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Realm of the Green soul

   (26 reviews)
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About This File

Okay, where do I start? Well, this is a little something that I Cooked up :-). Okay, it's a train station, and it's no ordinary Doom level :-). The basic concept of this level was to create suspense, horror, atmosphear, etc... So, don't complain about Largly unpopulated areas, you'll soon get what's coming to you >:-D. As far as size goes the map isn't huge, as for detail, there is a fair bit in there. I don't like to release poorly desighned levels, so, I've tried hard to make this level look and feel like a train/subway station that's been abandoned. There is also a plot and story in this one too (Ooooo). Okay, I'll admit that some elements of the story are cheesy, but my aim was to show off some cool things that should be considered for most doom mappers. The fact that i'm a musician also helped, the music replacement is by me, and I'm proud of it. I was inspired mostly by the game Devil May Cry, PLAY IT!!!! It rocks!!!! :-D. Also, Unreal music was an inspiration. Well, enjoy this map and look out for a sequal (with new and exciting monsters, music, graphix, etc... :-D) ...Enjoy >:-D

-=Tip=- The boss is mean, don't be fooled by it's size. Avoid close contact and keep moving and pumping it full of lead. It's not too strong but it packs a huge punch if it corners you. Also, if it is too hard (and you happen to be playing on hard) change to Normal, hard is very hard compared to the other difficulties, but worth a try :-). I'd be interested to see some demos :-D.


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whirledtsar

  

Unfun map with gaudy use of ZDoom features like cutscenes and stealth monsters. Also the English is pretty poor. The music at least is cool, but that's the only real positive I can name.

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slyverssj

  
https://www.youtube. com/watch?v=ZRdSWMGT ot0&feature=youtu.be

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XDoomScoot

  
It's a pity Lexus never made a sequel to this. This map is pretty creative.

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Guest

Unknown date

  
Incredible atmosphere but the gameplay could be a biiit better. I really hate stealth monsters.

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Guest

Unknown date

  
A good example of a wad using zdoom effects to create a unique gameplay experience. If the detail was just bumped up a notch this would be a 5/5 map - Phil

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Guest

Unknown date

  
Lexus 4ever. :D -NMN

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Guest

Unknown date

  
The gound causes damage for some fucked up reason and there are stealth monsters all over the place, and stealth monsters suck ass. I don't have anything good to say about this map. Anyone who gave this map a good rating is on acid or something. 8/21/07

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Guest

Unknown date

  
amazing shit!

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Guest

Unknown date

  
awful - 2/5

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Guest

Unknown date

  
Cool stuff.

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Guest

Unknown date

  
The green soul ruined it. If you didn't have to fight it in a freaking box I would give this 4 stars, but its a 1 because of that.

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Guest

Unknown date

  
Wow. Enough said.

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Guest

Unknown date

  
I had a hell of a good time playin this. Awsome music and design, not to mention scary as hell at times. Good work hope to see more from you. 5/5

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  • File Reviews

    • By Kristian Nebula · Posted
      Used it a lot back in the days and really loved the graphics editor!
    • By KickAss · Posted
      I don't know what to think about a file which has no file size description. A lot of promissing information is written down here but nothing about the file size ... . The pictures are not that promissing too. They look a bit better than the old ZDooM port but GZDooM looks way better even with all settings vanilla imho. I don't know why I should dowload this.
    • 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.
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