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EPIC 2

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About This File

All levels are designed for vanilla Doom2. Recommended engines: prBoom-plus with "-complevel 2" and (G)ZDoom in "DOOM (strict)" compatibility mode. Jumping should be disabled.

For OpenGL ports like GZDoom and GLBoom-Plus you can add EPIC2GL.WAD after EPIC2.WAD for HI-RES skies: glboom-plus -file epic2.wad epic2gl.wad


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NuMetalManiak

Unknown date · Edited by NuMetalManiak

  

Alexander S is an author capable of taking regular Doom gameplay and making it stunning. you can put a number of positive adjectives to describe this mappers mapping style, but what Eternal does is immerse players properly into the settings he provides. it's no wonder that EPIC 2 does excellently as a wad. to give an Egyptian setting, similar to Powerslave and including a few assets from that game, but also giving to the weird puzzle aspect that that game, and basically any Egyptian-themed game, provides. there's even a look into the alienverse by way of the entire second episode.

 

Eternal's style of gameplay will probably turn a few heads. there's not much for slaughter until the later maps, but what you'll notice is the intricate placement of enemies. smaller enemies are always tucked appropriately at the corners, vigil guards ready to pounce. Eternal also values the shock value with teleport ambushes, you're bound to run into some cheap one-time placements of enemies right in front, or in areas you've been to, each and every time. anticipation is a major key factor in survival, and you gotta anticipate it always. when it comes to non-combat, there's definitely a lot of immersion, as I said, there's bound to be some required puzzles in this one, so looking for hidden clues in just about every place is required. this is the kind of thing that made Eternal Doom memorable, and the kind of thing that makes Epic 2 memorable too. there's a few instances of voodoo doll magic in vanilla Doom being used as well here, notable moments include the rising exits in MAP12 and MAP13, which use a barrel to push a voodoo doll to the exit linedef. a few more cases exist where the same barrel is used to push a voodoo doll to telefrag another one, these are used to show areas that are supposed to spell death if you enter them, such as the voids in MAP14 or the red lasers in later maps.

 

level-wise, aside from obvious Egyptian setting games being inspirations as well as a few Aliens-themed places in the second episode, the levels are memorable. although none manage to be in the top 100 most memorable maps, they damn sure come close. Luxor (MAP26), Ammut (MAP27), and Mortuary (MAP29) pay lip service to slaughtermaps, offering bits of exploring in between some nasty combat sections. Ogdoad (MAP28) is a love letter to the classic map Darkdome from Eternal Doom, and Osirion (MAP31) is an ode to the great Misri Halek of Alien Vendetta. The Tower (MAP11) evokes shades of Epic 1's The Citadel, while Mebius (MAP13) gives us a Hunted-style ordeal in a spaceship, fit with health stations. the rest of the maps definitely have shades of cool originality to them, and there's hardly a single dud to find. It's bona fide immersion into something that still is Doom but isn't Doom, yet plays exactly like Doom so it is Doom done differently.

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I got nothing to say. I mean, the title speaks for itself.

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Great wad, its fun to play it with a lot of people in survival mod, very recommended!

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another overated wad map design is maybe great but custom monsters and sounds make the gameplay not that fun 3/5

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^Very true, in fact this is one of the only megawads I know of that wasn't specifically designed to support coop but is easily the most fun on survival, better than solo IMO.

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All the themes of levels felt samey. This is probably because it's one person making map after map. It doesn't help that there are only two styles (not threee or four like UDoom) of maps. I guess Eternal is the new Slige, judging from the samey blandness of maps and the fact that he's a mapping computer programmed by IBM. Besides, the first epic.wad is hugely better and it has an extremely better tower level. Shame the first didn't have a single alien ship level.

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good job! 5/5

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Epic 2 is epic. -Dusk

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Another excellent piece of work. Not as impressive on any single level as some levels from "Hell Ground" (IMO Hell Ground Map07 in particular has to be in my all time top 5 for Doom maps), but the inclusion of 32 generally high quality levels earns this a 5.

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HOLEE SHEET DIS IS AMAZIN LOL I LOOOVE IT

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A truly Godlike megaWAD.

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This is a good wad for some coop/survival fun. Playing in solo can be a touch more repetitive and perhaps the balance a bit off (tight, though perhaps HMP is better) but the architecture is the usual Eternal standard and I'm glad I went through most of the levels at least once so it gets a four from me. Just don't quite expect a Hell Ground quality experience.

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  • File Reviews

    • By Obsidian · Posted
      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.
    • By Walter confetti · Posted
      Take a shot at this editor on dosbox and it's pretty impressive for such a old editor! Pretty easy and competent program, looks like a ancient version of the most popular Doom Builder editor.
    • By Maribo · Posted
      Heaven, with a blue coat of paint.
    • By JudgeDeadd · Posted
      A 10-minute long map with fairly unremarkable gameplay. As is the case with many old maps, its main strength is the visual variety of the different locations. Still, there's not that much in terms of exploration or branching paths; a good part of the map is just going from room to room and shooting at the anemic groups of monsters. Not terrible, but not a classic. 
    • By Dexiaz · Posted
      A surprisingly good map (especially for the date of release), which is actually a regular Doom 1 map with spicy content in kind of "secret" areas. The funny thing is the difficulty due to the readme info. Play it on UV, today it's a pretty easy map for Doom players.
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