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Back to Basics

   (73 reviews)
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3 Screenshots

About This File

After making a large map with slopes, scripts, all new resources and whatnot, I felt like making something very basic.

Also used this opportunity to get some maps that were gathering dust finished and released; a very old episode 2 project (although I have released e2m1 of that project before as e2m1er.wad), and a project for EDGE that got to 1½ levels (Rust). The maps were converted to use vanilla resources only (except for the sky).

E2M5-E2M9 however are brand new levels for this release. The wad is tested to be vanilla compatible, though during mapping it has mainly been tested with ZDoom for convenience's sake. Also found to work with Eternity. But as it is vanilla compatible, any port should work.


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Scotty

  

Cleverly designed in a lot of subtle ways.

 

Going into this episode off the back of playing lots of 'fast paced modern' wads can be quite jarring at first as E2M1 (incidentally the weakest map in the episode by some margin) quickly slams the brakes on through oppressive shotgunner usage and resource limitation. At this juncture you either continue to try and play at high speed and probably grow frustrated, or you slow things down a bit and take your time, accepting that the combat is not at the forefront of this set. It is at this slower pace where i started to appreciate the mapping a lot more as the environmental design and detail gets more time to breathe - drawing you in even further - and as a result i found this episode to be an incredibly engrossing experience overall.

 

The classic Shores of Hell formula of tech meeting hell (a thematic clash that is easily misjudged) is embraced here and employed with exemplary restraint, which adds to the overall impact of the thematic change through the course of the episode - descending into the fleshy bowels of E2M7 comes with a heavy sense of place, something that is reinforced throughout the episode via sprawling maps that can create a feeling of being lost and insignificant in the scope of the environment. Espi's signature texturing style adds a lot of depth to architecture and environment.

 

"Back to Basics" feels apt given that this wad is a standout example of simplicity executed brilliantly.

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trrobin

  

When it comes to doom 1 wads, this must be one of the all-time top-tier episodes.

Masterful map design, precision-placed monsters, ammunition, and item decoration.

A ton of variety in the maps steepness, with a great use of depth, and creative use of the limited texture resource.

The gameplay difficulty gradually progresses and arches nicely towards the end climax which left me both satisfied but also sad that it was over.

Five stars well-deserved.

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Obsidian

  

This was an odd mapset to play. I'm a big fan of Espi's work and I can see the amount of effort that went in, but even in saying that I have to admit that this isn't the greatest of mapsets. Good, certainly, but not great.

 

First off, the positives. You can tell that these are Espi maps right off the bat: the architecture is twisty and masterful, with neat tricks that you can miss easily if you aren't looking. That's one of the things I've always loved about Espi maps: they're always so damn clever. I especially loved some of the secrets, including the method of getting to the secret exit. Espi's also quite handy with the detailing, doing his best with the resources on hand to make some lovely looking locations.

 

Here's the odd thing though: most of these qualities are actually what drags this mapset down. I'm of the opinion that if Espi wasn't limiting himself to Doom I's resources, this would've been a greatly improved mapset.

 

Yes, the architecture's lovely and the detailing is well done, but it has to make do with Doom I's smaller texture set and it doesn't take long for things to start feeling bland, something that the later maps' shift to more flesh textures can't salvage. This also extends to the gameplay: Doom II's extended bestiary could've done wonders, but as it stands you're not gonna be seeing an awful lot of variety monster-wise. That isn't to say that the gameplay's terrible, but the lack of specialist and in-betweeny monsters means that encounters just don't have the fine-tuning they need to be the best. At best I can say that the gameplay was moderately fun.

 

Also the E2M7 death exit was bullshit. ALL OF MY CELLS.

 

At the end of the day though, it's a good mapset: it has the technical genius that I know and love when it comes to Espi maps and were it not for the (frankly arbitrary) limitations I'd be giving this a lot more praise. As it stands, it's good. Not great, but good.

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NuMetalManiak

  
the best thing to come out of this is the sky. most of the layouts are confusing to navigate as with sid, and some of the secrets are nigh impossible.

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Bryan T

  
Boring.

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Guest

  
Some good, some dull, some interesting stuff, but mostly monotony.

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Guest

  
Great gameplay and excellent architecture. Very enjoyable, many thanks. 5*****

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Guest

  
Gameplay and progression take a little more getting used to than most simple episodes, but it's a great wad, regardless, and shouldn't be too hard to get into. 5* (4.5 technically)

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Lightning Hunter

  
I wasn't sure what to expect when I started playing this, but was pleasantly surprised in the end. There is some switch hunting, but all the locked doors are clearly marked. I didn't get lost at all, despite the huge layouts. Espi was one of the few mappers that could pull off an almost claustrophobic mapping style. The themes and texturing are very unique and well done. The game play also presented a nice challenge. My favorite maps were E2M5-E2M8. Legendary.

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Guest

Unknown date

  
It's very good, but E2M5 give error: Savegame buffer overrun.

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Guest

Unknown date

  
Damn fine work. 5/5

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Guest

Unknown date

  
Awesome E2 replacement, one of the best wads for Doom. 5/5. RIP Espi, you were really talented.

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Guest

Unknown date

  
I preety much enjoyed this much more in terms of gameplay than CC3 or 1monster wad and the architecture is quite nice. I love playing such vanilla doom maps again!!! 5/5 - Optimus

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Guest

Unknown date

  
RIP Espi, you will always be remembered.

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Guest

Unknown date

  
It's been a while since we've seen a good mapset like this for Original Doom, they seem to get rarer with each year that passes. Nonetheless, this is a pretty good mapset. I never seemed to have too many issues with health and armor on UV for the most part, and E2M8 was an interesting ending considering the way you exit E2M7, I wasn't expecting that effect in Original Doom (Forced death of Doomguy makes you pistol start the boss map). Overall, 4 Stars, worth your time to play through.

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Guest

Unknown date

  
Not bad at all. Someone needs to fi the NY link, as it downloaded bsb.zip (really crappy wad) instead. Very good wad from what I have played 4/5

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Guest

Unknown date

  
Classic DooM! Thanks Esa!

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Guest

Unknown date

  
Amazing. Though Espi claims this is "very basic" the detailing looks better than most peoples' serious efforts. The layouts are great, every map is easy to get around and switches back in just the right places. The theming is awesome, you really feel the bloody flesh of hell invade the base. A few tough traps but fun and not undefeatable. I could go on but just PLAY IT! 5/5. This truly talented mapper's passing is a loss to us all, and a tragedy at such a young age. RIP Espi ;_;

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Guest

Unknown date

  
Pure old school dooming magic. Excellent, precise level design, great monster placement, well placed secrets, and just the right level of difficulty for most. I can't fault it to be honest. So 5 Stars from me.

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Guest

Unknown date

  
A grueling switch-hunt... only made it halfway through the first level. Two stars. Pass. -wavelength

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Unknown date

  
A pretty good episode replacement for Doom though sometimes is confusing. One of the biggest complains of this episode was at end of E2M7 when exiting, it kills you and makes final level you start with pistol which makes the fight extremely difficult and annoying (I died numerous times here) until later in level where I found enough ammo to kill monsters. Played with AEOD 5.29.1 at HMP difficulty. I would give 3 stars but fact that Espi died (RIP), I will give 4 stars. -Doomer95

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Guest

Unknown date

  
Well that was tedious as fuck.

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Guest

Unknown date

  
Good !!!

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Guest

Unknown date

  
Almost perfect. Some backtracking but nowhere near as irritating as some people make it out to be.

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  • File Reviews

    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
    • By Walter confetti · Posted
      A basic and nice looking showroom type of map where monsters are trapped inside glass prisons, no exit and no way to play this with any modern source Port like DSDA-Doom and GZDoom, but works really well in Crispy Doom. It was a pleasant experience.
    • By Walter confetti · Posted
      Conceptually not bad, it's a pretty imposing tower with some decent lighting, but no ammo at all despite having the guns and a VERY obscure way to rise up the floor in the lava pit? That's a big downer. But overall, it's ok.
    • By eanasir · Posted
      Well, the map is pretty basic. The map is quite challenging, with there being 0 ammo pickups (excluding the backpack) outside of the starting room. There are also nazis for some reason. I will give it 2 stars only because this really wasn't meant to be played to be enjoyed, but rather just a example of how to build a map in DEU.
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