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The Final Gathering

   (26 reviews)
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About This File

This is the DOOM 2 version of "The Gathering."

The moon base water treatment and recycling center started reporting strange happenings deep in there sewer system a few weeks ago. Just days later a garbled transmission during the sounds of battle made it through to the UAC outpost on Deimos 4.

"Nuke us.......it's the only.....have to... ....cant make this......sewers...cavern... from hell"

was all that could be understood from the message. Not much to go on, but that's what you're used to. They don't give you any easy ones, and you don't get to ask to many questions.

The UAC needs you to investigate and "rectify" any potential hazards on the water treatment facility.

Good luck.

Dang! what the heck was that? Just two tunnels and an underpass from the UAC water treatment plant. The driver never saw the creature waiting in the tunnel. In a flash it was over. Nothing could have survived that crash... you could be wrong ... you did. I guess your on foot now. Be careful, the truck that was escorting you was carrying emercency supplies for the plant personnel and some toxic waste. Watch it, that stuff is flammable.

Rumor has it that the hellspawn are constructing a stronghold near the water plant. If you make it to level four, you'll have your work cut out for you.

Level five is located in the depths of the earth below the enemy stronghold. This level was designed with deathmatches in mind. If you're going solo it should prove to be a very challenging game.


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Xerenogan

·

  

This was pretty good, though it does have some things. That long elevator at the end of map2 and then repeated on map 3 could have been much shorter or faster, which is my only specific example. The maps are rather generous with the pickups in some parts with multiple megaspheres and the like. One thing that killed me far more than the monster were the inescapable death pits, many of which you have to go in to get something like a key, but if you misstep or aren't fast enough, there you are. There's usually some damaging floor to kill yourself on but they are low damage and because of all the mega and soul spheres it's rather tedious waiting patiently for your massive pool of health to slowly tick down.
Complaints aside, my favorite map was map04. It's a bit big and confusing, but I thought the lowering hall that changes the routes kinda neat. The pile of crushed imps in front of the archie trap in map05 was pretty nasty,
I had fun.

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Argenteo

  

Compilation of works. The Dark Side of the Mind it's beautiful, and was one of the first times I jumped scared because of the ghostly demons. Awesome tricks in a orchestrated 95' magnum opus.

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aargh

  

Rather dated miniwad. Most maps are not balanced well, with either too much or too little enemies and/or ammo. Map04 is overly complicated with confusing maze of corridors and unintuitive usage of switches and trigger lines.

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Maximum Matt

  

N.B. this is a review of GATHR2.WAD from Maximum Doom, which excludes the fifth and final map, and doesn't include the custom music

 

Classic minisode, map one is like a prelude to the main meat (a long road with trees and troopers either side, a tunnel, and then like a 'manhole' into the sewers) - nothing offensive, cool opener.

Map two is a classic sewer map with cool switch tricks, tolerable slime tunnels, a barrel trap, cool looking marble zone and a cool final tech area.

Map the third starts off the same way map two ended (always love that detail), a fight in a huge water basin, and then around the periphery of, very cool looking, with a semi-secret area that is simply iconic. (Curiously, these last two levels were merged together as GATHER2.WAD, also available on Maximum Doom.)

And of course the forth map, a huge complex building surrounded by an outside courtyard guarded by plenty of beasts, nonlinear, varied, filled with memorable traps/scenarios/rooms (love that room with the bunch of thin pole crushers), loads of secrets (although only one 'official' secret), central hub room that transforms when you return to it, every enemy type except the ol' cyberdemon, there's even an outdoor 'balcony bar'.  Yeah, there's way too many megaspheres, whatever.  A classic '95 map pack. 

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Havoc Crow

  

A reminder of the more innocent times of 1994, when whimsy, original ideas, and cheesy MIDIs ruled the day... Of course, these ideas were rather hit-or-miss, and so MAP01-MAP03 from this mapset heavily show their age (although the first half of MAP02 has a certain charm of its own). MAP04 is a winner, with it sprawling, nonlinear design and hidden yet oddly intuitive doors. MAP05 is a bit confusing but very well designed; it's just a pity that most of the map is unnecessary for reaching the exit.

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NuMetalManiak

· Edited by NuMetalManiak

  

back in the days, GATHER2 is the best example of a set that manages to do long levels rather well. looking at it from the modern era you're probably just gonna gaff it as something 94'ish. the fact that this actually existed on the Maximum Doom cd (which does some changes to the wad itself) shows that. even if it is exemplified in a rotten little cd, GATHER2 proves itself to not be as garbage as the predecessors, combat is quirky but doable while the levels just get bigger and bigger, although the final map is just a small slugfest complete with an Icon of Sin. the first map seems like it's nothing to write home about and features an ugly start looking at fire walls, then you go down a road fighting zombiemen or something. 2nd map has some interesting lift hub with several side areas, can get a bit groggy with wading through the nukage in some areas. I find MAP03 to be the best, a huge outdoor playing field first with the middle cauldron then getting to the bottom and fighting the enemies around there. the metal works at MAP04 are confusing but still somehow fun, and the low monster count actually makes this a bit easier although this is still gonna be the longest level to complete. overall though, you're probably gonna enjoy what you see here, if not, it's obvious to you it needs more detail or something.

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Guest

Unknown date

  
Map04 gets kinda boring. Too much ammo, and too few monsters... and I don't consider myself a bad-ass Doomer, either.

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Guest

Unknown date

  
Most excellent old stuff!!! I applaude the author of "Shrine of the Warriors" aka "SHRINE II", thus I don't understand this release, when we have the 5 levels version... Those wads can be find as Map26 to 30 in the compilation "OneMore3.wad" at DLW - 4 stars - Jive

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Guest

Unknown date

  
blegh. this map didn't age very well. 1/5

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Guest

Unknown date

  
OMG classics! Kinda vast and boring for my current taste, but I remember I loved few of them when I first played Doom maps! 4/5

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Guest

Unknown date

  
Fantastic map set. The first two levels were OK, but the last three were great fun. The WAD gets better as you progress, so don't let MAP01 discourage you. ~vf

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Guest

Unknown date

  
A classic early pair of levels from 1995, with three poor warm-ups. The first level is awful, the second is totally generic 1994/5 blah, the third is a sort of novelty slaughter deathmatch-style wad, but the fourth and fifth maps are very good, the fifth best of all. It's as if the author was growing before our eyes, like a bamboo tree, but a bamboo tree made out of meat and bone and gristle etc. Map 3 is actually quite good fun in a brainless way.

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Guest

Unknown date

  
Ça commence tranquillement pour plus tard difficile 4/8 - Eye's

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Guest

Unknown date

  
Great mapset, even if it starts a little crudely. Map04 is the main highlight - this huge nonlinear battle demonstrated the possibilities of the Doom engine back then and is interesting to play to this day. A strong sense of fun pervades the wad, something which is lacking in many other maps.

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Guest

Unknown date

  
Irregular mapset. Map04 is very good. 02 and 05 are decent maps. 01 and 05 horrible. Too many ammo in all maps. 3/5

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Guest

Unknown date

  
Utterly legendary. Maps 1-3 are nothing too special, though memorable in their own way, but maps 4 and 5 are superb.

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Guest

Unknown date

  
Wow, this hasn't aged well at all. Maps 1 and 2 are terrible and 4 is way too confusing. The music reminds me of the jokeWAD "The New Adventure", as well. However, maps 3 and 5 are surprisingly good by themselves, though 5's exit is a little tricky to find. So I give the good maps 4/5 and the rest 1/5.

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Guest

Unknown date

  
Utterly boring. Maps 1-3 are meh, map04 should be named 'the temple of confusion' and map05 is very good, except for the pathetic use of a Romero-on-a-stick for an ending. Gameplay is nowhere most of the way, tons of cells, nothing to use them on, bad monster placement. This is a wad that definitely hasn't aged well. 2/5 - Belial

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Guest

Unknown date

  
I liked it - COOOOOL - I played new.wad

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Guest

Unknown date

  
MAP04 is pretty good.

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Guest

Unknown date

  
Surprisingly fun.

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Guest

Unknown date

  
Map04 = godly. The first three are a bit more "variable", though map02 is quite fun apart from the need for backtracking and waiting for the central lift to rise/lower several times.

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  • File Reviews

    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
    • By Walter confetti · Posted
      A basic and nice looking showroom type of map where monsters are trapped inside glass prisons, no exit and no way to play this with any modern source Port like DSDA-Doom and GZDoom, but works really well in Crispy Doom. It was a pleasant experience.
    • By Walter confetti · Posted
      Conceptually not bad, it's a pretty imposing tower with some decent lighting, but no ammo at all despite having the guns and a VERY obscure way to rise up the floor in the lava pit? That's a big downer. But overall, it's ok.
    • By eanasir · Posted
      Well, the map is pretty basic. The map is quite challenging, with there being 0 ammo pickups (excluding the backpack) outside of the starting room. There are also nazis for some reason. I will give it 2 stars only because this really wasn't meant to be played to be enjoyed, but rather just a example of how to build a map in DEU.
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