Riverwood Village

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3 Screenshots

Author

CodenniumRed, and Ichor for custom files, script, submission and other such fixes.

About This File

Still phased after your trek through Korax's homeworld and beyond, rebuilding Cronos has been far from a flawless experience. Much of Korax's minions still wander the world, most unfound by any tasked to slay them.

That is, until one day you get a summons to the town of Riverwood, academic stronghold where all three orders mingle under the root of nature. Korax's minions have regrouped, but under who none can assess.

You arrive at Riverwood to find the town already overrun. This mission is no longer a defense on your part... it's an assault. You swear to the gods that you WILL get to the bottom of this. Readying your strength, you walk through the town gates, which swiftly close behind you....

Credits

CodeImp for DooM Builder, ID Software for DooM!

Base

New from scratch

Build Time

100 hours over the span of a month, on and off (mostly off).

Editors Used

DooM Builder




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Grain of Salt

  • 4
  

Solid setting, atmosphere and detailing. Engaging and very well-judged gameplay. It's a shame it's only one map.

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129thVisplane

  • 4
  
Fun map. Easy at first, a little bit harder later, and with a relatively hard boss fight. Appearance-wise, looks a bit repetitive but otherwise nice; reminded me of Heretic city maps. All in all I had fun. 4/5

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Unknown date

  • 4
  
A good map. I wouldn't particularly say a GREAT map, but quite a good one. Looks very nice, and playing in vanilla the visual glitches are not as bad as the author makes it sound (I've seen worse in vanilla-intended maps). The final battle is not really that hard, if you know effective tactics for fighting that enemy. My biggest complaint is the number of small, fiddly rooms in the "houses" area that don't really serve a gameplay purpose but are just decoration.

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Unknown date

  • 3
  
repetative a little, but good overall 3/5

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Unknown date

  • 2
  
A map that is looking very similar throughout, making it hard to distinguish the different areas from eachother. Automap will be quite helpful. The game play is lacking, the item placement is rather bad. Starts off real easy, but suddenly you'll be facing slaughtaurs in pitch darkness, and if you've spent your quartz flasks that you pick up at the start, you are basically up shit creek for the rest of the map. 2/5 Kristus

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Unknown date

  • 3
  
very good.

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Unknown date

  • 3
  
needs more salt

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Unknown date

  • 5
  
Great architecture, monster placement was standard but that too works. The end was a bit too diccicult comapred to the rest of the level but it was a well set-up boss fight.

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Unknown date

  • 4
  
wow, nice-looking map with some good details, but needs of more. 3 stars and half Daimon

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Unknown date

  • 4
  
amazing. probably the best ever village/town level for hexen since the original maps (and e1m3-e1m4 from heretic). i gotta agree with another reviwer that the end fight was hard. :-( p.d

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  • File Reviews

    • By bioshockfan90 · Posted
      -1 for boring mazes  -1 for no gameplay substance or cool architecture   I'd skip this one. It's neat I guess, but it's nothing special, and it's a quick romp through some uninspired key hunts and everyone's favorite trope: mazes.
    • By Summer Deep · Posted
      Some unduly harsh criticism here, I feel. The gameplay is straightforward and fun, no tedious ambushes when one picks up a key, no wandering around for ages looking for switches or exits. The Siberia levels seemed fine to me, and excessive darkness wasn't really a problem. The replacement weapons aren't the greatest though, especially the grenades.
    • By Zalewa · Posted
      The text file is broken due to complete disregard towards what characters are being used to indent text. Folks, change your text editor settings to display whitespace characters!   That aside, the WAD is simply great. It comes with Brutal Doom merged in, which might be detracting for some, but really shouldn't. The levels are a very strong point of this WAD. They are big and long, although not too long that would make you want to get over them. The action is nearly constant. Visuals are well detailed, and while not as pretty as in Miasma, they are still very good and fulfill their role of building a believable techbase. The architecture and layout is not shy from going vertical, and the levels are very compact and well connected. Despite this, you should never feel lost, even considering the certain amount of non-linearity and many loops that you will go through. Difficulty level is adequate on "normal" - not too difficult, but also not exactly easy-peasy. I didn't try the higher "volcanic" difficulty, but if it's fair then it probably should be the preferred way of playing for most players.   It's unfortunate, however, that the WAD doesn't work in multiplayer altogether. GZDoom will quit to console as soon as one of the players dies and tries to respawn. Trying to get this to run in Zandronum by massive cuts in DECORATE resulted in Zandronum's crash.
    • By Zalewa · Posted
      Paul Corfiatis strikes again with consistent level of quality and not too high difficulty. If you know Paul's style, you know what to expect.
    • By Zalewa · Posted
      The first two maps are not that promising, they mostly stay true to the original IWAD, but I still think that IWAD maps were slightly better. The WAD picks up once it reaches into further Doom 1 episodes. It has constant action and good visuals. I like it. I love it. It's good.