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Zero Tolerance

   (27 reviews)
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About This File

An small mapset containing 7 maps in total I made for Lutrov's 1024 contest. All maps are playable from pistol start, or play through them in one go its up to you. Ive really enjoyed making these maps and I hope you will enjoy playing them. UV is pretty tough so you might want to choose an lower skill level first its very easy on skill 1/2. I hope you will like map07 on UV from pistol start :) its hard but you can beat it.


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Great map-set. Because the map dimensions are small, they have that "cute" feel to them and It makes the little details all the more important which you got spot on. Recommended for fans of small compact, detailed maps. -TRRobin.

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These 7 maps show a brilliant level of details. Some ideas even made me gasp as a mapper, like giving the Doom II gargoyle textures blue eyes. There's an idea and a lot of diligence to be found in every small corner. Thumbs up for the mapping work. The other part, gameplay, is excellent, too. It's not overly hard, but you need to be agile and careful nontheless. It provides a constant flow of fair and challenging battles.. Excellent work! 4.5/5 -Milian

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Professional levels. Very impressive design and use of texture. 5/5

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i love thisone ... played it several times

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Delicous and sexy! 5/5

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Nice little mapset. I prefer the first 3 or 4 maps and map 7, I felt the the ones inbetween got a little bit samey. Still good stuff though 4/5 FP

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Great, without a doubt. Would absolutely love to see a megawad with bigger levels made out of this. -- 5/5

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interresing effort... thanks a lot dutch devil! - Daimon

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Too many hitscan enemies, not enough health.

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Map07 should have had a third wave, of revenants perhaps.

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1024 wads are like porn. Damnit I want more! good maps dude.

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Great fun, although it should really be in the plain old single-player directory (from now until the end of time it will languish, overlooked, in the wasteland that is Doomworld's deathmatch directories). Very short maps but that's deliberate; map07 isn't *that* hard, you just have to keep moving. Moving and killing, just like real life - if you're a shark, that is. I'm not a shark but I enjoyed these levels. Sharks can't type.

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I thought this was a weapons mod? Anyways, very nice little levelset.

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Level 7 was easy compared to 6. 4/5

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nice 1024 map set...

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Besides the Congestion 1024 megawad itself, this is, I think, the best 1024-based wad I've played so far. Architecture and design is spot on for the obviously small size of the levels, and gameplay offers a constant but fair flow of challenges. I don't know why these maps didn't make the Congestion wad, but I'm pretty sure it was not for anything relating to their quality. Can't wait for Claustrophobia!

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Great architecture, very pleasing for eyes, average difficulty, average gameplay. 4/5

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in level 4, switch not work...how?

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Good levels, but the new weapons don't work!

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  • File Reviews

    • By Roofi · Posted
      One of the best wads of the 1990s I've ever played. The main weakness is surely its very outdated aestheticism with a very strange use of textures.   On the other hand, the wad must be retained for its ingenious traps and creative layouts. The wad is not easy. I have died several times in some levels. Rocketmen are particularly dangerous but at the same time very useful in killing their teammates.   My level is probably level 5 "The Hidden Below". I loved the height variations and the ways of climbing and descending. Moreover in each level, there are nice textures like barriers, middle-textures arches....   For me this wad is an example of true level design and inventiveness.   I rate it only 4.5/5 because of the absence of new music and the rather rudimentary aestheticism even for its time.  
    • By Walter confetti · Posted
      Big, fun exploration map with a really good theme... Visplanes crash on vanilla DOOM2.exe, works without any problem with doom2+
    • By P41R47 · Posted
      I really liked the free alternative to TNT: Evilution.
      Icarus: Alien Vanguard is a totally different monster but somehow similar, made by the same monster team.
      This lacked a proper dehacked patch with custom text, but @NightFright made a neat fix for that, telling a compelling story that is really entertaining to play.
      The maps are amazing. The best maps here are far better than Evilution's best maps. The bad ones here, are just bad Doom 2 level maps, so there is little to be really bad all in all.
      But, Icarus had the same little ill as Evilution had, last ten maps completely drags the experience. At least, this maps are better than the ten last from Evilution.

      Team TNT has shown that not only are good mappers, they also are good storytellers and that, in a game like Doom, is something to be proud of. And they achive this even working non stop to release this before Evilution hit the streets, so, even if some maps feel a little rushed, they are great!
      The soundtrack is a key element here. Bringing an awesome personallity to this outstanding mapset full of neat ideas.

      Thanks team TNT for this amazing megawad.    
    • By P41R47 · Posted
      ETERNAL DooM is not a megawad, its an experience that had to be lived to be fully undertanded.
      This is the megawad of the 90's for me in terms of exploration and atonishing sightseeing og the marvelous structures around.
      This megawad its one of the few that awakes in me a sense of wonder like no other.
      And to make things better, i played the incredible dehacked patch that @NightFright made, that adds maps names and new text screens with a custom story. This is the ultimate way to play this outstanding work.

      Now to the flaws: the first two levels are what really define if you would play this megawad or not. The first maps is corridor after corridor, with a little puzzle for the keys to enable the exit, after that, the second map is something completely different, with a very big puzzle map that will catch everybody unprepared. If you can reach map three, your surely are at it now, and after that, is a big alley up, a pretty big mountain ahead full of wonders.

      Thanks team Eternal and TNT for this amazing work of art. This possibly is the best megawad i played soo far and the one that i most liked. It has almost everything, new textures and graphics, new way of thinking maps, extremelly clever puzzles, a lot of exploration and a full experience.

      What it lacks? Maybe a proper graphic for the end boss, a proper BOSSBACK also, and some new monsters would be cool, but for a megawad from 1997, this is almost perfect.
      And the soundtrack!
      God, thats a marvelous soundtrack!
    • By NuMetalManiak · Posted
      so it seems I have not actually written a full review of Eternal Doom yet, Eternal Doom is often touted as the classic megawad of getting lost, with people crying "SWITCH HUNT!" and completely obtuse progression no casual player can think of. yet if I were to have a say, I'd say it's the best thing TeamTNT ever actually made. by comparison, Icarus is a standard megawad with some weird bits, and the same for Evilution. Daedalus is all sorts of fucked up, and the deathmatch sets aren't memorable to the singleplayer levels. this means that Eternal Doom forever stands the test of time despite its age.   you'll be happy for some of the shorter maps, which include MAP01, MAP06-08, MAP16-18, MAP21, and contrary to popular belief, MAP28. for the rest though, you'll get lost, that's the whole point. you'll likely cry foul at the obtuseness of several of the levels, in which knowing the author style really sort of helps. but when you're not hating it, you're liking it. some puzzles are actually fun, and combat remains serviceable in most locations. there's still loads of obscurity, so it helps to use that automap, especially for the memorable MAP12.   from the looks of it, it looks like Chris Couleur and Dia Westerteicher were the two who's maps will likely be felt the most. Couleur's style is making generally expansive locations in medieval fields, so there's a lot of room to run around in and quite a lot of meat in every nook and cranny imaginable. I can perhaps think it would get old after a while, but MAP11 is a nice treat and easily the best map he's done. Westerteicher seems to be responsible for most of the shorter outings, all of which have at least one bit of obtuse progression that casual players won't see. MAP03 is his best work if I'm being honest, and one of the best ways to utilize six keys in a non-Boom fashion. for the other authors, we have Adam Landefeld, with two large and two short maps, usually similar in style to Dia, Alex Mayberry, with two very linear levels, and Paul Schmitz, who may have made two short maps by ED standards, but actually somehow manages to make their progression memorable by being quite perplexing.   the showstealers are Sverre Kvernmo, Jim Flynn, and Bob Evans. it's likely these are the ones who's maps will be the ones you'll get lost in the most. Kvernmo went with MAP04, a large crate maze and sewer system, although progressing through it is generally just long, while MAP05 is actually quite short. MAP12 however is a certified magnum opus, a nicely done medieval castle with an interesting puzzle for the yellow key that still proves memorable to this day. the late Jim Flynn holds three rather notorious maps, the first being Monster Mansion (MAP31) a map that holds the most insane realism of a mansion with loads of crannies. the next is the appropriately named Beginner's End (MAP25) with numbers of confusing puzzles, and having to retrace your steps often, then right after that is the frantic MAP26, loads of ground to cover but hard to even go around. then there's Bob Evans; if MAP20 makes you squirm trying to figure out where and what is to be done, MAP30 will certainly be a true treasure hunt. these two maps are the ones where you'll need all the luck and patience to go through them.   I've played Eternal Doom all the way through many times, and my opinion of stuff tends to shift constantly on each and every map, but I tend to enjoy what I play through as I go along and memorize where anything and everything is. Eternal Doom surprisingly has linear key progression throughout the entire set, something that I'd love to see done in level progression diagrams some time soon. its maps are made out to be both long and memorable and perfectly deliver on those fronts, standing the test of time to this day. of course, there are much longer and larger maps than even Excalibur, which shows how inspirational the whole set ends up being to make much longer creative children. all this makes this the greatest accomplishment TeamTNT ever made.
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