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Double Impact

   (97 reviews)

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A nine map episode 1 replacement.


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skaags

  

I really wanted to love this WAD. The map design is good without a doubt, but the way the keycard hunts are presented led to a lot of backtracking. The first level of this map sets the tone right off the bat. If you don't like these types of layouts, it won't get better. I also cannot abide by secrets being required to progress, and secrets being impossible to access unless you looked them up beforehand. 

 

There is a lot of fun to be had here. I found myself having a blast with the encounters and I found the use of DOOM 1 monsters very tasteful. I found the final level thrilling, challenging, and fair. That level was wonderfully designed in my opinion, and made me fear being hunted by cyber demons again. It left such a great final impression that I'm keeping this WAD in my collection, despite the fact I don't feel like giving it another play through anytime soon. Maybe if I watch dwars guide beforehand I'll enjoy it a bit more. 

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UnknDoomer

·

  

Officially recognized but boring wad of 9 levels with large-scale maps. Nothing similar with original E1. The number of enemies grows as you progress - combinations of 200+ / 400+ / 500+ opponents vary.

 

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Settings and other:

 

* GzDoom.

* Mod Complex Doom.

* 9 levels, 1 of them secret.

* Difficulty - "Ultra-Violence".

 

18486944c35a9417727adea9832039b8.png

 

* The exit to the secret level is on M3. You will need to find the blue key to open the door, which leads later to the secret exit. Before walk to another location, which opens with a secret red small switch.

 

Pros:

 

+ M8.

+ Soundtrack.

 

Contras:

 

- Quite a standard set of mediocre maps. Nothing remarkable against the huge background of the mass of other wads.

- Perhaps I missed something, but on the M8 one of the switches may not work and it will not be possible to enter the location in the south. So. Noclip. On the same map there is a strange separate square area with 2 mastermaydans in the west of the map.

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VanaheimRanger

  

A surprisingly different E1 replacement.  Very fun.  Great challenge.

 

I went into this expecting to blow through it in a night like the majority of E1 replacements I've played.  I certainly wasn't expecting maps with 400-600 enemies.  I spent the majority of my time well below 50% health and loved every second.  Fast paced, pulse pounding action that doesn't let up until the final exit switch is thrown.  Definitely play this if you haven't already.

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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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  • File Reviews

    • By Maribo · Posted
      I feel like I increasingly come across these Eternal levels where there are wide open spaces that would normally feel desolate and empty, but something about the inclusion of these odd little setpieces makes it feel... oddly touching. It's like he isn't playing by the same rule book as other people. The castle map in this WAD is like being shrunk down and getting to walk around a diorama that someone has built.
    • By Walter confetti · Posted
      Practically a Single player campaign sets in a very dark maze of corridors and ventilation tunnels (reminded me of Aliens TC), conceptually is not a bad map but in reality the broken and cryptic progression made me dislike this, as well as the blocked exit room by a impassible line. Too large for DM too imo. Wasted occasion for something decent.
    • By Walter confetti · Posted
      A pretty wacky and funny gun replacements, as Stupid Bunny said long time ago. Fun stuff.
    • By Cutman 999 · Posted
      A little better than vanilla doom 2, final 5 maps are fucking terrible and somehow, they made the icon of sin worse. I prefer the reinterpretations of iwad levels compared to the first DTWID, were i felt the levels were samie and not so different to your typical E1 knock off. Probably i would play it again, maybe not, if you didn't had enough of iwad fix, play this.
    • By PsychEyeball · Posted
      Perhaps the best megawad I have played so far. Ancient Aliens is a very distinctive WAD, with its unique tone, custom textures, choice of colors, scenery and meticulous encounter crafting. The overall look of many of its maps is pretty relaxing, (especially as far as Doom is concerned) and that feeling is helped big time by the masterful Stewboy compositions, whose MIDIs often give the journey a mysterious laid-back style or embrace a fun bouncy techno-jazz jive. But don't be lured by the calm looks and sounds, because Skillsaw and his guest mappers know how to turn the heat up and throw you into peculiar and inventive combat scenarios.   Map 1 sets the tone for the action perfectly: after the trippy teleporting sequence, you immediately zoom at full speed past a caged cyberdemon, who will constantly hinder your progress and have you frantically look for the way forward. The following brawl with hell knights, revenants and other foes in tight corners does set a tone for the combat to ensue in the first few maps: resources tend to be initially scarce and berserk punching a few skeletons will help you keep your supplies for fights where ammo truly matters. If that doesn't feel like your cup of tea, do not worry: a fair amount of maps do provide ample supplies for when the heat truly gets turned up. Finally, many big enemies in beginning maps are meant to be telefragged (or, in the case of MAP04, the game will eventually spawn a truckload of explosive barrels to kill archviles with little fuss) so the obvious approach is not always the best one.   The layout of levels often features traps, but at the very least you can't fault the WAD for lack of variety because it's rare that the same trick gets repeated. Encounters are memorable and my favorite of the bunch include a collapsing staircase where you must fight foes quickly under the eye of an archvile, but you must do it fast because the ledges eventually rise up, bringing you closer and closer to him being able to resurrect the fallen monsters. But each time a ledge rises, new monsters can now get to you so you're never safe no matter what! Additionally, the WAD features two new monsters: the plasma marine and the rotating skull cube. Marines make static noises, are cloaked when not attacking and their plasma shots can be hurtful, but they thankfully need to pause before shooting and are very fragile. The skull cubes pack a wallop, firing a barrage of 3 revenant missiles at any time, which can be homing or not. They would be the worst if they didn't have only about 80 health and exploded upon death, hurting everything in their vicinity. This means that when this enemy appears in tight packs, a single rocket can blow away the whole group.   Skillsaw doesn't hog the whole WAD for himself, he offered a few guest spots for other worthy mappers to shine. Joshy from Speed of Doom fame gets two maps, MAP 9 (The Nectar Flow) and MAP28 (Floating Arena). Both are completely different to each other gameplay-wise, but both are fun. The former is a journey through caves of nectar that features the highest monster count in the WAD at the time, but most of them are zombiemen and imps, so happy chaingunning! The latter effort is a slaughterfest that sets the table for the end of your journey. The numbers are high, but the space, ammo and powerups are abundant as well, not making the carnage too mean spirited. Stewboy gets the MAP 31 slot, but this one doesn't work as well; the pacing is too slow and there's a little too emphasis on secret hunting (13 secrets in total!) and the layout even is a little too gray and drab. AD_79's MAP 20 is a strong showing with its tubes full of enemies and the clever archvile hologram trap. Esselfortium's MAP 22 is a scenic ancient castle that is one of the prettiest maps of the set, only upset by MAP24. lupinx-cassman offers a spectacle for the eyes with a sky temple that appears to worship several cultures at once, hence the name. While some of its combat is a little stilted and uncomfortable at times, the looks all make up for it. Tarnsman's MAP 26 is a pretty old stone temple, but the heavy chaingunner usage makes it feel like some weird Plutonia homage. MAP 23 by Pinchy is probably the only guest map I can bring myself to dislike: it's too big, sprawling, confusing, loves to spawn chaingunners that snipe you at great distances and finally, that final fight can go to hell.   As for skillsaw's work, the best part about his works is that he's very consistent quality-wise, I can't bring myself to dislike any of his work in this WAD (MAP 32 might be his only map I didn't really like, it felt a bit by the numbers for a secret secret map). Some of the levels have gimmicks attached to them, like MAP 6's sinkhole, which occurs as you're grabbing a shotgun (?). But you better not think of it too hard, or hordes of shotgunners will come to take you away. MAP 18 shows how dangerous the Illuminati are, with the surprise inclusion of an Icon of Sin (in the form of a giant Illuminati pyramid!) that makes incursions in the main courtyard a tricky affair. MAP 19 is a berserk and pistol level that will get you up to speed with punching enemies, your champion contender here will be an archvile you need to punch down so good luck! My favorite Skillsaw maps of the WAD would be Maps 1, 2, 4, 7, 14, 16, 25 and 29, aka the last regular map of the set. It's 3 big fights, the final of which is punctuated by the shattering reveal of who's behind everything. Then, they get to watch you do the final fight against seemingly unsurmontable hordes in a big, colorful arena.   All in all, Ancient Aliens is a masterpiece. It is surprisingly approachable for being a modern WAD and the difficulty is hard, but often fair. Keep in mind this is still an harder WAD than Plutonia, though. I had a pleasant time on UV with saves and continuous play and if your skills aren't up to the task, lower difficulties will make sure you are not left behind. If you're like me and somehow took this long to finally play this, remedy the problem and play it now. It's one of the all-time greats.
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