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Dark Resolution 2008 - UPDATED VERSION

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Since the Community Project continues to be popular, this is a mapset composed for the event of the 2008 New Year and Doom's 14 birthday. This community project includes 11 maps from 9 different authors from Doomworld's Community, all winnable from pistol start with 100% kills on UV. Announced near the end of 2007, the project is finally complete and ready for your enjoyment. Have fun, good luck, and a belated Happy New Years!


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galileo31dos01

  

Done with these settings:

- GLBoom+ 2.5.1.4. complevel 9.
- Ultra-Violence.
- Continuous combined with pistol start mindset. Pistol starts in maps 05, 10, 11.
- Saves every 5-10 minutes or so.

 

A partially cool map collection from various people. It revolves around the same old story about a newer demon invasion, in this case they corrupted an underground base and spread all around the territory, turning every nook into hell. The maps sort of follow that narrative through the visual design, that at least from the second map and beyond, since the first level is simply an introduction. There are plenty of hellish neat-looking techbases to explore either on surface or underground, including one level in a Quake style with dark rusted metal textures. In combination, some maps present an Inferno-ish look with marble/red/rocky structures and lots of flesh to step on. I dig the latest two in particular, with exclusively clean visuals and great usage of fireblu for portals. The deep blue sky fits in about every single map, giving each an extra touch of spookiness. Well, and a subtle TNT vibe, or maybe that was because of some of the music selections. I really liked the midis in map 10 and 11, too bad there is no information in the text file about them. 

 

As far as authors styles, it's a varied compilation ranging from traditional easygoing combat to series of lethal encounters, and some peculiar setups involving environmental hazards. I would say, gameplay-wise, the further I got into, the better it turned, mainly because the first half seemed to show the more experimental side of the wad, where the pace is kind of a rollercoaster, and some choices felt tacked on. I mean, the opening map is already questionable, just a dull switch hunt on a quasi-deserted island, not to mention the copious invisible barriers. Printz's map 04 is perhaps the largest and weirdest one. It has a lot of gimmicky ideas, including an outdoors fight where the player's affected by wind, which I wasn't very sold on, aside from slow and unclear progression. On the other side, Craigs' and Stewboy's are peacefully linear and simple to comprehend, and the two by Death Destiny and Butts are as wild and engaging as hitscan-centric maps go, without ever turning into annoyance, unless that's not your thing. The second half of the wad is the section I found more of my taste, aside from having mixed emotions about the last level. The seventh map was a nice short appetizer, and I enjoyed a lot the entries by Icecreamsoldier and Dutch Devil, with an ultimate hitscan hell touch and secrets research. While the increase in difficulty is gradual throughout the wad, the pinnacle might come as a slap in the face to people not used to that particular style in the last two D-D maps, like myself for example. The final map is about tight setpieces involving at least one archvile after the other, while you run around naked (no armor) carrying your SSG. Sometimes there was an escape, and other times things easily went real bad in less than a second. I would suggest to take it on a lower skill assuming you urge a security pickup. His second to last map was actually more cramped, close to unforgiving with the bumpy architecture, but somehow I sorted it out with calm and joy. Guess that makes me a "Doom god"?. I'll pass. 

 

Secret-wise, I had issues to find any in map 04, one of them wasn't even hinted at all. In map 10 I wasn't able to trigger one of them, probably due to the sector being too small. Other than those, well, depending on your gameplay styles, you might be able to ease up the majority of the mapset if you commit yourself to explore every nook, not that I'm really in favor of the whole idea to be fairly honest, but the design of the status bar misled me. I would suggest to take a good look to map 05 via iddt, just to check some hidden stuff that are out of reach for reasons unknown... Anyway, favourite maps are 06, 08, 09 and 10. The others varied from fun to dull and everything in between.

 

Overall, Dark Resolution 2008 was, weird, but nonetheless very interesting, save for a few cases. If you're looking for mapsets with varied content, or a die-hard fan of the double barreled, this could be a good place to stop by. My rate is 6/10.

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Unknown date

  
Better than the previous one but M_DOOM still needs to be 125x60 and there is a large HOM in map 2 sector 339 after sector 346 has risen and lowered. Also line 2091 needed a front side lower texture - METSTEP.

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Unknown date

  
Really, a wonderful map project, like a short version of the CC3. BTW, in origin this wad wasn't a 16 map project? Whatever this one roxxxx lol 4/5

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Unknown date

  
From what I've played so far this wad has very, very impressive level sets. Absolutey recommended.

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Unknown date

  
DV II, CIF 3 and now this? 2008 really is a year of Doom.

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Unknown date

  
The levels in this WAD all appear to be of high quality and are exceptionally well designed. Unlike in the specifications, the Wad appears to only work properly in Zdoom, so I'd subtract half a star for that, but since there are no half ratings, this piece deserves a 5/5. Highly recommended.

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Unknown date

  
Map 04 - Blue key is not blue skull key, doesn't open blue lift. Is it my port? Otherwise, I'd give it a 5.

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Unknown date

  
The first guy does deserve a slap in the face. After all, we're meant to give a review, not be retards... I liked the first 2 levels a lot, then I thought some levels became a bit tedious (and I got stuck in the first space station level). The last levels require more patience than I have. A recommendation I have is to give less skilled players more legroom for some of the fights. I also liked the open levels, though I thought they could have had more visual cues to engage the player.

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Unknown date

  
A mixed bag of levels. Pretty OK quallity overall, with some extra moments. The architecture is good, sometimes great, but the gameplay varied a lot throughout with difficulty and quality. Nevertheless the overall quality was good enough for modern standards of mapping so I recommend it. 4/5 -Nexus

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Unknown date

  
A well designed mapset, and very difficult! For experienced only. 5/5 because it was great test of my skills.

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Unknown date

  
Nothing special, a random collection of maps, we have seen that thousands times.

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Unknown date

  
i really don't think i would go as far as saying its like CC3, but its still a very nice set of zdoom maps 4/5

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Unknown date

  
In all earnest the only above par maps were by Death-Destiny not solely due to their unique creativity and murderous difficulty but the architecture was simple and intuitive, the maps flowed well despite being linear as the traps implemented always kept the pace fresh and exhilirating. Otherwise a mixed bag ranging from adequete to medicore in some cases. MAP10 has one of the best hollow atmospheric MIDI's I've come across in a long time, excellent choice, last 2 maps fantastic. - 4/5 Bloodite Krypto

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Unknown date

  
Yes, this wad was definately made and tested with zdoom. In most (all?) other boom ports the C1 text in the bex file goes off screen, preventing the reading of all the message. Also TITLEPIC, CREDIT and INTERPIC should have been scaled to 320x200 and M_DOOM to 125x60. Many ports do not scale down, hence the problem with these GFX in some other boom ports. 4/5

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Unknown date

  
Pretty good. I really loved MAP09. Some of the music selection isn't that crash hot but all the levels are real good. A must download. 4.5/5 -PC

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Unknown date

  
very good but too tough 4/5

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Unknown date

  
this is great!

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Unknown date

  
The first level is a friggin switch hunt.

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Unknown date

  
I give this a 5 due to it's awesome detail

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Unknown date

  
a mixed bag, but there's some really great stuff in here.

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Unknown date

  
Maps 09 - 08 were great, really nice mapset.

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Unknown date

  
It's had as balls but the main problem is the lack of ammo with a pistol start.

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Unknown date

  
=o shiat, Map10, Midi version of Dream Theater's "Hold Me Under".... Hehehe, awesome. Overall, pretty decent, and pretty hard. Map1 is confusing though. 3.5 stars, but rated 4 because of the song ;)

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Unknown date

  
pretty hard. i liked it. close counter fights were very intense. i would like to see more wads from this author in the future. keep up the good work. -JOKER-

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  • File Reviews

    • By P41R47 · Posted
      I struggle to replay this one for a long time. I didn't remember much of this so its was like a first time. Strain is a different beast to anything from the same time. It uses dehacked to great extents adding new enemies and changing the behaviour of some of the weapons.
      Well, first episode is pretty solid, with neat maps and really awesome ideas as the authors of the wad start to unfold their dehacked trickery all around. Second episode its not that good, with some cryptic maps with not so clear progression, but well overall.
      Third episode has some maps like the second, but they are a little more fleshed out and with a lot better visuals also. The end map was somewhat anticlimatic, but anyway, a really great experience through and through.

      Now what i don't liked much is that most ports have to use the Strain Fix to properly been able to play this mapset, and the authors of that fix, don't know why, changed the sky textures of the different episodes.
      Its nothing really bad, but well, it strange that they didn't respected the authors original choice.

      Dystopya 3 maps really stands out from the mapset, or maybe i remember them more as i have fresh memories from a recent replay.   The mood of the megawad is greatly achieved through the use of neat textures and map tricks. I really miss that there are no fake 3D bridges anywhere in the megawad, and i really love them when they are given good use.   The story of is somewhat mixed bag: theres a new invasion, you are the only marine that survived to the Invasion of earth, and they government made some experiments with you. Now you are a bloodthirsty machine that only wants the destruction of the invaders.
      The text screens during game are strange, with a snarky humor and poking fun of some common tropes. Not bad, but i would prefer something more serious as the megawad has really cool details everywhere, like revisiting zones and fully developed reactor areas, etc. making the storytelling side of the maps really awesome to follow. But again, some maps has poor progression hindering the experience a little.   Anyway, this is something that needs to be played and replayed, just to see those dehacked tricks and for theose awesome good maps. I had better memories of this than what i actually play, so i was expecting something more and better, but thats my problem, the megawad is amazing as it is.
    • By vdgg · Posted
      This mapper did create good stuff, pazuzu, diabolos and odyssey. This is way, way below these WADs. I am the first reviewer to mention massive (but massive) HOMs on MAP10! 2 stars for: - awesome grey blocks area in motion in the middle of MAP08 - some occasional decent moments, I guess MAP03 is fine, MAP04 is okayish. - visually it is not bad for 1996. But come on. One motif is: "press switch A to lower a lift, press switch B that opens a door somewhere far, but press it a bit later, just to get in time to the lift, not too early as the door will shut". After that door you often have a wall of monsters, so sometimes you retreat and repeat. This motif is used over and over and over again. You also experience cramped mazy hallways quite a lot and lots of damaging floors. Some of these damaging floors are used for extra spice during combat, but most of them are there to make you think faster about the puzzle solution :) It is not easy for me to pick the worst map, MAP05, 07 and 09 set the bar quite high. And it is me who is writing this, I enjoy cleim20, odessas, some cryptic stuff, but I just can't stand >80% of this creation.
    • By chlef · Posted
      Not the prettiest maps, but very nice to play. Old school goodness.  
    • By chlef · Posted
      Yeah, this is what Doom is supposed to be. Basic and enjoyable, no gimmicks or stupid sound/graphic mods. Just pure Doom. This is a keeper.
    • By Never_Again · Posted
      Another day, another stolen map.   E2M1 of IMMLEV is a ripoff of ARENA, a tutorial WAD David Bruni designed and wrote detailed tutorials for in the 3D Alchemy book. Walbert's edit of it was so incompetent that four times out of five it will crash vanilla seconds into the level with a "P_CrossSubsector" error. Crispy and prboom-plus crash every time.   Oddly enough, Choco loads the map without complaints but you get stuck early on due to the "author" apparently using a paper bag over the head as a map-editing tool.   The second map is largely a barebones crate maze. A secret door next to the first key leads to an unmarked exit that dumps you on the stock secret level. Too bad, as the third level finally shows a glimpse of promise, albeit somewhat marred by HOM and mislabeled key doors. This, too, is apt to an abrupt end with another unmarked exit switch.
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