Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Icon of Sin Patch

   (49 reviews)
Sign in to follow this  

Guest

1 Screenshot

About This File

A new version of the Icon of Sin. I get bored of face that wall at the end of almost any megawad. Now, while it's still a static monster, it looks and plays diferent (it isn't a wall anymore), but retains the clasic DOOM feel. I designed this patch for authors who want something new that still look doomish to use in their own projects, specially for these who don't like to replace any monster (I mean, Revenants, Barons, Imps, Cacodemons, you know..), or monster projectiles, but still want a new boss, and are not familiar (like me) with Zdoom 1.63


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

Guest

Unknown date

  
Useful sprites

Share this review


Link to review
Vegeta

Unknown date

  
Whoaaa!!! didn't know about this wad. 5 stars! -Legion

Share this review


Link to review
Guest

Unknown date

  
Pointless. It's basically a John Romero head that looks different. Icon of Sin levels do not have to have walls. Also, no spawns come out. This map is basically nothing. 0 out of 5 stars-it could be way better.

Share this review


Link to review
Guest

Unknown date

  
Small but sweet.

Share this review


Link to review
Guest

Unknown date

  
Damn Zendynamics he stole the sprites from here! -Whoo

Share this review


Link to review
Guest

Unknown date

  
Nice little mod. It's simple, but not that much as you said. Very fun.

Share this review


Link to review
Guest

Unknown date

  
I hate the icon of sin level and every clone level that uses a wall-as-a-final-boss concept.

Share this review


Link to review
Guest

Unknown date

  
Good idea, will come in handy. -Metal

Share this review


Link to review
Guest

Unknown date

  
Not bad

Share this review


Link to review
Guest

Unknown date

  
It's a big static monster that replaces the John Romero head. It looks superficially impressive, but the animation is poor (the monsters arms have been cut out and jiggled, like the old Monty Python animations). The monster looks a bit like Brak but it is grey. There are no new sounds.

Share this review


Link to review
Guest

Unknown date

  
I love it

Share this review


Link to review
Guest

Unknown date

  
Pointless.

Share this review


Link to review
Guest

Unknown date

  
I love this wad

Share this review


Link to review
Guest

Unknown date

  
Woha! So this is were the sprites used on Zen dynamics came from :O

Share this review


Link to review
Guest

Unknown date

  
Quite good, I which the author made a bigger map though.

Share this review


Link to review
  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
×