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Alien Vendetta

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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 :)

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simply a masterpiece,best wad most probably!

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· Edited by spd7693


04.09.2020 update: Considering I gave Scythe 4 stars and I most likely would give D2TWID either 3 or 4, I must actually give 5. Reasons: 


  1. I liked the combat here far a lot more. 
  2. Definitely doesn't deserve to be that close to D2TWID in terms of rating, it has to be slightly higher and I can't give the latter wad 2 stars.
  3. My initial disappointment didn't at all mean that I dub the wad that bad. I don't know if I liked it less than the majority of the community. 


Here is my original review: 



The wad left me with mixed feelings after playing it. Some maps were outstanding. Some maps not so. Overall, I expected a lot more from this pack. Particularly the middle maps. 


I'm delighted with the challenge and delighted even is too small of a word to explain it. I simply loved it. It was a great test for my skill and an awesome adventure. I wouldn't need to try to drop from UV at all since I managed to complete this one on this level. The combat was decent and in all maps the player is given a fair fight, just with a few miniscule exceptions. So, what's the problem of me not giving 5? Well, here it is. 


Yes, I said the fights are fair and decent. But there is a difference with let's say Hell Revealed. In Alien Vendetta the combat goes: "Here are your monsters, find your way to defeat them and go on." In Hell Revealed it goes: "Here are your monsters, choose your way to defeat them and go on." The difference is much noticeable. True, the fights were fair, but there is a little quirk - in over half of the battles with high-tier monsters you were forced to strictly fight them with the BFG. I do not swing this way, sorry. I prefer duelling those monsters, not BFG-bashing them. Especially cyberdemons. I was denied at least 12 duels with cyberdemons due to their placement or the general way the set piece worked, which made the cyberdemon a priority kill. I simply was denied the opportunity to enjoy the fighting to its fullest. In Hell Revealed I could amuse myself with the maps however I wanted. There is one exception though. In HR in map 30 the 4 monsters in one volley way of the Icon Of Sin got the better of me. In AV the map is much bigger and I didn't feel it at all, so I could esily beat the map normally. In fact, I wouldn't have known the monsters were spawned in fours if I hadn't read it. Another exception is map 26 which was Post Mortem cleansed of the reasons I hated it - inverted monster priorities in combat and pain elementals spawning all the way on the other side, seeing you and flooding the level with lost souls before you get a chance to kill them.  


The miniscule exceptions I mentioned earlier are the ending of map 17 with the number of arch-viles in the exit that simply is BFG-forced. Before them you also have maybe the worst-ever placed cyberdemon. Such a monster in such a cramped space? There barely is space to go past him and there is no way he doesn't hit you. While the map possesses only one megasphere. The other ones are the start and the end of map 24/25 Hordes Of Monsters. (24 in the first, 25 in the second release.) They're just based on rolling the RNG-dice and surviving. That simply destroys the otherwise perfect map. All the other combat into it was so well thought out and allowed so much so good tactical thinking. A few rooms with forced usage of the BFG, but that wasn't that bad in the end. 


The only other map I didn't like is - guess which one - 24. 24 of the second release is simply boring. Just that. I also expected a lot more from map 16 which also I can say I disliked. Not in terms of combat, but in terms of monster placement rather. Personally, I was OK with fighting 6 cyberdemons at a time, but I wouldn't force the player to do that. 


And my other complaint is visuals. People, when you make maps, please MARK THOSE LOCKED DOORS AND SWITCHES AND THOSE EXITS!!! Red skulls and red rectangles must be used then and only then when a red door or a red switch is marked by them. Same as blue and green. With the only exceptions being like for instance showing the location of the corresponding key or its pedestal, etc. So many maps used these textures on doors and switches that didn't require those keys or weren't used on such that did. Not to mention something that got me a bit bitter. I often am criticised of my rooms being bland and being just a straight shape. Well, at least I mark my locked doors and locked switches, as well as my exits. Also, the visuals on a few maps didn't impress me at all. Well, why does it impress you then while I get brought down? Seems like most of the criticizm towards me results in me not creating maps for years past or that I'm not a speedrunner of the early 2000s. If this is the quality you want, well, I'd prefer a good fight in a blase room than a bad fight in a well decorated room. And as for the problem "you don't see the exit until you're at the exit", well, how can I see the exit if there is no indication for an exit until you flip the switch or pass a seemingly normal teleporter? Subjectivism in action. 


But there is a flip side. All in all, I played this wad for multiple reasons. To analyze the difficulty curve, to see if I can beat it on UV, to take inspirations and to take some map making models. The best for the latter were the maps by @Andy Johnsen (if it really is the Danish speedrunner behind this name.) I kinda like the majority of the maps created by Norse people, particularly the other big Dane Jens Nielsen. Johnsen definitely did the best job of all people who created maps and my comments from above of course address neither of his works. Definitely a player and a mapper I can learn a lot from. All in all, if we exclude the cases where some things made me scream "I can do better than that", I do have a lot to take under consideration. Especially Andy's maps. And especially... my favorite map. 


You guessed it. My favorite map turned out to be map 29 Firewalk With Me. No other level ever feels more Hell than this! Visuals, combat, monster placement to the end! Best map I have ever played, most enjoyable too. Even the horde of revenants - my least favorite monster - didn't bother me at all. In fact my comment on the map was "In order to like this map you have to be a nerd. And be proud of it." Well, I consider myself a nerd in some ways. Especially while dancing around cyberdemon rockets. This map gave me so many opportunities for that as well. Other maps I want to highlight - 23, 13 (I believe this was the one with the cyberdemon in the crate room), 18, 26, 27 and 11. I have no words to describe them all. Definitely these are just another reason to play AV. I want to add in map 32 as well which also gives the player a fair fight all in all despite the rough start. 


Wow... That's some essay of a review. But something that makes me wonder - should I keep on making new maps or not? After all, if the quality I should aim for is the quality of the greatest AV maps, then is this for me at all? 


I was considering 5 stars, but a few disappointments can't allow me to. If there were more cyberdemons available for taking down with the SSG, I could have given 5. So much potential, but not what I expected. But does this deserve a sequel? Definitely! 



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Can't believe I hadn't written a review for this yet. What's there to say that hasn't been said?


It's unique, legendary, fun, and filled with soul. Slaughterful and brutal since the very beginning, no boring build-ups or episodic themes -- It's varied and straight to the point. It's what it wants to be. Not at any point is it boring or lackluster ('cept for MAP17).


It's not a 5/5, I love it immensely, but wouldn't tell anyone that it is perfect. Some levels are centered around BFG spamming, and/or straight up grindy. There's inconsistencies, such as some types of floors sometimes being damaging or not, or familar actions that previously require or didn't require switches, or unmarked colored doors.

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Legendary. Once saw someone say that the maps were "ugly". They can have the opinion they want, but man, is this wad out of this world in terms of looks, gameplay and variety. A must-play.

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Good old-school hard-WAD. Starts at roughly Plutonia difficulty, gets harder and quite slaughtery at the end. MAP20 has terrible progression.


It might not have aged too well or something, but it doesn't feel nearly as great as it's hyped up to be. It's still pretty decent and worth a try, but it doesn't hold up too well against modern stuff.

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Excellent map set, appealing to challengers and nostalgics alike. There are probably too many revenants and teleport traps (it's amazing how all the different authors coordinated towards this style) but that only means the wad will be so much harder.


I wonder if 'alien' refers to the Doom monsters (i.e. they're aliens).

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Denim Destroyer


Alien Vendetta is a megawad that has a plenty of good maps mixed with some levels are not as great. The maps I recommend are 1-10 and 18-24. The other 16 maps suffer from odd progression, far too many fights that occur in doorways and tedious slaughter gameplay. My least favorite levels have to be maps 12,13,16. Map 12 consist of multiple maps that were Frankensteined together and is possible to accidentally finish early. Map 13 is a linear level made tedious by flooding rooms with enemies. Map 16 has to be my least favorite as it starts you off with multiple hitscan enemies facing you. Overall Alien Vendetta is a mapset that when it's good it is damn good but is unfortunately dragged by some tedious annoying levels.

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A decent (if slightly dated) set of maps with a moderate level of difficulty for the majority of it. I played it twice recently on UV, both runs played continually. Both saw me enjoying a good portion of the wad, but on each run I left the experience irritated. I feel Map 26 is the true end to the wad, as Maps 27 through 29 are extremely drab, boring slogs that fail to continue the intensity introduced with Maps 25 and 26. Map 30's Icon of Sin fight is also tedious and a poor way to end things, essentially requiring SR50 for the first elevator. Had it not been for these issues (and an excruciatingly sluggish Map 20, but slightly less so on my second playthrough), I would have given the wad four stars. It's easy to see why this was seminal at one point in time, but wads in more recent years have far surpassed it in not only map complexity, but enemy diversity and overall map/wad pacing, among other things. It's most certainly not the greatest megawad ever made, but it's still worth playing.

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· Edited by Budoka



IMPORTANT: DO NOT launch the file "AVMOVFIX.WAD" when playing Alien Vendetta. All it does is remove one of best portions of MAP20. That file was conceived as a fix for demo recording back in a day when processors where much less powerful, and despite being included in the download serves no purpose whatsoever in this day and age.




An epic experience in the most genuine sense of the word, Alien Vendetta's long-standing reputation as the most legendary Megawad of all is entirely deserved, although it isn't quite my number one choice. Variety, quality, creativity and spectacle abound in just about every moment of this very lengthy, challenging adventure.


Indeed, it should be clear that even now, in 2018 as of me writing this review, Alien Vendetta still belongs to the realm of the fairly difficult by today's overall PWAD standards. However, this absolutely shouldn't stop any curious players from trying it out, because the content offered is absolutely, positively worth it. In fact, although Alien Vendetta as aged a little, it holds up much better than most of its contemporaries and many of the old classics so lauded by the community.


As a negative, I will say that I don't think I approve of that final boss map, which calls upon skills that are never necessary in the rest of the Megawad and generally not a priority of classic Doom gameplay, all the while demanding a very exacting display of said skills from the player. Also, if I really have to nitpick, then I will concede that a couple maps contain very clumsy moments ("Nukefall"...).


I will give away no more and let the rare few Doom 2 players who have not yet experienced this masterpiece discover it for themselves. Highly recommended.

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· Edited by Agent6


So here goes another wad, one that I for one could easily label as "close to hardcore" . It starts easy, then the difficulty nicely increases, and eventually culminates with some extremely difficult maps towards the end. Very tricky but not impossible to complete despite this undoubtedly initial impression. Most levels involve certain tricks in order to make everything easier, some of them, especially towards the end, relying quite a bit (or a lot, depending on the map) on infighting, such as MAP26. This one was easily among the hardest map at first sight, primarily because in a few words, it's a Revenant fest, most notably at the beginning. Yet all that had to be done there was letting the Cyberdemons take them out, but of course that's easier said than done. Since everything I'm playing is without any prior experience (blind, if you will) it always takes me a while to figure out the difficult maps. I think I died like 50 times in this map but it got easier once I gained experience through trial and error, therefore when I could finally make the enemies start an infight it became much easier.


Other maps however are more unforgiving, and that not due to seemingly impossible odds, but because well, the eternal old story, resource starvation. I ran out of ammo an annoying amount of times on the aforementioned map. When everything was clear, surprise, either no health or no ammo, typically remaining with just a few shotgun shells and nothing else. Now of course I should also mention that when I usually say "resource starvation" this does not include whatever can be found in secret areas. I'm usually terrible at locating (most of) them so when I mention that be aware that it primarily refers to what the maps offer during normal play without any secrets involved, or only very few, unless explicitly mentioned. MAP28 was an even worse offender, it's not a particularly difficult level but there was just not enough ammo for what came later, so for instance at the end I completely skipped a room with a Soulsphere and (3 I think) Arch-Viles because I just had no ammo to make it out alive and kill them as well. In my few attempts to grab the bonus they always managed to escape from their own little lair and well, you know what followed, so in the end I decided to skip them altogether and call it a day. MAP23 was also pretty scarce on resources, but not very difficult overall. So despite the nice difficulty curve, it does seem to spike every now and then.


My favorite maps are going to be MAP20 and MAP25. No doubt, these maps are very atmospheric with cool music and great gameplay, basically the perfect recipe for a great level, and nothing insane. I didn't really like these levels where the difficulty spikes nastily because they felt more like a test or a pure challenge, and weren't that much fun or enjoyable, yet I wouldn't count them among maps I loathe because they were still great, just mocking the player and very tricky. There are no bad maps here, except perhaps MAP21, it was neither an interesting nor fun level for me and felt more like just a filler and no killer. I was surprised to see that MAP30 was an Icon of Sin map, but frankly I'm really glad it was this and not something nuts serving the purpose of some sort of ultimate challenge after walking through the fire, considering some of the levels preceding it. It took me a few tries to figure things out though, because apparently the lift in this map is completely transparent and has 2 torches placed on it, and I thought the switches only lower them at first when in fact they are supposed to help you by marking something, but once that was out of the way it was piece of cake. I should mention that the lift at the base raises surprisingly fast so you've got to be very quick there, run (strafe) like hell after activating the switch. It's a fitting end to a thrilling but sometimes exhausting and frustrating journey. And that voice at the beginning of the map when you pick up the ammo and the power ups? That was amazing to hear, it sounds just so perfectly inhuman and purely evil, very intimidating and sets the tone for what's around the corner.


The music in this wad is very good and it has many different sources. There's vanilla Doom music, some completely new stuff, and even Heretic music. This might sound like a mess on paper, but it works, and rather well no less.


However, there are some problems on the technical side of things, or that's how my experience was anyway. I played this in PrBoom+ but every now and then it would become glitched so the stats at the end of the map would be broken and in the upcoming map I would spawn in an incorrect location, thus breaking the map completely and making it impossible to complete. For instance, I had to pistol start MAP13 because I kept spawning in the area where the yellow key normally becomes accessible only later down the road, an area that's normally accessible only with another key, but I had none so there was no way out. This occurred in a few other maps but luckily this could be easily resolved by just restarting the source port and reloading a previous level/save, finishing the map normally, proceeding to the next (offending) level, and everything would correct by itself. It's the first wad in any port I use where I'd ever come across something like this, so I've no idea what caused the problem. I've also had the correct compatibility options set the entire time, for that matter.


All things considered, I had a blast (quite the damn literally on so many occasions). It's a solid classic wad that has aged well and is also far from being impossible, but it does take time to understand its most challenging maps if you choose to go for it blind but also well aware of what you're getting yourself into beforehand like I did, so expect a lot of trial and error in this case, but at the end of the day it pays off. And it's not unfair even if some levels do look like this at first sight, but in fact they're not. Remember, these levels usually require you to resort to a couple of tricks, be quick, and careful. Moreover, I also found them rather predictable once I figured them out. If I could pull it off so can you.

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There simply isn't a WAD that tops Alien Vendetta. Despite being released a good 16 years ago, this could be considered the first "modern" WAD. What I mean by that is that the maps here have tip-top design and attention to detail that is present in practically every WAD released nowadays. Like Memento Mori, its sequel and Requiem, AV brought a lot of Doomers from around the world to contribute (the US, Sweden (?) and Norway to name a few).


Each map has its own identity, and thus they are ALL memorable. The first level immediately tells you that the details, lighting and enemy placement is gonna be spectacular. Once you get to Map03 and see the city overlooking the main station, you know this is something that is way more advanced than anything before it. When it comes to Map11 and Map20... well, we all know how epic THOSE two look. Those two maps still look better than most maps today!


Of course, the look of the levels aren't the only thing that make-or-breaks a game. The gameplay here is nothing short of brilliant. All the maps besides Map21 (which is a Tyson-based map) are balanced for pistol-start and also for continuous gameplay, which is nice. I said before that each map has an identity, or a personality. This is true in the fact that the traps, secret placement and challenge are all different yet balanced. AV gradually gets harder and harder, reaching its boiling point with Map27.


Speaking of that map, there aren't that many slaughtermaps in the WAD. Maps 25, 26, 27 (yep, three in a row) and 32 are, but as I said before, each are identifiable and aren't brainless BFG spam. 25 isn't too hard, though 26 and 27 take the cake as the two hardest maps in the set.


Memorable set pieces I can recall are the Cyberdemon zone in Map06, the Demon horde in Map15, the Mastermind madness area in Map18, the island climb in Map20 and the waterfall trap in Map26. Everything is memorable here!


If there's ANYTHING I can criticise, it's a bit weird having the techbase levels start in Episode 2. Though then again, that makes the WAD that bit more original. Oh yeah, and Map30 can be a bit annoying, if only for that one lift.


Oh course, I can't write an AV review without mentioning the great Kim André Malde, who passed away a few years ago. I heard he was a talented mapper but, more importantly, a lovely person in real life. Rest in piece.


Favourite Maps: 04, 09, 10, 11, 20, 25, 29


"Least" Favourite Maps: 06, 19, 27, 28, 30


My Rating: 4 / 4 (thus a full 5 / 5)

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Summer Deep

· Edited by Summer Deep


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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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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· Edited by galileo31dos01


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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A lot of ambitious contributions by a lot of talented people. A few of them being misses but overall a varied mix of good to great maps with a splattering of slaughter here and there. Some had an older style feel to them but nothing that ever detracted from the overall presentation. Worth a look.

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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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Doesn't even need aliens

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Good wad but not legendary. A lot of the maps tend to drag and there are multiple hallways filled with dozens of imps which are a slog to shoot through. Some of the later maps especially can take over an hour to complete and have annoying layouts with lots of backtracking. The visuals and detailing is very nice though and none of the maps run like crap, which is always a plus. 4/5

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Pretty darn good. But not legendary. Great considering its age though

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After starting this WAD, i just felt desire to play Descent 1 again :D Good sountracks, but it is kinda boring to play

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One of best wads ever. Flammable4444 02.09.15

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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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This is an extremely challenging WAD and despite some of the few rage moments I had I still had an absolute blast

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Still one of the best pwads out there.

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Ugh. The gameplay in this one is just awful. You can't make an assumption that anyone would be able to beat this stuff on the first try. Later maps are hideously red and hideously unplayable... Best part for me was maps 3 and 4, both of which feature excellent (though a bit derivative) design and neat, ballanced gameplay. Another problem is, literally all of the levels are a copy of something (plutonia, heretic, requiem, kneedeep, darkening)

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  • File Reviews

    • By Triloguy · Posted
      Great. Best Wad ever.
    • By aargh · Posted
      It misses that "something extra" that id maps had. Something that you remember those maps for. But maybe it's not fair to compare because the original always has the advantage of nostalgia.
    • By aargh · Posted
      Crude, simple, yet surprisingly inventive for 1994. There's a lot of switches and the layout is very non-linear and sometimes quite confusing. In one level I had to idclip to the exit because I had no idea how to get there otherwise. Overall, this was a nice nostalgic experience.
      Difficulty: easy. Mods: Project Brutality 3, UDV.
    • By phoo · Posted
      Short and sweet! Some interesting texture choices. I love the prevalence of the red brick texture that's often underused in other wads. The light decoration in the alleyway with the raised floor and use of mid textures was an interesting touch. I also thought the level exit was also unique and aesthetically appealing. As for gameplay, It's smooth and fun with good flow.
    • By P41R47 · Posted
      From the get go, one just notice the impressive mood that this mapset offers. And solely for that this leaves a watermark of how mood maps can be made. Some of the maps here are probably masterpieces of atmosphere and mood.
      This large episode map has a really good start, first maps its pretty much an introductory map, and map02 is the famous Doxylamine Moon. I'm really proud of myself as i solved the map puzzle without any help, but it doesn't offer much after that. But its an impressive effort by Lainos. The subsequent maps continue to be really good and moody. And map11: Seaport seems to be the properly end of the wad... but no, there are three more maps in the set.
      Map12, aside for the impressive architecture, its really annoying as it abuses the darkness, making it pretty difficult to navigate.
      Map13 made the same mistake, but its a little more easier to navigate and it comes to be somewhat fun. Map14 its a no exit map intended as the end of the mapset.   This set up makes me wonder if the Clan [B0S] intended map12 and map13 as just bonus maps. Don't know if there is answer to this (maybe @Wraith777 knows something).
        Returning to the review, the first six maps are glorious and i loved Doxylamine Moon for being soo different, and Lavatrazz a remake of TNT map07: Prison. The rest of the maps from ma07 to map11 are just big good maps.
      I didn't like much of map12 and map13 aside from the awe inspiring architecture they offer.
      And map14 is spooky and marvelous. Could be a really neat feature and not just and no exit end map.   All in all, i liked this mapset, much more in the first part than the second part (even when map07 starts with Serial Experiment's Lain theme song, a soundtrack i love soo much).
      I would really like to see the story of Sacrament properly developed. Maybe someday...