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Tremor: Part I - Genesis

   (42 reviews)
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Tremor is a medium-sized techbase map, fairly open-plan but cramped in some areas. This is my first proper released map but I think I've definetly come a long way.


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Gallic00

  

Tried this out after reading 40oz's review.  I was not disapointed.  Very nice map.

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40oz

·

  

Here's a Doom history lesson:

 

This wad is a perfect (and rarely referenced) example of the OMGDETAILZOR mid 2000's era of Doom level design. This wad is especially nostalgic for me because it best represents the time period in which I was most inspired to get involved in mapping for Doom. Sector density and high linedef counts were drooled over. Massive dumps of beautiful screenshots once populated Doomworld forums and welcomed more cynical and artistically inclined visionaries to create worlds out of sectors that rivaled true 3D games that were saturating the market. Many of these screenshots have been lost in the sands of time to downed image hosting services like imageshack and photobucket, and a lot of these mappers come and go within the community. Unfortunately these types of maps take a lot of time and patience to make and many works in progress that were promoted, and highly anticipated at the time will likely never see the light of day. Few mappers who made this kind of stuff are still actively mapping today; this torch carried almost exclusively by mappers such as Viggles, Lutz, Mechadon, tourniquet, and Ed Cripps.

 

More pessimistic Doomer's feared the death of good clean homemade Doomy gameplay, with non linear layouts, emphasis on exploration, and chaotic run n gun gameplay. This wad especially is no exception. At the cost of bumpy floors and grindy gameplay, you get some of the most artistically crafted square rooms and corridors you'll ever find in any wad. Pay respect to the attention to detail applied to every ceiling light, the borders adorning the steps, and every flat surface occupied by a computer terminal. There's no shortage of visual stimulation with every corner you turn. There's a lot to take in if you'll set aside the time to look around and really appreciate the energy and dedication that was put into every insignificant thing.

 

This style of mapping, perhaps, has not held up well to the test of time. It has since been answered to by the birth of vanilla megawads like DTWiD, BTSX, and Reverie, and later by the surfacing of both visually impressive gameplay-centric wads like Sunder, and Vanguard. We've come a long way since then, and fewer people have such long and committed attention spans today than ever before, but a part of me is still hopeful that this nearly-lost mapping culture will rebound in a whole new way. If you like this kind of stuff, you may also be interested in maps by Fredrik Johansson, Ian Cunnings, Tormentor667, AgentSpork, Vader, and Ola Bjorling.

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JudgeDeadd

  

An excellent map with great visuals. The hell knights get a little boring and the action doesn't get truly dangerous till the very end, but in general this is well worth playing.

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NuMetalManiak

  

A very well designed map that plays well enough to work your way around everything with no major flaws. Supplies should be sufficient enough for the average runner.

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Lightning Hunter

  
This map is spectacular looking with decent game play, but there is way too much health and armor. I read the comments before playing this in Risen3d, and fixed the bad linedefs that had Zdoom only actions. However, I encountered another bug that may only happen in non-zdoom ports: around 100 monsters did not teleport in near the end (they didn't wake up). Too bad this map wasn't tested in other ports besides Zdoom...

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Guest

Unknown date

  
Great map,starts off quite hard,with great monster placement, but ammo is sufficient overall. The final battle is very nicely set up. Only thing I criticize is there were some spots where one could get stuck too easily, so its necessary to make a few saves, and some unmarked secrets grrr.. Still ***** for gameplay :)

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Guest

Unknown date

  
Very good. Could be even better but I think I'll give it 5 stars.

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Guest

Unknown date

  
Great level - I sure hope to many many more releases from you in the future!

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Guest

Unknown date

  
Exquisite level design and smooth yet challenging game play. The varied weapon and monster placement throughout this large level, keeps the player on his toes. It's a 5/5 no doubt. Highly recommended!

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Guest

Unknown date

  
Awsome 5/5 -impClaw

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TimeOfDeath

Unknown date

  
fuckin cool except for the several zdoomisms - starts off fighting monsters with crappy weapons, but it gets a lot better

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Guest

Unknown date

  
Clever coverage of conceptual blandness with repetive, extremely detailed architecture. However, deserves 4 stars for amount of work.

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Guest

Unknown date

  
This level is absolutely amazing! Fabulous job, zarkyb! 5 stars! - Carnevil

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Guest

Unknown date

  
I agree with the previous comment. Sectors 603, 742 and 821 are affected.

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Guest

Unknown date

  
Poo. I just hate running out of shells and taking on a Hell Knight with a Pistol.

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Guest

Unknown date

  
Awesome map, but hard as sin on UV with all the nasty, unfair traps. I made it to the end by miracle and lots of saving (and I'm no save-save player usually), it's perfection design-wise tough, and I have no complaints so just play and enjoy this awesome level. Bravo. -TeH NeXuS

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Guest

Unknown date

  
I found the gameplay to be very good and acceptable here and the design and architecture are obviously top notch.

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Guest

Unknown date

  
This map is looking very good with many nice details, and it's a large map with lots of monsters. On skill 3 I found it too hard, so I decided to play it on skill 2, which made the game still challenging in places, but not really hard due to a lot of spheres lying around on this level. But it still was a great fun. 4.5/5 -Milian

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Guest

Unknown date

  
Oh my! This one reeks of quality! Great, hard but balanced gameplay and very good looks. The description is little misleading; while the level might be 'medium-sized', it's complex and chock full of monsters...

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Guest

Unknown date

  
While I feel the overall design of the wad is good, there is FAR too much copy/paste. I don't care how detailed it is, I felt that alot of areas didn't have much personality and lacked depth. It's good, but not great.

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Guest

Unknown date

  
Great detail + good length (600 monsters)

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Guest

Unknown date

  
It's a good large map, but it's unintentionally Zdoom-only due to errors, which kinda sucks (the claim "tested with prboom" is surely not true). Why not fix the errors and re-release the wad?

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Guest

Unknown date

  
Awesome detail and a good challenge 5/5 -DarkSoul

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Guest

Unknown date

  
x-o-fucking-lente

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Guest

Unknown date

  
i didnt even need to finish this before i gave it 5 stars. i never knew it was possible to make such a sexy map without using slopes! absolutely gorgeous! -BioHazard

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  • File Reviews

    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
    • By geo · Posted
      Believe the hype, Sand Chain is indeed a terrible map. Not terrible like oh this must be someone's first map or designed by a team of kinder gardeners and their friend in second grade who can use DoomBuilder, I'm talking hall of mirror walls, coupled with the fact you can go through the game's exit switches. The map is short and sweet, which only adds to how terrible it is. The level is a single hallway with... get this... a bend! Oh stay with me here... and then after that bend, there is a bank of switches! Yeah, that's it. The level isn't meant for Nightmare, but it should become everyone's first accomplishment of, "I can beat this level on nightmare."

      I suppose in an artistic way, the hall of mirror affect on all walls is to disorient the player, so they miss the big twist at the end. Thus costing speed runners valuable seconds on their first play through. The big twist being the bend. Other than that, there are plenty of shotgun shells, shotgun troopers and health to ensure you make it to the end of this brutal and rigorous test of endurance over the course of 5 - 30 seconds.

      This is the level that has become famous, because everyone needs to play it themselves to add their two cents of "it's crap" to the pile of reviews that will no doubt entice more people to play this game. It's a gorgeous display of everything wrong without the annoyance of having to play it for longer than a full minute. Complete with someone from an aol email to spice up it's true 1995 feel... despite being made in 2009.   * slow clap * You've done it. You've found a new twist on terrible.
    • By Chipchase · Posted
      I guess this was meant to be a serious wad, just using a trick to make the C-Demon hard to see. I don't think it was a deliberate troll of the style that caught on later, eg Sand Chain and the Terry wads. IMHO it nowhere near holds the record for "worst wad ever" (even if it did once) so it is now "over-rated" in that respect. There are wads where you die quicker (eg "Stupid Benchmark #1"), and wads with worse graphics( eg "Sand Chain").  TBH, after all the hype I was a bit disappointed, I was expecting worse LoL.  
    • By NuMetalManiak · Posted
      Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.   this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?   WRONG   while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.   it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.
    • By Chipchase · Posted
      Pointless crap.  A small yard, empty except for a futuristic shotgun. No monsters and no exit. See my screenshot and you've seen it all.  
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