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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 galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.  
    • By Zalewa · Posted
      If you want something that looks uncomplicated but fair looking, easy but not uninvolved, non-linear but small, somewhat blocky but still good architecture and very quick to beat without ever saving throughout all 9 maps then this is your WAD. I played it, I liked it. Design themes stray towards the original E4, but are not exactly the same.
    • By Copenhagen Bram · Posted
      This is the first non-Euclidean doom wad I've ever seen! And it's done right! That must've been some project. Well done.
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