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Elysion

   (30 reviews)
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About This File

This is a sort of speedmap I made to combat mapper's block. It had no time limit, but I kept moving a fairly quick pace.


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Maribo

  

A dream that I hope to never wake up from.

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NuMetalManiak

  

as usual, Death-Destiny draws inspiration from The Mucus Flow, with greenery and silver turret embankments. only it's not as complicated, as this is actually a speedmap. little health at the beginning makes this part really hard, along with the secret plasma gun chambers. the crates are cute at times, the ambushes actually are kinda annoying, especially with how pop-up monsters are used. definitely look out for the spiderdemon reveal, that will likely be a jumpscare when the arachnotrons show up. the red skull fight that follows is hard as hell too. worth checking out, it's much shorter than Disturbia, but doesn't follow the same mechanics.

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Roofi

  

A very tough but impressive BRPD-inspired speedmap made by Death-Destiny. You have to explore a strange mining facility surrounded by a sort of harmless acid rain. I loved the atmosphere of this level, it was indeed quiet, magic but also quite creepy.

 

My usual french detailed review : http://doomfrance.forumactif.com/t4688-review-maps-de-death-destiny#140845

 

My saveless demo done on UV : DEMO

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Katamori

  
Surprisingly relaxing and calm with the music, the text at the beginning and the rain texture. I just don't know how to explain, these things have made quite a calm atmosphere.

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Guest

Unknown date

  
Cool music, kitchen sink design. 3/5

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Guest

Unknown date

  
I played this on Ultra Violence and when I got to the Spiderdemon I was running around with 2 health and no ammo. I still managed to do it though by using a BFG trick at the red key. Final time was 56 mins. I guess I should've read the text file first :) anyway 5 from me.

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Guest

Unknown date

  
Like all DD maps, very good but incredibly hard. The start with less weapons was extremely brutal and so was the dash back there at the end. Not saying it was any pushover in between though, because it wasn't.

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Guest

Unknown date

  
I am not sure if I would put a 3 or 4 on this one cause it has a good scenery but it's too hard and in the same style as the rest of this author. 4/5 - Optimus

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Guest

Unknown date

  
Cool map, very hard 5/5

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Guest

Unknown date

  
Come on not even a weapon in the first room. Just one double barrel with about a dozen shells or so would have been nice.

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Guest

Unknown date

  
That was just HELLACIOUS![In a green rain sorta way.] 47 min.w/saves and 11%health.At the red key,the BFG was the key to me making it to the exit. Left a buncha pissed-off monsters behind.Spent is how I felt when I was done.Good challenge,but not quite a slaughter map.-5*

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Guest

Unknown date

  
Deserves at least 4 stars. If you're a challenge hunter, then 5 is in order. My /newstuff review should sum it up well. -MegaDoomer

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Guest

Unknown date

  
Immortalising theme clings to your memory as the beautiful MIDI creates both an eerie and tranquil melody. Combat focuses on tightly controlled, claustrophobic rooms with hordes and little cover. Infighting and quick reflexes are a necessity, the constant ambushes continually elevates the excitement never dwindling. HMP provides an enjoyable blast without tedium, otherwise UV is for hardcore masochists. Love this chaotic style. 5/5 - Bloodite Krypto.

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Guest

Unknown date

  
Archvile at sector 1007 in HARD still cannot be killed since sector 1007 has a floor height of 0 and adjoining sector 1323 has a floor height of 194. Great map ! :)

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Guest

Unknown date

  
Awesome, had a blast on this one.

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Guest

Unknown date

  
Very atmorspheric and has a few cool tricks, as usual from D-D. HMP is recommended, and very fun IMO. -drkrvr

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Guest

Unknown date

  
5/5 Death-Destiny for the win. This map is highly challenging and full of genuine traps, recommended for good Doom players.

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Guest

Unknown date

  
This map is truly beautiful, reminds me of Community Chest 2 Map24 in some way. The fights were great, mostly unexpected and the enemy placement was, for once, pretty awesome. The only flaw I have is how there's TOO MANY PAIN ELEMENTALS. Also, there's a VPO under the yellow+red key, tested in GZDoom. But overall, I recommend this map to everyone who loves a challenge! 5/5 - Moti

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  • File Reviews

    • By E.M. · Posted
      This right here is one of the oldest joke wads ever made, and its parodies of bad map design are still relevant to this day.
    • By SilverMiner · Posted
      The soundtrack is coherent thruout the whole
    • By LateToDOOM2020 · Posted
      No idea how this works Its doom magic!
      Very cool
    • By Philnemba · Posted
      Ok not going to lie, but I thought this shitpost megawad was made last year and NOT from February of 1998 which also technically predates the original Mockery wad by a few months 👀!?
    • By Catpho · Posted
      The first truly mature map of yakfak's. The puzzly, "inner logic" map mechanisms and scavenger, dungeon rat gameplay of their previous levels Meep Keep & Hexasketch returns, but whereas those can feel clunky and barebone at points despite the strong authorial voice, here it is fully fleshed out: the setting is evocative, the construction shows the strong command of shapes that defines yakfak's later works, the item placement and layout bends and loops in complicated and surprising ways, the level's moment-to-moment gameplay is filled with a sense of discovery and wonder.   Job has a strong hook in its text file, but what players might not realize is that they must really hang on to every word in its description to even be aware of the level's main concept. In Never_Again's in-depth review for /newsuff (which I highly recommend for details or if you are feeling stuck), he mentions being locked out if you took the "easy" route out, but I feel that's incomplete, as the real reason hinges on the player being conscious of what they are doing in a representationalist sense. In other words, to be able to reach your dream, you shouldn't just interact and go everywhere at random, but try to think about what you are doing in the context of the game's world. The solution will be clear if you square it with what yakfak hints at. There are complications: the in-game hint system of crosses and arrows are counter-intuitive, and exploration will eventually lead you to the combat zone, which itself is a puzzle unravel as supplies require routing and withholding combat through treacherous enemy placement, with only a berserked fist as defense (HMP or below is strongly recommended). In my own experience, it was fun but exhausting to make it through to the AV-guarded yellow key and slowly solve the piece, but I got massively demoralized when I read Never_Again's review that I had already locked myself out of the second half of the map. It was only when I was showcasing the Doomcute in this map to someone else that the level's inner logic finally clicked, and after some experimentation, which was much smoother thanks to me already being aware of the level's layout and lingering mysteries, I managed to solve it.   The feeling of "lore" behind the level's trials and tribulations is my favorite thing about Job, and I wish it didn't take a review for me to "get it". In terms of intriguing combat, intricate moments, or imaginative layout and visuals, I think zzzv tops themself in (woefully underrated) levels like Spidersilk, Nato, and Northern Powerhouse. Nevertheless, an essential stop for yakfak fans, and a memorable journey for those who look for Doom off the beaten path.
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