Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

The Rebirth

   (136 reviews)
Sign in to follow this  

Guest

4 Screenshots

About This File

Total Conversation for Doom2, replaces all of the 32 Maps


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

galileo31dos01

  

Done with these settings:

 

- Crispy Doom 4.2

- Ultra-Violence.

- Continuous combined with a pistol start mindset, and some actual pistol starts.

- Saves every 10 minutes or so.

 

A generally solid old-school style mapset. One that brought me those days where I got back to the game years ago and not so long ago too. The set is like your typical Doom II maps replacement, with a theme progression almost exactly like in the iwad. Includes many new textures to add something extra to the experience, a bit similar to the gothic/ancient theme part of Requiem, which was one of the earliest megawads I've played. In that regards, I enjoyed the aesthetics, more specifically from the later maps where it became notorious the author improved a lot on this side. I'd also noticed a decent usage of light variation as part of detailing, I always welcome darkness as a feature of the gameplay, and it never became unfair from my experience. Originally it comes with a few new tracks by the same author, so I strongly recommend to load this midi pack, it contains not only a great number of very cool midis but also the automap names. It isn't complete, reason why I added random tracks from other wads for myself, so that's also a recommendation (or else, PM me if you want the list). 

 

It's kinda old-school in what it provides, but at the same time is very consistent. Nothing about abrupt changes in the monster count or general progression, if anything, it only gets better from a layout design view. And this having short-medium sized maps with simple progression should accommodate to any speedrunner, who specifically develop d2all runs. Its offerings are more well-suited to continuous players, because the thing placement can be, at times, baffling, or not very well balanced for casual blind pistol starts. I can tell since I tested a few maps with short ammunition available, without secrets the monsters became more bullet-spongy than usual, or I had to rely on the initial state of the fist against packs of pinkies/spectres, which didn't look fun at all. Therefore, if the player insists in playing each map separately, I'd suggest to look for secrets, at least to achieve kills in the least time possible... Returning to the combat topic, it's similar to the style of the iwad (Doom II), which means that you don't have to overthink what to do since monsters appear generally in front of the player in varied proportions. A few traps here and there, in relatively tight rooms, that can surprise the player from the back if they don't act quickly. I'd say the start is usually the most decisive part, where you need to decide what to kill and what should be left for later. If only this restriction was accompanied with a better distribution of weapons (e.g. not giving the plasma rifle when there's only one monster left), but that's my perception, of course this won't be a matter for players that opt to play with more leeway. However, even in several cases the monsters were begging to be ignored, such as barons in cages or spectres in pits you never need to explore. Talking about barons of hell, they have wings here, as a mere cosmetic change, I liked that more than their usage. Troopers are headless, but don't be fooled by the sound of their guns, they're still the same ol' silly guys. There's a also custom sprite replacement for the nazi, pretty funny to gib, honestly. 

 

Secret-wise, while not mandatory, they are crucial to get 100% kills, as said above, or else to tank damage from hitscan attrition and tight encounters, because armor sometimes only exists in secrets. A few require wall-hump, which doesn't help. They all provide a decent amount of necessities though, if you happen to find them... Favourite maps, perhaps 20 and 27, stuff from the last episode, I can't really pick many maps that stood out for me in every single way, unfortunately, either good-looking or interesting gameplay, but rarely both in the same map. For example, the super secret map has an interesting concept not seen very often, but the layout design was dull to my eyes. I'll add that in map 29 it's possible to get stuck in the room with four doors, one of them refused to open from one side, no idea why. 

 

Overall, while not a hidden gem, it's another option to consider if you are a fan of "classic" combat style and design. Just don't pick pistol starts on UV if you're not good at secret hunts. My rate is 6,5/10. 

Share this review


Link to review
Guest

Unknown date

  
very nice job :)

Share this review


Link to review
Guest

Unknown date

  
An incredible one-man megawad. I especially liked some of the enemy replacements.

Share this review


Link to review
Guest

Unknown date

  
Incredible quality for a one man megawad!!! Great architecture, great gameplay, a lot of fun... What else?... Oh yes: a must!!! ;-) - Jive

Share this review


Link to review
Guest

Unknown date

  
decent classic

Share this review


Link to review
Guest

Unknown date

  
Decent megawad, but nothing special. 3/5

Share this review


Link to review
Guest

Unknown date

  
Great wad! Nice title screen and headless human sprites. 4/5!

Share this review


Link to review
Guest

Unknown date

  
Good,solid megawad.Worth the d/l and playthru.

Share this review


Link to review
mrthejoshmon

Unknown date

  
this is good, real good!

Share this review


Link to review
Guest

Unknown date

  
Excellent! Map31 pwns

Share this review


Link to review
Guest

Unknown date

  
^^^^ I've played most of the violent, manliest games in the universe, used phrases like "prepare your colon, Imma fucking stomp it" casually at church, and still live a happy life. Jelly? BTW, 4/5 for the wad, map06 is a huge letdown - I mean, what the fuck was that all about?

Share this review


Link to review
Guest

Unknown date

  
Incredible. - BBG

Share this review


Link to review
Guest

Unknown date

  
Great job, I've always loved this wad, excellent gameplay and sweet maps, also, I love ya man because you let us use the resources! :D anyways, great wad, 5/5 -deathknight

Share this review


Link to review
Aldaraia

Unknown date

  
Real solid megawad that promises an arcade-like experience. Levels don't drag on like in some megawads, thoughtful level design and great gameplay. 5/5

Share this review


Link to review
Guest

Unknown date

  
Good level set. Its design and texturing theme is reminiscent of DOOM II but with its own "ancient" theme. The difficulty is medium but gets tougher at some points (Map09, the 2nd half of the 3rd episode). You can get stuck in Map29, and Map30 is broken in Doom2. Map28 has a superb layout and game play. Oddities: the Baron has wings but won't fly, and the rifle zombie is headless but screams! [3/5] ~Chain Mail

Share this review


Link to review
Guest

Unknown date

  
This is awesome. Attractive location, great variation in design, tricky traps and consistently tough gameplay without being stupidly difficult like so many others. Almost no annoying crap like chaingunner spam or Revenant snipers. Some of the best outdoor areas I've ever played, way better than Doom 2's efforts. Most definitely my favorite megawad of all time. 5/5

Share this review


Link to review
Guest

Unknown date

  
just great... a classic

Share this review


Link to review
Guest

Unknown date

  
5 stars, especiallt for the author's 1st wad. One of the great megawads of 2003, the others are Scythe 1, Daudelus (TC/Megawad), Com. Chest 1, and HR2 (almost an 04 wad), but the great megawads from 04 still include Vile Flesh, Com. Chest 2, and Super Sonic Doom (TC/Megawad). From 05 (so far through 6/19) we have already seen two great ones, Kame Sutra and Scythe 2 (real shame Scythe 2 was released at only 29 levels, but it's fantastic anyway). Enjoy!

Share this review


Link to review
Guest

Unknown date

  
This an awesome one-man megawad, definitely among the better in that category, so 5/5 is a given. Ironically, however, these maps pale in comparison to his ZPack/standalone maps, Thunderpeak and Blackrock (and his other map, Castle Nevermore, is every bit as good as the best Rebirth maps). Still, I always judge wads separately, and as such, this megawad is awesome. Mostly nice to look at, and the gameplay is hard to fault. A must download, provided you aren't spoiled by his later maps.

Share this review


Link to review
Guest

Unknown date

  
Fun fights that scale up as you go. Lots of ambushes. Levels that are interesting and aren't too complicated. It's a perfect wad and the best I've played so far.

Share this review


Link to review
Guest

Unknown date

  
Perfect in CoOp mode, best for 2-3 players - Ramirez

Share this review


Link to review
Guest

Unknown date

  
Your level design wasn't the best but it was fun to play. Kill all the Mancubus in a room and then put an Arch Vile in between me and their corpses? Intentional or not, your enemy and barrel placement was incredibly mean to me (that is not negative to your score, however :D)

Share this review


Link to review
Guest

Unknown date

  
Great stuff!!! One of the best wads I've ever played! 666/5 ~ DeathevokatioN

Share this review


Link to review
Guest

Unknown date

  
I still love this so much. Best megawad evar. 5/5

Share this review


Link to review
Guest

Unknown date

  
Great wad. And a great classic -Dron

Share this review


Link to review
  • File Reviews

    • By Chipchase · Posted
      Superb firework display of thousands of fireballs seeming in slow motion because of the vastness - mostly avoidable as they land where you were ages ago; but worth playing just to see it. A HUGE square surrounded by tiers with hundreds of imps and a few others, plus a blockhouse you can enter first to collect ammo.  Fighting through the hundreds of monsters when you get onto the tiers is another matter, overwhelming at UV. I cheated to finish so at least I could review.  Some HOM bugs.
    • By CountArchvile · Posted
      Terrence For fucks sake...
    • By Yura04kizel · Posted
      Laggy hell with 32k monsters and too much invulnerability spheres. Just... total vomit.
    • By Chipchase · Posted
      Insanity, with voodoo dolls (see second screenshot).  I get the idea of a shooting gallery if that rocks your boat, but 6000 monsters behind railings- as far as the eye can see, FFS! My PC crawled when I looked towards the invuln spheres (someone said 32 k of them and you can't avoid picking up thousands at a time). In the end I cheated with god mode and no-clipping, and waded in among the chaingunners until I got bored.  
    • By Chipchase · Posted
      Simple, clearly a first wad.  All on the flat with big, brightly lit, and architecturally implausible rooms. The first map has two rooms, the second map one, and the third map one plus a kind of exit lobby. You can do one of two things - just run past the monsters and finish (I did it in 35 seconds), or have a bit of fun killing the monsters first. No noticable bugs. I hope the author will go on (or went on) to greater things.
×