple that with an amazingly nerfed endgame and I can't rate this higher than 2/5. j

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Guest

Unknown date

  
Loved it. The gameplay was smooth and fast, the design was great, I like the symmetry in some areas. 5 stars and recommended. -TRRobin.

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Netherstorm

Unknown date

  
Amazing in 2000, amazing now. Finest work from Fredrik. 5/5 - Netherstorm

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Guest

Unknown date

  
Awesome Stuff!

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Guest

Unknown date

  
The prequel to the justly celebrated Vrack2b, and like that map it's large and detailed (and marred slightly by an irritating end battle). I found one Hissy, and I killed him.

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Guest

Unknown date

  
so far its the best i've found

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Guest

Unknown date

  
This is a medium-sized spacestation, stuffed with lots of monsters. The challenge is increasing during the game, though it's never really hard. But I liked how I got the heavier weapons only some time after I could have needed them for the first time. The map is looking good, too. A nice map, but maybe some more difficult battles would have been well here. 4/5 -Milian.

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Unknown date

  
impressive - 4/5 Daimon

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Guest

Unknown date

  
Looks fairly good given it's age, with a reasonable soundtrack and a nice enough aesthetic. Orthogonal map design that's prettied up a bit with lighting and repeating motifs is used to present us with a quickly thickening wall of resistance. Progression is linear and some non-secret power-ups are probably more well-hidden than the actual secrets are. The battle in the exit room is tiresome if you've already used your heavier weapons up. 4* -Phobus

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Unknown date

  
Good looking map and a good way to spend 20-25 minutes. Not too difficult but it kept me engaged. 4/5

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  • File Reviews

    • By Robo_Cola · Posted
      Very cool mod that does exactly (for the most part) what it sets out to do.  If you like the more horror/oppressive side of Doom (or even the palette of the original Diablo), this is your pick.  It looks particularly good in Software mode with the diminishing lighting not shifting the reds (as much), and the lighter blues look absolutely *gorgeous* in particular with the Plasma Rifle.

      Love it or hate it, it's worth a play-test.
    • By Obsidian · Posted
      This is a bit of an interesting one to revisit for me: Whispers of Satan was a mapset I played fairly early in my mapping career and it's influenced my approach to level construction and visual design more than I initially realized. At the time I ran out of steam around MAP22, but recently I decided to take another stab at it and finish all the levels. Which I did! Having done so, these are my thoughts.   Gotta start with the big one: Whispers of Satan is a damn good-looking mapset. Excellent texture usage and attention to detail were big draws for me when I first played this years ago and I ended up mimicking it a lot in my own work: to some degree I still do, honestly. Maps like MAP10, MAP16 and MAP28 stand out as particularly good examples of this school of design, with all the detailing work coming together to craft an excellent sense of place. This is bolstered by the custom soundtrack, which has some absolute bangers in it (in my decidedly unmusical opinion :P).   I also gotta shout out the fact that Paul and Kristian undeniably had fun putting this together, as can be evidenced by the silly little easter eggs and gags that are present throughout. There's the secret and super secret maps of course, but you can also spot a little bit of silliness in the main lineup and it's a touch I appreciate in the way that it gives a mapset life and charm. Again, it's something I was inspired by in my early mapping career and you can thank WoS for any gaff or joke you find in my own maps.   There is however an elephant in the room that I have to address and that is the map design itself. Other reviewers have pointed out the excessive symmetry that plagues a lot of the map architecture, but there is also a general sense of formula that can wear on you as you progress through the megawad: by the time you're in the final third of the main block of maps, you can distinctly see them falling into the same gameplay pattern and it starts chafing in a big way. MAP25 and MAP29 are two big culprits in my eyes, but there are plenty of early maps that follow the same formula and get a pass simply because of their placement in the megawad and (relatedly) the length of those experiences. This formulaic approach also creeps into the gameplay and monster usage and serves to make the latter half of the megawad something of a slog to get through, which explains why I didn't progress past MAP22 all those years ago.   I ain't gonna say that it doesn't deserve its Cacoward or anything though: I can appreciate the work that went into creating Whispers of Satan and the influence it had on what came after. It definitely has its flaws and as a gameplay experience it doesn't really hold up, but I can still admire it as a piece of Dooming history and I wouldn't be the mapper I am today if it didn't exist.
    • By Walter confetti · Posted
      Take a shot at this editor on dosbox and it's pretty impressive for such a old editor! Pretty easy and competent program, looks like a ancient version of the most popular Doom Builder editor.
    • By Maribo · Posted
      Heaven, with a blue coat of paint.
    • By JudgeDeadd · Posted
      A 10-minute long map with fairly unremarkable gameplay. As is the case with many old maps, its main strength is the visual variety of the different locations. Still, there's not that much in terms of exploration or branching paths; a good part of the map is just going from room to room and shooting at the anemic groups of monsters. Not terrible, but not a classic. 
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