The Vilecore

   (60 reviews)
Sign in to follow this  
Followers 0

Author

Darren Finch A.K.A: Doom_Dude

About This File

More DOOM II:

Base

32 New levels from scratch

Editors Used

DoomCad 5.1 / DoomCad 6.1 / XWE for merging

Bugs

There might be some :p




User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now

Unknown date

  • 2
  
Meh, Couldn't you think up anything else than press button here, open door there. after the first five minutes playing level one, I got really bored and quite.

Share this review


Link to review

Unknown date

  • 2
  
not good - Kak Home

Share this review


Link to review

Unknown date

  • 4
  
its prity good but i found myself getting board at times some new musick wood have gone a long way i thank but its still prity fun so i give it a 4/5

Share this review


Link to review

Unknown date

  • 5
  
I loved it! But there are some probs when it comes to CooP play. Like traps that trigger allowinhg only one playing to access an area. But if you die afterwords theres no way to go back thru the path. Hope that all gets fixed in Vilecore II :)

Share this review


Link to review

Unknown date

  • 4
  
like it

Share this review


Link to review

Unknown date

  • 5
  
I liked it :)

Share this review


Link to review

Unknown date

  • 4
  
Heh [sarcasm]yep it has those doors and switches like every doom map that's been made since the orig doom[/sarcasm]

Share this review


Link to review
  • File Reviews

    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   This is an interesting old megawad. Looks and feels different from the usual Doom. That is to say, it's a partial conversion, there're a lot of new textures, new monsters, new weapons, new sounds, and a new character. All of these are combined with a gameplay that is focused not only on killing monsters, but on exploring too. So yeah, Strain is pretty unique, and I liked this change of pace. There are a lot of nice visuals and detailing, not very polished but that's fine.    As something that clearly claims to stay away from the ordinary Doom style, what predominates here are puzzles, lots of puzzles, some are good, some are obscure, and some are the entire level (map 21 ahem...). Also, labyrinths, switch hunts, corridors, lift after lift, and the incidental hordes of monsters to remember you're actually playing something alike Doom. I'm not saying the mapset is boring, no no no, it brings a lot of cool battles, brutal starts, and makes you work your brain, again not in a popular Doom-ish way, to find the exit or grab something important. In many maps, progression is far from intuitive, sometimes you'll cross a linedef and hear something opening or closing, or you'll flip a switch that opens a cabin of monsters that has a wall with different texture that you must open to progress. In other maps, it's quite simple and relies on the typical key hunt. Backtracking is heavily present in this mapset.    About the new monsters, of all of them I liked the Minister of Pain and Dopplegangers the most, mainly because I found them quite funny, specially the mini-cyber which is adorable. Holo-bots are fine, their stealth version can be a pain in the ass. Red demon isn't more interesting than the original, it just consumes more ammo and time. Demon Lords are dangerous, I found that I could exploit their attack from a certain distance, but from close it's best to treat them as a hitscanner, that is to say, covering yourself everytime he shoots. Polydrones are another dangerous enemy, their corpses are damaging and I found myself inevitably stepping on them and aching. They might replace the mastermind but their chaingun is not the super one. Second class imps are creepy. Finally, BFG Troopers are just cheap, specially on map 30, at least they are not that common.    About the new weapons, well the rapid pistol and shotgun are more useful, the double fists are good, the NFG is ok but I didn't like that the maximum was only 100 cells, it runs out so quickly. It also has a safety pin for whatever reason. I didn't understand the BFG replacement, it apparently functions like a slower rocket launcher, and why does it shoot stealth balls? Idk, I barely used it anyway, all I know is that it's powerful.   Secrets, there are a lot of non-secrets in the maps, almost all of them contain a megaarmor (which equals 300 not 200). The midis are good. My favourite maps are 04, 18, 22, and 24. The IoS map is acceptable, but didn't feel like a truly boss map. Map 21 is all puzzles, some without hints, I didn't enjoyed this one too much.   Overall, enjoyable, probably hasn't aged so well. If you're in the mood for anything that I said above, this is going to be your thing. One personal recommendation, there is no pistol start but fists start here, a lot of maps are very very tight on ammo and weird balanced (e.g. punching shotgunners at the start, tons of rockets and no rocket launcher, having to shotgun a lot of demons), so be patient, or try on continuous first... anyway, 6,5/10.
    • By Walter confetti · Posted
      Pretty cool map for the time, loved the details!
    • By NuMetalManiak · Posted
      hey i knew these levels from Endless Torture, hah. fun set still. fight me.
    • By Myst.Haruko · Posted
      Well, this mapset was enjoyable for me. I know, everyone has different tastes, but this one has nice vanilla tricks and main gameplay made think about some routes to not get killed instantly. In other words, I say it was challenging experience. In texture and detailing case, it could be better, but I won't complain for that. 
    • By felgro · Posted
      Did we play the same wad? This is awful. Screwy textures, broken lifts/doors, incomprehensible and confusing gameplay etc. etc. etc. Just awful.