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Shadowcaster

   (30 reviews)
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About This File

A 21st century Heretic episode covering many styles of level, both traditional and unusual as well. Having achieved everything I wanted to in DooM 2, I have decided to move on to Heretic 'cos it's just as easy to make levels for it as it is for DooM. (although I will return to DooM afterwards) It's also a great game and I thought of some great ideas, many using Heretic's special features.

If you love puzzles, then prepare to be tested, because there are a wide variety of fiendish puzzles in this wad, covering all of Heretic's features, from the regular to the weird and wonderful!

Tests of skill also feature in this wad, again covering a wide range of Heretic's features.

For those of you who like secrets, there are at least 5 in each level. (quite often more than that....) And, once again, you'll be pleased to know that the secret level is VERY well hidden.....

And you'll be even more pleased to know that I have made an effort with the lighting this time! (even though the lack of texture/flat based lighting makes it a bit harder to do in Heretic, as there is only thing based lighting, which should all oscillate)

In short, prepare to be challenged, in more ways than one!


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Guest

Unknown date

  
Great effort, but the maps aren't the best. The voodoo dolls littered around look cool, but get in the way. Extra points for coop warps! Most guys never think of this.

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Cupboard

Unknown date

  
Excellent sense of adventure and thematic execution

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Guest

Unknown date

  
Ultimate Doom/Heretic? LOL. It's amateour, ugly maps. 2,5 star (2)

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Guest

Unknown date

  
Makes me wish I had heretic and Hexen. I wonder if the freedoom guys will make freeheretic when they're done.

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Guest

Unknown date

  
good episode! i think 3/5

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Guest

Unknown date

  
Holy shit! that part where the knight pops up from the grave made me jump out my skin - CoolD00d

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Guest

Unknown date

  
thats good

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Guest

Unknown date

  
Poster #1: Look up Blasphemer. It's the name for what's basically freeheretic.

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Guest

Unknown date

  
i love you stephen clark make more

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Guest

Unknown date

  
I would describe this was as pretty freakin' awesome if it wasn't for the fact that you have placed voodoo dolls all around the place, so it is easy to get damaged when you aren't even doing anything. The outside of the castle could have had it's aesthetics upped a bit, and the final level looks very cartoonish. Loved all the elemental puzzles though.

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  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
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