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Ultimate Doom 2

   (19 reviews)
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About This File

You're one tough marine. You know it, and everyone that knows you knows it. Once stationed on Mars, you fought alone through the bloody cooridors of UACs science facilities and then into hell itself...just to stop an alien invasion.

Next you witnessed your home planet, Earth, be overrun by the demons you fought so bravely to destroy. They wrecked havoc, they took countless lives, and they really stank up the place. The remaining citizens of Earth took to the escape ships and got off the planet while you kept the demons busy. When all hope was thought to be lost, you found a way into the demon's lair, pushed them back, and killed the source of their invasion.

What then? Secretly, the UAC decides to move it's operation to Io, one of the moon's of Jupiter, thinking that this time they can successfully make teleportation technology work. Demon's come out of the gateway, but the UAC is ready and blasts them into oblivion. With UAC's eyes on the gateways they're experimenting with, the demon's come from behind in a spaceship teleported from their world and all inhabitants of the Jupiter moon are killed. Who was sent in to clean up the mess? Of course you remember, it was you.

Finally the Global Government had learned it's lesson. With UAC under new management, they now focused their technology on the Plutonia Experiment, creating a Quantum Accelerator which was used to close gates instead of open them. Just in time too, because an ancient demon had learned how to open its own gates on Earth at will. The Quantum Accelerator seemed to work at first, but when there were just too many gates to close, it failed and the demons overran once more. Before the demons could use the new technology of the Quantum Accelerator for their own purposes, you headed into the research facility that held it and put a stop to their schemes.

It seemed that this was finally the end of them.

Three years have passed since then. The remaining citizens of Earth have regrouped into one remaining city and have started to rebuild. You've been put on the city defenses and things seem to be going well...until one day. A startling explosion of sound and violence errupt from outside and your worst fears are proven true. Hordes of zombies and demons are roaming the streets and the familiar stench of death is in the air. How did this happen? Where did they come from this time? Looking in the distance, the city you were helping to rebuild is gone. It not that it's been destroyed, it just isn't there anymore. You recognize some of the buildings that stand before you, but the rest...? Come to think of it, you recognize them too. A pit forms in your stomach as you realize the only time you've seen them were when you waded through hell itself. How could both be in the same place? It's as if Earth and hell are fighting to share the same space. Too far from the supply depo to arm up, you pick up your pistol and head outside...


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carter

  

Described in one word, "Horrible."

 

I don't need to say much else, this map is not fun, the classic doom vibes are nice though, since for some reason I love old games way too much.

 

2/10, Hot Garbage

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NuMetalManiak

  

oof, this was absolutely not fun. it's a wad that tries and gives plenty of classic Doom vibes, but it is marred by so many things that give me a headache. many of the level layouts are medium-sized, which is nice, and the monster counts aren't too big of a deal. so what's wrong with it? oh, because there's just shitloads of switchhunts and backtracking that drag on the overall level length. many times a switch does something that you have to go all the way back through pretty much the entire level to get to where you need to go. it's the stuff like this that makes wads very speedrun-unfriendly.

 

would it hurt to get lost at times? no, but if I'm gonna get lost, the level ought to be designed interestingly. that's not the case with the majority of these maps. much of the design decisions here are really striking, not in a good way either. the texture choices aren't good to look at most of the time, and while the author themes levels and even monster and weapon progression well, what I said earlier still applies. the void space (predominant in MAP32 and present in some other levels) doesn't look right at times, and I can't figure out MAP14.

 

perhaps what's amazing about this wad is that there's a brand new story, and the author definitely had the guts to consider it "Ultimate Doom 2". this is not the kind of Ultimate I was expecting, and is far from good. it is average at the very best, horrible at the worst. some of the shorter levels help it by being short, but the longer ones are puzzles that make Eternal Doom's longer levels seem like cake.

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MuratMikal

  

I've agree with the Guest user that said it was "Fairly Average". That's it.

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Guest

Unknown date

  
Most of the levels are crap, Level 21 (or was it 22? I don't really remember) was ok looking but for the most part, this WAD was bad, 2/5 stars.

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Guest

Unknown date

  
Classic style, but average at best. id=15885 is much better classic style work. 2/5

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Guest

Unknown date

  
Meh. I actually played through every last level of this, but I can't in good conscience recommend it. The simple design didn't faze me (in fact, it was refreshing), but while some levels (like MAP32) were interesting, the majority were, unfortunately, just drawn-out switch hunts, especially the later levels. It's obvious that the author put effort into this and tried, and I commend him for that (even though some levels are VERY clearly based on original DOOM 2 levels), but the end product's not great.

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Guest

Unknown date

  
Fairly Average. Not terrible, but nothing special in my book.

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Guest

Unknown date

  
Shit. Avoid.

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Guest

Unknown date

  
The further you go. The better it gets. I really think this was pretty good, 32 mostly good good levels. If you like oldschool you'll like this one!

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Guest

Unknown date

  
.... Not the greatest I've seen. Levels were not pretty and the gameplay was average at best. 2/5

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mdmenzel

Unknown date

  
Kinda boring and somewhat easy.

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  • File Reviews

    • By omalefico32x · Posted
      i was going to beat this on uv and i almost got trough all of it but i switched source ports and lost interest after   this wad is great the enviroments look nice and combat is really good    most of it is puzzle combat and i see why some might not like sunlust because of it with good use of infighting and save scumming you can totally beat it even without being a doom god if you see the bfg as the solution for every fight then you will have a bad time playing this because you will waste cells and when you really need it you will suffer   also if you are having difficult with ammo on your first playtrough heres a tip: YOU DONT HAVE TO 100% IT you will end up with 98% on most of them anyway on your first time so why bother? if you are near the exit but the wad spawned another wave of demons to kill you just... run its not like you will be missing out on the wad or anything in fact i think a big part of doom gameplay is knowing with fights to pick and when to pick them leave 100% for subsequent playtroughs 
    • By AtticTelephone · Posted
      @Fairen's review below is probably bait, but is still utterly wrong.   Anyways, amazing wad. Great visuals that are absolute eye candy and give amazing atmosphere to the maps, challenging gameplay that is incredibly creative and very fun, and great choice in music as well.
    • By Scotty · Posted
      One of the best megawads of all time.
    • 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, basically consisting of expanded Romeroesque techbases, but the maps are longer, with more verticality, and even more intricate, while the enemy count is higher, including a larger amount of 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 finest Episode-replacements that i have seen.  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.)
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