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1994 Tune-up Community Project

   (99 reviews)

Guest

9 Screenshots

About This File

Everybody knows that most maps from 1994 are pretty terrible, but what if we took maps from the archive that permit modification and then redetailed them?

The purpose of this community wad is to improve on maps from 1994. Most maps from that time had strong layouts, but poor design decisions such as misaligned textures, bad texture choices, hidden doors and mandatory secrets to progress. The aim of this project is to fix those problems and take what was already strong about the original maps and improve it.


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MuratMikal

  

Pretty good megawad. Most maps are balanced on UV and very fun to MAX. The best for me were = 08 | 09 | 17 | 18 | 21 | 27 | 28 and 29. I just found 2 bad maps which were 15 and 32. Definitely worth a play.

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Gato606

  

It's a nice idea, nice achievements in getting "re-tuned" old maps, texture placements look nice.

Overal maps are nice.  But I really felt very akward with the last 3 maps, over 300 monsters on map28 and 29?  And the map30 is a huge big mess of gameplay, had to cheat to be able to beat that map.

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Guest

  
The idea is awesome, some maps still suffer from some flaws :/

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Guest

  
Very well done megawad, when you progress play each levels original first before heading to the next level of the remake, its gives the best experience of playing a good old raw 94 level, and the way its done now, good job. 5/5 -Archy-

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Guest

Unknown date

  
that's good

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Guest

Unknown date

  
Great idea, and great execution. Hardly any gameplay flaws, and visual design ranges from solid to prodigal. There's a few very minor texture misalignments in places, and in one map (I'm too lazy to check which) it's possibly to get stuck in a fairly major way by revisiting a previously-visited area, but those are forgivable. Hope there'll be a 1994 Tune-Up #2! 4.5/5 - ZZ

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Unknown date

  
I like this project and many maps in the WAD, but some maps like map25 and later maps just made me want skip them at all, but at least, they're FAR better than their 1994 counter-part. I can't get those hater why hates but who care, this wad isn't so great but have some fun with them for sure. 3.5/5 -playerlin

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Unknown date

  
This gets 0 stars because of the sheer hypocrisy of it. A newbie puts genuine effort into a new and original project and uploads it only to be rewarded with ridicule and the project is called a pile of steaming crap; these hypocrites re-do maps somebody else created and they're applauded and it's called a work of art. For their next trick, perhaps the DoomWorld community could make a Xerox of the Mona Lisa and try to claim credit for it as well.

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Guest

Unknown date

  
Once again, doomworld's community brings us another awesome community project. Awesome work to everyone who worked on this!

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Guest

Unknown date

  
^Haters gonna hate. I for one love the idea of taking the 94 levels and tune them to 21st Century standards. Gameplay stays true to the original level while at the same time having more challenge with the added Doom 2 elements. 5/5 -Impboy

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Unknown date

  
Pretty good megawad with lots of nice visuals but its let down by the overall easy gameplay where in a lot of maps the shotgun is overused to kill easy baddies like shotgunners and imps. Despite the easy difficulty a very good effort.

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Unknown date

  
yes, because this is quite clearly a doomworld vs all other doom sites battle. keep making more doomworld! throw that middle finger in the face of zdoom and skulltag and make another! 1995 tune-up let's go!! itt: "newbie" 1994 mappers get butthurt about their maps not sucking as much ass anymore 4/5

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Unknown date

  
I'd give it 5 stars but the midi originally coupled with UNDERSEA.WAD is absent. For shame! I will still give it 4 stars, however.

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Unknown date

  
pretty nice idea was severly poisoned by indulgence of boom compatibility. **

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Unknown date

  
^ agreed, it's one of the best megawads, I love community projects! I don't know about the bug in Map07, played it and didn't noticed any bug. anyway I give this 5/5

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Unknown date

  
stupid concept stupidly executed 0/5

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Unknown date

  
Nice job all round team - very glad to have contributed to this laudable salvaging effort! The one problem that I'd imagine it is quite easy to have with the maps here is that sometimes the source material really was a bit beyond saving though. 4* -Phobus

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Unknown date

  
Map levels vary a bit, but overall absolutely worth a try. Solid 4/5

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Unknown date

  
Pretty good. Knee-Deep in 1994, eh? :P Of course, some of the detailing is just too much at times. A lot of these might as well be original maps, for what it's worth. 3/5 --Ceeb

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Unknown date

  
fantastic, loved this

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Guest

Unknown date

  
Map07 is a work of art.

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Guest

Unknown date

  
A great idea that has been well executed. Deserves 5 stars.

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Unknown date

  
One of the best WADs out there, period. Every single map is unique and enjoyable in their own way - even the gauntlet type maps, which I usually deplore, manage to be pretty fun without using cheap tactics and unfair odds (except for Map 28, which was an unpleasant pain unfortunately). Everybody involved should feel proud of doing such a great job.

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Unknown date

  
Excellent old school dooming. It's like going back in time and playing the best maps that could be possibly done. I also haven't had this much fun on a wad in ages. This gets no less than 5 Stars from me.

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  • File Reviews

    • By abunchoftrash · Posted
      honestly the weirdest wad that ever released. play it if you have the option.
    • By PsychEyeball · Posted
      The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game.   The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable.   This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.
    • By Skittle · Posted
      I think that the combination between shotgun and chaingun combat, and the hitscanner shootouts this WAD offers are really fun and engaging. Pinky Demons are placed in areas where they're not frustrating, (The opposite being something I see very often, nice work Romero :P.) My only issue with this WAD is that one or two of the secrets, specifically those found in the darkened tech room, are sort of esoteric. The one where you have to jump from a platform isn't the worst, but the one for the Mega-Armour is annoying and in my opinion, unfair to find.   Despite these small issues, I think that Phobos Mission Control is an excellent and exciting level to run through, and I applaud Romero for returning to the Doom Community to make new levels.
    • By top10epicfails · Posted
      this wad SAVED MY MARRIAGE. 3/5
    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
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