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Sacrament

   (102 reviews)
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[B0S] clan's second wad. Just as in first wad (Da Will), main hero - [B0S] clan's fighter. Story so far: You woke up in a cold sweat after having a nightmare, and you see, that a message from [B0S] clan has appeared on your computer screen with an order - to get ASAP to [B0S] clan's base, located nearby. Grabbing a pistol and some ammo, you're ready to go.


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galileo31dos01

  

Done with these settings:

 

- Crispy Doom 5.3.

- Ultra-Violence.

- Continuous combined with pistol start mindset.

- Saves every 10 minutes or so.

 

A nice peculiar set of maps by authors from the Russian community. This is (mostly) an adventure lengthy episode that features an extensive package of custom cool textures, flats, amazing skies and other stuff to give shape to the story, which more or less revolves around the apocalypse. The design favors an hypothetical realism, apparently it begins in your nightmare, and when you wake up, you see humanity had gone forever. Truth of the fact is, after the first couple of maps (the second being a very realistic deserted city), it's hard to tell where the plot is going to, until the intermission screens vaguely tell the rest. Well, I'm not one who plays Doom for the stories. Anyways, in aesthetics, this wad wins the prize, the usage of stock textures in most maps is really beautiful, sometimes inclining to the standard OG Doom style and in other cases in impressive scenery, such as the giant cavern and several boats in map 11. A thing that characterizes Sacrament is the absence of light throughout the maps. The skies also contribute for that, for better or worse. It's not like you can't see nothing, but the moments you need to stop monsters like spectres it can turn harrowing, and I fancy darkness a lot. In fact, my favourites cases were maps 12 and 13, all the spooky ambient was darn intense to explore through. Sacrament also comes with a lot of music in ogg format, I believe part of it are Russian songs or tracks from other games. Either way I found them fitting, and weird sometimes, but that's ok.

 

I'm not sure if the designers took inspiration from anything else, or if its approximation to Eternal Doom is mere coincidence. Probably not, considering the trickery in the second map, but a way to describe Sacrament in a nutshell could be "touristy". The maps range from mid to large sized and focus primarily on the visual-atmosphere department, and there's no complain on that side. They also require your inner explorer to take command of the situation in most maps, which not always is your standard key hunt, and the task becomes a mad search for what to do next in the sprawling non-linear affairs (not in the level of Eternal Doom, but close). In between, you get some smoother classical entries, with an iwad-difficulty tone in progression and encounters, even an obvious imitation of a TNT level. Speaking about monsters, it's light on threat for the most part, sometimes underwhelming in connection to the space, and other times you'll beg for some light to see your opposition better. Again, I'm not against the combat in very dark areas, it adds some tension, and at least while they're not loaded with zombies. On another side, the new weapon sprites were a bit of a letdown, looking dull and almost hard to distinguish, particularly the shotguns, and I don't know what the new BFG sprite is supposed to resemble, not that there was any crucial moment to actually test it. Besides, they fact they're not centered confused my aim in many occasions, but I guess crosshair users will omit that.

 

Secret-wise, the more complex a map is, the more secrets you can find. This may sound redundant but for a secret hunter like me, it's been generally well received, though a shame when it didn't felt like a true reward: I would have liked something more blood-pumping after the skull hunt in "Doxylamine Moon", instead of walking around a second time to find a few shells to confront a weak invasion. Favourite map was 13, and maps 03, 06, 07, 08 and 12 were fun too. The only map I disliked was 04, not a fan of maps that ultra straightforward maps, nor when they deprive you from kills. The rest didn't impress me in gameplay terms, but Azamael's maps did on the artistic side.

 

Overall, Sacrament is worth to check every deep nook as much as the human eye can see. For what typical Doom gameplay concerns -murdering monsters, then hit exit switch-, it might be wise to overlook this or part of it, as there exists an elder counterpart called "Da Will", but for a trip through whatever post-apocalyptic puzzle-ish context the wad takes place in, look no further. Oh and, mind using a Boom compatible source port for map 10 if you plan on maxing it. Anyway, my rate is 6,5/10.

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Budoka

  

A masterpiece of mood and atmosphere, with level design that is both spectacular to behold and very structurally accomplished. Combat is generally lighter than puzzles and than the overall norm in PWADs, but isn't usually a complete walk in the park either.

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trrobin

  
Pretty good set of levels. Many are quite grand and epic. Nice atmosphere and good gameplay. Sometimes it is a little on the easier side, but then again many of these levels are more atmosphere and adventure based which I personally like. Don't play if you want constant action.

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Walter confetti

  
Really, really good mapset! MAP02 is the best of the bunch, but overall high quality maps

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Guest

Unknown date

  
Best atmosphere ever!!! 5/5 - Optimus

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Guest

Unknown date

  
I liked it very much,bugs or not,so there!

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Guest

Unknown date

  
Very good work.

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Guest

Unknown date

  
I enjoyed most of it--always been a fan of Wraith's and Dragon Hunter's maps, and the set has a very strong atmosphere, which is really its only uniform characteristic. Gameplay styles are drastically different, with map 02 belonging in the adventure/exploratio n genre, map 07 being demi-slaughter, Azamael's being of the "miserly with the ammo" type (at least on UV), etc. If you try to play it all at once the contrast can be jarring, but in small doses it's a memorable set. --TDotW

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Guest

Unknown date

  
Mediocre maps with horrible weapon sprite and sound replacements. Map02 gets an extra golden turd for having disabled the automap making the map impossible to navigate.

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Guest

Unknown date

  
A mixed bag. All maps are very different in style and quality. Some gems here and some dull / unbalanced ones. Overally worth a look. 3.5(4)/5

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Guest

Unknown date

  
The music is excellent, and some maps look great, but, it seems disjointed. Maps 1 and 2 were the best, and set up a great story--but it didn't carry though the rest of the WAD, sadly. 3/5

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Guest

Unknown date

  
Map 10,11,13 skipped due I get lost after played some mins on them.(But they're not bad, it's well to play and looking good but just too easy to get lost for me with some reasons)Others are OK or good, Map02 is worst one in this mapset because the yellow skull key hunting is boring, but the design is great, best city map I ever seen, too bad the gameplay ruined it! 3.5/5 -playerlin

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Guest

Unknown date

  
linear garbage

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Guest

Unknown date

  
5/5

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Guest

Unknown date

  
You don't needed a yellow keys. Need only blue key... Anyway, try the Doxylamine Moon: Overdose, I think, you will like this. ;)

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Guest

Unknown date

  
Shit, had vomit after it. Stupid storyline, not interesting locations, boring gameplay.

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Guest

Unknown date

  
Fuck yeah!

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Guest

Unknown date

  
Mediocre maps with horrible weapon sprite and sound replacements. Map02 in particular gets a golden turd for having disabled the automap, making the map impossible to navigate and play.

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Guest

Unknown date

  
The music is interesting. But overall, this is a dud. Some levels are playable and decent, most are not. I guess the last level provides the most challenge. But this really mediocre. 3/5

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Guest

Unknown date

  
TEH BEZT WAD EVAR! not. 0/5, ]ASTS[ rules

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Guest

Unknown date

  
I did not like this, sure some of the maps looked good but the gameplay was boring and the maps were tedious to complete

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Guest

Unknown date

  
New sprites are shitty and levels are asolutely uninspired, playing this wad is just a waste of time. And that story about [BOS] clan fighter... WTF? That's not even funny, just plain stupid.

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Guest

Unknown date

  
Good job. Map 02 is epic - it's the best city-map in doom. The others are solid too. 4.5/5 Shadowman

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Guest

Unknown date

  
normal...a little boring

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Guest

Unknown date

  
Amazing wad!

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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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