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Fragport

   (110 reviews)
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About This File

A 21st century DooM 2 episode that is big, innovative, good-looking, and of course, HARD! This wad features desert and mountain levels, and there are plenty of levels beside the sea. There are also city levels and hi-tech levels. But - every style is represented here, even if it is only 1 level! (except the Spirit-World style)

For those of you who like secrets, there are at least 3 in each level (except 25-27 and 29-32 where there are none). And you'll be pleased to know that the secret levels are VERY well hidden........

This episode combines the speed and fast-paced action that makes DooM so special with the realistic world-like adventure of newer games like Quake 2 and Half-Life.


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P41R47

  

I have a real blast while playing this megawad. Think that Quake is not brown enough? You will get the ultimate browness here. I think that, beside the simplistic ugliness of it, it gives a good cohesive look to all the maps. And this one are really big and fun to explore. The ideas of cities, fortresses, islands, canyons and caves, and finaly tech base on moon, are really neat and some looks really good.

The story of the wad is pretty good, too. I love the liberties that the author takes while doing this mapset. As i played a lot and i found this kind of ideas in a few wads along the way.
What i didn't like it much, is that there wasn't other skies than the episode one sky from Doom 2. Again, i think it is that way for a cohesive storytelling, but anyway, it would be cool to feel the sense of time in the maps with different skies and shadows deploying in differents ways along the maps.

This could be the Eternal Doom of doom stock textures, but the linearity of the maps, aside from the somewhat empty but interesting areas to explore, departs slighty from the formula, and there are not soo much details as one might expect from a mapset like this. Don't get fooled by that, even with the somewhat Heretic-like linearity, the maps are fun, gorgeous in its brownway and pretty challenging.
 

I recommend this megawad to anyone that likes to explore and have a challenge in the vein of the best of team TNT mapsets.

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Nems

  

Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.

 

About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.

 

Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.

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Gato606

  

It was a nice enjoyable megawad, entertaining gameplay, played with msx project.

It was disappointing the last 2 levels, going through a maze of tiny vents in pitch black, cheated with the infrared powerup giver.

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Varis Alpha

  

i just really love this wad unconditionally. the level-design isn't really the best out there, or the most prettiest, and the gameplay is kind of there, but i always keep getting drawn back to Fragport regardless. if you like Doom levels with a bit more of a focus on exploration and "realistic" level-design, like Hellbound and (a bit of) Doom 2 Reloaded, and you like the gameplay being a bit slower, then this wad's worth playing still. just bring a music pack with it.

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Combinebobnt

  
I like how this wad can be used as a long, sprawling adventure type of a megawad. Too bad every map is browner than quake 1.

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subject_119

  
even I is not as overrated

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Guest

  
Enjoyable. Would play again.

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Doomkid

  
I always loved this wad!

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Guest

  
Great detail and creative style to the levels. You can't stop playing. Each level continues on from the last quite smoothly, instead of going from one random destination to the next. Nice atmosphere and cool sound effects as well. Overall, a wad worth playing. 4.5/5

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Guest

  
Crappy poop

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Guest

  
Given the skyhigh ratings, I was very disappointed. Lots of work, but most of the layouts are too basic, decoration simple, and the texture use plain ugly. Most textures are unaligned. Gameplay @ UV is too simple, repetitive thus predictable, and often just awful, not the least due to the very weak monster placement. Overall it is repetitive like hell. Playing it gave a quite enthusiastic but too amateurish impression. 2* for the amount of work, and nofi, but I really have no idea why on earth this got 5*.

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Guest

  
Purely amazing. Possibly the best that I have ever played, and better map designing than both actual dooms. I don't know what else to say about it, it's just so good. 25/5.

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Guest

  
Good job with this it's one of the best megawads I've found yet.

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Guest

Unknown date

  
Kick Ass WAD! 5/5

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Unknown date

  
Terrible wad. Big, ugly, undetailed, broken levels. Unexcusable in 2001. Trash.

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Unknown date

  
WOW! This is excellent, absoloutely brilliant!!!

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Unknown date

  
Stephen Clark gave us with this great megawad a perfect example of what means "gameplay". Yes, I agree for the lack of details, but, obviously, it was not in his mind, and he was right. Most of the time, you can't look around to admire, cause of monsters appearing very often where there was apparently none. It's extremely well done, and it should be considered as one of the best megawads ever made by a man alone!!! 5/5 -Jive

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Unknown date

  
Despite the maps being somewhat bland, they manage to pull of a charming mood on their own. Some ideas are very creative and fun. Challenging overall, sometimes annoying, but definitely worth the d/l (just for map 32 alone I´d say), oh and map 28 is a bitch ! 5*

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Unknown date

  
Ha ha.. It's a meagwad is it?! No wonder it's taking so long. Qulaity is not quite as good as 007, but still above average. My only gripe is the fab looking maze levels has time lock-outs! Very bad. This level looks amazing, but i can't be arsed to play it.

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Unknown date

  
Excellent pacing and monster placement (except the hyperpolyarchvilism) . I had a better sense of place with everything in this wad than the vast majority of much more "detailed" (read: visually noisy) maps that seem so popular nowadays. Love how you start where you left off from the previous map. 5. --Vaecrius

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Unknown date

  
Ns!

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Unknown date

  
Visuals are pretty meh, but it really playes quite well, so it gets at least 4.

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Unknown date

  
Whoever said this wad is bad needs to be socked in the face 5 stars

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Unknown date

  
You really are "The Ultimate DooMer". 5 stars

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Unknown date

  
This might be one of the worst megawads I've ever played. How it made it to 4 stars, I'll never understand.

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  • File Reviews

    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
    • By BoxY · Posted
      Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. 5/5
    • By Shaii · Posted
      I wanted to try this mod because everyone said it was really good and it won an award, but it must have been corrupted during the upload because it is literally unplayable. Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. Are people rating this 5 and calling it art as a joke or something? If so, I don't get it. :/
    • By Kuma · Posted
      Everyone has a doom game they remember with wistful nostalgia as their first wad. For most, it's Doom II, Doom 1, or for some, Final Doom.

      JPCP is mine, and five years after first finding it I've published my own wad and am working on two more.   Thank you.
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