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Whispers of Satan

   (219 reviews)
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Whispers of Satan is a 30 level add-on for id software's game Doom 2: Hell on Earth requiring a Boom compatible source port.


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Nems

  

I find the whole "copy/pasta" and "symmetrical" level design complaint to be funny. For some reason it's bad if this wad does it but if other wads do it it's fine and they get five stars. In any event, I thought the level design and gameplay encounters were fine despite being a bit on the easy side. It's a nice break from some of the more challenging stuff I've been playing. Admittedly I'm a pcorf and Kristian Aro fanboy though so I guess take this review with a grain of salt. In any event, I enjoyed it and I'd recommend it.

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Cacodemon9000

  

Maps look pretty nice, but playing them isn't that fun. Most of them are very repetitive and layout itself is too symmetrical - maps mostly consist of mirrored parts or quarters, and copypaste mapping isn't something acceptable for me. For good part - music fits well to the maps and overall atmosphere quite good. So 3/5.

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Spectre01

  
Good music and some interesting ideas combined with very symmetrical level design and easy/mediocre combat. 2/5

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Combinebobnt

  
Satan whispers to me that this wad is pretty alright

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Flammable

  
10/10 I realy liked this one. Very good. The secret maps are shitty, just map31 was cool. but mostly wad is awesome. And also, yeah, "Hell is a state of mind", i know that feel. Flammable4444 12.10.15

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Guest

  
Great music and arrangements throughout, but one or two that dropped the ball. Although there was a lot of symmetry in some levels, the rest of the wad makes up for it with some great design elsewhere. There a good mix of obvious traps and not so obvious traps. Mostly balanced throughout the wad. The easteregg in map 32 was... something else. So overall a strong 4!

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Guest

  
awesome fun with surprise moments and great music

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Guest

  
stop rationalising why this wad sucks god dammit! it just does and no crackaward could fix that. enough of having to be PC IRL, why bring this into Doom too?

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Never_Again

  
"Dull and soulless" is an apt description: map after map of relentless copy-pasta and mechanical gameplay, which occasional nice bits from Aro cannot save -- the epitome of faceless newschool. Pcorf can do much better than this, as he showed just a few months ago with Incineration; but music and not mapping has always been his main strength, anyway. Some of his tracks (like 2002 ADO E3M2) are bordering on genius; cannot think of a single map of his that would evoke half the emotion.

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Guest

  
A bright example of how Zdoom influence corrupts even talented mappers. Completely dull and soulless compared to wads such as RuinBros, DTs, 2002ADO.

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Guest

  
That megawad is totally amazing. I'd spend a lot of time trying over it. May some sectors are a bit repetitive, but isn't the rule. Great one! Do more like that! 5/5

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Guest

  
Loved it.End of story.

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Guest

  
"MORE THAN 3 YEARS GOD DAMNIT!" hahahaha! I know that feel bruh.. keep up the good work!

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Guest

  
Map design in the first half is decent, but nothing too special. Improves greatly by the second half, however. Unusual for more recent megawads, the challenge is mostly on-par with the D2/FD iwads. Starts off easy, and gets more interesting as it goes along.

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Guest

  
My favorite megawad, the hell is really well made, very symetric but i love this style!

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Guest

Unknown date

  
Mixed bag really. Some boring maps, and some really great maps. Also, wtf with the pink?

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Unknown date

  
I can't go above a 3 rating for this. A lot of these levels are littered with copy-paste architecture. While a lot of areas look very well done, other areas appear to be created in nice, neat halves or quarters...then mirrored together (this includes monsters and pickups). Even the fights are repetitious and predictable. I ventured further and played some later levels (well beyond 10) only to find the same thing. Sorry, not my cup of tea. 3/5

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Unknown date

  
Wonderful wad. 5/5

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Unknown date

  
Great WAD! The levels are pretty awesome and have some contrast between levels making them more enjoyable. Also there is a reference to Dark Forces on level 31 :D luv that game! Anyway great WAD!

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Unknown date

  
My mouth dropped open when I arrived at Level 29. Things were done that I did not know were possible with Doom (even ZDoom). Things that should not have been possible. It was as if the designer had BEEN to Hell. It was that good. Just....just play it. Truly the best megawad I have ever played.

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Unknown date

  
This is one of those wads that are both very good but miss and easy opportunity to be even greater. The symmetry is pretty unexcusable at points, it has actually given this wad a notorious reputation. But I don't think it's not still well worth playing. In the end, I'm going to put a 5 down - but it is VERY close to losing a point as I was considering giving it only 4 stars. It's rioght around 4.5 stars, the shameful part is that fix the symmetry and this would be 5/5 beyond any doubt.

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Unknown date

  
The gameplay: Start, bump into a locked door, left another direction, find the key, open the locked door, hit on to another locked door, turn away, find the key and repeat once more for the last locked door. And repeat the same process for a hell lot more levels. It gets too repetitive~ The music for some maps are... simply horrible. The later maps took a sharp turn and are excellent though...

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Unknown date

  
Fucking awesome! It captures the spirit of classic Doom/Doom 2 megawads and adds in a slightly modern flair to it. The Hell themed levels were kickass! Excellent work Paul and Kristian! This will surely be an instant classic!

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Unknown date

  
Haha... huge Nazi secret levels, and a sci-fi one too. A bit repetitive, but good quality.

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Unknown date

  
This is by no means a bad levelset, but I do think it's a bit overrated. The amount of symmetry and copy-pasta in some of the levels is atrocious, and a lot of ideas are re-used too often. And the "unique stretched skin" that Scuba Steve mentions in the Cacoward description was done long before in 1996, in Map 24 of Requiem. Pay better attention Steve, Requiem is a classic. Nevertheless a well-deserved 4/5.

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  • File Reviews

    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. complevel 9
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - Saves every 10 minutes or so.   This is a slightly improved sequel of a mediocre megawad. It has no story whatsoever, not that it needs one, it's practically designed without an overarching theme and focused on Boom compatibility, something that the prequel didn't communicate very well. Although you rarely see tricks like conveyors and silent teleports put to specific purposes, they're mostly for the atmosphere. A couple of maps use custom colormaps in particular setpieces. One is to simulate immersion in toxic, and the other in blood, or perhaps portals to hell?. Anyway, Community Chest 2 has some nice visuals using stock textures. While not every map looks great, a bunch are simply awe-inspiring because of the author's creativity. I dig the idea in "Death Mountain", the sinuous terrain with mounds everywhere is very neat, as it's theoretically a mountain floating in the air. My only gripe is the trees are placed to get stuck in. Other locations are plain techbases, brown caverns, wooden complexes, Inferno-styled hell and unknown places. Most of the music available are tracks from other wads and games, with only one self-made piece for map 24 by the same author, an amazing melody by the way. I would suggest to add your own tracks for the maps lacking them, for a stronger experience if it helps.   For those who have played the prequel first, and I'm sure everyone did, there are quite a few familiar names to be found, some of which contributed with more than one map. Gene Bird cooked around five for example, evoking a conservative "rooms with monsters" 90's style. His maps don't vary in any aspect to each other, nor to his previous works in Community Chest 1 unfortunately, but they blend well enough with the tone of the mapset. The first map is already by Erik Alm in his well-known Scythe fashion. Then we have individual entries from Andy Leaver, Kaiser and Use3d, the latter came as an improvement to be honest. On the other hand, a big portion of the people involved were completely new to me, and that's when I had to expect the unexpected, sort of. I'd say the maps had their ups and downs, generally enjoyable if some exceptions. They were also organized in a very random way, but that's no news. Just like a traditional community project, this megawad features a wide range of concepts, layouts, and forms to entertain the player, for better or worse. Fans of old-school and/or adventure maps will be delighted, as there are a lot of them in all sizes and difficulties, even several inspired by the original Doom levels. The obvious standout is "The Mucus Flow", a brutal map that can only be understood with patience and dedication, mostly the former one, and heavy chainsaw practicing. Besides, its curvy "mint-chocolate" design is beautiful and unique, or used to be, since tons of future releases found inspiration from it (e.g. Speed of Doom). A shame it has glitches in the sky. There are other remarkable moments to be experienced, such as to explore a city in depth to figure out the secret exit, or to fall in a sequence of fake exits that only exposes you in circles of chaingunners. I'm not sure how others will take it, but I couldn't hold my laugh after the second time.   Secret-wise, the first thing to know is that PRBoom users need to activate the "Linedefs w/o tags apply locally" option to enable access to some ZDoom-only secrets in maps 06 and 24. There is also a secret in map 20 that requires an archvile jump, but it's not possible to reach it outside of ZDoom versions. Other than those, hope your sense of exploration is wide awake, as there is plenty to locate and highly appreciate. I'm thinking of the standout map, of course. For favourite maps I will pick 19, 24, 27, and 31. Some others like 06, 13, 23 and 32 were entertaining for the most part, but not convincing as a whole. The rest range from good to dull or tedious, like the final map.    Overall, it's certainly an upgrade in quality, and I'm inclined to believe the successors are much better. Still, it's nice to traverse the history of the community chest projects. If you and I share similar tastes, then you'll probably find content to enjoy here, and if not, well, skip the unnecessary. My rate is 6/10.  
    • By tempdecal.wad · Posted
      It's bad because it's hard.
    • By Nems · Posted
      Should have been called "Doom 64 for Boom".   I really wanted to like this more. I mean, I do like it but I feel like the gripes I have regarding it just bring my overall rating for it down too much.   It was interesting to see how, at first, the authors recreated the Doom 64 levels in Doom 2 with just vanilla assets. You can still see some of that in the Boom levels like how revenants and arch-viles are used in place of where traps where. That was an interesting touch and I liked that.   As I got further into it though and more of the Boom tricks were used my thoughts wandered from "hey this is a nice vanilla interpretation" to "man I could be playing Doom 64 EX or Doom 64 Retribution". I really wish they would have stuck with vanilla constraints for this reinterpretation. I would have liked to see how they would have handed nightmare monster placement (would a nightmare imp be worth two imps or three, for example). I feel like using Boom and DeHacked cheapened the experience, like they were trying to replicate Doom 64 as close as possible rather than doing a vanilla Doom (2) interpretation.   Additionally, map 30 can fuck right the hell off with that puzzle bullshit.   Anyway, if you don't mind any of the complaints I made, you'll likely have fun with this. I got some fun out of this as well but to me it feels like it's trying to be exactly like Doom 64 rather than simply a vanilla Doom 2 interpretation of Doom 64. In trying to be exactly like Doom 64, it just makes me want to play that more than this.
    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
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