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This wad was made in Germany, Delmenhorst. It's an update to my first wad "8Pack".


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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- Crispy Doom 4.2

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so.

 

This is a short, simplistic, ok mapset. What seems to be a megawad, it never felt like one, as the maps are bite-sized and with low monster count, making it doable in one session of 1 or 2 hours blind. There's not much to talk about aesthetics, it only uses stock textures in a Hell Revealed way, that is brown/green/grey, sometimes mixed and sometimes only one colour for the whole map. The soundtrack is composed by iwad tracks and several new tunes (some from other pwads, don't know about the rest), of which maps 12, 13 and 18 have the best ones, some sort of fantasy-action cool midis.

 

What is relevant to point out is the notorious "influence" from certain wads in terms of layout and combat. Pretty much every map has something that could be considered a homage from TNT, Hell Revealed, Thy Flesh Consumed, or even Hangar too, in a very compact/tight way. This isn't any sort of accusatory comment, I don't know what were the author's intentions, but as I was progressing I couldn't just ignore many of the rooms that looked "very familiar", or to be more specific, the exact same ideas from other wads, more or less polished. It's up to each one to judge I guess... So progression isn't demanding in any way, the maps are quite short and small, impossible to be lost, you can even see all the linedefs in the automap in most maps, right from the start. You'll surely beat them in a blink of an eye, well except map 20, so I'd recommend any maxer to save before they face a switch, it could be a non-signaled exit. Wondering how combat is? Just like the wads I mentioned before, with a major influence from HR. For those who never played that, it can be tight rooms with mid-tiers to kill with any kind of shotgun available, a bunch of hell nobles to ignore until you find a useful weapon, or several hordes in a Downtown-ish environment. There're also satirical placements like an early cyberdemon to telefrag, or a square of stuck revenants that can't chase you. It's a bit hitscan heavy at first, but it gradually lessens in later maps. Don't know what else to say, I wasn't very sold on the combat in general, rather uninteresting at moments, some maps will overpower you, and others will punish you if you don't go for secrets.

 

Talking about secrets, NuMetalManiak made a perfect comment about them, some require SR50 which is a form of straferunning that is usually avoided for many reasons. In other cases, it is possible to enter normal areas and tag a secret, even if they are not hidden or have anything inside. Wall-humping is often necessary too. The ones I disliked at all were those that hid mandatory weapons, no matter if they were easy to find, without them is impossible to pistol everything in the way (map 11 ahem...). 

 

For favourite maps, I'll pick 19 and 20, the first because of the concept and the second one because go Downtwon maps. 

 

Overall, not sure if I'll recommend this to anyone, probably for the speedrun part, or if you are a diehard fan of HR, but I assure it's way easier. Anyway, still an ok set. My rate is 5/10. 

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Guest

  
very nice

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Guest

  
A great little run, I kind of enjoyed the short but sweet levels, definitely encourages speedrunning! Big ups to the music selection as well, and the layouts were nicely done. With speed in mind, you might want to look for a challenging map pack elsewhere. 3/5 for standardized play. Should be hosted on a server for quick rotations!

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Guest

  
What kind of 5* hysteria is this? Here we have a set of short maps with simple, quite rectangular layout, simple texture use, almost no decoration, a lot of flaws, and simple & unattractive gameplay. Overall this is maybe enthousiastically made, but imho uninteresting and amateurish. 3* for the effort of an at best once-play mapset.

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NuMetalManiak

  
okay. there's quite a few bullshit moments like some of the secrets being nigh inaccessible without SR50. it is pretty short and easy as well. but it's replayable.

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Guest

  
Pretty freaking good the last level had me going for about 50 minutes maintry trying to solve the puzzle but this wad is really epic! So 5/5 :)

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Guest

  
Very well done!

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Guest

  
Brilliant wad, just brilliant.

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Unknown date

  
The detail is not very high but the maps don't look plain. Gameplay is good and coop friendly, although maps are small. 4/5 - Zalewa Supergod and Zalewa coop approved.

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Unknown date

  
real good megawad, too bad it never got all 32 maps - 5/5 anyway !

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Unknown date

  
This MegaWAD rules!!! 5/5-- SsWolfenSie

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Unknown date

  
The very first review on this page, which is inaccurate in saying it has 16 levels, the original 6pack + 10 more, while it really has 20 levels, the original 8pack + 12 more, was done by me. I knew this was wrong, but the reason I said it is because I think only 16 out of the 20 levels are good - there are 2 maps from 8 pack and 2 of the new 12 maps I didn't like. So I just pretended the other 4 levels weren't even there. Anyway, good wad, just like I said before. 4/5 - Kak Home

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Unknown date

  
very good gameplay and atmospheric design 4.5/5 - PerOxyd

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Unknown date

  
Much better than the second part. First maps are bad, but last 8 maps are funny. 3.5/5

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Unknown date

  
Decent, but a bit too easy at times. Great music for map18, though.

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Unknown date

  
Alexis made it when he was 14... One year after, he made RW2, a 10 levels pwad, so that you have 30 maps. Renaming the maps from 01-10 to 21-30, the musics accordingly and compiling the whole thing gives you a complete megawad, but its distribution can't be done without the Alexis' authorization, of course!! Very pleasant work! I had a lot of fun, even if I would have prefered to have more details for the architecture. Gameplay very pleasant. 4/5 - Jive

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Unknown date

  
Great stuff, levels are small, but very nice looking and action packed. Few maps at the beginning are very easy (mostly zombies & imps, and stuff like that), but rest of them are balancing it. And last map (20) is hardkoar version of original map 13. Only complaint, that difficulty level doesn't progress fluently, first few maps are almost quiet, then you are landing in teh warzone. Anyway, 5/5 -- Brun Ohn

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Unknown date

  
Excellent map set, quite reminiscent of Scythe. A must play 5/5

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Unknown date

  
Short levels, some with basic architecture, but all are good. For a young author, this is 5 star work. Actually reminds of Scythe, Demonfear, etc.

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Unknown date

  
Well it's actually 20 levels, the original '8Pack' plus 12 more... But anyway, these are all quality levels. Mostly short, but all fun. It's not too hard, though some maps can provide a bit of a challenge from a pistol start. I'm not sure either if I'd give it quite 5 stars, but it's definately a lot better than other wads on here that have been given 'legendary' ratings, so what the heck - 5/5

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Unknown date

  
Very fun map pack! Some of the levels are small but they have lots of intense firefights! I got lost on a few levels. Music was enjoyable too.

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Unknown date

  
Excellent - fun maps with plenty of character. map07 seems to have a VPO issue with Doom2.exe though.

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  • File Reviews

    • By Mizuki_Jun10 · Posted
      It turned out to be a surprise for me because I didn't expect it to be such a fun level, when he said he wanted a lot of monsters in his level I didn't imagine that amount of monsters, but it was definitely fun.   I consider it a very good map, for its time, for a first map made by him, for a very humble map.   But overall I don't consider it a great or extraordinary experience, I don't see myself revisiting Crusher, but I can't call it Average because what he did is super interesting.   And it's a long level, which I also didn't expect, but to be more precise, the exploration is interesting, the layout was a little diverse, and the action on the map kept me focused and entertained, some rooms had poorly aligned textures and didn't seem to have been looked at at the last minute, which is a bit strange because he said he spent a lot of time developing the map, but I imagine why since at that time there wasn't an "Ultimate DOOM Builder" with automatic texture alignment, or maybe there was one automatic alignment?   And the maze everyone mentioned was annoying, yes I admit it lasted a lot longer than it should have, and I feel like it could have been shortened in Wad's release, it made the level feel longer than it is too, but I don't feel so much that the level it got worse because of it.   The positioning of enemies isn't that great, but they make you take cautious measures at times, but at times I was like... "It could be better..."   But that's it, it's a good level, it hasn't aged well, it could be better, but I feel like it would be unfair to call this level average, it's a level that I enjoyed, did things that weren't that common at the time, and seemed to use of resources that at the time many used wrongly, I don't feel like I wasted my time. I deserve to see more from the mapper.... (If he released something after that of course...)
    • By Mizuki_Jun10 · Posted
      Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
    • By Mizuki_Jun10 · Posted
      I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
    • By Mizuki_Jun10 · Posted
      Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.).   Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately.   The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work.
    • By Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
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