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Whispers of Satan

   (231 reviews)
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About This File

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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Obsidian

  

This is a bit of an interesting one to revisit for me: Whispers of Satan was a mapset I played fairly early in my mapping career and it's influenced my approach to level construction and visual design more than I initially realized. At the time I ran out of steam around MAP22, but recently I decided to take another stab at it and finish all the levels. Which I did! Having done so, these are my thoughts.

 

Gotta start with the big one: Whispers of Satan is a damn good-looking mapset. Excellent texture usage and attention to detail were big draws for me when I first played this years ago and I ended up mimicking it a lot in my own work: to some degree I still do, honestly. Maps like MAP10, MAP16 and MAP28 stand out as particularly good examples of this school of design, with all the detailing work coming together to craft an excellent sense of place. This is bolstered by the custom soundtrack, which has some absolute bangers in it (in my decidedly unmusical opinion :P).

 

I also gotta shout out the fact that Paul and Kristian undeniably had fun putting this together, as can be evidenced by the silly little easter eggs and gags that are present throughout. There's the secret and super secret maps of course, but you can also spot a little bit of silliness in the main lineup and it's a touch I appreciate in the way that it gives a mapset life and charm. Again, it's something I was inspired by in my early mapping career and you can thank WoS for any gaff or joke you find in my own maps.

 

There is however an elephant in the room that I have to address and that is the map design itself. Other reviewers have pointed out the excessive symmetry that plagues a lot of the map architecture, but there is also a general sense of formula that can wear on you as you progress through the megawad: by the time you're in the final third of the main block of maps, you can distinctly see them falling into the same gameplay pattern and it starts chafing in a big way. MAP25 and MAP29 are two big culprits in my eyes, but there are plenty of early maps that follow the same formula and get a pass simply because of their placement in the megawad and (relatedly) the length of those experiences. This formulaic approach also creeps into the gameplay and monster usage and serves to make the latter half of the megawad something of a slog to get through, which explains why I didn't progress past MAP22 all those years ago.

 

I ain't gonna say that it doesn't deserve its Cacoward or anything though: I can appreciate the work that went into creating Whispers of Satan and the influence it had on what came after. It definitely has its flaws and as a gameplay experience it doesn't really hold up, but I can still admire it as a piece of Dooming history and I wouldn't be the mapper I am today if it didn't exist.

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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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  • File Reviews

    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
    • By BoxY · Posted
      Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. 5/5
    • By Shaii · Posted
      I wanted to try this mod because everyone said it was really good and it won an award, but it must have been corrupted during the upload because it is literally unplayable. Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. Are people rating this 5 and calling it art as a joke or something? If so, I don't get it. :/
    • By Kuma · Posted
      Everyone has a doom game they remember with wistful nostalgia as their first wad. For most, it's Doom II, Doom 1, or for some, Final Doom.

      JPCP is mine, and five years after first finding it I've published my own wad and am working on two more.   Thank you.
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