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Phobos Massacre

   (28 reviews)
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10 Screenshots

About This File

A replacement for Episode 1 of DOOM, in E1 style. This wad is an attempt to capture the atmosphere of "Knee Deep in the Dead" and to evoke nostalgia in players who enjoyed the original DOOM levels.

The maps are meant to be reminiscent of Episode 1 of the original DOOM, which also means they are under-detailed by today's standards and are quite easy, like the original DOOM was. If you want more challenge, try nightmare difficulty and see how long you last.

I included a batch file, phobmass.bat, which you can use if you run ZDOOM 2.4.1. The batch file sets flags which make ZDOOM handle like old-school DOOM, with no freelook or jumping, which is how this wad should be played.


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trrobin

  
Properly fun E1 episode. Up there with the best. 5 stars.

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Guest

  
5/5 Great

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Guest

  
What can I say? Great execution of a re-interpretation to E1! I too, could not figure out how to get the yellow key in map 4. This was a great map set for my no mouse setup (laptop), so a really great casual play through. Traps and exploration with the glory of mowing down zombie guys and sergeants with their imp companions.

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Guest

  
This is just as good as Oblivion,the newer version of this.Both are great.

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scifista42

  
KDITD-like maps in a great way. They didn't rip off E1 level design and ideas, like it usually is. Relatively easy difficulty, but the simple joy from shooting, the exploration factor, nice classic visuals and bits of nonlinearity were there. Also quite a lot of symmetry, though, more than needed, plus there could have been lesser amount of rectangular shaped rooms - but the maps seemed to be designed competently anyway. 4/5

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NightFright

  
Captures the look & feel of the original first episode while also updating detail level and difficulty. Amazing what mappers can still accomplish with Doom stock textures. This episode is immersive, has good gameflow and is tuned to please experienced Doom players. Got me hooked from the beginning, so I can absolutely recommend it.

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NuMetalManiak

  
very well made

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Guest

Unknown date

  
Very well done E1 replacement. I really enjoyed this wad. I will be putting into my 'play again' folder. 5/5 -High Flyin' Ryan

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Guest

Unknown date

  
Not totally sold of being E1-ish and health is a bit low, but a solid episode overall, worth the download. 4/5

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Guest

Unknown date

  
good solid E1 maps - the way doom was meant to be - worth playing

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Guest

Unknown date

  
Quite good. Needs a tid bit more health though. 4.25/5

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Guest

Unknown date

  
A pretty good episode. Not quite E1, but close enough.

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Guest

Unknown date

  
It's pretty good. I was actually really impressed with the first three maps, then my interest started to wane. I couldn't work out how to get the yellow key in map 4, and I definitely did not like the crusher in map 5 or 6 - can't remember which map it was. I was also reminded a bit what Doom 3 ought to have played like, which was really nice. Cheers.

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Guest

Unknown date

  
Reminds me of being 14 and playing Knee Deep in the Dead. Very cool!!

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Guest

Unknown date

  
Overall well done E1 clone / replacement, rated as such: 4/5. Having said this, gameplay @ UV is according to 2014 standards way too easy. A fairly impolite question is: are we, after 2 decades, still waiting for yet another E1 clone? After all, there are 100000 mapsets with this look-and-feel, and a new clone adds nothing new anymore. Nowadays we have DooM2, a zillion of custom textures, and (G)ZDoom/PrBoom/etc - new levels based in this can be way, way more interesting.

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Unknown date

  
I like this wad, just like play classic E1 and have a lot of fun! 4.5/5 -playerlin

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Unknown date

  
Great E1-style episode. This wad rocks, so go check it out! (BTW: curiously, this one's entirely devoid of cacodemons and lost souls, instead only focussing on troopers, sergeants, imps, demons and specters, plus the obligatory barons in E1M8. However, this is actually great - it makes for fast-paced gameplay where, instead of taking your time to bring down large monsters, you're facing hordes of normal-sized enemies instead. Love it!)

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Unknown date

  
What started out promising ended up a bit disappointing but not because of the levels because of the testing that was probably only done with zdoom. A lot of the later maps have floors that don't drop (for keys) and one has a lift with a tag of zero. There is no reason why this shouldn't work with any boom compatible port. Please test with prBoom+ and fix the problems. So only 4/5 from me.

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Unknown date

  
One of the best E1 replacements I have played since a long. Very good traps. Nice details. Keeping retro style and with lot's of action. 5/5 - Optimus

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Guest

Unknown date

  
wonderful...original doom style..5/5

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Unknown date

  
Great episode 1, 4/5 from me. You didn't pay enough attention to contrast for this to feel reminiscent of Romero's design though. (Most of it wasn't hideous enough to be considered Sandy Peterson's style either. :P ) The first few levels and most of E1M8 were the highlights. Definitely worth playing for anyone who doesn't flip out without the Doom 2 monsters.

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Unknown date

  
A very nice Episode 1 that fails at emulating Romero's style but stands up well on its own two feet. Expect upgraded difficulty and not too much health to save you from it. Some parts are truly golden, though I too felt inspiration was lacking in the later half. Overall top job, thankyou for your work, looking forward to playing more. 4/5

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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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