Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Dark Resolution 2008 - UPDATED VERSION

   (43 reviews)
Sign in to follow this  

Guest

5 Screenshots

About This File

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!


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

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.

Share this review


Link to review
Guest

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.

Share this review


Link to review
Guest

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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

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.

Share this review


Link to review
Guest

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.

Share this review


Link to review
Guest

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.

Share this review


Link to review
Guest

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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

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

Share this review


Link to review
Guest

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

Share this review


Link to review
Guest

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

Share this review


Link to review
Guest

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

Share this review


Link to review
Guest

Unknown date

  
very good but too tough 4/5

Share this review


Link to review
Guest

Unknown date

  
this is great!

Share this review


Link to review
Guest

Unknown date

  
The first level is a friggin switch hunt.

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

Unknown date

  
Maps 09 - 08 were great, really nice mapset.

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

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 ;)

Share this review


Link to review
Guest

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-

Share this review


Link to review
  • File Reviews

    • By Fairen · Posted
      Sunlust is one of those WADs that aims to be ultra-challenging and hardcore. And like most of those WADs, Sunlust relies entirely on a handful of cheap tricks and gimmicks that very quickly grow old. Many of these maps are spent simply taking out your BFG and holding down the fire button, as the maps often eschew complex encounters based around level design in favour of simply throwing massive hordes of enemies at you. (Naturally, a large number of these hordes consist entirely of revenants.) When Sunlust isn't doing this, it's fond of warping in or opening monster closets directly behind you, trapping you in cramped arenas, and placing hitscanners in cheap locations and overabundance. The problem isn't simply the cheapness of these "challenges" but also their predictability—coupled with unpredictability, ironically enough. You know when the game is going to do something stupid, but you never know exactly what, necessitating trial-and-error to find out where you should be standing at any given time/area, whether or not you need to quickly clear out an encounter or if you can take your time.   Incidentally: Though the map recommends UV only for "ubermensch doom-gods", lower difficulties change almost nothing about how the maps play. You're still having massive hordes throw themselves at you(r BFG), with the only differences being that the hordes are a bit smaller and some of them are replaced with weaker enemies. It's nothing but a difference of "I have to dodge 30 revenant rockets" vs. "I have to dodge 40 revenant rockets".   While it didn't start terribly, Sunlust quickly devolved into a joyless experience, where almost every major fight turns into the same repetitive chore and victory felt less like a result of skill and strategy than "okay, now I know what BS happens here". It's a perfect example of how trying to design a WAD around "challenge!" often overlooks making encounters and levels interesting, unique, or just plain fun.
    • By dei_eldren · Posted
      Conceptually this differs little if at all from Favillesco Episode 1: Genuflected on Io, very Romeroesque techbases, but the maps are longer and more intricate, while the enemy count is higher, including more high-tiers, resulting in what i felt to be a more immersive experience.   This is classic dooming at its finest and purest, and for that reason alone some will dislike it from the start, as the set does not adhere to trends or what are considered to be modern standards.  But for people who appreciate such a thing, this is among the best Episode-replacements that i have played.  The levels are long, routinely it took me over 35 minutes to max them on blind run with all the secrets (and a few eluded me), and highly non-linear.  There will be lots of backtracking, and using the automap is often the key in finding a route to where you need to go next, as it's not as simple as going to the general direxion. Despite this, i had no problems with progression, and only time i was at all irritated by this was the level E2M5, as i had to run through nukage without a suit a few times to solve the last secrets and find the secret exit, before which i had had to run around the level a couple of times trying to figure things out.  But generally it won't take more than a minute to get where you want to go, despite the length of the maps. Also, the layouts are ingenious, what little inconvenience they engender, is a small price to pay for the experience.   My first death (of two) came in E2M4, in a darkened room as Cacodemons rose from below while i was platforming on top of pillars, with nukage below - an effective moment of exceptionally gloomy ambience.  The same map had another similar room, where Barons and Cacodemons attacked me in darkness while i was platforming on a narrow walkaway across nukage.  Thus, E2M4 is my favourite map of this WAD.   i disagree with those who say the secrets are 'easy' - in a sense they are, but that's only because  of experience, as they are wholly traditional in style.  And there are a few more cryptic ones, also.  The last level, as in Fav Ep 1, was annoying (though perhaps a bit less so this time), and i admit i did not finish it.  It would've taken a few more tries and some luck, as far as i could ascertain, and to me it wasn't worth it.  Nothing classical about it, as far as i can tell.   Very sophisticated Episode 2 replacement, and i would highly recommended this apparently under-appreciated WAD to anyone who likes original Doom.  (Played through on HMP.)
    • By Endless · Posted
      Woah! Look at that, an ASS that's quite good! 12 maps made quickly and with a free design, but that apparently fell into a general design inspired by my favorite episode: Thy Flesh Consumed. With a demonically gothic aesthetic, full of green marble and lots of lava, these maps prove that speed is not detrimental to good visual design. Fast and tight, the combat is intense and requires good attention, with a few bullshit maps that make us suffer a few ''jokes.'' On the upside, this is probably the most solid ASS there is in terms of consistency and quality among the first 13. Jimmy, Matt Tropiano and AD_79 are mapping wizards; their maps are fantastic, fun, flow brillantly and are just goddamn fun to play. I'd give this set a 4 if it weren't for the crappy ending, but the rest: chefs kiss. Especially recommended if you're a fan of the style and aesthetic of Thy Flesh Consumed. The Romero and McGee ink is felt quite greatly in some of these maps.   A nice ASS. Would play it again.   ASS so good, I had to put 4 pics of my favorite areas.
    • By Thrustpeak · Posted
      More challenging than anything you'll find in plutonia itself, but still a fun short experience.
    • By Bodybuilder5500 · Posted
      Fatal Error - Execution couldn´t continue :(
×