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Alien Vendetta

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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 :)


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Great and wide levels, great music, great architecture and obviously a lot of effort. Which makes this one of the best add-ons available. Highly recommended.

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Played this on brutal doom and gotta say i was slightly disappointed by this wad. Nothing really wrong, but the disappointment probably had more to do with all the hype about being better than HR. True, there are some HR-like moments, but they were pitifully few and far apart. Architecture and atmosphere are real nice, yes, but it's always gonna be a secondary aspect to gameplay. So- Pretty good, don't get me wrong- but HR still reigns supreme!

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So far i have played through 11 levels on hurt-me-plenty and i will already claim that aside from the original doom 1 and 2 this is the best wad ive played.

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Superb. Simply superb.

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This megawad is giving me an hard on its so damn good 5/5.

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There were great megawads released in the days before this - and many more in the days since - but, in my opinion, this is the pinnacle hallmark and staple of Doom excellence and one that may very well never truly be topped as a whole. Say what you want, for even the best levels ever released have their imperfections, no level will ever please everybody, and this is mp an exception, but it is the true magnum opus of Doom megawads. 10/5

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One of the top wads of all time - Daniel

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mega awsome

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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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Top-notch action. AV combines heavy (not suicidal) gameplay with traditional design. Highly legendary. 5/5. You should have it in your computer now. IC

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Now that's fucking epic, seriously.

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sweet,great co op

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Really good wad.

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If this had been sold in stores, I would have bought it in an instant!

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Nothing but legendary. Detail is incredible, feel is unique, music fits perfectly, and difficult to the point where it's not fun. Truly a Doom classic. 5/5

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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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Amazing. Apart from the tech maps. Every map that isn't a tech map is better than the tech maps. It still deserves 5/5 starts though.!

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Only problem was 8 MB with my dial-up. I waited for an hour for this, but it was worth it. Best wad I've ever played (besides the original Doom & Doom2). ***** - Wills

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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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  • File Reviews

    • By chowbar · Posted
      Possibly my favorite Ultimate Doom megawad. Although its first half feels like DTWID, it quickly becomes a much more twisted and demented take on the familiar techbase/hell aesthetic. Expect well hidden secrets, tight corridors, and some tough encounters in large, complex levels. In keeping with Ult Doom's tone, NaturalTvventy layers the atomphere on thick to create levels that feel genuinely hostile and evil, even more so than in the original.    If you have a soft spot in your heart for the original Ultimate Doom, this megawad is a must play. NEIS makes you realize how rock solid the original Doom formula is, even without the SSG and revenants. 
    • By whirledtsar · Posted
      An odd wad in which you play a Hexen class while fighting Heretic monsters in Heretic-textured levels. Surprisingly, it works pretty well, and is an interesting change of pace from either game. It retains Hexen's hub design, although it's not at all puzzley, just a "go and collect 3 items and return to the hub" quest. It's very combat-focused (there's almost 400 enemies in the final level), but unlike some Heretic maps, it doesn't end up feeling like a slog. Perhaps Hexen's weapons are just more powerful than Corvus's. The level design is very good, besides a couple of sore spots (the cramped areas of the lava level, the metal maze in the final level). The boss, D'Sparil, is much easier to kill than he was in Heretic; he probably should've been modded to have a better chance against Hexen's warriors.
    • By Philnemba · Posted
      A fun heavily modified tougher version of Doom 1's E1M6 dated back in April of 94(yes same month of origwad). Its starts a bit hectic but with so many shotgun guys and plenty of health throughout the map, its actually not that hard to go through. However like any 94 wad, it has typical misaligned textures, a few HOMs, and had to use noclip cheat to grab the last card key due to ceiling being too low to pass under. Despite its age and a few minor stuff, its a fun wad from 1994 and I would recommend to give it a try :)
    • By whirledtsar · Posted
      Excellent wad for Hexen fans. It stays true to the style/spirit of the original game while introducing new ideas. The level / hub design is interesting, the combat is well-balanced, texturing is well-done and well-aligned, and there are plenty of interesting scripted events. The wings are used in a very smart way - you're able reach many previously unreachable items and paths. The only thing I disliked was the "boss" of the final level. I won't spoil it, but it's quite disappointing.   Unfortunately there is a bug in The Castle Of Fluft - the flame mask switch is not set to "repeatable", so if you try to use it without the prerequisite mask, you won't be able to use it again when you do. If you encounter this bug, type "puke 10" to activate the script the mask normally would.
    • By Lane Powell · Posted
      This seems like a semi-hidden gem. The author's other WAD Crimson Canyon won a Cacoward, though I prefer this one.   It certainly lives up to its namesake. The textures are all Hell's green marble and blood, supplemented with custom textures including some modified Giger designs and some creepy sprites I recognize from Monolith's Blood. The map designs are seriously contorted. It's probably a divisive aspect of the set. In some levels the angular layouts wrap around themselves in a jagged mesh, creating devilish mazes with slightly obscure progression, and where fireballs can fly at you from different parts of the map. Other parts are darker and more claustrophobic. It's all a totally hostile atmosphere.   There are some common themes gameplay-wise but you'll know them by map 2. A big one is ammo constriction, especially on UV. Certain maps seem near unbeatable without finding key secrets.   This was actually one of the first WADs I completed a few years ago, and on revisiting it it feels very fresh. Like most memorable WADs, it rides on strong concepts and some devilish gameplay while targeting a distinctive theme.
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