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Sacrament

   (104 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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UnknDoomer

· Edited by UnknDoomer

  

Quite specific wad of the russian doom community, consisting of 13 levels (no secrets onces). Attention to details and atmosphere is often "compensated" (in a bad sense of the word) by bad gameplay and a lot of dead-end branches. Maps are different and generally do not have a common style - the wad, which begins as pure surrealism, which was interesting choice, turns into a kind of collection of typical locations. After level 13 picture ends without any specific epilogue.

 

Sacrament_1.png.ce6d3ed1f0f817bb95851802d09febaa.png

 

Settings and other:

 

* GzDoom.

* Complex Doom. Wad has his own weapons, inspired by Duke Nukem, but I didn't like them.

* Difficulty - "Ultra-Violence".

* I did not collect 100% of secrets.

* On M2 "Doxylamine Moon" you can find 3 keys, more precisely the yellow skull, red and blue keys. The latter must be used in the location with the clock, then in this place you can go to the exit. To get to the clock you can guide which is marked by the brown arrows on the road. The map indicates that there are 53 enemies available, but I've met only 9... Update: I see that it's marked as a bug in the description.

 

Pros:

 

+ Atmosphere and sometimes soundtrack.

+ M6: Pandora's Box.

+ M7: Arena resembling a colosseum.

+ M11: Seaport.

 

Contras:

 

- New weapons sprites.

- M2 "Doxylamine Moon" looks more like an arthouse object than a playable map.

- Beside it's pros wad looks more like a "hodgepodge community pack" of random maps, designed completely by different people, rather than some complete/finished work.

 

Wad was featured in "Top 25 Missed Cacowards"... But in my opinion there is no point for potencial Cacoward material here in such condition - you can find less/more good maps in long list of "fogotten for good" wads, but this isn't enough to take them back from the dust.

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P41R47

· Edited by P41R47

  

From the get go, one just notice the impressive mood that this mapset offers. And solely for that this leaves a watermark of how mood maps can be made. Some of the maps here are probably masterpieces of atmosphere and mood.
This large episode map has a really good start, first maps its pretty much an introductory map, and map02 is the famous Doxylamine Moon. I'm really proud of myself as i solved the map puzzle without any help, but it doesn't offer much after that. But its an impressive effort by Lainos. The subsequent maps continue to be really good and moody. And map11: Seaport seems to be the properly end of the wad... but no, there are three more maps in the set.


Map12, aside for the impressive architecture, its really annoying as it abuses the darkness, making it pretty difficult to navigate.
Map13 made the same mistake, but its a little more easier to navigate and it comes to be somewhat fun.

Map14 its a no exit map intended as the end of the mapset.

 

This set up makes me wonder if the Clan [B0S] intended map12 and map13 as just bonus maps. Don't know if there is answer to this (maybe @Wraith777 knows something).
 

Returning to the review, the first six maps are glorious and i loved Doxylamine Moon for being soo different, and Lavatrazz a remake of TNT map07: Prison. The rest of the maps from ma07 to map11 are just big good maps.
I didn't like much of map12 and map13 aside from the awe inspiring architecture they offer.
And map14 is spooky and marvelous. Could be a really neat feature and not just and no exit end map.

 

All in all, i liked this mapset, much more in the first part than the second part (even when map07 starts with Serial Experiment's Lain theme song, a soundtrack i love soo much).
I would really like to see the story of Sacrament properly developed. Maybe someday...

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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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  • 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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