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A New Nightmare

   (29 reviews)
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This wad replaces episode1 of the ultimate doom. And just for it to be clear: These are very oldscoolish wads with decent 1994 detail. They have nothing new in terms of gameplay. And The hole episode ONLY uses 4 monsters ruling out the barons in the last level. If you don't like it, whine about it.


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Guest

Unknown date

  
Fairly decent. 3 stars.

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Guest

Unknown date

  
Needs sprucing up. Texture alignment, more secrets, etc. This, indeed, reminds me of 1994. It reminds me of the CDs that were released around the time with 1000's of mediocre (or worse) levels on it, but with only a few good ones.

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Unknown date

  
OK... h_g obviously got something right when making this episode replacement. It's a bit plain and unpolished visually, but at least it's playable. I must say I didn't expect that much out of him, but perhaps I was too biased. Well, I think a 3/5 is the perfect rating, and I hope his future releases only get better. -Maes

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Guest

Unknown date

  
Texture alignment texture alignment texture alignment!

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Guest

Unknown date

  
Not bad. It has a real 1994 feel; the levels look hand-drawn. I am unconvinced that this is deliberate, but the gameplay moves quickly, the levels take very little time to finish, and it never gets boring. E1M5 is very reminiscent of original E1M5. There's no E1M9 replacement. E1M8 has a curious ending; it's either a crap final battle, or a botched "you are supposed to die" thing. Little dutch cap is a minimum effort, police man mother.

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Unknown date

  
The real strength of this episode is the Gameplay. The level design could be better and more realistic but the wad does a good job recreating 1994. 3 Stars -PC

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Unknown date

  
Simple retro-beauty. 2,5/3 with -0,5 star for missing cacodemons. *whines* -Caco

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Guest

Unknown date

  
its bad, dont give me that '1994' excuse.

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Guest

Unknown date

  
decent.

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Guest

Unknown date

  
it's worse than 1994 detail!!!0/0-mohaa55 5

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Guest

Unknown date

  
Not really, but many of the textures are unaligned. 3/5 stars for a ok wad that played well.

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Unknown date

  
i'm agrre with the second rewiever. BTW was fubnny and i do over in 1 hour our less... -3/5 Daimon

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Unknown date

  
Yes, nice oldschool fun with unpolished design. Wrong texture alignment hurts me, so fix this in your next levels as much as you can, but it was nice for a start. 3/5 - Optimus

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Unknown date

  
It does feel somewhat like something from 1994. There were some problems, though. Mainly that the fights are generally predictable and easy, and that there are texture issues, perhaps because it was not properly tested with Doom, Chocolate Doom, or Doom95. [2/5] ~Chain Mail (08/2007)

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Unknown date

  
I like it. Glad to be a contributor for E2. 4/5 -yomoneyboat

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Unknown date

  
As Optimus said, oldschool and unpolished, pretty much no thought given to texture alignment. These maps start out okay with some nice original fights. The later half of the episode however falls into the trap of using re-implementations of original mapping ideas, and it's too goddamn dark. I'd have rathered 4 good maps than forcing out an extra 4 just to make an episode. 2/5

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Unknown date

  
so crummy and random. somethin new. i feel like i'm fighting in the old basement from my previous house.

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Unknown date

  
Hey, this wasn't bad at all! It felt like a good 1994 release, and the whole thing is quick (you can make it through in like 20 minutes) and not frustrating. A touch underrated IMO. 3.5/5

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Unknown date

  
VERY 1994-ish, in a good way. nice, quick and simple gameplay. if you actually played wads in '94 then you'd know that if this were released back then it would have been considered very good despite the few classics that remain from those times...even if the effort seems to ramp down after the first few maps and there is just a bit too much similarity between it and obvious ID maps. still, ***

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Unknown date

  
Great 1994 retro feel, even if the maps are a bit short - if you were a fan back in the day you will enjoy this - if you demand 10,000 sectors in every map you won't - oh, and GZSoom seems to fix the texture alignment issues

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Unknown date

  
went by to fast for me, but lots of action ftw!. E1M4 was a treat, liked the level design a lot just wish the maps were a lot bigger :) 4/5 for the smallish levels. thx for the EP1 looking forward to your new stuff. magor

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  • File Reviews

    • By PsychEyeball · Posted
      The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game.   The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable.   This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.
    • By Skittle · Posted
      I think that the combination between shotgun and chaingun combat, and the hitscanner shootouts this WAD offers are really fun and engaging. Pinky Demons are placed in areas where they're not frustrating, (The opposite being something I see very often, nice work Romero :P.) My only issue with this WAD is that one or two of the secrets, specifically those found in the darkened tech room, are sort of esoteric. The one where you have to jump from a platform isn't the worst, but the one for the Mega-Armour is annoying and in my opinion, unfair to find.   Despite these small issues, I think that Phobos Mission Control is an excellent and exciting level to run through, and I applaud Romero for returning to the Doom Community to make new levels.
    • By top10epicfails · Posted
      this wad SAVED MY MARRIAGE. 3/5
    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
    • By BoxY · Posted
      Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. 5/5
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