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Austerity - A Simplicity Tribute v2.0

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A little map-set inspired by AgentSpork's masterpiece and megawad project "Simplicity"


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Guest

  
Beautiful, polished maps, GJ Torm. Only one thing - there's nothing from Simplicity . Agent Spork's maps aren't this brilliant in texture aligment and everything, but Spork has something other mappers maybe will never have.

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Yet again more t667 filler in between his better projects, yet this seems much more notorious in my book since it apparently set up the archetype for his Sapphire level, an almost ridiculously poor and repetetive skybox-showoff filler level. This wasn't a good tribute to Simplicity, but there are parts of some levels in the middle that are interesting.

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Unknown date

  
Red Moon is great.And so wonderful music!

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Unknown date

  
Best doom wad I've ever played. Outstanding level design, music, new skies, everything is superb.

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Unknown date

  
This is dated March 2007. You get three levels with a clean design and the "cool blue" palette that was popular at the time. Wouldn't it be good if someone redid Serenity, Eternity, and Infinity in this style? Still, these three maps - techbase, techbase, hellish library - are good fun; mellow difficulty until the second half of Map03, with nice skies, marred by an over-reliance on traps (the gameplay is almost 100% traps), which gets a bit monotonous.

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Cramped, corridorish, and occupying a range somewhere between boring and frustrating. The visuals are nothing special, either: the same bland copy-and-paste details you've already seen in every other Tormentor wad, with little to nothing in the way of actual architecture or creativity. The skyboxes are pretty, but he ripped those from Unreal or something. I'll be generous and give it a 3/5, but I really wish he would actually put forth effort to make something fun once in a while.

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Unknown date

  
best music everrrrrrr

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Unknown date

  
Beautiful maps with fun and challenging game play. The music was kinda not working for me (sounded too 80's or something), but the maps are gorgeous. I wish it were a longer WAD :). 4/5

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Unknown date

  
Very underrated IMO (at least the 2007 version is).

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Unknown date

  
One of my favorite modifications of all time. A bit off in terms of difficulty balance, but the visuals more than compensate for that. Highly recommended together with "GZDOOM Advanced" 5/5 --rsl

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Not anything revolutionary, and a very newschool detailed WAD that looks great as a very formulaic techbase. It seems like so much attention was put into making it look great, that the design suffered and as a result the mapset is Linear and loses that Classic abstract layout that Id produced. All in all a bit of fun but not my cup of beer. 3/5

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Best Tormentor wad ever.

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Whoever don't like this, it's not me. :p I feel have a lot of fun on it, pure DooM style, killing shit, grab the keys/active switch with some trap on it, whatever you like or hate. Yeah, they're not very good maps and so hard in UV but I like them. 4/5 -playerlin

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Unknown date

  
5/5 for visuals. 2/5 for gameplay. This felt more like some mathematical formula than Doom. Open door, monsters wake, kill monsters, grab key or press switch, oh no it's a surprise (sarcasm) trap and so on... Other annoying things are the raised floors and trees. Some bits are good but this could have been so much better (and that annoys me). 3/5 dwrTag

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The Aust_02.pk3 file in the zip needs to be renamed to Aust_02.wad. Once renamed it works fine in Zdoom. I must say this is a brilliant tribute to Simplcity and in fact its much better than Simplicity itself. 3 Big Levels with excellent architecture and tough gameplay thrown in. Designwise a bit unrealistic and repetative. This wad also uses the Simplicity pallete making the dark blue a lighter blue. 4 Stars -PC

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  • File Reviews

    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
    • By geo · Posted
      Believe the hype, Sand Chain is indeed a terrible map. Not terrible like oh this must be someone's first map or designed by a team of kinder gardeners and their friend in second grade who can use DoomBuilder, I'm talking hall of mirror walls, coupled with the fact you can go through the game's exit switches. The map is short and sweet, which only adds to how terrible it is. The level is a single hallway with... get this... a bend! Oh stay with me here... and then after that bend, there is a bank of switches! Yeah, that's it. The level isn't meant for Nightmare, but it should become everyone's first accomplishment of, "I can beat this level on nightmare."

      I suppose in an artistic way, the hall of mirror affect on all walls is to disorient the player, so they miss the big twist at the end. Thus costing speed runners valuable seconds on their first play through. The big twist being the bend. Other than that, there are plenty of shotgun shells, shotgun troopers and health to ensure you make it to the end of this brutal and rigorous test of endurance over the course of 5 - 30 seconds.

      This is the level that has become famous, because everyone needs to play it themselves to add their two cents of "it's crap" to the pile of reviews that will no doubt entice more people to play this game. It's a gorgeous display of everything wrong without the annoyance of having to play it for longer than a full minute. Complete with someone from an aol email to spice up it's true 1995 feel... despite being made in 2009.   * slow clap * You've done it. You've found a new twist on terrible.
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