Alien Vendetta

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Martin Aalen Hunsager

About This File

Alien Vendetta offers 32 all new levels, ranging from small fast-paced tech-styled ones, to complex medieval- and hellish-themed maps. Variety was to be expected considering several authors had a hand in the making of these maps and as no specific criteria were given to them. AV originated in '96 as a one-man project, but saw many transitions and was eventually made a team effort in August 1999. What started out as a pure "Hell Revealed" follower balanced out to be something in-between that and a more classic looking megawad. We decided to put more emphasize on detailed architecture while trying to keep the at times ultra hard gameplay in focus. Admittedly recreating the intensity of "Hell Revealed" while trying to create more commonly scaled maps turned out to be quite a challenge. As a result the hardness was tuned down a bit, and fun gameplay became more important than making it as hard as possible. When that's said, AV still holds a somewhat harder skill setting than any serious megawad with the exception of "Hell Revealed" and its sequal. In the tougher maps it will indeed challenge the best players on Ultraviolence, and would probably be more frustrating than fun for the common Doomer. Fortunately we put effort into all levels of difficulty, and would advise anyone who is not looking for hordes of monsters (and the need for planning in order to survive) to play skill 2 or 3. AV skill 3 plays much like "The Plutonia Experiment" does on its skill 4. Skill 2 would be the favourable pick for anyone who wants to have a more relaxed journey through the levels (be warned tho, even on skill 2 AV holds a few surprises =) Altho map continuity exists between a few levels we decided to go for variation instead of a one-themed 32 level scenario. This difference in scenery from map to map hopefully contributes to less redundant gameplay. Each level is completable from scratch, but when approached this way it should be noted that secret areas become vital for health and ammo supply. The first episode consists of a variety of "earthly" themed maps/bases and a few tech facilities. Difficulty here leans more towards easy even on skill 4, and primarily functions as a warm-up. Episode 2 starts out with a series of techbases and ends up in a more brick styled fashion. The first really hard scenes for the average player will occur in this episode. The final chapter is mainly hell themed and holds the most extreme levels in terms of hardness. A few of these are up to "Hell Revealed" difficulty. If you're looking for a challenge combined with atmospheric levels, Alien Vendetta should be right up your alley. Enjoy :)

Editors Used

Deth




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galileo31dos01

· Edited by galileo31dos01

  • 4
   1 of 1 member found this review helpful 1 / 1 member

Done on HMP/continuous/saves

 

Good old wad. It has it's beautiful scenarios with very neat detailing, for example in map 20, which is purely egyptian. Most maps are linear, some too linear, and others annoyingly too linear. I generally don't mind backtracking for, ammo for example, but I found some maps with odd pickup placement, where a lot of handful ammo is in the first areas, and I had to backtrack several times. Map 27 comes to my mind, imagine myself returning from the end to the start point more than once to look up for ammo.  

 

Monster placement is, in the majority, ok. There are some cheap traps specifically with archviles and no cover. In maps 08 and 20 I died in the same kind of traps, an archie appearing in front of me in a corridor without escape. Due to this I had to keep my continuous BFG all the time. Apart from that, some really brutal scenarios, and high number of infighting circumstances, this is what I liked the most.

 

Midis are cool, some Doom and Heretic tracks, as well as others. Secrets are not very interesting in this was to be honest, some of them don't give you any clue to find them. 

 

My favourite maps are 06, 12, 18, and 24. Unfortunately, map 30 is the only one I completely disliked and didn't even bother to complete it legally. 

 

But overall I still had fun, I do think it's a little overrated, by reading general thoughts by people I sometimes don't understand what they see in this wad as legendary or epic. On another side, finding other wads inspired by this one is good and tells how much it impacted on mappers, so that's a good thing. I'll give this a 7/10 

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Deadwing

  • 2
   1 of 1 member found this review helpful 1 / 1 member
After playing this, I was kinda disappointed since this usually gets a lot of praise. Most levels are a lot linear and monster placement is really basic, where most enemies are just blocking your linear way. This slows down the flow a lot and making things quite boring. I quit after map 26, with these more slaughter levels where you just have to grind to progress.

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Unknown date

  • 3
   1 of 1 member found this review helpful 1 / 1 member
I went into this megawad with high expectations because of people "over-hyping" it and claiming it's the best megawad ever; unfortunately for them, it's not. It's good, but like all megawads has its weak points. There are a lot of uninspired levels/areas with ugly texture combinations and sometimes the acid/lava hurts you and other times it doesn't which creates confusion between levels. However, there are some good maps too like my personal favorite MAP05. 3/5 Calm down people, it's not THAT great...

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Unknown date

  • 4
   1 of 2 members found this review helpful 1 / 2 members
The levels in AV range from super to super annoying. I'm not a big fan of the Cyberdemon (or 10) per level formula. Most levels are mapped great and give a great sense of atmosphere. I'll give it 4 stars for the mapping job, but have to dock it some for gameplay on certain maps. 30 Revenant traps anyone?

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Anidrex_1009

  • 5
   0 of 1 member found this review helpful 0 / 1 member

There is no presentation for this mythic wad, it is something that belongs to the history of Doom and the community, one of the first and most brilliant works done by fans, a megawad that surpasses any expectations and that innovates with so much fun and genius. My first megawad in my life, the first one completed, I was just hooked and enjoyed every single map, without a doubt, something epic and fantastic to play that I am grateful to have known.

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Combinebobnt

  • 5
   0 of 1 member found this review helpful 0 / 1 member
Doesn't even need aliens

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Flammable

  • 5
   0 of 1 member found this review helpful 0 / 1 member
One of best wads ever. Flammable4444 02.09.15

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Lycaon

  • 1
   0 of 2 members found this review helpful 0 / 2 members
I understand this is old, but really most maps look awful, it's absolutely stupid when playing multiplayer. It's as is the author didn't know what he was doing at all, just putting a lot of monsters in there without any major thought. Is this supposed to be "oldschool? CAUSE IT'S REALLY NOT. Classic games had pacing, a curve of difficulty. Here you have cyberdemons at the beggining of a lot of levels. I don't know what's with this map everyone likes, I've seen older stuff that is much, much better.

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molten_

  • 5
   0 of 1 member found this review helpful 0 / 1 member
Still one of the best pwads out there.

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  • 5
   0 of 1 member found this review helpful 0 / 1 member
13 years later, AV is still the best.

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  • 5
   0 of 1 member found this review helpful 0 / 1 member
5/5

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Unknown date

  • 5
   0 of 1 member found this review helpful 0 / 1 member
Tough, but I loved it.

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Unknown date

  • 5
   0 of 1 member found this review helpful 0 / 1 member
best doom megawad ever. i still play it because its so fun. rockin.

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Unknown date

  • 5
   0 of 1 member found this review helpful 0 / 1 member
This megawad rox0rz! I'll have to agree this is one of the best. - THE_DAVE

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Unknown date

  • 3
   0 of 1 member found this review helpful 0 / 1 member
oh,good

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Unknown date

  • 5
   0 of 1 member found this review helpful 0 / 1 member
If this WAD isnt legendary, both by fame and by quality, then nothing is. 5/5

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Unknown date

  • 5
   0 of 1 member found this review helpful 0 / 1 member
This megawad is giving me an hard on its so damn good 5/5.

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Unknown date

  • 5
   0 of 1 member found this review helpful 0 / 1 member
One of the top wads of all time - Daniel

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Unknown date

  • 5
   0 of 1 member found this review helpful 0 / 1 member
mega awsome

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Unknown date

  • 5
   0 of 1 member found this review helpful 0 / 1 member
One of the best I have ever played. My brother and I just finished playing it for the last 6 hours or so. Totally awesome!

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Unknown date

  • 5
   0 of 1 member found this review helpful 0 / 1 member
Now that's fucking epic, seriously.

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Unknown date

  • 5
   0 of 1 member found this review helpful 0 / 1 member
sweet,great co op

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Unknown date

  • 5
   0 of 1 member found this review helpful 0 / 1 member
Really good wad.

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Unknown date

  • 5
   0 of 1 member found this review helpful 0 / 1 member
If this had been sold in stores, I would have bought it in an instant!

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Summer Deep

· Edited by Summer Deep

  • 4
  

This megawad seems to have a fearsome reputation, but I was surprised by how playable and straightforward it was. Maybe the main reason I found it so manageable was that, being just an averagely good doomer, I played on HMP difficulty with the odd save within the levels. The maps are generally well constructed, and even the handful of 'slaughterish' ones are hard but fair: though the fact that even on HMP the wad contains over 30 Cyberdemons means that it's still a decent challenge.....

 

My only complaint would be with level 30, an IoS affair which, like quite a few others I've encountered, is unworthy of the wad as a whole. If playing 'by the book', one is forced to attempt SR50 strafe runs along a lengthy section of wall, which soon becomes infested with all sorts of monsters. I suspect that the vast majority of players, and even quite a few seasoned campaigners, will have no chance with this, though they'll be able to avoid this issue by aiming with mouselook. 

 

I'd also recommend acquiring the original version of the game from the AV official website, as it contains the famous (notorious?) Valley of  Echoes level 25, which didn't make it into the final version of the game, but is well worth a look.

 

Overall, 4+ out of 5.

 

 

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  • File Reviews

    • By NaturalTvventy · Posted
      Xaser mastery of the highest order, demonstrating his command of architecture, texturing, (sharp) angles, lighting, and mood.
    • By NuMetalManiak · Posted
      well, combat may not be so bad, but there's a surprising lack of variety. this starts off in a mostly pistol-oriented map, where you get a chaingun at the end, and then the next two maps are moderately long. the final three maps can put some of the ones from Eternal Doom to shame, with some puzzling to do, some of it actually more frustrating than I would be led to expect. there's many dubious design decisions that simply must be pointed out. the final secret area in MAP02, what the FUCK? and another secret area in MAP05 with crushers whose sole purpose is to troll you. MAP06 is the best map in a number of ways, feels eerie, has lots of things to it (oh, and lots of items for the item count for each of the maps too). but one particular switch (Linedef 4962) does not work. I actually felt more and more frustrated the more and more I played this, it wasn't challenging, but it sure got me annoyed with how things were laid out.
    • By Jayextee · Posted
      I have rated this three stars.

      However, I feel like this megaWAD often gets overlooked despite what it is: a part of history. I came to it late, pretty much 1999/2000-ish, and was my first megaWAD personally, but I was always entranced by what I understood to be the story behind it; in a scene utterly dominated by the IBM PC-compatibles/DOS crowd and their (relative) wealth of tools, Macintosh DOOMers came together to show that they too can put together a full-length campaign for Doom II that wasn't going to let those DOS guys totally steal the show.

      And they did. Kind of. With the apparently-unstable-at-best HellMaker crashing every single-figure number of minutes at times, a handful of eager mappers (including the still-active-at-time-of-writing Steve Duff), some of which were authoring their first ever maps, delivered an experience that is to me as interesting as it is varied; in terms of both experience and quality, I have to admit. There are some poor maps here (Sewers, by Jim Bagrow - I'm looking right at you) but there are some epic adventures rivalling those of TNT: Evilution, if not aesthetically (hey, some of them come close) then in length and spectacle.

      What you're getting here is almost like a hidden piece of history that I feel stands proudly as an underdog with its peers. An underdog that isn't always well-behaved (many maps can be rendered uncompletable with the wrong actions taken, including one of the secret maps if you dare enter the basement without the three keys) but at its best (which is usually the maps by Rob Berkowitz or Duff himself) is an entertaining and oft-neglected slice of '90s mapping.
    • By Khorus · Posted
      I worked at a bunnings warehouse for 4 years. This brought back and created some bad memories. 1/5
    • By Matthias · Posted
      Well as a creator of megawad "Fucking Hexen" I could look like a jealousy ass because I didn't get into Cacowards and you did, but... Yeah, the levels look epic and the architecture is breathtaking, however the gameplay itself it too way hard. It was sometimes absurd, like... if you play as Fighter, you spend lots of time only with the basic weapon and it takes some time to get another one. In first level I had to kill thousands of slaughters only with fists. I had to fight with Zedek boss only with fists and... in the end you won't find the last weapon. Ok, it's just not quite right.