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1 Monster Megawad

   (200 reviews)
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In the spirit of 1024 Congestion and 10Sector, 25 new maps from the Doomworld community, each limited to only one monster type.


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Li'l devil

  

Absolutely love this wad. I like it's gimmick and I like the levels even more. They're very varied and fit the type of the monster used perfectly. I only didn't like two maps: Zumma and Cacophony, they're too long and get boring, tbh. But other than that, it's really good and I think it's underrated.

 

Also, this is a perfect wad to test custom monsters.

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SilverMiner

  

This is a one of wads that inspired me to map for Doom. 

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NaZa

· Edited by NaZa

  

I really can't say too many bad things about it as it is the first major project to grasp upon the idea of using only one monster type in the entire map, however the final product isn't one of the greater megaWADs, even though it was one of the first I ever downloaded (read: downloaded megaWADs from /idgames in alphabetical order).

 

The best maps for me were MAP12 and MAP15, especially the music. Both of those maps manage to utilize their chosen monster, Baron (yes!) and Spectre (which are really lackluster in normal combat, to be fair) to a great extent in creating tense, yet fair encounters. Both of those map also have nice visuals.

 

MAP19: Cacophony is pretty much the most infamous map in the set due to its monster length and difficulty, and I'm really torn on it, because a part of me really likes the map due to its glaring visuals and an incredible sense of place combined with the growing tension of the Cacos, but another part of me thinks it's just an incredibly boring map that just pulls out right at the end. If I was asked do I like it, I probably would say yes anyway.

 

Some maps were incredibly lacking as well, mainly the following:

  • MAP05 utilizes the demon pretty nicely at the start, but the ending part is just hilariously bad and funny. There's really no fear going through you as you kill demons with barrels, crushers or weaponry and it's just so boring.
  • All the imp levels (MAP02, 04, 06)
  • MAP23 with the archviles was not really boring but more incredibly underwhelming. It's an archvile yet the level is just... there.

 

I do like the fact that MAP06: Claws of the Imp was made by Impclaw.

 

Overall, really a mixed bag (leaning more towards the good side for me), but it's got some sort of value due to its type and some of the levels are incredibly solid as well. Still, I wouldn't recommend it as a must-play.

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Shiro Nomatsu

  

Very good MEGAWAD. Keep up the good work guys!

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CapnClever

·

  

Playability notes: PrBoom+ with -complevel 9 works: had an issue on MAP23 without it, possibly there are others.

 

1 Monster Megawad tries for a novel gameplay gimmick and, for the most part, fails to care about it. You'd think, with such a radical limitation, that more mappers would be willing to adopt a more innovative mindset, but a majority of the maps here coincidentally implement the given limitation rather than embrace it. There are enough maps to pick and choose a good few, but it's really not worth going through the entire set.

 

The limitation is fairly obvious if you don't expect a jokewad: the entire map must contain only a single monster type. (MAP10's Pain Elemental map produces Lost Souls, so I don't know whether to discredit it altogether or consider it a technical exception.) This is a very restricting limitation when it comes to gameplay. Thus, my normal criteria are eschewed: instead, I consider chiefly whether the map justifies its use of a single monster type, and then consider how well the gameplay stems from it. My expectation was that Archvile and Cyberdemon maps would be a shoe-in, with the others depending on their context. How wrong I was!

 

Unlike most reviews, where I do something of a highlight rundown, I'll go through each map I thought successfully used its single monster type and why (expect verbosity, though you can just read the underlined item for map recommendations):

  • MAP05: Infested (Demon). The weakest example, though that's due only to execution: it tries hard to exercise the demons in interesting yet familiar ways (killing with barrels and crushers), but most cases simply fall short. However, if nothing else, it tried, which is far more than I can say for those that didn't make this list.
  • MAP06: Claws of the Imp (Imp, duh). While this fodder enemy is hard to make an entire map out of, the provided gameplay makes up for its contextual dearth. Going through berserk fist, then shotgun or chaingun (depending on route) keeps the player interested in using an appropriate weapon on the imp; and the intimate use of space keeps the player pressured throughout. It's not the best example, as the imp really has no redeeming features to play off of, but the limitation doesn't feel forced, and that's good enough.
  • MAP08: Buckshot Waltz (Sergeant). Similar to MAP06, though the shotgunner is can easily pressure and is also easier to kill: the pacing of the level reflects that. The highlight comes from the final major encounter in a medium arena filled (and continued to fill) with shotgunners, where the partial invisibility powerup becomes a boon but also a time limit in which killing everything quickly becomes vital to survival.
  • MAP09: Chamber of Souls (Lost Soul). The constant movement from one section to the next simultaneous with the addition of more and more Lost Souls places the player in constant motion, desperate for infighting on generally low ammo and few (if any) positions of safety. The final fight is just nonsensical fun, though honestly half of these levels should have that just to show off what can be done with these enemies.
  • MAP11: Mausolem (Spectre). Not a great level, but it uses the spectre in such an impressive manner that I couldn't help but be enamored. Specifically: the level is very large and begins with ice texture, making the spectre incredibly easy to spot; when you're moved into darker and more complex textures, however, the spectre assumes its gimmicky invisible state. The result is that you're psychologically compelled to forget about the possibility of a spectre in these darker areas, since you're used to seeing them easily, and it's very amusing to be surprised by what should be an obvious encounter.
  • MAP12: Baron Citadel (Baron). Hard to believe this was a success, as this enemy tends to be even more boring than an imp, but it worked! A few cramped hallways aside, the baron's generous HP combined with ammo starvation makes for an interesting setup. I was likely making the map more interesting myself by ignoring enemies at times, though in hindsight it appeared somewhat required given the available supplies. The final encounter is especially neat, managing to make a baron that completely blocks the pathway (aka a "door with health") apply constant pressure indirectly via the nearby horde.
  • MAP15: Spook House (Spectre). Most certainly the strongest map in the entire set, as its well-polished aesthetic greatly adds to the gameplay challenge. The use of spectres is never especially dense, but always frightening, as you basically have to wait until they're attempting to chomp you. Combined with ammo starvation, it's an exhilarating but tense map using what is normally a very simple enemy.
  • MAP20: Bony Encounter (Revenant). Honestly, this should have been on my list of "enemies that naturally work by themselves", as revenants are an incredibly versatile enemy that fit in many places. This level uses them in all the expected ways and gives the player quite a few means to approach them. A solid, if safe, handling of the single-monster limitation.
  • MAP22: Triad of the Minds (Spider Mastermind). Finally, a level with only a few enemies used in interesting ways! This is what I had ideally anticipated throughout the mapset, and to think it only came up once with this infamously difficult-to-place monster type. Ultimately, they're used primarily as turrets (with the exception of an amusing albeit easy Cat & Mouse section), but the level manages to stay interesting. A bit confusing on where to go, but I forgive that for actually following through on the gimmick.
  • MAP24: The One God (John Romero head). If you know Scythe's MAP28, this is basically that map but replacing enemies with a frustrating endgame shootout. To do this map in one go would certainly be an achievement, as there are numerous lethal mistakes to be had. You could say this would be technically allowed for any monster type, but to consider this as an "Icon of Sin map" (as described by the text file) sets it apart from, say, a door with health ending.

 

Oddly enough, the Archvile and Cyberdemon maps were less interesting than their historical counterparts (Plutonia's Hunted and Cyberdreams, respectively). Aside from the above 9 maps, the remaining 16 failed to capitalize on actually using their monster type to make a good level. Instead you see numerous non-limited blueprints of maps that happen to contain only a single monster type, which thoroughly defeats the purpose of the limitation! Just about every one would be improved by ignoring the limitation and putting in whatever enemies actually make sense.

 

If you're curious what I think could be used for enemies that didn't make the cut:

  • Former Humans and SS should just be a fun slaughtering (rockets and BFG ahoy), as you can't expect to get much fun out of them otherwise. I suppose you could try some barrel setups, but that seems forced.
  • Chaingunners are an enemy that's great at suppressing the player's available movement. A map where you have to struggle to find a weapon that can kill the many turrets keeping you down would be satisfying.
  • Hell Knights are a tough sell, similar to imps, but I imagine a level similar to MAP06 (albeit heavier weapon progression) could work in a pinch.
  • Mancubi are also good as suppression, though I would personally go with close-up turrets and awkward weaponry (probably a chaingun or rocket launcher). The challenge should come from expertly avoiding the barrage of missiles while you focus your aim. Maybe throw in a forced partial invisibility to make it crazier!
  • Pain Elementals... there are plenty of ways to go right here. Rocket-only weaponry is powerful but threatening; using them as untouchable spawners for infinite lost souls as you're forced into quick navigation; keeping them an arm's length away to prevent blocking the spawn while you're stuck in a small arena to fend off multiple points of attack.
  • Archviles really should have been an easy success. Archvile jumps are a shoe-in, or the teleporting vile like in Plutonia's Caughtyard, or using shootable switches for cover, or berserk fist fights, or building a massive playground with the inevitable approach of a horde, heck anything besides what was done here.
  • Cyberdemons should also be fairly easy, what with an entire megawad's worth of inspiration on weaponless challenges alone. I should not be expected to use a chaingun on a Cyberdemon, let's leave it at that. Forcing 2-3 BFG shots would be bold but fun for many (and possibly educational for the rest).

 

The most important part here wasn't so much the quality of the level as the quality of the idea. Had all of the levels in the mapset provided a clear and effective usage of their enemies that wouldn't have worked well using other enemies, I would've at least enjoyed what the levels were capable of. As it stands, I recommend playing the underlined levels above from pistol start and skip the rest.

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Dynamo

  
this wad is about as fun as getting kicked in the teeth. the map design is for the most part horrible, featuring lots of cramped areas and completely uninteresting designs. and the whole "1 monster per map" gimmick may have sounded fun as a concept, but if the execution is of any indication, something that sounds fun does not always result in a fun wad. overall this ill-conceived garbage is one of the worst I've seen, and should be the object of much ridicule.

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Combinebobnt

  
The concept isn't bad on its own and is enjoyable, but I find that alot of the bad maps are just wayy too long for simple monsters like demons and imps (boringgg......). Maybe next time stick to the fun monsters only

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Zahid

  
Wish this 1 monster idea which eliminate the "Infighting" and gives a novel experince to me, dont die...plz make its sequel....Among my all time fav wads

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NuMetalManiak

· Edited by NuMetalManiak

  

the 1 Monster Megawad stands surprisingly distant from the other community projects that had limitations to them. it's widely played too, almost entirely because it is placed rather close to the top of the alphabetical list and its title clues you in on what to expect, fighting only one type of monster in each map. the maps definitely make this community project a mixed bag, but the concept of having to fight only one type of monster makes it memorable. because of this fact, you can play this wad with a monster randomizer to get different experiences each time, and that's actually the kind of thing that can actually make this more fun. should you choose not to, however, the maps provide a good backdrop on just how to strategize each individual monster you see.

 

the two shotgun guy and zombieman maps allow for some average gameplay and aren't as big. there's three imp maps, all of which are actually somewhat underwhelming, the two spectre maps are quite interesting design-wise, the lost soul and pain elemental wads are decent in their own ways, the pain elemental one in particular tests the player's mettle by dealing with the buggers in open spaces. the two arch-vile levels are actually not that keen on their usage overall but they have some moments. the arachnotron level and baron level are flat-out disappoints, the revenant level is quite harsh really and truly, the cyberdemon level is almost typical Pcorf style. the first chaingunner level is somewhat nasty, but the other one (MAP17) is fucked up and long enough to make me gurge. the cacodemon level is a true marathon and uses them in rather ordinary ways. the demon level (MAP05) has weird moments to it. the hell knight level fashions claustrophobic fights, while the mancubus level varies its combats to fit the deceptive fireball spewing nature of the monster. the SS level is just sort of there even if it's designed neat. then you have the puzzle levels, those being the spiderdemon one (sort of a Cyberdreams take on the spider mastermind) and the final Icon of Sin level, which takes after Run From It but is even more of a nasty gauntlet. there's certainly a lot of innovation with those.

 

some are underwhelming. some are just sort of there. some are straight-up gimmicks. but above all else, this wad tests your mettle in ways that correspond to whichever monster you'll be facing. that's probably the best thing that comes out of this megawad, the changing of the strategies for winning.

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Guest

  
Good! Beautiful maps and hard gameplay. 4/5.

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JudgeDeadd

  
A good, memorable mapset, where most of the maps manage to have a lot of personality (always a good thing in my book) and remain fun and playable despite the limited monster loadout. Probably the only truly bad map is MAP19 (Cacophony) which is the very definition of "overstaying your welcome". Admittedly, though, the gimmick makes for 75% of the maps' memorability.

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Guest

  
I love the textures and the maps. This is an excellent map pack.

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Guest

Unknown date

  
I don't believe this dropped to 3 stars. Last time I looked it was 4.5. I can't understand the issues people have, nor do I see why this wad shouldn't get a top rate. The concept is executed to perfection, and the quality in terms of level design and architecture is to the standards of other megawads. Unbelievable how such great, thematic, hard work is only recieving average reviews. Someone please explain what may be causing these average ratings, as it's bothering me.

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Guest

Unknown date

  
hogy kell letölteni itt wadot

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Guest

Unknown date

  
I had a lot of LICK fun with this one. MY, the maps were all great. SACK those monsters! They will get you everytime. MAES and GLASSYMAN :)

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Guest

Unknown date

  
awesome 5/5

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Guest

Unknown date

  
I can't complete some level but idea is fine 4/5 -alien111

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Guest

Unknown date

  
This would have worked alot better if it weren't for fighting one single kind of enemy in the big maps. Shorter, smaller maps would work alot better. Aside from that, the maps did look pretty nice and the small short maps that were in this megawad worked perfectly with this theme. 3/5

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Guest

Unknown date

  
I like the idea of that wad, really good. 5/5 -Tomiklesz

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Guest

Unknown date

  
Credits: Textures from Blood, Hexen, Heretic, Eternal Doom, Gothic DM. Textures ripped by Afterglow Base: New from scratch *Kristus lolz.

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Guest

Unknown date

  
i kinda liked it 5/5

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Guest

Unknown date

  
That final boss was really creative. The map detailing's pretty nice, too.

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Guest

Unknown date

  
The levels are new from scratch, great job anyway

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Guest

Unknown date

  
Its good i have to say. Nice! Map 5 is nice! I like the way the very last part where there are just simply too much and overwhelming number of demons swarming to you. But the music of the map cost u 1 star. Its weird since I do know the song of that music!

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Guest

Unknown date

  
I never excepted this wad to be a success. The concept just limits the variety in gameplay too much. In that sense I got what I expected: many of the maps were pretty boring. Still, I was positively surprised by the polished looks of many of the levels. Some of them were even fun to play. As an experiment of sorts this was a partial success, but as a gaming experience it pales in comparison to many great modern and classic wads. 3 stars.

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  • File Reviews

    • By silentzorah · Posted
      Solid wad with a purple color scheme and new enemies.  Music choices are enjoyable, difficulty starts off low and ramps up considerably towards the end.  MAP07's end was a total beef wall, though.  Make sure you find all the secrets in that one if you want to stand a chance.   All around, no bad maps in this wad.  Four stars.
    • By rdwpa · Posted
      This is one of Memfis's earliest maps (2008 according to the text file), which shows in the unrefined design. The opener of a promised Episode 2 replacement, Voyage to Deimos, which never came to fruition, visual appeal tends to be highest when it's dark. Otherwise it mostly looks bland. Geometry doesn't sway from the rectangular. Floors and ceilings of sectors seem left with whatever texture Doom Builder assigned them upon creation. Years later, Memfis would specialize in an appealing, clever mode of lower-detail design, but this is more of the "novice" sort.    As for gameplay, it's straightforward warm-up Doom 1 stuff: pistol to start, 'zerk early, shotgun later; lots of imps and pea-shooter zombiemen, occasional pinkies and lost souls, the rare caco.   That's nothing groundbreaking, but I won't comment on it, because once I found the berserk pack, I decided "now we're punching stuff" and did nothing else.   Health is scarce, so the cacos are a bit tricky, and shotgunners lurk the later shadows in good numbers. Without the benefit of range, I once had to platform and then box imps point blank. A partial invisibility secret enacts a clever trade-off; it can help with the shotgunners, but it complicates dealing with the imps, both of which often commingle.     The map was uncommonly well suited to that and my punching ability, and I enjoyed myself. So 4/5.
    • By Doomkid · Posted
      Played it in UV. By 1997, this was starting to look pretty basic. It's not flat-out ugly, but still pretty well below the par of the iwads in terms of visuals.   The ammo balance was totally whack for the first 1/3rd of the map, possibly because I went into an optional area in the beginning down in the Nukage that seems to be nothing more than an ammo drain with no redeeming qualities. After leaving that area I just had to zip past all opposition because I had nothing but a chainsaw. Every time you need 6 shotgun shells, the map gives you 4, at least for the first segment.   To make it more annoying, I was getting showered with endless boxes of rockets, yet next to nothing in the way of shells and clips, and no launcher anywhere in sight. By the time you've travelled for a while, you finally come across a launcher, but of course it's accompanied by caged arch-viles.   Once you get the launcher, the map gets notably easier, because the author also finally grew a heart and decided to give you some shells and a token few ammo boxes as well. It's never an abundance, but at least it's enough. You'll also get loads of cells before finally getting a PR and shortly after a BFG.   The map has some ambushes, a few of which are still creative to this day, and some of which are stupid and so numerous that it makes you roll your eyes. Have fucking mercy, stop lowering walls that are right next to me for one god damn minute! Thankfully it's usually stuff that can be handled with relative ease, but I think the stupid "things lowering right next to you" shtick could have been toned down a notch or two.   Once you get all of the more powerful weapons, the map remains pretty easy. There's a grey, stoney, winding cave bit - make sure you walk through it in all directions or walls that you have to lower to win won't come down. Probably a design oversight but it's still lame. I wandered around for a while until I realized I had to take every possible lap in every direction to make sure all the walls were lowered.   The final remaining bit of challenge comes from two Cyberdemons in a big wooden/metal room that you have just enough ammo to take down. With a couple bullets and a shell or two to spare, you can finally leave.   I found 6 of the 9 secrets (nice). Most of them were pretty easy if you're even remotely observant or wall-hump prone. The custom sounds were more annoying than most 90's wads, mainly because they were too loud and too long.   This is very middle-of-the-road for it's era. If you're a die-hard fan of 90's bargain bin Doom maps, this will be right up your alley, because it's a notch above shovelware. If you're a player seeking turf that's been run through quality control testing - give this one a miss.   edit: It's a shame I can't give this 2.5 stars or a "neutral" rating or some such, that would be the most accurate.
    • By Juza · Posted
      Saw this got some reviews and decided to check it out 'cuz why not.   Not really a challenging, creative, or unique wad. It's just a 90s wad with pretty much most of what you'd expect from a 90s wad, but with some cool combat in a few areas.... although it's quite dull for the most part, so it's not really worth your time, since you've got better stuff to play. There's nothing interesting about it. I'll give it this: at least it's not painful to look at, nor does it have some cryptic, weird progression, like most works from its time.     Edit: Doomkid's review is spot on, I agree with him on every aspect. This review of mine is so undetailed and naive because I wasn't very interested.
    • By M00DER · Posted
      I'm torn between questioning the author sexual inclination and making a salacious comment about his female genitor. But I'm not doing either since I was raised as a good christian boy.   This WAD is what happens when that kid fiddle with the editor. He needs someone to test it and you're the chosen one: buckle up because it's quite a butthurt ride.   Let's get down to it: just as the author described it, a challenging map where you need to shoot (pew pew) your way out most situations. The thing however is that you jump from one situation to another ; you hardly have time to catch your breath. I think I saved a good 20 times.   The design is pretty bad except for the last area (see pic attached), for some reason it was pleasing to the eye. Was it because you spend 99.9999% of your time fighting in dark cramped rooms? Maybe. Overall the textures slapped on each area don't make sense at all, some weird mix for the most part. I have no problem with challenging wads where the focus is on fights but I prefer when they're  a e s t h e t i c a l l y  well done too.   I had some trouble with ammo management but nothing beats chainsawing a cacodemon here and there. Played on Hurt me plenty. Also the custom sounds are bad. Firing the shotgun = firing a grenade with the assault rifle of half-life 1. My brain cannot handle so much at once. "They're waiting for you Gordon in the RIP AND TEAR chamber." "UHH!"   Favorite parts: >implying   Bad parts: That room where the archvile revives the Revenants you just killed a minute ago and you can't reach him since there's a wall of imps. Big Yikes sweetie!!   Two stars it is. Hell meh! Now if the author were to kindly send a nice 1x contribution to my paypal (where x is a 0 and the more the better), I could add another star for good measure.   P.S. Put "Down with the Sickness" by Disturbed on loop while playing this. It's quite fitting.    
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