Pretty solid for a bite-sized claustrophobic level. Even on UV it doesn't get frustrating, though you will die a few times. On top of that, the level is pretty short overall, taking less than 10 minutes. The level is pretty linear in terms of unravelling, but there was at least one encounter that could have gone quite differently if I hadn't taken care of an enemy earlier, so there's a little bit of strategy. The combination of Wolf3d and Doom textures make for a colorful and macabre combination, having bright, cartoony blue walls interspersed with rooms of meat. Good stuff!
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 The main weakness is surely its very outdated aestheticism with a very strange use of textures.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.
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.
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!