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The Brotherhood of Ruin

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- GLBoom+ 2.5.1.4. complevel 9.

- Ultra-Violence.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so.

 

A couple of playability notes first, I'd suggest any player to use a Boom compatible port for this, as well to expect not 11 but 7 maps, despite what the text file says. Also, it could be more suitable for a first time to try on a lower difficulty and continuous, I'll explain why later...

 

So, a nice looking set indeed. It consists of linear mid-sized maps, with super tight gameplay most of the time. The texturing is really good, it's only one theme, presumably Mayan (history isn't my strong suit), or just old civilization like another comment says. Maybe it can feel repetitive after a while, but since this isn't a common theme in Doom, I always enjoyed it. Some great midis too, particularly map 04's music and the Heretic tracks. A thing that caught my attention was the particular usage of liquids: one who still has little experience in the game is accustomed to simply walk on the water, but in this case the author built the pits so you will submerge into the liquid, plus an effect that makes you see everything in another color (e.g. if you get into water, you'll see everything blue). Whatever that boomism or MBFism is, it's really awesome imo. On the other side, the majority of the lava pits are inescapable, which made the environment more realistic. 

 

About the gameplay, the set has linear maps consisting of super tight rooms, corridors and some open areas, with monster placement being on the "mixed bag" side. The progression is quite clear most of the time, with the usual switches and keys to find plus some backtrack in which you may or may not find the places repopulated. More often you can return to previous areas, except in a couple of maps, but since you're intended to go in a straight line most of the time, exploration is rarely a thing in this wad, which is fine, but with the ambient theme (Mayan) I felt like some non-linearity would have been great, for variety. Returning to the monster placement topic, since space is constricted most of the time, it can get tricky to avoid your enemies' attacks, if not also uncomfortable, as details like trees can get in the way, and that was annoying sometimes. The author placed tons of tanky monsters on UV, particularly hell nobles, coupled with ammo scarcity all the time. Now that for me was a bit disorienting, I like to restrict myself to what the map offers as much as possible while playing in sequence. So in order to kill everything I found that you're obliged to ignore monsters that don't initially pose much of a threat, and there's no point on backtracking to kill them later. Either that or bare with ambushes of pinkies/spectres, barons obstructing the path or on ledges, even meaningless monsters outside of the gameplay area, and my ammo was just getting lower and lower, I could rarely restock on it. This is why I suggest continuous with freedom of choices, I didn't see any information about whether the set was created with pistol starts in mind or not. However, this is just a personal view, you might find it more challenging playing each map separately... Oh and, what NuMetal said about doors, yes a lot are unmarked, reason why you should use the custom automap frequently. 

 

Secret-wise, not all maps contain secrets, the ones that do have them hidden in the usual way, pay attention at the textures and their differences. You might find some easter eggs too, only I had no idea what they represent. Whatever, I don't have favourite maps, since none of them particularly attracted me so much on a gameplay perspective, but I did liked them in general, if I don't take in account the ammo "issue".

 

Overall, worth it for the looks and music. Heh, too bad gameplay didn't fully convince me, since the wad received a lot of praise from others. My rate is 6/10. 

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Bryan T

  
Somewhat confusing.

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joepallai

  
One of my all time favorite map sets;inspirational design and ambiance. The new textures work perfectly to create a new world overrun by demons. simply great.

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NuMetalManiak

  
quite fitting wad, but a lot of unmarked key doors.

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TimeOfDeath

  
liked, btw this is a boom wad

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Guest

Unknown date

  
Now you're talking, this is perfection, I love it. Original, inspiring, and shows that you don't need to stick to original doom themes, nor make a another knee-deep-but-with-a ll-those-fancy-zdoom -scripting to make a rocking levelset! 5 stars, Perfect!

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Guest

Unknown date

  
absolutely beautiful map set.lots of back and forth switch-hunting/press ing but well designed so as not to be hindered by it.the fights are not terribly hard but strategic and well-thought out. a classic!5/5-d.d.koop

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Guest

Unknown date

  
Excellent work! Would have been worth to add new monsters, too, to this nice ambience :-)

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Aebeatia Sookies

Unknown date

  
Looks beautiful, but suffers from a lack of medipacks for lower difficulty settings and has strange monster balance.

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Guest

Unknown date

  
Sheer joy to play. I was actually really annoyed with myself when I died. Only the best wads create such a feeling inside of me. --- 5 Stars.

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Guest

Unknown date

  
I've met Kristian and he is a damn good fellow. Also this wad is damn good from start to finish. -PC

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Guest

Unknown date

  
This is amazing, not just beautiful, but lots of fun too! The "Mayan" theme is real original and you pulled it off perfectly. 5/5 Perfect!

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Guest

Unknown date

  
One of my top 5 favorites. ***** -sargebaldy

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Guest

Unknown date

  
It's pretty good.

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Guest

Unknown date

  
awesome dooood!!!! the rating system should go higher. exellent gameplay and music

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Guest

Unknown date

  
Great gameplay and great design. Has that aztec feel to it. 5/5

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Guest

Unknown date

  
Hell!! this is one of the best wads Ive played! Its so authentic and fun And also I liked the song of the level #2, its like "misterious", and I recorded it to mp3, to listen to it whenever I want. The levels has a good ambiance

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Guest

Unknown date

  
Magnificent wad! An instant classic. My only nitpick is, where's the rest? The author states there are 11 msps but you only get 7 in the download.

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Guest

Unknown date

  
Pretty much my favorite set of levels....7 just isn't enough!!!!!!

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Guest

Unknown date

  
Very fun, and very atmospheric. One of my favorite SP maps :) --Darkfyre

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Guest

Unknown date

  
Fantastic game! Too bad there only 7 levels and as I heard Kristian decide to make a sequel in zdoom... oh no :(

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Guest

Unknown date

  
A bit too unlinear for my taste. Lots of backtracking here, but it is still worth the download, because of the architecture, the gameplay and the colorful levels! 4/5

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Guest

Unknown date

  
Absolutely brilliant map set. I really love this Aztec style that when it's done well, it's stunning and absorbs you totally. 5/5 no question! -TRRobin.

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Guest

Unknown date

  
Excellent. This wad deserves 5 stars.

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Guest

Unknown date

  
An overlooked classic, that's how I feel about these levels. The architecture is astonishing and so is the gameplay. I always liked to see this "old civilisation" (mayan perhaps) environment, and I feel this is something trully original as I don't think this was ever translated into doom. For those who are tired of the repetitive "techbase-brick-hel l-etc" themed levels, you know what to do.

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  • File Reviews

    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
    • By geo · Posted
      Believe the hype, Sand Chain is indeed a terrible map. Not terrible like oh this must be someone's first map or designed by a team of kinder gardeners and their friend in second grade who can use DoomBuilder, I'm talking hall of mirror walls, coupled with the fact you can go through the game's exit switches. The map is short and sweet, which only adds to how terrible it is. The level is a single hallway with... get this... a bend! Oh stay with me here... and then after that bend, there is a bank of switches! Yeah, that's it. The level isn't meant for Nightmare, but it should become everyone's first accomplishment of, "I can beat this level on nightmare."

      I suppose in an artistic way, the hall of mirror affect on all walls is to disorient the player, so they miss the big twist at the end. Thus costing speed runners valuable seconds on their first play through. The big twist being the bend. Other than that, there are plenty of shotgun shells, shotgun troopers and health to ensure you make it to the end of this brutal and rigorous test of endurance over the course of 5 - 30 seconds.

      This is the level that has become famous, because everyone needs to play it themselves to add their two cents of "it's crap" to the pile of reviews that will no doubt entice more people to play this game. It's a gorgeous display of everything wrong without the annoyance of having to play it for longer than a full minute. Complete with someone from an aol email to spice up it's true 1995 feel... despite being made in 2009.   * slow clap * You've done it. You've found a new twist on terrible.
    • By Chipchase · Posted
      I guess this was meant to be a serious wad, just using a trick to make the C-Demon hard to see. I don't think it was a deliberate troll of the style that caught on later, eg Sand Chain and the Terry wads. IMHO it nowhere near holds the record for "worst wad ever" (even if it did once) so it is now "over-rated" in that respect. There are wads where you die quicker (eg "Stupid Benchmark #1"), and wads with worse graphics( eg "Sand Chain").  TBH, after all the hype I was a bit disappointed, I was expecting worse LoL.  
    • By NuMetalManiak · Posted
      Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.   this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?   WRONG   while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.   it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.
    • By Chipchase · Posted
      Pointless crap.  A small yard, empty except for a futuristic shotgun. No monsters and no exit. See my screenshot and you've seen it all.  
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