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Daniel Level Serie 01

   (13 reviews)
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This is a 30 level wad with some big complex levels,


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Roofi

·

  

I don't want to be as rude as @NuMetalManiak although I agree with him. He pointed out a lot of relevant things in his review anyway. I finished all the levels in pistol-start in UV under gzdoom because of mandatory jumps on some levels.

 

I can summarize this wad in three words: long, hard and weird. It took me several days to finish this wad. For me it's not a bad wad. The quality of the levels is however very heterogeneous, as well as their difficulty... It's not at all a wad made for everyone. The gameplay is really special, in the best and worst term of the word. 

 

I found the levels rather interesting on the whole : rocky landscapes to explore in the first three levels, whole cities to explore, especially the 16 located on the beach, hell levels with a rather chaotic progression... Aesthetically, we are far from the current standards but I liked exploring the maps.

 

On the other hand the difficulty is really high, which can annoy the player very quickly. Indeed, we are far from meeting the "good" difficulty that we could find in Ribbiks wads for example with well calibrated fights. Expect to run out of ammunition very often, to wake up a lot of powerful monsters just armed with a small shotgun, to die several times before you understand where the important weapons are...

 

The first three levels really use extreme gimmicks : platforming, no weapon available above the shotgun, extremely limited ammunition... The maplist is really weird. Daniel Level Serie seems to be a bric-a-brac of levels, adding that none of the maps have a name or music, making the whole thing very austere to be honest. Besides, some maps are totally impossible to finish. Map 26 doesn't even have an exit!

 

In short, I rather liked this wad by its ability to propose concepts. On the other hand, the difficulty is there and the gimmicks don't help to make the whole thing fun.

 

Play this wad if you want to see unconventional obscure mapping with lots of extreme gimmicks. Otherwise run away.

 

Despite a single shot is enough to awake all monsters , I think map 16 is my favourite.

 

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NuMetalManiak

  

chances are, you've probably seen Dal02 by the same author, it was a megawad of mostly small arena levels which was made for some specific playstyle that nobody really uses. and the author of this was also the author of NeoDoom, honestly one of my least favorite wads ever. this is somehow not in the megawads section of idgames, or actually because of what I had to do, ports/megawads. but then again, this is somehow, somehow worse than I had ever expected.

 

i'm not sure where to start. the levels are of course big, but almost all of them are big for the sake of being big. it takes a lot of the fun factor out of the levels if you're not killing anything for minutes while you try to figure out what you're supposed to be doing. it's not just speedrun-unfriendly or max-unfriendly, it's just unfriendly maps that don't really have much purpose or direction. and that's one of the reasons they are so bad. these are maps that have huge expanses of land, with MAP03, MAP22, and MAP25 probably being the worst overall offenders, as you're expected to head around the level's perimeter in these maps, and staying on the high ground is more troublesome than you'd be led to believe. it takes FUCKING FOREVER PLEASE DON'T MAKE LONG MAPS FOR THE SAKE OF THEM BEING LONG GIVE SOME ACTUAL GAMEPLAY THAT IS FUN TO GO THROUGH. nearly every Eternal Doom level is easier to solve than some of these maps.

 

if you want to really start this megawad, skip to MAP04. why I say this is because the first three maps have serious balancing issues in gameplay, you'll fight no hitscanners in the first map, and you'll only get a shotgun and chainsaw but they're actually quite late while you pistol imps, and you don't see shotgun guys (or get their weapons) until late in the next map. also these three maps all require jumping to complete. again I mentioned MAP03 earlier but it is the "jump around perimeter map" that really sucks. you don't start getting good weapons until MAP04, which while only average is somehow one of the better maps. the maps that follow it aren't actually too bad gameplay-wise. Daniel's detailing of cities really shines in the sandbox city maps that are MAP14 and MAP16 (a resort town), they are HUGE but actually quite wonderful. his monster and item placement overall however leaves quite a lot to be desired. prepare to fight every type of monster in every map, expecting some really nasty gameplay only at times since Daniel saturates the player with pickups, so you're liable to run into invulnerabilities right before cyberdemons (there was even a map that has a room full of soul spheres). the quality of the levels in the middle is fantastic but is brought down by all the rest, the maps that are long just to be long are awful and completely ruin it, and yes you need jumping for some of the maps which should have been specified in the textfile.

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MuratMikal

  

Surprisingly, a good megawad!

 

I didn't care much for maps 1, 2, 3, 25 and 30 because those need jump for progression. All the other maps are nicely crafted and balanced, being difficult on UV but always fair.

 

 

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Guest

Unknown date

  
i only played first map. all the jumping sucks, really. im surprised that u don't agree with me, which im forced to assume

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Guest

Unknown date

  
Great work. awful gameplay. Amazing design. 4.5/5-- Moti-Boy. i vote 5. :)

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Guest

Unknown date

  
i didint thank the gameplay was to bad the detail was good and all in all it comes owt to be a good wad a nice won to add to the colecshin

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Guest

Unknown date

  
This is a pretty uneven wad. Some levels have very good gameplay and nice old-school style architecture, while others have large mazes :-(. It also has some technical flaws, but it's still worth checking out because of the good levels.

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Guest

Unknown date

  
Wow! Keep going :)

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Guest

Unknown date

  
a great wad. I especially love the part where you have to take on a rev in a tight room with ONLY A PISTOL! AWESOME!!!!!!!!!!

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  • File Reviews

    • By Spectre01 · Posted
      Long, grindy, and generally low-threat slaughter. Combat choreography is largely absent and the majority of the map is occupied by clusters of the same monster blocking your path. Speaking of blocking, monster block lines are often employed in strange ways, allowing the player to door and hallway camp the enemy hordes. Potentially deadly traps are neutered by frequent invul spheres which enable trivial BFG facerolling. Detailing ain't too hot either, with the majority consisting of monotextured square rooms and hallways. Some cool sector work is present among the minimalism and the scale of the final area is certainly impressive (the 300+ Cacos which take years to float into firing range, less so). If you want to spend over an hour spamming BFG and rockets, I suggest you play (or replay) Cybersky instead by the same author - it looks and plays better. 2/5
    • By Juza · Posted
      Frankly, if you're looking for more Plutonia, this isn't the deal. It's very different, but it's still very good in every aspect. I'd recommend it not for having the Plutonia name in its title, but for being such a good wad in itself.   Being that this was made by a lot of people™, it'd be impossible to talk about how each map performed, but they all pretty much draw resemblance to each other, while also possessing some of the designers' unique quirks visibly into them. Nothing's perfect, so there's a handful of levels that either aren't made for most people or straight up suck (like MAP15, and, arguably, 25).   Every level is challenging, even more so than the original Plutonia ones, though it still possesses Plutonia's design of combat of placing the player between a rock and a hard place in nearly every area, sometimes executed poorly, like trial and error, which can feel unfair.     Visibly beautiful and playfully slaughterful, fitting with its great soundtrack.
    • By rdwpa · Posted
      Pagan's Run is a lengthy "Run From It"-style map. "It" isn't the silent curse of that infamous Scythe map, however, but rather lethal threats located in the map itself. Caged cyberdemons pump rockets into your butt, and pesky fodder loiters in your path, which once in a blue moon is flattened by a crusher or narrowed into a Chasm-like sliver. Most of the tests over the 2.5-minute trial are fundamentally similar, testing consistency through repetition, but they evolve and morph into different forms: At first you're shooing zombies with shotgun blasts, soon you're navigating barrel clusters with spiders trying to show you love, by the end you're cleaving through greeting mobs with plasma, cybies looking on.    At best, I found Pagan's Run exciting and inventive, and I love movement test maps. But implementation flaws were too common -- potential linedef skips, floors with a fluky chance of not rising if blocked by a monster, and a late unguided drop seemingly designed for freelook. The latter hurts FDA value even on lower difficulties. On UV early, hitscan RNG was disproportionately impactful even with perfect shots. HNTR and HMP seem better. 
    • By rdwpa · Posted
      This one is fascinating. It's a squiggly techbase full of wacky oldschool angles drawn off-grid. The design has a lawless '90s vibe of "appealing ugliness," but with a higher detail level that befits its actual release date (the current Doomworld Files screenshot doesn't reflect this). The mapper clearly had an education in craft, shown by skillfully intricate use of the sky horizon trick and other effects. It reminded me of Didy's mapping in a few places.   Runtime was unexpectedly short, under 15 minutes for me. Many of the 200-odd monsters appear in messy but satisfying brawls, using lots of low-tiers with bulkier stuff tossed in for emphasis. The balance is very lenient and favors near-total dominance of the SSG, once you are equipped with it. Power weapons exist but are provisioned stingily.
    • By antares031 · Posted
      - Above average and interesting map design! - All maps keep the theme of the episode, thus constant. I can remember every unique map. New custom textures were used in all maps, which resulted in a beautiful look throughout the whole megawad. A few maps are just empty, because they were designed to get you out of their stations connect the levels as a hub area, giving you an interesting experience with progression. - Designer had a great idea to finish the wad in MAP25, which is phenomenal under vanilla limitations. - Above average gameplay. Trying to create a great gameplay experience, the designer put A LOT of interesting, but challenging encounters. - Such a memorable ending. Seriously, just download this wad and check it out for yourself.
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