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Whispers of Satan

   (230 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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roadworx

  

it's alright, but nothing amazing. the architecture n shit is gorgeous, and the hell levels are absolutely incredible, but it's unfortunately plagued with symmetry and repetition. it can get to the point where some sections feel like a chore to get through. that's not to say that it's a bad megawad - it's not - but it's far from flawless. despite those issues, it's still fun to play through, other than the aforementioned parts

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dubaCRO

  

proper way to make a megawad,real doom right here

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QuaketallicA

  

Bland and generic. There's nothing terribly wrong about Whispers of Satan. If you want more Doom levels, here's more Doom levels, and these will satisfy any cravings you may have. But if you're looking for great level design or something really memorable or interesting, look elsewhere. The wad wasn't all that fun to play for me, personally. 3 stars for being just average.

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goggles stan

·

  

really good personally i like the simplicity i like that for most of the levels it many uses doom 1 enemy's and weapons it kinda feels like it could have been released back in like the 90's

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Juza

  

Designers had no idea what they were doing with the gameplay. Uncreative layouts with basic progression, too much symmetry and boring gameplay really make this a wad worth skipping...

The soundtrack is alright, until episodes 2 and 3... then it becomes laughable at best.

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SilverMiner

· Edited by SilverMiner

  

Maps from 12 up to the end are great without any gameplay mods.

EDIT:

Comparing this to the 2002 DooM Odyssey I must say WOS is dead, it has no soul. The guys who mapped for it hadn't even think about tweaking textures for good. As example: plutonia skull tex looks odd and AROCK is not animated (but it wasn't too hard or time consuming to make it animated, right? As long as it was a Boom wad). 

 

Arise, Pcorf, I want you to make a 2020 Doom Odyssey but not soulless as this.

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FuscaBat

  

This wad is pretty fun and the maps are competently designed, but it's tough to recommend this wad because many of the maps are easy and forgettable. The last few maps are decently challenging, so WoS may be worth the download for maps 25 through 30.

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MuratMikal

· Edited by MuratMikal

  

It's a great megawad! The maps are well designed and combat is balanced (albeit a little easy) in UV for experienced players. One small complaint I have is the overall monster count is low, it could be higher, at least in UV. Favorite maps = 08, 09, 14, 15, 31, 32, 34, 22, 23, 24, 25, 27, 28 and 29. Will certainly replay this one. 

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amackert

  

Note: Played continually on UV. This wad definitely gives a great first impression: The architecture is excellent, the music is fantastic and the maps are complex. The issue for me is that it just wasn't all that exciting. The biggest reason for this is frequent predictability in the map design. For instance, you'll walk across the exit halfway through the map, only to realize it's locked. This normally wouldn't be a problem, except that it's used time and time again over the course of the wad. The same goes for the use of symmetry. I don't think it's as bad as others have made it out to be, as one door might lead you to a room that's carved out differently than the one on the other side, but it is something you learn to spot a mile away and it adds to the overall repetitive feeling. Lastly, enemy layouts are supremely predictable and pose little challenge (here are a few shotgunners; OK, now here are a few imps; OK, now here's one mancubus; OK, now here are two hell knights; OK, here's a single revenant; All right, back to a few shotgunners, etc). Very rarely do you face groups of enemies, nor do you typically face larger groups of same types of enemies (imps and pinkies aside). Also, while there was a clear attempt to vary the enemy variety in each map, the way enemies are mixed into each map becomes predictable in and of itself. It doesn't help that rocket and plasma ammo is quite limited overall, leaving you to the SSG for much of the playthrough, and all this does is compound on an already tedious experience.

 

I do feel that for those that like a more traditional "vanilla" experience that's on the easier end of things, this is surely a four or five star wad. However, for people that need some semblance of a challenge, not to mention some kind of progression in this area over the course of the wad, this one will not do it for you.

 

I'd personally rate this two-stars from a gameplay standpoint, but am leaving my rating at three overall due to it being clear a lot of care and effort was put into this. It's just not for me--I need something that is going to make me work a little bit more than this does (tedium is not the solution to that).

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eharper256

  

Probably my favourite Megawad. I was surprised when people talked about symmetry here. I don't see it at all, but then I'm the kind of guy who can't see the difference between 4k and 1080p either, so take that with a pinch of salt.

 

Most notably, though, its good for those of us who want reasonable quantities of monsters. May be a detriment to those that love slaughter, but I don't.

 

My actual only beef with it is how it loves keys sitting on raised pillars. It literally does lead you from pillar to post on some levels.

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pulkmees

· Edited by pulkmees

  

Pretty good wad if you like symmetry and visually striking architecture. Gameplay also has a symmetrical element to it, that might put some people off, but the visuals kind of make the whole experience ok. As a result of the symmetry the navigation is also easy.

 

Most frequent fight setpiece is a door, that needs 2 switches to be flipped. Of course enemies appear, teleport or guard it, usually a symmetrical set on either side. A common end enemy is the archvile, which might get repetitive/boring/annoying to fight depending who you are(the last 2 maps managed to annoy me)

 

There are a couple cheap trap maps, but not too many. The best maps are in the hell section as this is where they went nuts with the architecture and visuals. A major thing I disliked however was the secrets as most were behind a very very slightly misaligned wall texture. Not going to even bother humping every wall. Some were also accessible only once. The secret levels were also strangely enjoyable and/or weird.

 

Difficulty is just right, no slaughter combat(if that is a detriment to someone) in sight. Maps are pretty balanced for pistol start, although some maps get tricky and you'll probably need to find the secrets for ammo.

 

Altogether I can definitely recommend this wad, might be a bit too mechanical, but it's all very polished and solid for what it's offering.

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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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  • File Reviews

    • By NaMcOJR · Posted
      I have really enjoyed playing MOTM, it features very nice traps, with a good difficulty level and great graphics/environment. Well placed ammo which makes it balanced against some harder fights. Overall very well done.
    • By UnknDoomer · Posted
      Wad begins in a sense as a sample of the idea "let's do it as Id did" and, perhaps, analogs comparable to him in terms of such level will not be easy to find. In subsequent episodes authors deviate from this idea and it's already acquires his own style. Contain 4 episodes, each of which are lesser or greater extent copies the general bypass that was laid down in the extended version of the original Ultimate Doom. Revenants and elementals of pain here, respectively, will not available. Such an approach, on the one hand, will appeal to those who miss exactly "that very style", on the other hand, even supporters of such will face the fact that it was interesting "then" and today it has become anachronism thing in case of game mechanics and is objectively inferior to options which are typical for less "old-school" wads.   Settings and other:   * GzDoom. * Mod Complex Doom. * 38 levels, 6 of them secret. * The plot of E1-E3 covers events similar to The Ultimate Doom, E4 - Doom II. classic bosses - 2 barons of hell, cyberdemon, mastermind, which, in this case, instead of E2, is located at the end of E3. * Cunningly hidden secrets. For this reason I missed the bulk of those, as well as in general, in terms of knocking out numbers close to 100%, here I have made the least progress against the background of the previously reviewed creations. * As in the original Doom episodes are not loaded one by one. Each must be passed separately. * The monsters are also arranged according to the spirit of the original, even if you play with Complex Doom. For example in E1, until the finale, you will only meet ordinary zombies, imps and pinkies. * Difficulty - "Ultra-Violence". * There are false trap exits on a number of levels. * Plasmagun can be picked up on E2M1. To take it use the switch to the right of the exit - to the right of the place where the blue key was a section with a red one will open. This key in turn allows you to open the door which leads to the desired weapon. * Often a checkerboard black-and-white floor acts as a decorative element.   Secret levels.   ? 1. On E1M9: Quarantine Silos I did not find a way out, but judging by the video from YouTube it is nothing interesting. ? 2. E1M0: Tom's Halls. Also did not step in. It looks more interesting, but, again, nothing special. The name reflects the spirit of the map - many long corridors. * 3. E2M9. Castle of Illusion. You can get here from E2M5. To do this you will need to find the blue key in a small secret behind the wall, not far from the switch which is relatively close to the main exit. A red key can be found behind the blue door, which will lead to a secret exit. The main feature of the level, as the name suggests, is the fact that it is largely based on the idea of expanding the level from the same episode. * 4. E3M9. Lake of Fire. Oddly enough, the usual exit from the E3M4 leads here. The level is rather not a secret, but a bonus one. ? 5. Exit to E4M9: Vile Cross is on E4M2, but I have not figured out how to get there. Judging by YouTube the secret map itself is quite ordinary, nothing interesting. ? 6. Exit at E4M0: RGC Alpha is behind the exit on E4M8: No End In Sight (note: not sure about that it was the last level, perhaps forgot the right name), which is a huge complex map with a lot of masterminds and cyberdemon. I only collected 4 out of 15 local secrets and could not find a way to exit. E4M0 itself is a sufficient compact map, playing on the theme of mechanisms and gears.   Pros:   + The spirit of "vanilla". + E1M5 - Warehouse. A classic warehouse with lots of pitfalls to accompany a long-familiar melody. + E1M8 - Enigma. A direct reference to the E1 finale. + E2M3 - Contagion Engine. + E2M5 - Deep Storage. Wisely designed warehouse combined with sewerage system. + E3M9 - Lake of Fire.     + E3M7 - Netherworld Citadel. A huge complex map on which there are 747 enemies, many dangerous zones and switches, as well as as many as 20 secrets, among which there are notable ones, such as     what can come in handy after visiting a local attraction - cemetery.     Go down and the barons of hell will rise from the graves in an attempt to stop the player from entering the crypt, where the red key is hidden. Will you be able to cope with those by fighting the last battle on the level, or escape with the key, leaving the summoned demons alone?... I chose the latter, stopping the counter of killed enemies at 716/747 and collected secrets at 10/20. Even with the BFG in the arsenal dealing with around 30 barons proved to be a daunting task. As well as being able to contemplate the entire map, collecting leftover secrets can also be time consuming. + E4M3 - Square Zero. A compact location with a yellow key hidden in secret. Can assume that it opens an exit to the secret level? It's not - it's frees the cyberdemon.     + E4M4 - Wartorn Precinct.     + E4M6 - Sanctuary of Filth. + E4M7 - Vacuum Consortium. An arena with a large number of enemies, caves and cacodemones, an oval-like location with many barons, imps and lost souls in combination with extremely thin paths for movement, then a few more small arenas with different opponents in an abstract space. In my case, the counter froze at 541/546. It seems that not all demons were able to cope with movement in such kind strange structures.     + E4M8: No End In Sight. The last level directly refers to the epilogue of Doom II. There was also a place for two easter eggs, one of which plays up the last screensaver of the original.   Contras:   - Directly opposite to the first point from pros. If you are not a supporter of this then a significant part of the maps, especially in episode 1, will seem terribly boring for you, or, like they said, "boring as hell".
    • By Ofisil · Posted
      Great use of scripts to surpise you in all sorts of ways, and to keep you on your toes, and the detail is top-notch. Sadly, gameplay wise it leans more towards annoying rather than challenging, with rooms that leave little to bo breathing room, and a couple of encounters that are straight up unfair. Plus, the almost-way-too-happy power metal tune playing along feels completely out of place in here. The creator clearly has skill. This just isn't that enjoyable - at least for those looking for sth more closer to classic doom action.
    • By UnknDoomer · Posted
      Officially recognized but boring wad of 9 levels with large-scale maps. Nothing similar with original E1. The number of enemies grows as you progress - combinations of 200+ / 400+ / 500+ opponents vary.     Settings and other:   * GzDoom. * Mod Complex Doom. * 9 levels, 1 of them secret. * Difficulty - "Ultra-Violence".     * The exit to the secret level is on M3. You will need to find the blue key to open the door, which leads later to the secret exit. Before walk to another location, which opens with a secret red small switch.   Pros:   + M8. + Soundtrack.   Contras:   - Quite a standard set of mediocre maps. Nothing remarkable against the huge background of the mass of other wads. - Perhaps I missed something, but on the M8 one of the switches may not work and it will not be possible to enter the location in the south. So. Noclip. On the same map there is a strange separate square area with 2 mastermaydans in the west of the map.
    • By DoomShark · Posted
      - Old school map design from the 90s - Small maps - Easy to beat - Many unpleasant design features like uncomfortable narrow passages, many unnecessary switch flipping and boring repetitive actions,...      
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