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stones.zip

   (22 reviews)
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About This File

Yet another WAD file designed completely from scratch. Designed with DEU 5.0, this WAD has some interesting rooms and traps. Enjoy!


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mun

  

One of the first PWADs to have a non-linear design, which in execution is pretty neat. 3 stars for the level + 1 star for historical importance.

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printz

  

Nice challenging map on nightmare!. Rather short, however.

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Guest

Unknown date

  
This is a very early level, the first proper map in the archive. It introduces the cliche of having a sort-of secret bit directly behind the player start. There's an inescapable slime pit. Fifty monsters, but the level is structured so that you exit after killing only sixteen of them. Half the level - the best half - is hidden, including a clever medieval archway. Texture alignment is duff, but there are good lighting effects. It's a surprisingly decent map.

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Doomkid

Unknown date

  
The immediate area you start in is by far the worst looking part - Explore around, the appearance is actually alright for 1994 standards aside from the big HOMs. This is fun to play, dont hit the exit switch but instead find your way through the whole thing. Cool little map, very historic.

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Guest

Unknown date

  
It's quite good even if there are some HOMs. Killing all the monsters isn't necessary to reach the exit. I give it 5/5 because it's the second level ever made for Doom. -Glassyman

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Guest

Unknown date

  
This wad sure has got some stones for being the second level ever made and still be good for today's time, even.

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Guest

Unknown date

  
From a time before texture alignment was invented. 5/5

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Guest

Unknown date

  
Actually better than, say, Gamarra levels.

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Guest

Unknown date

  
Absolutely amazing, considering its' very old age. --3/5

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Guest

Unknown date

  
It's okay, considering that it's the second level ever made for Doom AFAIK. Historians should download this one.

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Guest

Unknown date

  
The first proper Doom pwad is surprisingly kickass and even better than some of the maps made today. Really, would you expect the second level ever made to include complex secrets, an archway, and semi-realistic lighting in some spots? 3.5/5

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Guest

Unknown date

  
Whoa! The first known proper custom doom wad turns out to be actually very playable, short yes, misaligned textures yes, but the rooms are not just basic boxes (surprise surprise) a fairly well made archway is in a secret area and even a crack on a floor where you can see lava leaking. The stepping stones in the last room looked and played good overall this has to get 4/5 because not only of the age of the wad or the history but because in my opinion it still remains relevant.

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Guest

Unknown date

  
As far as levels are concerned, this is the true 1st. 5 stars - legendary

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Guest

Unknown date

  
A nice map but not the author's best and certainly NOT the second-ever map from scratch. E2M1ED.WAD (id=36) is three days older, albeit primitive compared to STONES, and there were a handful of other WADs in between lost to history, at least one of them built with a hex editor like ORIGWAD and posted to alt.binaries.doom. Michael Kelsey went on to release a whole episode - Return to Phobos (id=690) - four months later, that is a truly legendary set. 4/5 - N_A

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Guest

Unknown date

  
THe oldest properly built level ever (that "first wad" lacks many of the components of a Doom level). Actually, it doesn't suck. Much. 3/5 --Woolie

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Guest

Unknown date

  
Old, but not too bad! I had fun with it!

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  • File Reviews

    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
    • By Summer Deep · Posted
      Played on UV, GLBoom+   This is a very decent map for its era, but is not without its flaws. Plenty of enemies and traps, but more than enough health, armour and ammo to deal with them. The trickiest bits are the section near the beginning, where a couple of the chaingunners appeared to be able to shoot through solid barriers, and an 'infinitely tall' imp can cause problems, and the encounter with a couple of archviles later on, which needs to be dealt with promptly and effectively.   The lyrically-related puzzles are an interesting element and work pretty well. The elevator device near the end is clumsy though - it takes an eternity to go up and down, and the situations it engenders are predictable and tame.   If you want to experience a more challenging and polished map by this author, try his later Hidden Mountain Factory wad.   Around 65/100 for this level though.
    • By pritch · Posted
      I can't in all conscience not give Sunlust 5 stars.   This was my first run through, I'm late to the party but don't have as much time for Doom nowadays. But if something like this were released every week, I'd probably never play any other game again.   I've gotten so used to playing such great maps and megawads created by this community that I can honestly say commercial games routinely feel lacklustre in comparison. And these are free - the best things in life truly are.   Sunlust isn't perfect. I dislike the glut of killed-to-end maps in the late teens and twenties - I think once an episode is enough to rebuild from a pistol start, especially when most of the weapons are given to you anew quite quickly due to the difficulty. I do get it though - the mappers want that BFG back at times, to force you to do it the hard way. I personally don't like too many maps that prevent you backtracking for health or armor that you save for later. Some of the later maps are, in my opinion, a bit too hard, and a bit too hit-switch-for-slaughter, too soon. Some of them are only average for design and visual appeal and I dropped below 60fps in places with a relatively fast CPU.   These, though, are minor niggles in context. This is a great mapset, and in particular one of, if not the best map 30s I've ever played. Map 30s are usually so constrained by the need to have a demon spitter - it's just not a very good final boss and we've seen every variation on a demon spitter map under the sun now. Far better to do a grand set piece finale with a four figure monster count - and that's what we get here. The final arena when the lost souls spawn above the main battle is visually one of the most impressive experiences I can remember in years of playing thousands of wads. It's not just the final arena - the entire map has a deeply impressive and imposing ambience and deceptively simple yet awesome architecture. It was a fitting end to a great set.   Too many good maps to state them all. I guess a special mention to map 13 - I love the flow and feel of this one, and it has a banging track. The music is very good throughout, and feels tailored to a lot of the maps. They modified one of the PSX Doom tracks for map30 and it is just perfect.   4.9/5 then - I wish they'd do it all over again...
    • By yourusernamee · Posted
      the whole package is pretty great. the progression of themes, the music, weapon and enemy replacements. i'll remember this one for a long time. 
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