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The last Revenger

   (20 reviews)
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Single player DOOM II levels


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SilverMiner

  

This wad is hell. And we all want it. There's no easy ways.

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Gato606

  

This mapset had potential, large maps with different areas to look for your way around and battle a big amount on monsters (over 180 per map average), custom textures from diferent sources (some from Heretic/Hexen) gives you the feel of playing something different, also custom sounds for the monsters.

But all those good intentions go wrong on the execution: it's very confusing to navigate all the maps, there are many doors textured as regular walls, that don't lead to a secret, many of the linedefs (buttons?) are not clearly displayed, most have wall textures (computer/machine) and they don't even make a sound to give you the hint you activated something, practically I had to use IDDT with all the maps and played on GZDoom which allows you to set a custom color to trigger linedefs/buttons/doors.

There were many times I ended stuck on different sites, specially secrets, where you could go in, but once the door closes you can't get out.  There were many doors that were 1 use only (once the door closes it won't open anymore) and you could get stuck without any othe possibility to advance in the map that recurring to the NOCLIP/IDCLIP cheat that will be your constant friend on this megawad.

Map11 is just impossible in single player you get stuck in the first areas, no hints, even IDDT doesn't show anything to activate and like @NuMetalManiak said, map24 got a missing red key (I searched all around several times even using NOCLIP and nowhere to find, time to cheat, again).

Some map geometry could use a bit more of refinement, doors are on the same line as walls and look kinda flat, there are also some HoM's around.  So I give this megawad 2/5

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Guest

  
i like

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Guest

Unknown date

  
Zees Russians, zey haf zome ztrange ideaz, no?

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Guest

Unknown date

  
Yes there are some decent maps. But it's nothing special. And the sounds are cheesy beyond belief. Go play something like Reverie, Doom Core, or PRCP instead (not to mention there's numerious better episodes too).

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Guest

Unknown date

  
Sounds are lame and some maps are bugged as heck

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Guest

Unknown date

  
Some good maps. Challenging gameplay.

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Guest

Unknown date

  
meh...2/5. sound effects were terrible and the maps weren't that great. very hard to find your way around. pretty challenging though.

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Guest

Unknown date

  
As everyone already said, the levels are decent and challenging but the sound effects are awful. 3/5

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Guest

Unknown date

  
Sračka. :-(

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Guest

Unknown date

  
I can't find any way to go at all in all levels on this wad, I don't know what's wrong but it just sucks for me...or I sucked to play it... Map31/Map32 are totally shit even I completed them... 2/5 -playerlin

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Guest

Unknown date

  
very hard..but changerable..

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Guest

Unknown date

  
I uploaded this megawad and a few others to the /idgames archive, the download links were originally on the now defunct doom wad station. The megawad's gameplay isn't too bad, but one of its major flaws is that the maps can be large and confusing to navigate. 3/5 -Lupinx-Kassman.

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Guest

Unknown date

  
the sound effects are a major turn off for me

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NuMetalManiak

Unknown date

  
this was the first megawad I've played, and by god, it was confusing as fuck to play. oftentimes i'd be hitting a random linedef just to make progression with most of the maps. early maps are long, but the later maps tend to be shorter though. you can skip some of the levels, like 2, 22, and 31 by pressing certain linedefs. 11 is only possible to beat on coop and 24 is missing the red key required to win. 3/5 because some of the maps are actually fun.

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  • File Reviews

    • By valkiriforce · Posted
      This had lots of fun exploratory elements and fancy visuals, but I wasn't so keen on the abundance of dark caves crammed with the larger Doom 2 beastiary. At first it started to feel like a commitment playing this wad with the first few maps leaving much to be desired, but I started having more fun when I reached maps that had more breathing room for running and gunning. The lesser maps really feel like they were early efforts, with some consisting almost entirely of cave crawls - made worse by the fact that many of them have hidden lines on the automap. Another thing to note: Ritenour seems to like putting things very close to the edge like a key or a switch, so make sure you check every corner carefully, as some solutions were very close to a cliff edge. Falling off could spell your Doom, as often the lower cliff ledges damage the player with no escape. There were also very thin ledges which could be climbed, so that was another easy to miss solution. Despite the low points dragging the experience a bit I greatly enjoyed the visual work of crashing waves, a clever skybox and nice island locales with mountainous structures and buildings. It was worth a visit in Doom's earthen vanilla equivalent - and it's quite the achievement for something this old, I just wish I could see where I was going in those darn caves...
    • By NuMetalManiak · Posted
      here for the seventeenth installment of dwspd, the theme is to build a canyon. like the previous installment, this is a relatively common theme for mapping, therefore the maps are expected to be pretty decent, and well they mostly deliver. once again Fredrik's map is the first one, and it blows everything else out of the water. kind of a bad thing to make it the first map to be honest though, because it could make some players believe that the other maps after it would be just as good, but that won't be the case when you play the rest, as they don't really have as much bite as that one does. to further exemplify that, once again the MAP02 slot is disappointing in comparison, while MAP06 and MAP07 are both unfinished (nothing but layout in MAP06, while it's pretty much impossible to get the red key in MAP07. not the worst to offer, and Fredrik's map serves as an insane opening challenge.
    • By NuMetalManiak · Posted
      dwspd's sweet sixteenth installment focuses on the theme of abandoned mines. now that's a good map to make a theme on, MAP26 is a personal favorite of mine for Doom 2, and these maps as a whole do pretty well to capture that theme. of course there's a few weak ones like MAP02, but at least they adhere to the theme. many of the maps have low monster counts and low challenge overall. the exception is naturally Fredrik's map, one of his most unforgiving. pretty ballsy to actually make that the first map to play here (you don't need the blue key by the way). not much else to say overall, other than thematically speaking this did pretty great.
    • By NuMetalManiak · Posted
      here we have the fifteenth iteration of dwspd, which also invokes a specific set of rules known as WYSIWYG or "what you see is what you get". relatively speaking, no doors. which seems like it could be easy, a simple outdoor or cave-like map that completely lacks any doors works well enough. the first map is an example of what I'm talking about. ugly as fuck all with no detailing, but it does what it needs to do. the next two maps sadly actually have doors, which sort of ruins the theme. MAP03 is worse than MAP02 (MAP02 has a problem with the beginning as well as the key door not being marked), while MAP03 you can go through a certain fence. and yeah, there's only three maps, but not one of them is really good. MAP02 comes closest, and just because it has doors, it at least has windows so you can see what's behind. but this is easily a weak dwspd compilation that isn't worth checking out.
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