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Double Impact

   (94 reviews)

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A nine map episode 1 replacement.


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Denim Destroyer

  

Double Impact is a replacement for Knee Deep In The Dead that is as fun as it is challenging. The challenge comes from the hordes of demons you will face and unlike some other Doom 1 wads, Double Impact avoids creating difficulty by spamming Barons and Cacodemons. What is holding this set of levels back from being perfect are several minor issues that add up. The levels are not that great looking due to the reliance of stock textures. Combat is hampered by an overabundance of Door combat; that is standing inside a door way and blasting away anything before it can touch you. Finally the most glaring issue is how lackluster that last map is. Simply press the switches while avoiding Cyberdemon rockets and ride the elevator to the exit switch. Overall Double Impact is quite a good set of levels, unfortunately it is held back by a several small problems.  

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chowbar

·

  

Although you've seen these textures a million times before, Double Impact's core focus is on old-school Ult Doom combat. Expect traps, shotgun duels, and a lot of pinkies. Fights are fast and intense without ever feeling frustrating or impossible.

 

While Double Impact's large, nonlinear levels may not dazzle players at every turn, they're never confusing and they keep fights interesting. There's a misaligned texture or two every once in a while, but it adds to that KDITD charm. The levels feel familiar without ever feeling like they were copy-pasted from the IWAD. That said, it's worth mentioning that Double doesn't carry over Ult Doom's atmosphere or occasional spookier tone. Combat is the centerpiece of this E1 replacement.

 

While some fights might rub certain players the wrong way, Double Impact does a lot to keep its combat interesting and intense. If you've grown tired of confusing switch hunts and the SSG's long reload time, Double Impact will remind you why you fell in love with Doom's run-and-gun gameplay.

 

Played in PrBoom+ (complevel 3), UV, pistol starts, with saves.

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dylux

· Edited by dylux

  

- UV Settings

 

A good, solid WAD. This game will keep you on your toes, that's for sure! My fave Maps were M03 - it took me forever to find that Blue Key LOL!! and M07. This WAD has LOTS of secrets, most of them very clever, and most are rewarding, which I like. Lots of combat, and a fair bit of exploration, not a bad balance. The architecture throughout is nothing fancy, but not entirely bland, either.

 

I liked the above average size of some of the levels. Ammo was a but tight in a couple of Maps, but nothing that couldn't be handled. But this WAD *is* fun!

 

The only reason I am taking away 1/2 star is because of M08. I was hoping for a more climatic final Map after all that shootin' throughout the rest of the previous Maps.

 

Did Double Impact deserve a Cacoward? Yes, I totally agree that it did, considering that it was built for Ultimate Doom, instead of its successor. Finding a great Ultimate Doom WAD is much rarer than it is finding one for Doom II. 

 

Great job! Thanks for making it! Definite replay value.

 

4.5 out of 5 stars for me.

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The_SloVinator

· Edited by The_SloVinator

  

EDIT: It appears Tag 666 doesn't execute properly in some source ports or if complevel is below 3.

 

Let me get E1M8 out of the way first because it's the most confusing thing I've witnessed in a Doom wad.

So, you got four switches that kill four barons outside of the map, to make two walls & four marble cubes lower. Basically, a special tag 666 situation.

I press all four switches & nothing happens after I wait for awhile. I tried with PrBoom 2.5.1.4., PrBoom 2.5.1.5., GzDoom 2.4.0 & on the latter, only worked once.

I looked up the walkthrough of it & there is nothing I did different from the people playing it but they got it to work somehow. It's very strange. If anyone knows what's up, I'd like to know.

 

The rest of the wad is alright. Maps are way too lengthy and forgettable & just cluttered with too many enemies.

Traps are fairly challenging & were the best part of the wad.

 

But all that wasn't worth it for the last map of the wad to crap on me.

 

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NuMetalManiak

· Edited by NuMetalManiak

  

generally good layouts throughout this set, as well as some decent combat for well-sized levels. these maps normally take longer than your average E1 replacement, but the combat remains good enough throughout. the secrets in this one are more than just "another soul sphere" secrets too, they are quite varied. worth playing, watch out on the last level though. I actually had some problems getting the 666 tag to work for some reason, but then again, you still have to tangle with multiple cyberdemons and it could be a hassle. regardless, Double Impact is still worth checking out, even if you're burned out on the numerous E1 replacements, this one feels fresh.

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CapnClever

· Edited by CapnClever

  

Playability notes: Designed as limit-removing, so Crispy Doom works as well as PrBoom+ -complevel 2. Pistol start and continuous both work pretty well.

 

Double Impact paints a simple setting with simple Doom 1 combat in mind, but the combat itself is fantastically well done and continues the challenge the player with variety and creativity over the entire episode. The goal was most likely to build architecture to fit the encounters rather than set a particular scene, much less one befitting of the famous shareware episode, so anyone looking for an experience reminiscent of E1 will not find it here. However, if you want to see what Doom 1 monsters are capable of, with a focus on the menagerie from Knee Deep in the Dead, this is about as good as it gets.

 

As previously implied this is an E1 replacement, and as always the limitations vary. This is what you can expect:

  • Doom1 E1 IWAD stock textures only. (EDIT: there are some non-E1 textures in the secret level)
  • Limited weaponry from the first episode (exception: rarely you will find plasma in secrets)
  • No teleportation except when using pentagram-shaped floors
  • Mostly sticks to Former Human, Sergeant, Imp, and Demon/Spectre; Lost Soul and Cacodemon make appearances on occasion; Barons and boss monsters are even rarer.

 

What Double Impact does so very well is how it keeps the player on their toes. Every single level has at least one memorable encounter, and there are virtually no repeats in the most significant threats. Whether it's running through the level to look and create cover, or circlestrafing around a mass of enemies, or critically examining an ambush to understand the optimal route, or even creating an area with light but handicapped combat, there is no dearth of variety here. This is especially impressive when only providing the player a modest supply of rockets and sometimes expecting the shotgun to shine by itself! If you ever find yourself weary while playing this, it is certainly not from repetition.

 

That said, there are several fights that will absolutely require you to think quickly or perish, and I would expect this to turn off more than a few players. When combined with relatively few resources for health and armor, the challenge is especially intense not just from fight-to-fight but over the course of the entire map. M5 is especially rough when it comes to attrition. As such, later maps can be akin to rolling dice when going in blind, and will ultimately require a few good tries unless you're among the most seasoned of players.

 

Some highlights:

  • The first level is odd in that it seems to provide a mini-tutorial for dealing with the various basic enemy types before cranking the difficulty up. Normally I wouldn't make note of this but, because the mapset as a whole revolves around challenging encounters, it comes across as superfluous.
  • There are some really impressive uses of dark rooms in M3 and M7 that, while slowing the pace, provide an incredible experience nonetheless. It's just another facet of variety that brings the entire set together.
  • Many of the ambush fights make an excellent use of space: not too cramped, not too open. Major M6 and M7 fights do this so well that it's vital to get a sense of what enemies should be prioritized to ensure enough space as time passes.
  • M3, M4, and M5 have a lot of fun with free-roaming enemies, and it takes a long time to establish a safe perimeter with as many monsters slowly working their way toward you.
  • The final level is uniquely framed, as you're on the run at all times, but the overarching theme of critical thinking and planning remains the same. I prefer this kind of boss encounter to the basic "kill some stuff", especially in the context of Doom1 with its lack of supporting minions.

 

I recommend this entire set to anyone looking for a carefully-crafted challenge that does not hold to any particular stereotype (other than "Doom1 enemies" I suppose). UV is quite difficult; HMP keeps most of the key pieces intact and will still be an engaging experience to those less accustomed to all the flavors of difficulty in Doom.

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purist

  
An excellent reference point on how to make a good E1 replacement. This WAD has a strong sense of indentity due to it's recurring theme of rocket heavy, health stingy item placement and this is a virtue especially rare in KDITD style map sets. I wasn't a fan of the slaughterish last level but otherwise this does a pretty good job of making you forget to miss those Doom II assets.

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AdamAK

  
Great WAD. Though the texture style is that of Doom E1, the layouts and monster placement are quite different. It's a challenging mapset that forces you to make accurate shots fast, given the dominance of hitscanners and low hp provision. Expect to get lost regularly, as the maps can get fairly big and you typically get keys before you've found any doors to use them on.

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Ezepov

  
super

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Guest

  
Nice "Knee Deep" replacement episode - some of the later maps involve a bit too much switch hunting for my liking

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Guest

Unknown date

  
This is a pretty damn good episode replacement. The gameplay's a bit tough for my taste, but the level design is topnotch. 4.5/5

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Guest

Unknown date

  
Who cares what DooM was meant to be? Level Editors exist to create your own DooM! Don't judge wads by this 'classic' criterion, unless the authors clearly say in the readme that they tried to imitate IWAD style. And Ralphis is a good guy.

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Guest

Unknown date

  
Addictive and fun as hell. I like the non stop action and the feeling of always being on the edge of losing major health. The levels are challenging, detailed, and fun. So very much recommended! 5 stars. -TRRobin.

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Guest

Unknown date

  
Needs more detail, and the gameplay just isn't there. -Zombiemad

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Guest

Unknown date

  
An excellent wad. Thank you for creating such a great work of art.

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Guest

Unknown date

  
Not bad. Interesting to play.

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Guest

Unknown date

  
Nicely designed episode with nonlinear/exploratio nal gameplay and many secrets. Quite tough but beatable and fun.

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Guest

Unknown date

  
If I knew you two, I'd high-five the both of you. Excellent wad!

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Guest

Unknown date

  
the last map was damn hard with lots of cybers! but anyway keep mapping, hope you will make e2, e3 and maybe e4 soon for a complete megawad! seriously, we need more megawads for Ultimate Doom. 4/5

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Guest

Unknown date

  
sickass maps. good job, my boys.

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Guest

Unknown date

  
cool! gonna play it now! "loads wad and checks that i have shareware version of doom. please register!"...FUUUUU UUUUUUUUUUUUUUUU

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Guest

Unknown date

  
A tough yet enjoyable mapset. You guys should make more singleplayer maps. 5/5

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Guest

Unknown date

  
This is definitely one of the best doom1 pwads I have ever played. The layout of the maps is great and mostly nonlinear. All maps looks great even without much details. Only thing I would criticize is, that all the maps expect E1M8 offer the nearly the same chellenge and the same method of play. 4.5/5 - Damned

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Guest

Unknown date

  
Tough but awesome. Feels like Doom 95 to me but with harder difficulty.

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Guest

Unknown date

  
Tough? Only if you're playing Doom for the second time OR if you stupidly run between bullets... take your time and advance carefully into this experienced set of maps. And sometimes, give it all you got. GAMEPLAY! Veteran Doomers will have NOTHING to complaint about in here.FUNtastic *pfl*

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  • File Reviews

    • By Denim Destroyer · Posted
      Back To Hell Episode 1 is a great example of bad first impressions. The first few four levels consist of odd progression choices that only make sense if you are familiar with playing Doom levels. For example map01 has you enter a room to press a switch that raises bars in the previous room granting access to a switch that raises bars in the first room. I will admit that I almost dropped the wad but I figured I could get through the levels fast, plus the early ones aren't bad just alright. After map04 the level quality increases immensely and I eventually found myself enjoying what I almost discarded. With that said the levels themselves are neither good or bad and if a the mapmakers ever decide to come back to this I recommend touching up the early levels.
    • By spd7693 · Posted
      The wad left me with mixed feelings after playing it. Some maps were outstanding. Some maps not so. Overall, I expected a lot more from this pack. Particularly the middle maps.    I'm delighted with the challenge and delighted even is too small of a word to explain it. I simply loved it. It was a great test for my skill and an awesome adventure. I wouldn't need to try to drop from UV at all since I managed to complete this one on this level. The combat was decent and in all maps the player is given a fair fight, just with a few miniscule exceptions. So, what's the problem of me not giving 5? Well, here it is.    Yes, I said the fights are fair and decent. But there is a difference with let's say Hell Revealed. In Alien Vendetta the combat goes: "Here are your monsters, find your way to defeat them and go on." In Hell Revealed it goes: "Here are your monsters, choose your way to defeat them and go on." The difference is much noticeable. True, the fights were fair, but there is a little quirk - in over half of the battles with high-tier monsters you were forced to strictly fight them with the BFG. I do not swing this way, sorry. I prefer duelling those monsters, not BFG-bashing them. Especially cyberdemons. I was denied at least 12 duels with cyberdemons due to their placement or the general way the set piece worked, which made the cyberdemon a priority kill. I simply was denied the opportunity to enjoy the fighting to its fullest. In Hell Revealed I could amuse myself with the maps however I wanted. There is one exception though. In HR in map 30 the 4 monsters in one volley way of the Icon Of Sin got the better of me. In AV the map is much bigger and I didn't feel it at all, so I could esily beat the map normally. In fact, I wouldn't have known the monsters were spawned in fours if I hadn't read it. Another exception is map 26 which was Post Mortem cleansed of the reasons I hated it - inverted monster priorities in combat and pain elementals spawning all the way on the other side, seeing you and flooding the level with lost souls before you get a chance to kill them.     The miniscule exceptions I mentioned earlier are the ending of map 17 with the number of arch-viles in the exit that simply is BFG-forced. Before them you also have maybe the worst-ever placed cyberdemon. Such a monster in such a cramped space? There barely is space to go past him and there is no way he doesn't hit you. While the map possesses only one megasphere. The other ones are the start and the end of map 24/25 Hordes Of Monsters. (24 in the first, 25 in the second release.) They're just based on rolling the RNG-dice and surviving. That simply destroys the otherwise perfect map. All the other combat into it was so well thought out and allowed so much so good tactical thinking. A few rooms with forced usage of the BFG, but that wasn't that bad in the end.    The only other map I didn't like is - guess which one - 24. 24 of the second release is simply boring. Just that. I also expected a lot more from map 16 which also I can say I disliked. Not in terms of combat, but in terms of monster placement rather. Personally, I was OK with fighting 6 cyberdemons at a time, but I wouldn't force the player to do that.    And my other complaint is visuals. People, when you make maps, please MARK THOSE LOCKED DOORS AND SWITCHES AND THOSE EXITS!!! Red skulls and red rectangles must be used then and only then when a red door or a red switch is marked by them. Same as blue and green. With the only exceptions being like for instance showing the location of the corresponding key or its pedestal, etc. So many maps used these textures on doors and switches that didn't require those keys or weren't used on such that did. Not to mention something that got me a bit bitter. I often am criticised of my rooms being bland and being just a straight shape. Well, at least I mark my locked doors and locked switches, as well as my exits. Also, the visuals on a few maps didn't impress me at all. Well, why does it impress you then while I get brought down? Seems like most of the criticizm towards me results in me not creating maps for years past or that I'm not a speedrunner of the early 2000s. If this is the quality you want, well, I'd prefer a good fight in a blase room than a bad fight in a well decorated room. And as for the problem "you don't see the exit until you're at the exit", well, how can I see the exit if there is no indication for an exit until you flip the switch or pass a seemingly normal teleporter? Subjectivism in action.    But there is a flip side. All in all, I played this wad for multiple reasons. To analyze the difficulty curve, to see if I can beat it on UV, to take inspirations and to take some map making models. The best for the latter were the maps by @Andy Johnsen (if it really is the Danish speedrunner behind this name.) I kinda like the majority of the maps created by Norse people, particularly the other big Dane Jens Nielsen. Johnsen definitely did the best job of all people who created maps and my comments from above of course address neither of his works. Definitely a player and a mapper I can learn a lot from. All in all, if we exclude the cases where some things made me scream "I can do better than that", I do have a lot to take under consideration. Especially Andy's maps. And especially... my favorite map.    You guessed it. My favorite map turned out to be map 29 Firewalk With Me. No other level ever feels more Hell than this! Visuals, combat, monster placement to the end! Best map I have ever played, most enjoyable too. Even the horde of revenants - my least favorite monster - didn't bother me at all. In fact my comment on the map was "In order to like this map you have to be a nerd. And be proud of it." Well, I consider myself a nerd in some ways. Especially while dancing around cyberdemon rockets. This map gave me so many opportunities for that as well. Other maps I want to highlight - 23, 13 (I believe this was the one with the cyberdemon in the crate room), 18, 26, 27 and 11. I have no words to describe them all. Definitely these are just another reason to play AV. I want to add in map 32 as well which also gives the player a fair fight all in all despite the rough start.    Wow... That's some essay of a review. But something that makes me wonder - should I keep on making new maps or not? After all, if the quality I should aim for is the quality of the greatest AV maps, then is this for me at all?    I was considering 5 stars, but a few disappointments can't allow me to. If there were more cyberdemons available for taking down with the SSG, I could have given 5. So much potential, but not what I expected. But does this deserve a sequel? Definitely! 
    • By DoomShark · Posted
      - Designer has the bad habit of silently spawn monsters (especially Revs) right behind you while you are busy fighting the hordes in front of you. - Too many deadly traps - You'll find yourself saving/loading A LOT because you die a lot. - Many gamers will find this hard to play and an unenjoyable experience. - Map design is good but maps are small.      
    • By Denim Destroyer · Posted
      Doom 2 has left the community with an impression of what city maps are like. Unconnected boxy rooms that do not flow into each other and lack any coherent artistic themes due to the games limited texture set. City of Doom continues this idea and drags it out over the course of eleven maps. In this level set you will find all of the aforementioned ideas of what a city level could be in addition to large open rooms that tend to plague amateur maps. City of Doom has not one single redeeming factor this making it impossible for me to recommend this wad. Had I played this level set when it was new I imagine my opinion would be better, but better city maps have come out in the last twenty years I recommend you check those out instead.
    • By Spie812 · Posted
      TL;DR: Despite some weird graphics replacements, this WAD is mostly competent and fun, though encounters can feel a bit spammy in the final maps.   So, the first thing you notice when starting this WAD is the new graphics. Most sprites have been recolored or replaced entirely. For example, the fist, pistol, and shotgun have been replaced with their Doom Alpha counterparts, the imp is now grey with green fireballs, and there are now like 4 types of barrels for some reason. One change that I enjoyed was for the SS soldier, which is a modified Doomguy sprite that allows it to be used as a standard enemy who makes frequent appearances. I'm not too keen on the other replacements since they feel unnecessary, though they don't really detract from the experience in any meaningful way.   As for the rest of the visual design, it's pretty good for the most part. The overall style is techbasey with a lot of cues taken from Doom 1's visual style. Areas are generally well thought out and pretty well decorated. It's nothing mind-blowing, but the levels are generally visually coherent and have some nice looking areas for the vanilla limitation. The layouts have plenty of interesting rooms and designs which nicely avoid the "boxes connected to boxes" feeling, though they sometimes feel a bit too flat (heightwise, that is). Also Map05 has a FIREBLU/FWATER1 building which I think is fantastic.   The actual combat is... interesting. The first few maps play a lot like a Doom 1 set with the occasional revenant or hell knight. This means no SSG, roaming monsters rather than setpieces, and generally attrition based difficulty. The latter half keeps that same style while turning the difficulty up considerably and focusing on the more powerful monsters (and giving you the SSG, thankfully). Unfortunately this doesn't mesh too well with the gameplay, and encounters can end up feeling a bit spammy and annoying especially in the last two maps. The combat is otherwise pretty fun for the most part.   Overall, I think this WAD is pretty good. The graphics replacements don't really work for me, though the rest of the visual design is well executed. Combat is pretty good as well apart from a few annoying encounters in the final two maps. I'd say that it's worth a play, though it might be wise to play on HMP to take the edge off of some of the more annoying encounters.   ...   Oh, and it's weird that Map07 isn't vanilla compatible. Like it benefits from the extra detail but c'mon, "Vanilla" is in the name for God's sake!
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