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monlth02.wad.

   (28 reviews)
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5 Screenshots

About This File

MONOLITH: A series of maps with no particular theme....well, maybe one. A single player map for Doom2.


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NuMetalManiak

  
cool map, also the tiny ledges aren't really a problem.

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Zahid

  
nicely detailed tech-base themed map.combats are mildly challenging esp if you find all secrets...focusing puzzle part more but imo overly relied on tiny ledges which became repetitive thus predictable in later areas..nice map overall

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Guest

Unknown date

  
A brilliant map. Very well thought out.

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Guest

Unknown date

  
Very nice! And Zalewa, if the puzzles suck, it just means you're too stupid to figure them out. :P They're neither unfair nor overly difficult or anything like that.

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Guest

Unknown date

  
Please delete Zalewa's review above.

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Guest

Unknown date

  
^The whole purpose of this review system is to have the ability to see what other people think, so 'deleting' reviews because you don't like them is detrimental to the system. Zalewa doesn't like it, PC does... see how it works monkey-boy? A decent map with tough, but fair game-play - I enjoyed it, but probably won't play it again. 3.75/5 -jb

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Guest

Unknown date

  
lol zalewa sucks

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Guest

Unknown date

  
great map

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Guest

Unknown date

  
Great and smart design make this for me nearly legendary. Only thing I dont enjoy are wall with door textures, which you cannot open. It is quite disturbing for me, when I use the automap before every doortexture. 4.5 - Damned

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Unknown date

  
The design is top-notch and the layout is stuff dreams are made of. The gameplay is flawless and even those few places where the player is forced to navigate thin ledges don't hurt the maps flow. 5/5 - Belial

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Unknown date

  
Map makes you stop and think-navigation is non-typical,but that doesn't disrupt the progression.Ammo is sufficient and health/armor is plentiful enough for most players to relax killing monsters. Overall,an enjoyable 25-30 min. of fun.4/5-d.d.koop

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Unknown date

  
Nice design, looks good without any artificial detail. Gameplay flows nicely, but some parts require attention to the environment in order to progress. 4*

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Unknown date

  
Great Gameplay and challenge. Great Level Design. The only thing I didn't like about the map was the exit room, it was too unrealistic. The rest was pretty much perfect. 5/5 -PC

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Unknown date

  
This is a wonderful level with great gameplay from one of my favorite map authors, Richard Wiles. The puzzles hurt the flow a little bit, but were satisfying none the less. 5 stars. Note to Zalewa: even if you don't like a popular wad, you don't have to 'balance' out the high rating by giving it 0 stars.

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Unknown date

  
Well detailed and intelligently designed aside for some deviously hidden paths which slightly mar the whole experience.

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Unknown date

  
Even though it was a little hard to find ones way around it was still a pretty good level. 5/22/07

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Unknown date

  
not legendary but great, fun and very well balanced, some textures are out of place 4.5/5

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Unknown date

  
This is dated December 2006. It's the second in the great Monolith series; this one feels like the first level stretched out, it's more expansive and the fights aren't as close-up. Some nice secrets, 200+ baddies but the difficulty is generally mild; you get plenty of health and ammo. The design is a kind of updated, modernised classic techbase with lots of nooks and crannies, and some occasionally frustrating climbing on ledges (e.g. the red key part).

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Unknown date

  
This map would be good if the author wouldn't forget that Doom is not Tomb Raider. All the puzzles suck. 0/5 - Zalewa

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  • File Reviews

    • By Walter confetti · Posted
      IT JUST WORKS! Ok, with that stupid jojoke out of the way, we can start talking about this map:   It's a nice map from 1995 with some interesting room shapes (especially the one beyond the blue skull key door), the difficult and map flow is pretty easy and straightforward to navigate, don't fell discouraged by the large amount of enemies (it contains 120 monsters in total)! They're just cannon fodder for the majority of the map, expect for the final part with a arch-vile / cyberdemon combo near the exit, overall it could be easily beaten in 10 minutes or even less if you are a talented player... Enjoyable.
    • By Walter confetti · Posted
      Pretty 90s-ish, basic looking map sets into a tech / hell fortress of sorts, really large map that i've finished in 30 minutes, but luckily the map uses not really hard monsters to confront, making this pretty easy to finish, but again, is a long, LONG map with the most tedious parts are the mazes and that long backtracking stairs... Pretty meh   Also this map crashes on Doom 2 exe (DosBox) when you save the game, so i played it with a limit-removing dos port (doom 2 plus) without any trouble, so if you want to play this you had to use a limit removing port.
    • By Walter confetti · Posted
      Nice mini episode, reminds me of some sort of amateurish Plutonia Experiment sometimes. Pretty enjoyable!
    • By Summer Deep · Posted
      A very decent challenge. Took me about half a dozen attempts to crack it on UV. The wad is from 2015, but could just as well have been from around 1997. Solid, traditional classic Dooming.
    • By riderr3 · Posted
      The visual level design here is mostly similar to Plutonia and its unofficial sequels PL2 and PRCP. But it is by no means a gameplay part, since for example the gameplay in the first maps revolves around ammo shortage with not so much opposition (although it was tight in places, I admit), while the latter maps are somewhat reminiscent of slaughterwads with a bunch of ammunition and opponents.   The same applies to the size of the maps - the first ones can be completed in 6-7 minutes, while the last ones takes 15-20 minutes to complete. Although this could be explained by a kind of progress, despite the fact that even MAP12 (the first map in wad) is not a walk in the park.   I am not opposed to forced pistol-start (maybe even for), but usually if the levels should be completed in this way, they should be better balanced, as the ability to store things from previous levels is discarded.
      And again, I repeat as previous speakers - perhaps some arch-viles were even superfluous. This is especially noticeable when you go through the same room several times.
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