Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Double Impact

   (91 reviews)
Sign in to follow this  

Guest

4 Screenshots

About This File

A nine map episode 1 replacement.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

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.

 

Totally not worth a Cacoward 2011.

Share this review


Link to review
NuMetalManiak

  

generally good layouts throughout this set, as well as some decent combat for well-sized levels. 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.

Share this review


Link to review
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.

Share this review


Link to review
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.

Share this review


Link to review
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.

Share this review


Link to review
Ezepov

  
super

Share this review


Link to review
Guest

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

Share this review


Link to review
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

Share this review


Link to review
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.

Share this review


Link to review
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.

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

Unknown date

  
Not bad. Interesting to play.

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
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

Share this review


Link to review
Guest

Unknown date

  
sickass maps. good job, my boys.

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
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*

Share this review


Link to review
Guest

Unknown date

  
So far, the best WAD I've ever played. 5/5

Share this review


Link to review
Guest

Unknown date

  
Very nice Doom style map set. dwrTag

Share this review


Link to review
Guest

Unknown date

  
BORING BORING BORING. Did I say boring? A BORING WAD IS BORING.

Share this review


Link to review
  • File Reviews

    • By Myst.Haruko · Posted
      Simple and easy map to waste your time while you don't know what to do with your time. Things what I liked:
      1. Some detailings and skybox
      2. Music

      Things what I disliked:
      1.Flatness. Not much of height varation.
      2.Most of places contain cheesable fights, not even last one could destroy me, because you can simple abuse walls or strafe around areas and there are plenty of ammo.
      3.This kind of personal thing, but I couldn't see why this map requires zdoom or gzdoom. No special effects or 3d floors were used, feels more like boom format map. 

      Anyway, for effort, I'm leaving 3 stars. 
    • By dylux · Posted
      * Hell Ground Review *   Pros   - Maps are very visually gorgeous. Architecture is smooth and Gothic themed. Bravo on this! - LOTS of combat. Challenging, yet this WAD is not a slaughterfest. More on this in the “Cons” section. - Music is great, except Map 6. Oriental music just does not go well with this Map. - The best map is the final map, Map 7 – Mystery of Hell. It is HUUUUGE. Set aside your entire afternoon for this map. It has 15 secrets and you will not find them unless you have all day.     Cons   - Absolutely hated the sound effects. - You’ll get the BFG 9000 before you will get the Plasma Rifle if you fail to find the Plasma Rifle’s secret beforehand – in the previous Map. - Although not a slaughterfest, many enemies appear out of the ground just about every time you utilize the “Use” button. Many combats were close quarters – off course, AFTER the monsters appear from nowhere and/or the ground. - Map 3 (Paranoia) starts you off in a small room with 4 firing Chaingunners that suddenly pop up from the ground, each in a corner. Good luck with that. - Level 4 (Warp of Time) is a nightmare. I have played literally hundreds of WADS and I've never once “IDCLEV’ed” a map. But I did so after completing approx 75% of this map as I had enough of it. - Level 6 is just plain useless. You “free fall” for 30 seconds. Then walk (a virtual) 10 miles.     All in all, I just didn’t have fun with Hell Ground for all the reasons in the “Cons” section. I have no idea why so many praised this WAD, let alone what it’s doing in the 2009 Cacowards. I've seen much better work from the author, Alexander "Eternal" S. (aka Deadall).   It was the "suddenly appearing" monsters and the horrible sound effects that annoyed me the most, not to mention Maps 4 and 6. Considering the WAD is comprised of only 7 maps, two of these seven maps being useless is a fair chunk of the game.    2 out of 5 stars.   ~ Dylux
    • By Player Lin · Posted
      Put a lot of efforts in this wad, the sector art is good. Visually, it should be a 5/5, with large city and heavy detailing, but except slaughter style(well, 1000+ monsters in UV is enough to be slaughter map I think) just not fit me, the subway/train area just a little dark(even though the lighting is good), and the tunnels to the final arena can be confusing...   It's still a nice map I think.
    • By Player Lin · Posted
      Too bad the early part of map make me a little easy to get lost, and most of times, have to shoot down monsters from long distance or they'll shoot you down. The map looks nicely, can see put a lot of effort on the visuals and architectures, but make the gameplay just a little weak. I like the BFG trap because I don't afraid get killed if I'm not quickly, just wait and shoot them, and the final cyberdemon can just BFG him to fall down the pit, that's tricky! Afterall, this still a very nice map to play, just may not fit everybody, but I say whatever you like or not, just try play it atleast once.
    • By Player Lin · Posted
      I like them, even pistol and shotgun only just a little boring, but if they were the first level on each episode for a bigger project then I guess they're good, too bad no more of these...   Oh, the red key on E4M1 doesn't needed jump at all, strafe-run from Sector 61->37->45->60 and you can find the key.
×