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The Rebirth

   (141 reviews)
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4 Screenshots

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Total Conversation for Doom2, replaces all of the 32 Maps


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Guest

Unknown date

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

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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)

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Guest

Unknown date

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

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Guest

Unknown date

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

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Guest

Unknown date

  
Great wad. And a great classic -Dron

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Guest

Unknown date

  
I remember, about 2.5 years ago, when this wad came out by complete surprise. As I loaded the homepage, I expected a pile of junk - it was the author's first wad after all. As I looked at the screens, the expectation began to change, as they looked nice. When I played through, I indeed found that this was not junk, but instead another awsone wad!

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Guest

Unknown date

  
wow wowwowowowowowowowow owowowowowowowowowow owowoowowowowowoiowo wowowowowowowowowowo woowowwowowowowoqwow owowowowowowowowowow owoowowowowowowowowo wowowowowoowwowowowo owowowowowoowowowowo wowowoowowowowowowoo wowowow WOW!

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Guest

Unknown date

  
I'd like to thank everybody for their comments and the fact that they actually tried this wad. Thanks :) -Vader

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Guest

Unknown date

  
OMFG AWESOME!!! -Xaser

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Guest

Unknown date

  
excellent wad, very "oldschool" but still rather nice looking. Gameplay is on the medium difficulty (similar to Doom 2) 5/5 for the one man achievement

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NuMetalManiak

Unknown date

  
this is a very well done old skool mapset!gameplay at least remains fluid throughout although a lot of maps are forgettable (excepting the secret maps, which are must plays!)

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Guest

Unknown date

  
Nice small levels, gameplay and monster placement good. Only I was waiting for some climax as the description said something about the rebirth of the demons, so I guessed that something is different when they are reborn. But it was "only" good nice standard layouted maps. :-)

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Guest

Unknown date

  
12/21/2013 It was great years ago, unfortunately it hasn't aged well. Still worth a download if you get tired of the vanilla maps though.

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nicolas monti

Unknown date

  
Solid Masterpiece 5/5

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Guest

Unknown date

  
Holy crap, you mean that a person's work CAN pale in comparison to work it predates by six years? Thanks for the hint, Alia. (unrelated note: this WAD is boss, 4/5)

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Guest

Unknown date

  
Awesome megawad using new sprites, textures and sounds for various monsters and levels, introducing two new themes to Doom2 and producing 32 short-to-medium sized good looking oldschool maps. 5*

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Guest

Unknown date

  
5 stars - legendary

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Guest

Unknown date

  
Nice wad.

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Guest

Unknown date

  
Excellent wad. I've spent many hours playing this in co-op, and it was overall a memorable experience. 4/5 ~Mike Reiner

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Guest

Unknown date

  
Good megawad. 4/5

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Guest

Unknown date

  
not bad

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Guest

Unknown date

  
Absolutely excellent wad! I loved the level structure and balance...I played it on HMP, and the difficulty level was perfect. Another strong point was that the maps were not filled with hundreds and hundreds of mosters, but still challenging. I think the only weak point was the end (the boss room) seemed a bit bland...it could've looked a lot more hellish (perhaps windows that would show towers and hordes of monsters outside?). 5 stars!

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Guest

Unknown date

  
A fantastic megawad from the most talented Doom mapper alive. 5/5

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Guest

Unknown date

  
Good short-oldstyle mapset, but some of them are very simple or boring. Map 16,17,29,32 are very good. Others are decent. Map06 seems a noob map. 4/5 for this irregular megawad

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Guest

Unknown date

  
Brilliant. The look and feel of these levels is worth the effort alone.

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  • File Reviews

    • By Ofisil · Posted
      Very inconsistent everywhere you look, from the overall feel of the megawad, to each individual level. The balance is all over the place, leading to levels having uber-easy regions mixed with insanely challenging, trial-and-error ambushes. The exploration is very hit and miss, mostly leaning towards miss. A couple of interesting places, but the wad just isn't that fun, even for those who have a high tolerance for old wads like me.    
    • By Havoc Crow · Posted
      An example of how not to make a map. Lots of ugly rooms filled with same types of enemies. The blue key room in particular has about ten hell knights and barons trapped on pillars, and you have only a super shotgun to fight them; thankfully, what _would_ have been a mind-numbingly boring fight is skippable because the blue key is right there for you to take. Errors large and small abound, such as the pass-through metal bars or the clumsy approach to detailing and shading.
      New music, in the form of a bad-sounding midi which barely has any rhythm.
    • By Havoc Crow · Posted
      Finished within 4 minutes or so A 2016 re-release of a 1994 level. The text file warns: "Bad, really bad 1994 quality", and is right; there's nothing whatsoever interesting about this level -- you enter one flat room after another and shoot at haphazardly spread out monsters. There is an "invisible teleporter" gimmick which, however, I have barely noticed in my playthrough. The exit isn't even hidden or locked in any way, and can be easily stumbled into accidentally. There's nothing to say.
    • By Havoc Crow · Posted
      The map feels very linear throughout, with you basically doing one thing in each room and moving on to the next. The rooms are very varied though, and there is actually something pleasant to uncovering the successive areas. There are some puzzles, one of which involves illusionary walls, with a zombie shooting at you from "nowhere" being the only hint; this is a clever puzzle but it could ruin the map if the player accidentally kills the zombie early and gets stuck. The spiderdemon hall near the end contains what is either a glitch or a really annoying "trick": columns that seem safe at first, but actually don't shield you from the spider's gunfire at all.   Almost finished, ~20 minutes; died to the spiderdemon.
    • By Havoc Crow · Posted
      (MAP03 review only)   Finished, ~20 minutes Yet another map which drops the ball in terms of difficulty. Health is provided in extreme abundance, and even when heftier enemies show up, their attacks are easy to dodge in the huge arenas (even the cyberdemon/spiderdemon fight at the end provides such ample cover that you need almost to be _trying_ to die -- as, uh, has happened to me). I've once read that, with the advent of modern source ports which streamlined mouse aiming, older Doom levels suddenly became very easy; this would explain why so many of these mid-90's maps feel so strangely unchallenging...
      The area beyond the yellow key door offers a more interesting fight, what with the corridor filled with lost souls. However, the map quickly loses momentum after that, wasting the player's time with the pointless room of six teleporters, which all turn out to lead to identical closets with medikits. Turns out, that room is just a red herring; the real way to progress is to open a door indistinguishable from a wall. Annoyingly, having to hump the walls to find the hidden door happens several times throughout the map.
      Powerups are scattered haphazardly, including a pointless invulnerability sphere, numerous invisibility spheres despite the total lack of hitscanner enemies (this is another 90's thing, it seems; did the people back then _really_ think invisibility spheres helped against projectile-throwing demons?), and a light-amplification visor despite a lack of dark areas where it'd be useful.
      The map topology is as basic as it gets: a small starting room with four doors, one initially open and three locked with keys, each door leading to a totally separate area housing the key to the next door over. Each area is distinct visually, although there's a lot of simplistic-looking, overly large rooms. There's fairly little interconnection between individual rooms within each area; mostly you just progress from room to room, and things like windows are rare. The map suffers from "symmetry syndrome", where the mapper goes out of his way to make every room symmetrical, without thinking if it improves the room or not (example: in the red door area, there's a side room housing an irritating slow-moving lift, not worth visiting except to get 100% kills... and this side room of course gets dutifully duplicated on the other side of the area).
      There is custom music in the form of a rock midi, not particularly well-made, but not overly grating either.
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