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Vanguard

   (153 reviews)

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7 Screenshots

About This File

12 Boom format levels for PrBoom+, ZDoom, or Eternity. A bonus 13th level is included for laughs. Inspired by Speed of Doom, Scythe 2, Alien Vendetta, and Plutonia.

Originally Vanguard was intended to be a 32-level speedmapped megawad inspired by Speed of Doom's development cycle and Scythe 2's episodic structure.


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Guest

Unknown date

  
Me gusta la Vanguarda!

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Darch

Unknown date

  
5 what else

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Guest

Unknown date

  
The new classics. Maybe not all maps were great and wad itself lacks consistency but all in all it's quality and real fun with addictive gameplay and different situations. I'd say much more but let it be short - love it! 5/5 - Demonologist

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Guest

Unknown date

  
I really loved it from the start to an end. My skills aren't good enough for last few maps, but I sense that it is playable for hard core doomers. :) It is great mapset and it really deserves cacoward. 5/5 - Damned

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Guest

Unknown date

  
Words cannot describe it.

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Tarnsman

Unknown date

  
Great maps Skillsaw, particularly the ORANGE episode at the end, enjoyed the Scythe 2 style clusters and the diversity in gameplay. Keep up the good work. 0/5.

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Guest

Unknown date

  
two words: fucking awesome

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Guest

Unknown date

  
One of the finest wads for quite some time. A masterpiece.

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Guest

Unknown date

  
Fuck the map with the 13 Arch-viles in it. That was asinine HR2ish forced difficulty. Otherwise, everything else was pretty great.

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Guest

Unknown date

  
Wads like these are the reason to keep playing doom year after a year

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Guest

Unknown date

  
Cool stuff 5*

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Guest

Unknown date

  
Great gameplay... Solid fraggin' fun.

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Guest

Unknown date

  
Only the last map provides a real challenge. The whole wad surely has a good flow reminding of the scythe wads, but: it was over quickly considering there are 12 maps, and with that much ammo you basically just blast away nonstop. A good example is map 10, a huge slaughter map with 800+ monsters, but it CAN be easily done on the firt playthrough on UV. A fun and great looking wad though, definitely a must play. 4/5

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Guest

Unknown date

  
Ripped music that has a consistent sound level and actually suits the levels, gameplay that felt fast and smooth and nice choices of colour makes this a serious contender for best wad of the year.

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Guest

Unknown date

  
Very good!-5*

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Guest

Unknown date

  
An amazing wad overall. Map3 in particular was absolutely spectacular, one of the best doom maps I've ever played, a shining gem of clever level design (the fight in the pit with the two archviles stands out in particular). I do agree with other comments, however, regarding the fact that there's way too much ammo lying around and some of the levels are way easier than they should be. Aside from this, though, this wad was a total blast and very much worth playing. 5 stars.

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Guest

Unknown date

  
Best 2011 pwad. Good year for mappers inspiration.

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Guest

Unknown date

  
Easily a 5* release. Very good looking and with great gameplay. -darkreaver

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Guest

Unknown date

  
I enjoy the architecture and layout of maps, these are preety damn good, almost as good as maps from Unreal! But the amount of monsters is pure SUICIDE for the player :D OK, maybe in vanilla Doom it can be managed, but these maps are nearly impossible when played with Brutal Doom. "Superstructure" map is actually unplayable because of significant FPS drop in BD.

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Guest

Unknown date

  
Addictive as hell gameplay with great balance throughout, great consistency. It's all so familiar yet so fresh! I had a lot of fun playing through this, it's no less than a 5 from me. Well done! -TRRobin.

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Guest

Unknown date

  
Brilliantly designed layouts, great visual design, and gameplay that quickly progressed to completely kicking my ass. 5/5 even though the later maps are way beyond my playing ability. -esselfortium

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Guest

Unknown date

  
Just skipped slaughter maps(only walk around after killmonsters+noclip cheat, not my taste, but they're looking good, but too bad I just lazy to finished them.:p Map 01-08 are very good and fun, musics fits maps, perfect! :D (BTW, Map13...oh nice trick, awesome! xD) 5/5 -playerlin

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DeathevokatioN

Unknown date

  
^ How about judging a wad without the overrated and overhyped Brutal Doom? Anyway, a legendary 5 star wad, a total masterpiece!

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Guest

Unknown date

  
A very good, legendary, wad. The level flow, layout, increase in complexity and challenge all match up. Everything feels right about this wad, and I strongly advise it to anyone. The graphical consistency and themes give every map a new, fresh look. Combining that with the very solid gameplay, it's an epic map pack.

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Guest

Unknown date

  
It's a Skillsaw WAD. Giving this anything less than five stars is a crime against humanity.

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  • File Reviews

    • By PsychEyeball · Posted
      One of the earliest community projects to be compiled, Community Chest is a 32-map joint effort from many mappers in 2003. The rules: use only stock textures. The sky is the only limit. (Ok, or Boom's engine limits)   This WAD is a good time capsule to be reminded of what the Doom community was cooking in the time, but for many, including myself, it will not be a good Doom experience. These maps have not aged gracefully for the most part and favor long, sprawling and obtuse switch hunts where the goal is figuring out what exactly the author of the map wants you to do. With a few exceptions, the combat doesn't pop in a satisfying way and when it brings up the heat, it oftens does in an unfair manner.   The number one negative of this WAD is that maps are often way too long and outlast their welcome. It feels as if many mappers wanted to deliver their magnum opus and go for the giant, epic level with many different paths and things to do, but sadly, these levels do not know when to quit and they progressively get more and more aggravating. Use3D (Maps 12, 13), Kaiser (Maps 10, 15, 26) and Sphagne (Maps 21, 23, 27) are likely the prime offenders of this rule, the latter of which also loves to include extreme resource depravation to the mix to make the proceedings even longer than they need to be.    Unfortunately, not even the smaller maps can lift the WAD above mediocrity for a single reason: a lot of the smaller maps fail to leave any kind of impression to the player, as they are a little too by the numbers and forgettable. Most of Bad Bob's output feels interchangeable (Maps 4, 8, 9), I can't remember anything about Alex Parsons' levels apart from them being short (Maps 3, 11) and Gene Bird's maps, while mostly inoffensive, look outright primitive even for 2003 (Maps 7, 32, 19, 28). This would be forgiven if the levels had good action, but the encounter design mostly feel random and scattershot, killing any chance they will stick in your memory for a good reason.   Sometimes, the WAD decides to get a little more quirky and maps decide to do their own thing. This leads to either successful moments or disaster. Ultimate Doomer's map 1 might be the single worst way to start a megawad, leading you on a mostly pistol-only journey where one will be expected to pistol cacodemons and mancubi to death. In Map 20, the purpose of invading a demon base to plant a bomb and escape in 2 minutes is very tantalizing, but Ultimate Doomer's random use of voodoo dolls standing around the base partially ruin what could have been a great level. Metabolist offers the finest slice of action in the whole WAD, filling up a micro-map with no less than a demon army. (Map 14) The proceedings only take about 3 minutes, but the carnage leaves you refreshed. Archvile46 offers the most explosive map opening in the WAD (Map 25), but the infinitely tall monsters make this first fight utterly miserable to get your footing on, all while having minimal weaponry and ammo. Elsewhere, Thomas van der Velden goes for a more charming approach, with a laid back romp through a quaint and nicely decored police station (Map 2) and a cordial Icon of Sin fight with a cute gimmick (Map 30). Magikal (RIP) serves us Map 6, which is more of a "puzzle" map. However, the solution to most of the "puzzles" revolves around pushing everything until something happens, then find out what happened.   Speaking of Magikal, we now have to adress the elephant in the room: Map 29 - Citadel At The Edge of Eternity.   Many maps in CC1 try to be a magnum opus and fail miserably. However, this map is 100% deserving of the moniker; this is a painstakingly crafted level which is gargatuan, breathtaking, and also completely infuriating. No part of Citadel is obvious or easy; you're thrown in a world where most of Doom's rules don't apply. Anything can be a switch leading toward the next step and the encounters are brutal, especially on a pistol start. The citadel and the outer mountains are full of monsters who will constantly hound you no matter where you are outside. Revenants hide inside guard towers spread all over the citadel. Highlights of the map involve: a giant tunnel with stealthy chaingunner hideouts, a daring strafe-run sequence where you must run amok the entire side rempart, the agonizingly slow elevator puzzle room and the impressive, yet buggy 3D bridges that spiral upon themselves. The most impressive combat showcase happens once you use the red key: you're set upon the bottom of a massive fortress rempart filled with countless hitscanners while sideways cages of hell knights and revenants pelt you with projectiles. It's like fighting a major war all on your own and even if you had super weapons (which you won't have on a pistol start) they'd be useless against the fortifications the demons have set. Progress in this map is often glacial, with you having to give your all to gain every inch and it'll often come to a complete halt as you're stuck figuring out what the next step is. Like in Map 6, Magikal has many diabolical "puzzles" that will leave you scratch your head pondering how would anyone find this naturally. It took me almost 4 hours to beat this map on my first try on UV difficulty, with gratuitous saving and reloading. By the time I was done, I was tired, exhausted and filled with a certain form of impotent nerd rage as I was pondering what the hell I just played. I can't help but be amazed at what Magikal accomplished, as this map is definitely a one of a kind that no one has come close to match in terms of overall scope (Eviternity 2's MAP 36 might be the closest sibling this map has). On the other, I didn't enjoy playing most of this map and I can't imagine anyone will enjoy it either.   So in the end, many of CC's maps are unecessarily bloated, some are featureless and in this 32-map pack, I can say I liked about 6 maps in total. Many of these maps have a certain hustle that warrant respect, but respect doesn't always translate to fun gameplay. If you like your maps to be on the exploratory side, you will likely find something to like in this map pack as many maps fill this bill. But the action in this WAD is either turgid or way overclocked for the common Doom player. Approach at your own risk.
    • By video_ouija · Posted
      Simply put, masterpiece.
    • By Cruduxy Pegg · Posted
      This wad is different from any other mapset you'll play. some maps are very good with gimmicks and creativity you won't find in other mapsets.. other mapsets are  the most annoying puzzle hunts in gigantic maps you'll ever see as well. actually the bigger maps were usually easier to finish quickly than smaller ones, the small ones were usually padded to high heaven with stupid progression, keys and annoying as hell build the stairs switch hunts. If you want to play it I highly recommend just using a guide or cheat using doom builder as the dumbest puzzles in this wad are usually switches you don't even know exist (like an x on a random wall on a gigantic castle to continue).   I didn't play this mapset to the end either, the last third of this mapset is very annoying and I only enjoyed like 2 of those maps before quitting on that almightly annoying map26 which goes on and on and when you think you finally found the exit it takes you to a trip in time to what seems like a re-imagination of the most annoying map in Enigma (I don't hate Flynn's maps, actually I like his master levels and a lot of maps in engima).   Sadly I didn't get to experience the legendary reputations of map27 and 30 but I don't think I want to even try.   Note: This isn't the first time I played the first half of this mapset, previously it was in multiplayer and it was still very annoying to play and most players gave up in the last third of this as well.
    • By costadevale · Posted
      It may not have that "id essence" the original DTWID has, but it has a level of abstractness that I really like. Kind of like a 1994 wad, but miles more polished. This is not "below amateurish". RIP phobosdeimos1.
    • By Walter confetti · Posted
      What a cute small level, a little relic from 30 years ago! This map is not perfect, i know, but it's a fun small map (except for the asshole-ish secret spider placement) with many new graphics and a silly jazz tune that i heard already but i don't remember the title. There's a Doom 2 version of this map? I remember the greetings graffiti at the end of this map used elsewhere, It was such a nice touch that i did the same thing in one of my early maps (We Are 183 iirc)
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