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EPIC

   (84 reviews)
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4 Screenshots

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 epic.wad -complevel 9 (g)zdoom.exe -file epic.wad

Important:

Do not play map05 in the current prboom (up to 2.4.8 for now), because of:

a) All existing versions of prboom are buggy on levels with big open areas - precision problems. The latest Eternity release (3.33.33) also can't handle map05 correctly - the same precision problems. Use the latest SVN alphas.

b) The current glboom-plus (2.4.8.2.beta) is much faster on levels with sectors which have too many lines. I got 80 fps in glboom-plus instead of 50 in glboom at map05.

c) Vanilla GLBoom doesn't have an option for quality rendering and it is very noticeable on some levels, especially on the big tower at map05 and in the second room at map03 - big white strips and dots on corners. The effect doubles on ATI cards. Light sky is a headache of prboom. So gl_render_precise should be 1. I hope this variable will be removed in the future versions and quality mode will be forced.

Note: gl_depthbuffer_bits in glboom-plus.cfg should be 24 or 32 to avoid some rare small glitches.

Yo can download the latest prboom-plus here: http://prboom-plus.sourceforge.net/history.html


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UAC guy

  

One of the best megawads I've ever played. I especially like map05, though the

Spoiler

final boss could be a little tougher.

 

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Psilli

  

Excellent five maps! I found the pacing to be great and the levels themselves were very, very fun to play and of great design. Good wad to sit back, relax, and enjoy the environment (oh, and killing demons, of course).

 

Played with:

GZDoom

Hurt Me Plenty

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P41R47

·

  

Wow! Totally Amazing!
EPIC is a good sustantive to define this little mapset.
The maps are awesome and full of details. Just what i like!
I got nothing to say against it. Maybe that its too short and boom, but well EPIC 2 solved that with its vanilla epicness ;)
With this, Eternal shows that he was really capable of amazing things.

Gonna try everything he made, as by now, he is the one that most digged the TNT style aside from Gwyn Williams.

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- GLBoom+ 2.5.1.4. complevel 9.

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so.

 

First of all, there are 5 maps not "one level", might be a mistake in the text file. Back to the review, this is a very nice adventure-like mapset. Apparently the author is a master in aesthetics, and this was a lovely introduction (for me) to what he's capable to do. The textures are really neat, you get to navigate into the ruins, in a desert which is also set as a war-zone, although there's vegetation and water too... anyway, I really liked the environment in this mapset, Eternal did not limit the player to indoors exploration only but also on the surroundings, parts of the maps that normally would be just for visuals, like in map 03 where you must find a key in between a lot of palms. Also, there are many parts with deep-water, an effect used really cool here. The music selection is nice too, well the midi in map 01 starts a bit too loud but gets better soon, the menu screen midi is my favourite so far. 

 

Gameplay is more on the low pressure side, with incidental combat being the most present. The mapset is clearly meant to be played from a casual adventure/exploratory perspective, slow-paced, rather than full slaughtery. I think it's pretty consistent with the kind of monster placement throughout the levels, not suddenly turning into something out of place. Usually you'll find them hidden on corners prepared to attack the player in their moments of distraction, if not they will pop up in front of you or teleport in spacious rooms. It gradually gets harder but overall the level of threat is according to progression, and for example enemies like archviles or arachnotrons rarely make an appearance until the last map. Talking about progression, some of the maps are very big and moderately non-linear, with keys and switch-hunts, except you may never get lost unless you want to find all the secrets, and there are a lot! There's only one straightforward map which is set on a train working, creating an effect I don't know the name of, though it was funny how it left a caco corpse behind disappearing.

 

In regards to the secrets, pay attention to the linedefs in the automap, and the gore-ish details Eternal put to tell you something. I personally liked the ones that you go underground and end up navigating tunnels on deep water. Without the secrets you'll be fine anyways.

 

For favourite maps I'd pick 02 and 03, but I liked them all in more or less the same way.

 

Overall, not sure if this was "epic" but I had a lot of fun, there's just something about exploration in Doom I can't help myself but to love it, and I truly recommend it to anyone that likes this theme as much as I do. If not, avoid it completely, or play for the visuals only. This is a 9/10 for me. 

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Spectre01

  
Epic wad. Does what it sets out to do extremely well. Very impressive train map as well as the mastodonian finale. 5 shades wearing Zombiemen out of 5 black headband Chaingunners.

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trrobin

  
Really nice level set. Looks great and is fun to play. Recommended.

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NuMetalManiak

· Edited by NuMetalManiak

  

quite odd that it is considered one level according to the textfile. it's actually five levels, but it probably would have been cooler if it went Deus Vult style aha.

 

anyways, awesome thematic mapset which is very immersive and balanced. it gives subtle changes to monster sprites and sounds but the gameplay is fresh Doom, this time set to Egyptian themes mostly. opening level gives what you want to try, and then the second level comes and you're in exploration mode. Eternal's monster placement is intriguing to say the least, enemies are tucked in many corners and are quite sneaky, so every corner should be observed closely. it's quite literally a sandbox until you figure out what to do and where to go. the third level is a nice, linear adventure evoking shades of Eternal Doom quite well. then you get to the train level, and train levels are usually memorable, stay on, fight enemies to and fro. this all comes before yet another sandbox, the last map. it's certifiably difficult, but worthwhile to explore.

 

Epic 2 offered less in exploration, Eternal had more maps to work with and accorded them well, but most were made shorter and "less" epic, while the original Epic basically gives a lot more immersion.

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Guest

  
Very mixed bag, played @ UV. Map01 is too simple, map02 is consistent but has too many snipers. Map03 is an excellent 'Chris Couleur & Bob Evans go Inca'-style map. Superbly done! Map04 is a small, good-looking but not so interesting train map with predictable gameplay. Final map05 is a huge open area with a few decorated places and a tower; it's too ambitious and the outside fights are simple and plain boring. Overall: map03 = 5* legendary; for the rest: design 2-4, gameplay 2-3, which makes a small 4*.

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Pinchy

  
Based. But the music for map 5 is too short and loud.

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Guest

  
Five high quality levels with five different themes! Better gameplay than Epic 2, at least for single player.

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Guest

Unknown date

  
F-A-N-T-A-S-T-I-C

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Guest

Unknown date

  
I loved all the levels. Make more levels Deadall! Level 3 had me stuck for years because I pushed a scary face on the back of a headstone first instead of pushing the face on the front first. Who Knew? When I finally noticed the face on the front is when eureka happened and I could progress to get keys. I always thought the yellow key was first to get. Grrr.

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Guest

Unknown date

  
OMG, Deadall is the best wad author EVER! 5/5

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Guest

Unknown date

  
One word: EPIC. 5 stars deserves map05 alone, but with other there must be 6 stars.

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Unholypimpin

Unknown date

  
Really nice wad, i like all the maps which is odd cuz i normally dont like none void/hell maps. 5/5

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Guest

Unknown date

  
An excellent piece of work. I was kind of expecting a custom boss at the end, but then again I'm a sucker for a cool boss battle. That aside, I enjoyed this wad immensely from start to finish. 4 stars. --Obsidian

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Guest

Unknown date

  
Loved it! I could'nt kill those Soldierzombies with their cute sunglasses. ^^ And the ones with the hats and bandanas, SO cute! Liked it! Want more!

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Guest

Unknown date

  
Alexander's works are no less than revolutionary! I can honestly say he is the only man who deserves to get laid by 7 willing females at once :P 5/5 - B.Krypto.

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Guest

Unknown date

  
IF YOU DONT DOWNLOAD THIS WAD NOW, YOU'RE A SINNER

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Guest

Unknown date

  
The theme wad by which all other theme wads ought to be judged. Architecture, gameplay, and atmosphere are all superb. Map02 and map05 are the highlights but all the levels are excellent. Much better than the sequel. 5/5 --Woolie

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Guest

Unknown date

  
Yeah! That IS Epic! Great maps. Maybe only some switch hunt was quite problem. There are lot of buttons and you dont know, what they could do. but... 5/5 - Damned

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Guest

Unknown date

  
It definitely lives up to its name! 5/5

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Guest

Unknown date

  
Eternal shows here why he is one of my favourite mappers. 5/5

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Guest

Unknown date

  
Pretty good overall, though the desert theme gets pretty bland by Map 3, there's some nice areas mixed in that save this wad from total blandness. also quite a challenge on UV, and the ammo is well balanced, though I had to Beserk fist a fair number of times. Overall, definately worth the time, 4 stars.

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Guest

Unknown date

  
Wow! Long time since I played such an impressive WAD. Huge worlds with interesting details, great ideas and lot's of action. The russian dude is my new mapping hero now! 5/5 - Optimus

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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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