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Maximum Difficulty

   (25 reviews)
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Very difficult.


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Guest

Unknown date

  
Crap.

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Guest

Unknown date

  
Doesn't work at the moment with zdoom version: 2.1.8.538.

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Guest

Unknown date

  
This NEEDS to win the Worst Wad award. Here's why: the only reason you need ZDoom to play it is because you need to type Map FGHB into the console to even get to the map. When I figured this out, I discovered that it wasn't even worth the trouble. This wad is right on par with Wow in terms of worthless wads.

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Unknown date

  
It's not just a "hard" map, it's MAXIMUM DIFFICULTY! The really hard thing about it is to get it working. REALLY HARDCORE !!!one oneone exclamation mark one one!!11! :angry: 0/5 -Maes

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Unknown date

  
Well, the point of it was to be difficult, and it suceeds in that, so 4 stars.

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Unknown date

  
3rd reviewer is a failure.

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Guest

Unknown date

  
This map isn't hard at all. Run past all the monsters onto the teleport and hit the exit switch. You'll have a better time putting your hand into a meat grinder. 0/5 - Wills

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Unknown date

  
horrible -0/5 Daimon

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Unknown date

  
Pathetic -PC 5/0 (now swap the 5 and the 0 to get the rating!)

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Unknown date

  
Trust us, good stuff NOT here ;-) -/5

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Guest

Unknown date

  
more like Very easy ~cson

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Guest

Unknown date

  
Who cares if it was supposed to be difficult, this map was crappy. 0/5

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Guest

Unknown date

  
Not good at all! 5/5

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Guest

Unknown date

  
Three Words: WORST MAP EVER!!! Even I can get this to work but this is a form of TORTURE to play this map. 0/5 - Killer11223346

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Unknown date

  
This map is suuuuuuuper! You just need to type MAP FGHB in the console. If you do mot enter the teleporter or shoot this head it will be really suuuuuper (unless someone shoots the head for you e.g. cyberdemon)! A! Did I mention you that this map is suuuuuper?

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Unknown date

  
The map consists of four square mono-textured grey rooms, with a moderate spread of monsters, cyberdemons etc. It's easy to finish; you can either turn right from the start, run into the second room, and teleport to the exit, or you can pick up the handy rocket launcher and kill John Romero. There's no gameplay. One day John Romero will die in real life, and the newspaper obituary will say that we have all won the game. All of us.

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Unknown date

  
Nightmare, 7 seconds, Hard? No 0/0

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Unknown date

  
Abysmal -0/5 gun_psycho

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Unknown date

  
I'm gonna go shit bricks from my dick. You're my ass, and this map is my balls. Fuck you.

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  • File Reviews

    • 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.
    • By RonLivingston · Posted
      I have to say this, But this is the most scariest wad I've ever played, you know the yuri battle before all of those pictures came up, the super scream sound nearly made me have nightmares!
    • By TheBoltDoomer · Posted
      It has some good construction's for '98 but nowadays is not so good compare to other maps. One of his good aspects is that it has an RNG system for Teleporters making for each reset a new encounter variation but the areas are too dark forcing you to change the Gamma Correction.
    • By spd7693 · Posted
      I played the wad when Altima recommended it to me since I told him I love big complicated levels. I wasn't disappointed. Except... Map 26. Map 26! The reason I'll never play this pack again! So sad, because the first release has some great maps, especially map 12 Darkdome. It contains one of my favorite cyberdemon encounters. 19 sucks as a level as well and 20 is... weird. These three maps drop one star and the other drop is because of the lack of secret levels in the progressive run. The only secret map must be put as a map 1 replacement and I'm not a fan of that. Some encounters aren't fun, some required lots of infighting. Overall, the wad is tedious. Another reason for me to never play it again is that I no longer will have half a year free time. Yes, that's how long it took me to beat it. Anyways, a fun wad overall with great final map, some other strengths as well. Only if it had its secret levels the proper way and if it was vanilla compatible... 
    • By Juza · Posted
      Unquestionable classic, and one of my favorites.    The only wad I know that implements switch-hunting as the gameplay progression basic without ever making it confusing. Unique for its unorthodox design decisions, its work with the original base textures, and handing a feeling of obvious progression to the player, as the layouts and gameplay get more complex with each map, while still holding episodic themes and its distinctly identifiable design choices throughout the entire trip.   Gameplay can be a bit too easy, but it's not unenjoyable; it's certainly grand amounts of fun, for it's impressive how creative and consistent it is. Don't be afraid to try it on UV, the scaling of the wad's overall difficulty is very smooth, and the entire wad has a really good flow overall. Amazingly, makes good use of backtracking: It adds to the certainty of obvious progression. The switch-hunting will never leave you wondering where to go, for it'll be largely obvious where you must head to. That's honestly impressive.   Music is entirely original, and boy is it good -- and especially -- memorable. You'll be thinking about some of its tunes for weeks, while reminded of the map they're associated with.   Looks are the comfiest there could be. Modestly simple: limited to the base game textures but doing amazing work with them, and a lot of contrast with its use of lighting.   5/5. SOULFUL. The most fun I ever had in cooperative multiplayer, and highly satisfied while in single-player.
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