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Generator of Evil

   (29 reviews)
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About This File

One level for any boom compatible and limit removing ports. PrBoom-Plus or GZDoom are recommended. To play this PWAD file, unzip it into the directory with your PWADs then start: glboom-plus.exe -file "G.o.Evil.wad" -complevel 9 (g)zdoom.exe -file "G.o.Evil.wad"


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Spectre01

  

Long, grindy, and generally low-threat slaughter. Combat choreography is largely absent and the majority of the map is occupied by clusters of the same monster blocking your path. Speaking of blocking, monster block lines are often employed in strange ways, allowing the player to door and hallway camp the enemy hordes. Potentially deadly traps are neutered by frequent invul spheres which enable trivial BFG facerolling. Detailing ain't too hot either, with the majority consisting of monotextured square rooms and hallways. Some cool sector work is present among the minimalism and the scale of the final area is certainly impressive (the 300+ Cacos which take years to float into firing range, less so). If you want to spend over an hour spamming BFG and rockets, I suggest you play (or replay) Cybersky instead by the same author - it looks and plays better.

2/5

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Unknown date

  
Waow, this is awesome !! [WH]-Wilou84

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Unknown date

  
Another Eternal wad the utterly kicked my arse! Spent over 2 hours before I finished this little monster!

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Unknown date

  
Great coop experience! 5/5 Zalewa

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Unknown date

  
Great coop experience! 5/5 SuperGod

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Unknown date

  
Wow, that was awesome. It's not often that I find a WAD that takes around 3 hours to get through (though I'm sure I could've done faster with cheats or co-op), and keeps me engaged all the way through. I really enjoyed fighting the 200 or so Cacos in the tunnel toward the end... dodging all of those lightning balls almost felt like playing Touhou or similar. Nice work!

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Unknown date

  
Fantastic map. 5/5

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Unknown date

  
This is dated April 2007. For some reason MAPINFO crashed GZDoom, so I deleted it. You fight 2,252(!) monsters in one of those manly, meaty levels where you fire the BFG semi-automatic at mobs of arch-viles, and then you switch to the rockets. It has a Hell Revealed feel but it's not as hard - you get loads of supplies, and it's a bit of a slog at times. I didn't like the use of switch faces as decorations. Still, it's great fun and feels very substantial.

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Unknown date

  
It's a fucking giant room full of monsters, not very creative or fun even in co-op. Just makes you respawn a million times to kill everything.

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Unknown date

  
^n00b detected :) Actually it´s a pretty cool monster blaster map in the vein of Deus Vult, but it´s much easier than DV. It also has areas that could be seen as tribute to similar maps; starts like ks28, has a cyber maze like hr29, end area looks like equinox13, I´m sure there is more. 5/5

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Unknown date

  
Phenomenally gargantuac map combining slaughter and in-door gameplay, ingeniously opting for non-linearality allowing you to choose which key to claim first. Unique in replicating gameplay from classic WADS (AV 26 - Revenant Cages, HR's Cyber Maze). The action is consistently chaotic throughout however the generous abundance of powerups coupled with freedom of movement means you'll unlikely come close to death's door. Superb and it would be fantastic in Survival Coop. 5/5 - Bloodite Krypto.

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Unknown date

  
Long and hard slog in the vein of "Post Mortem" from Hell Revealed. It's fun for the most part, but grows a bit tedious when you have to battle away at something like 300 cacodemons, and the end bit seemed barely possible. Very hard, very long. 4*

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Unknown date

  
Sweet. :)

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  • File Reviews

    • By MuratMikal · Posted
      An enjoyable set of maps of easy difficulty (MAP 07 is medium) in UV with simple design that worked well for me. Finished the whole set in 02:40 min. Certainly worth a shot!
       
    • By chlef · Posted
      I rarely quit a wad in disgust, but this one did it. It was pushing a 5 star experience, but then the slaughter stupid started ~map19 and only got worse. It's not clever, not amusing and absolutely not entertaining. It ruined an otherwise good wad and left a very sour taste. Why do mappers do this? Played on HNTR and it really was that bad.
    • By P41R47 · Posted
      I have a real blast while playing this megawad. Think that Quake is not brown enough? You will get the ultimate browness here. I think that, beside the simplistic ugliness of it, it gives a good cohesive look to all the maps. And this one are really big and fun to explore. The ideas of cities, fortresses, islands, canyons and caves, and finaly tech base on moon, are really neat and some looks really good. The story of the wad is pretty good, too. I love the liberties that the author takes while doing this mapset. As i played a lot and i found this kind of ideas in a few wads along the way.
      What i didn't like it much, is that there wasn't other skies than the episode one sky from Doom 2. Again, i think it is that way for a cohesive storytelling, but anyway, it would be cool to feel the sense of time in the maps with different skies and shadows deploying in differents ways along the maps.

      This could be the Eternal Doom of doom stock textures, but the linearity of the maps, aside from the somewhat empty but interesting areas to explore, departs slighty from the formula, and there are not soo much details as one might expect from a mapset like this. Don't get fooled by that, even with the somewhat Heretic-like linearity, the maps are fun, gorgeous in its brownway and pretty challenging.
        I recommend this megawad to anyone that likes to explore and have a challenge in the vein of the best of team TNT mapsets.
    • By DharmaForOne · Posted
      I liked it better than Claptrapino. Maybe because I'm a novice level maker too. Obviously it's the work of a newbie, but I absolutely understand how it might have taken 10+ hours. I think I've spent at least that long and haven't even completed any levels yet.   I actually thought it was an interesting basic concept to start in the middle of a maze, with areas you've previously cleared not guaranteed to be safe anymore with the portals and spawns. I died twice in my attempts and finished the third time. When I realized that staying in place, conserving resources and clearing wasn't working I took the invulnerability and just ran through the halls spraying high damage weapons.   The level did seem unfinished though. What are the keys for? Are there secrets in the level that contain locked doors?    
    • By aargh · Posted
      Yes, this is a legendary megawad. Yes, there is a lot of positives to say about it.
      But I can't ignore the button madness present in many levels. In the second half of the games this gets utterly insane - you WILL spend most of the time bashing and shooting every inch of every wall to find yet another hidden switch to be able to progress. Many switches open hidden doors in an unrelated location on the other side of the level without even telling you. Some levels have switches completely invisible and one of them even hides switches in random decoration sprites like trees. I'm sorry but this was no fun and in the end it ruined the entire megawad for me.
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