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Suspended in Dusk

   (245 reviews)
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About This File

A set of four levels, which all push the limits of the good ol' vanilla Doom.

If your computer refuses to cooperate with doom2.exe, I recommend Chocolate Doom: http://chocolate-doom.sourceforge.net/

Has also been tested and found functional on ZDoom. Other ports may or may not break some effects. I really don't recommend playing this on a 3D-accelerated port.


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Guest

Unknown date

  
Well, this guy certainly loved grey... the gameplay was nice and challenging, but oftentimes I was confused of where to go next and sometimes I didn't know if I have been in a place before or not because all corridors looked alike. 4/5

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Guest

Unknown date

  
5/5 I love the mapping, I love the fights. The detail is gorgeous and Espi has constructed a narrative with the bodies of dead marines and his usage of ammo/items in a way that both echoes verisimilitude and doesn't detract from gameplay. There's quite a few standout moments for me visually, but the fight that stood out was the giant teleport wave in MAP03. - KMX E XII

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Guest

Unknown date

  
This is an amazing wad that still stands today. Definitely one of the best vanilla wads released. 5/5 no doubt. -TRRobin.

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Guest

Unknown date

  
The best vanilla wad. 5/5

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Guest

Unknown date

  
Truly awesome. As said somewhere in the skulltag forums, Suspended in Dusk will be his heaven. May he rest in peace.

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Guest

Unknown date

  
Oh yes; I played it with JDoom and it looked fab. The second level had a bit of to-ing and fro-ing - I dislike levels that make you go back to open up a locked door near the start - but apart from that no problems. I particularly liked the unambiguously hazardous glowing waste textures.

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Guest

Unknown date

  
Fantastic detail, great architecture, fun gameplay.Awesome!ESP Icially i like slide-door on MAP02.

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Guest

Unknown date

  
this rocks. end of story. -Bouncy

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Guest

Unknown date

  
The best.

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Guest

Unknown date

  
OMG, a real Espi hype... Espi (RIP) was a great artistic mapper in his own style, but about gameplay he was absolutely not one of the strongest. Not only in these maps, but also f.e. in ed4_rfo1.wad map27: superb ambiance, but overall just poor gameplay. If you like absolute topmost gameplay, try ED4-RfO maps 11-13 made by Chris Couleur, these are lightyears ahead. Not only for the gameplay, but his spectacular layout & detailing is fully functional. Which is very rare. Overall 4/5, solid but not legendary.

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Negrostrike

Unknown date

  
Mothafuckin kickass.

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Guest

Unknown date

  
I've never seen such perfection in a Doom wad before... Words cannot express my love for this wad, a definite new favorite, and be aware that it takes ALOT for a wad to make it into my "favorites" collection. A hero you are, Espi. ***** -EarthQuake

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Guest

Unknown date

  
Tremendous effort! Good detail & layout. A bit over done in some areas...repetitive details without functional purpose (over abundance of support structures--this place will never collapse!). Custom graphics were very cleverly designed. Gameplay is great in most areas...but lacks in others (repetitive/predicta ble style fights). Too much back tracking and getting lost...and sorry, but the new sounds are horrid. That aside, it's an amazing piece of work. Worth the download. Another one for my vault! 4/5

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Guest

Unknown date

  
Those are exactly maps I love : big, non-linear, interconnected and complex with a lot of secrets ingeniously hidden. Not mentionning the huge work on the textures to complete and fit well with the standard Doom2 ones, and on the architecture of the base. An obligatory legend mapset (map03 being my favorite), 5/5. ~Naan

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  • File Reviews

    • By chowbar · Posted
      Possibly my favorite Ultimate Doom megawad. Although its first half feels like DTWID, it quickly becomes a much more twisted and demented take on the familiar techbase/hell aesthetic. Expect well hidden secrets, tight corridors, and some tough encounters in large, complex levels. In keeping with Ult Doom's tone, NaturalTvventy layers the atomphere on thick to create levels that feel genuinely hostile and evil, even more so than in the original.    If you have a soft spot in your heart for the original Ultimate Doom, this megawad is a must play. NEIS makes you realize how rock solid the original Doom formula is, even without the SSG and revenants. 
    • By whirledtsar · Posted
      An odd wad in which you play a Hexen class while fighting Heretic monsters in Heretic-textured levels. Surprisingly, it works pretty well, and is an interesting change of pace from either game. It retains Hexen's hub design, although it's not at all puzzley, just a "go and collect 3 items and return to the hub" quest. It's very combat-focused (there's almost 400 enemies in the final level), but unlike some Heretic maps, it doesn't end up feeling like a slog. Perhaps Hexen's weapons are just more powerful than Corvus's. The level design is very good, besides a couple of sore spots (the cramped areas of the lava level, the metal maze in the final level). The boss, D'Sparil, is much easier to kill than he was in Heretic; he probably should've been modded to have a better chance against Hexen's warriors.
    • By Philnemba · Posted
      A fun heavily modified tougher version of Doom 1's E1M6 dated back in April of 94(yes same month of origwad). Its starts a bit hectic but with so many shotgun guys and plenty of health throughout the map, its actually not that hard to go through. However like any 94 wad, it has typical misaligned textures, a few HOMs, and had to use noclip cheat to grab the last card key due to ceiling being too low to pass under. Despite its age and a few minor stuff, its a fun wad from 1994 and I would recommend to give it a try :)
    • By whirledtsar · Posted
      Excellent wad for Hexen fans. It stays true to the style/spirit of the original game while introducing new ideas. The level / hub design is interesting, the combat is well-balanced, texturing is well-done and well-aligned, and there are plenty of interesting scripted events. The wings are used in a very smart way - you're able reach many previously unreachable items and paths. The only thing I disliked was the "boss" of the final level. I won't spoil it, but it's quite disappointing.   Unfortunately there is a bug in The Castle Of Fluft - the flame mask switch is not set to "repeatable", so if you try to use it without the prerequisite mask, you won't be able to use it again when you do. If you encounter this bug, type "puke 10" to activate the script the mask normally would.
    • By Lane Powell · Posted
      This seems like a semi-hidden gem. The author's other WAD Crimson Canyon won a Cacoward, though I prefer this one.   It certainly lives up to its namesake. The textures are all Hell's green marble and blood, supplemented with custom textures including some modified Giger designs and some creepy sprites I recognize from Monolith's Blood. The map designs are seriously contorted. It's probably a divisive aspect of the set. In some levels the angular layouts wrap around themselves in a jagged mesh, creating devilish mazes with slightly obscure progression, and where fireballs can fly at you from different parts of the map. Other parts are darker and more claustrophobic. It's all a totally hostile atmosphere.   There are some common themes gameplay-wise but you'll know them by map 2. A big one is ammo constriction, especially on UV. Certain maps seem near unbeatable without finding key secrets.   This was actually one of the first WADs I completed a few years ago, and on revisiting it it feels very fresh. Like most memorable WADs, it rides on strong concepts and some devilish gameplay while targeting a distinctive theme.
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