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Dissonance

   (10 reviews)
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About This File

Heretic: Dissonance is a level conjured inside (and out) of a Fortress built at the edge of D'sparil Dimension, You (Corvus) must find away through the treacherous building in hopes to find a switch, or some line segment that will free you from its grasp.

Lame Story right? meh.. Its just a level to see if I could still do it, and I can.

So I had done some more designing too, such as pixel by pixel sectors to cover the black on the stainglass, and imported monsters and custom hacks but only zdoom supported it ( and some with new doomsday betas ) but i'd prefer a level in which everyone can play by just loading it in their fav source ports.

Notes: There are some sprites and stuff that take advantage of Dengine techniques that may not make sense or display a little funky in Zdoom Vavoom or Whatever, but its a Jheretic thing, you Zdoomer's wouldn't understand :)

The lights (and time consuming as it was) are sector made for Zdoom and other non-flashy (but always work with anything and everything source ports) that seem trivial in JHeretic, but shows time, dedication, and effort of modern conception of sector based limited lighting, you JHeretic people wouldnt understand :)

This Wad may be used in conjunction with any high-res texture packs, however if you use Doomsday 1.8.6, only the high-res flats will show up, don't judge me on that email me: I'd love some comments or whatever, maybe LAN?


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Unknown date

  
Good but not great map for Heretic, a few bare areas, but sure to use OpenGL port.

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Unknown date

  
A decent map, play with GZDooM r892, nothing is wrong. It's a little hard, but beat-able if you don't waste your ammo. Map visual looks weird, but still OK. 4/5 -playerlin

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Unknown date

  
well its kinda boring and theres nasty problems like a hom mirrirs on llike half the level

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Unknown date

  
It's an ok map. Pretty easy on Smite meister but it's ok. Some odd design decisions in both layout and visual cues. I give it 3 for being decent and a Heretic wad.

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Unknown date

  
To all the people who state the hall of mirrors effect, he said clearly in the text file that you need too use Doomsday with always render full sky on, or ZdoomGL, it works perfectly. RTFR (read the freaking readme) guys. Great level, you did a lot of detail to it, its very linear though and it had varying difficulties throughout, but it was really fun!

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Unknown date

  
Really good level but the sky thing is an issue

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Unknown date

  
I had a lot of errors running this wad with zdoom 2.4.1, but I suspect other ports run it better. The second room you get to through the small wooden door has a massive HOM, in the outdoor area with many monsters and maulotaur, the trees appear to be inside the ground, and the cave stair entance leading to this area is hard to get in and out of. Otherwise the wad is awesome, hard but not too hard like Curse of D'sparil. 5/5

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Unknown date

  
must use opengl renderer or some parts look awful. try gzdoom or doomsday. btw good map but curse is better.

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Unknown date

  
Gameplay wise this is a good map, but visually it's absolutely horrible.

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  • File Reviews

    • By Gaia74 · Posted
      I must say that although it is a wad of terry, I would like to find a serious one like this, new enemies very interesting and original just for their attacks, bosses that have inspired me (and you can see it in my creations) and it is really amazing like this wad despite having their terry traps is entertaining and much better than many wads of 32 levels, if you want to have something interesting to play and different as long as you ignore the story is fun filled with very good boss fights, excellent music, this is an option although if you can not stand the terry traps just do not try it   5/5 to be a joke wad   Gaia74
    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. To balance out the lower health, there are less hitscan enemies that seem to be relegated to a few chain gunners that can get distracted in a sea of madness.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened. The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
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