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Demon Eclipse: Episode 1 - Doorway to Abbadon

   (17 reviews)
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About This File

This is the first epsisode of a 18 (maybe 32) level Megawad I will be working on. Each map has it's own Deathmatch Map including within the main map itself to allow easy deathmatching and fun =).

I've never made doom maps before, so these are my first 6. They turend out decent, though the later maps tends to be a lot more detailed than the first few. I have gone back to add details, though.

These maps are designed for Doomers of all experience levels. On skill 1 and 2, the gameplay is pretty relaxed; designed for beginners. On skill 3, it's a bit more of a challenge, like some of the later DOOM 2 maps. On skill 4 (and 5 if you're crazy), there will be swarms of monsters. This was designed for more experienced doom players. Though non of these maps are quite as hard as Those found in Alien Vendetta or Plutonia Experiment. Later levels will reach the relative difficulty of those withing Alien Vendetta (perhaps?).

-TIPS: Many of the maps are UAC-facilities and there Are many computer consoles. Many of them will Activate some sort of switch. Others will reveal secret areas to you. Make sure to check them. There are numerous secrets with each map. On Ultraviolent and Nightmare, it's very important that you find them, for they give you much of the needed health and ammo.


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Unknown date

  
fine mapset. first 3 maps lean towards easy, and even later on there's tons of health, armor and cells. true gameplay starts at the 4th maps exit. detailing is nice (not that i care). some non-secret switches are easy to miss so that needs improvement. also if you give the player the bfg make sure you place some monsters to use it on. on the other hand the excess health/ammo makes it nightmare-playable so i'm not gonna argue more. 4/5 - Belial

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Unknown date

  
Excellent architecture, fun gameplay. Nice and bright too (I dislike dark wads -- blood needs good lighting to get the full red effect). But "secrets" are overabundant, easy to find, and horrifically overstocked. Then again, the difficulty is supposed to increase in future levels, but as it stands, too easy. (Then again, I like to play Hell Revealed on Ultra-Violence, so...)

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Unknown date

  
This is an alright wad. Main problems are the complete lack of lighting in some areas. In some parts I wondered if the author purposely put it at full bright. Anyway, there are still some cool parts here and there and the gameplay is mostly enjoyable. I really liked map05 and map06. I'm sure this author will churn out some really quality stuff in the future. 3/5

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Unknown date

  
This wad is 13337

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Guest

Unknown date

  
A good mapset. I actually think this is more entertaining comapred to the second release.

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Unknown date

  
Better than average.

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Unknown date

  
A bit of playtesting could have gone a long way.

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Guest

Unknown date

  
This is an entertaining set of levels in an old-fashioned E1 style. The design is occasionally clumsy - it's an arse going down stairs sometimes, because you bang your head on the roof. I don't like the idea of having to press random consoles, although they are usually marked. It's never very hard because you get masses of health and ammo. Map04 was my favourite - it's like a great 1995/96 level. Map05 and 06 are hell-themed.

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Unknown date

  
Cool

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Unknown date

  
Not bad. The fight at the end of Map04 is particularly fun.

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  • File Reviews

    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • 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.  
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