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The Madness of Mergatroid

   (10 reviews)
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About This File

Well, this is a very impressive episode including 9 _excellent_ levels. All the levels in this episode were created by myself, excluding e1m5, which was designed by a friend. We feel that any DOOM fanatic will enjoy this episode and will be completely impressed by the work put into it.

Most levels on the Internet suck. It's a fact, but these 9 levels do not suck. id Software, if they ever saw this, would most likely want to know where the two of us were when they were designing the original DOOM levels. It's taken roughly a year to design the levels, in fact...I never planned to have any nice levels...much less a whole episode. It seems that after I figured out how to use DEU that level making just sorda seemed fun, so I designed levels like mad. ...but, I am a perfectionist (in most respects) and therefore I insisted that the levels I designed were no less greater than those in the actual game. I felt that if they could make complex levels, then so can I...and I did :) Most of the levels in here have been zipped and distributed via local BBS, but even those were completely checked and re- checked for bugs/parts I found to be lacking "id" quality. So, what you have here is pure DOOM art. ...not to mention my last DOOM work that will ever be. I am _tired_ of making levels. My creativity is draining (I also want to maintain a life :), etc., so I have decided to stop while I'm ahead.

So, play this all the way through...it is arranged as the original DOOM, smaller/easier levels first which work up in size/difficulty. You will see the quality, and you may also wonder how I kept my sanity...so, have a blast!


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Glaice

  

A solid E1 replacement, pretty easy and plenty of homagey architecture that is noticeable.

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NuMetalManiak

  
yeah, didn't see much difference between this and Fava Beans.

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Guest

  
No conceit in his family, the author has it all.These maps are awful.

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Guest

  
One of the better episode replacements. Mid-size levels, very much with the feel of the original. Beats me why whiners hate traditional maps so much - don't like authentic Doom wads? Piss off and find a game that's to your taste then. Easy.

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Unknown date

  
I really like the way the levels are layed out, it really re-creates a new feeling for playing doom. It's a good set of maps, but some textures are missing, making the overrall gameplay a bit hard. And there's a few similarities with the original doom maps, making some of the gameplay feel the same. But the layouts are great, so it's given me a new doom feeling.

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Unknown date

  
This is an old version of Fava Beans.

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Unknown date

  
it's just a first version of Fava Beans (id=3163). differences is minimal. ***** due to my respect to FB.

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Unknown date

  
^ I agree, the author, who surprisingly remains anonymous, in my opinion, could do with a damn good beating. The levels however are not too bad, considering they are 1995 wads, or are they? Who cares... 4/5 - 3.75 for being a big-headed twat! 0.25/5

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Unknown date

  
I can't see anything past the author's head. Sorry...gave it a 0

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Unknown date

  
If you're a fan of E1 style levels, check this out!

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  • File Reviews

    • By whirledtsar · Posted
      It's okay. Quite easy due to the abundance of artifacts, mana, & health. The level design is fine, nothing special. The only truly bad part was the unmarked puzzle bookcases, forcing you to wallhump the entire library as a last resort. Otherwise it's pretty simple stuff, running around finding keys and smashing monsters. The texturing and lighting aren't fantastic but aren't noticeably bad either. The only glaring issue is that many windows just show a wall textured with the sky texture rather than an area with a sky ceiling. Yet there are perfectly normal outdoor areas. Perhaps the author only figured it out skies halfway through development? Anyways, this is worth your time if you want an hour or two of simple Hexen fun.
    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • 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. 
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