Tremor: Part I - Genesis

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2 Screenshots

Author

Ross "zarkyb" Mathieson

About This File

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.

Credits

CodeImp for his fantastic editor Doombuilder, Boris for editing tips and testing, Scuba, Dron, Tom_D, CapNapalm, _Hyena_ & Manc for testing, DiluteCo for the awesome midi, dn for being a total ACTION hero and SoM for being sexy (and testing)

Base

New from scratch

Build Time

Too long

Editors Used

Doom Builder, Wintex, XWE

Bugs

None that I know of




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40oz

· Edited by 40oz

  • 5
   3 of 3 members found this review helpful 3 / 3 members

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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Unknown date

  • 5
   1 of 1 member found this review helpful 1 / 1 member
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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Unknown date

  • 5
   1 of 1 member found this review helpful 1 / 1 member
Now *this* is an epic battle.

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Gallic00

  • 5
  

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

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JudgeDeadd

  • 5
  

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

  • 5
  

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

  • 3
  
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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Unknown date

  • 5
  
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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Unknown date

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

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Unknown date

  • 5
  
Great level - I sure hope to many many more releases from you in the future!

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Unknown date

  • 5
  
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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  • 5
  
Awsome 5/5 -impClaw

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  • 5
  
fuckin cool except for the several zdoomisms - starts off fighting monsters with crappy weapons, but it gets a lot better

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  • 3
  
Clever coverage of conceptual blandness with repetive, extremely detailed architecture. However, deserves 4 stars for amount of work.

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

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  • 3
  
I agree with the previous comment. Sectors 603, 742 and 821 are affected.

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  • 3
  
Poo. I just hate running out of shells and taking on a Hell Knight with a Pistol.

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  • 5
  
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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  • 5
  
I found the gameplay to be very good and acceptable here and the design and architecture are obviously top notch.

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Unknown date

  • 5
  
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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  • 5
  
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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  • 4
  
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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  • 4
  
Great detail + good length (600 monsters)

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  • 2
  
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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  • 5
  
Awesome detail and a good challenge 5/5 -DarkSoul

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  • File Reviews

    • By Summer Deep · Posted
      Quite a decent and apparently well regarded early Doom map. Almost 300 enemies on UV, but not too difficult by today's standards. Visually okay, though a bit spartan with plenty of plain white walls etc. There's also a Doom 2 conversion of this (Redrum2.wad) which can be found on some of those 94/95 CD compilations, but it's somewhat disappointing - no revenants, mancubuses or archviles, even on UV difficulty.
    • By lupinx-Kassman · Posted
      An old partial conversion that uses dehacked for some nifty effects. You can leave shotgunners in a sorta slumped state, watch a building get demolished, and use a mancubus's arm as a weapon among other things. Goof++; Tickles my soft spot.
    • By Meril · Posted
      Some missing textures, weird maze. Not sure if author tried to make multilevel illusion or not but anyway he screw up. 2.5/5*
    • By Meril · Posted
      Map is made correct, but short, bland, plain, nothing more than some rooms filled with monsters opened one after another.
    • By Meril · Posted
      Impressive features for 95 wad, but it is made by good engineer but no artist. Ladders, map with indicators which switch left to find, great concepts. But ladders are glitchy (in GZDoom) player and monsters sometimes getting stuck in floor. It's a shame that gameplay is bad. Starts in the room filled with mostly hitscanners (infighting gets almost 40 of them), vaults filled with ammo. Visuals: 2/5 Gameplay: 2/5 Cool stuffs: 4/5