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Heretic - Dark Deity's Bastion

   (26 reviews)
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About This File

This map replaces E1M1 of HERETIC. It has been tested to be beatable in all difficulty levels. I even tested it myself on "Black Plague" and can confirm that it can be finished (albeit with a LOT of save/loads).

I have disabled crouching and jumping, because their use can and will break the level. Also, I recommend going to options > display options > message options, and setting "scale text in hi res" to on, because there will be messages that you need to read in order to finish the level. If you have trouble with the puzzles, even after viewing the messages, scroll down to the bottom of this text file for the solutions.


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Argenteo

  

A giant light-puzzle driven heretic mega-map adventure against the apocalyptics summoned D-Sparils.

I played with Wayfarer's Tome mod for added balance and action.

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whirledtsar

  

Great level. It's very expansive, with a lot of different areas to explore, and a nice interconnected design with many vistas and looping paths. The architecture & atmosphere of this sprawling castle are very well-done. The difficulty is challenging, but not overly punishing or ammo-starved like many Heretic maps. I unfortunately didn't find the dragon claw on my playthrough but it must be somewhere since its' ammo is all around. It ends with a boss battle against some custom D'Sparil-like bosses, which is a nice change of pace from the vanilla bosses. Really no complaints about this wad.

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Guest

Unknown date

  
WOW - what a great wad! The start is very slow, especially if you are like me and like to run around the outside of buildings/structures first and kill everything. But aside from that... everything is really well thought out: the secrets, the Four Signs of the Apocalypse, the placement of enemies, getting something other than the friggin' crossbow first!, the Golden switches of advice, the slight colour changes,

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Guest

Unknown date

  
Bloody brilliant, reminds me of that first scissorcut into a fresh piece of construction paper

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Guest

Unknown date

  
Great map but ^ I don't get the analogy. Can someone explain what it means?

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Guest

Unknown date

  
Overall a pleasurable experience if you take an even pace and don't hurry yourself. May be to expansive a map for some people's tastes. The music can be quite monotonous. The architecture is plain and simple. 4/5 from me.

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Guest

Unknown date

  
End fight @ UV is imo a bit overdone. Besides that, this wad is an absolute must-play. Solid 4.6/5 --> 5

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Guest

Unknown date

  
Great design, gameplay and final battle. 5/5

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Guest

Unknown date

  
Amazing! I'd give it 10 stars if I could.

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Guest

Unknown date

  
EPIC! AWESOME! One of the best single levels for heretic I've ever played. Gameplay is balanced, architecture is great. Play it!

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Guest

Unknown date

  
Really nice of Heretic map, good puzzles, nice map design and architectures and have fun with them, but one thing ruins whole wad...the boring final BOSSes fight...but it just doesn't hurts too much! :D 4.5/5 -playerlin

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Guest

Unknown date

  
goo heretic map

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Guest

Unknown date

  
Brilliant stuff. Huge, challenging and varied level

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Guest

Unknown date

  
Awesome map. 5/5

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  • File Reviews

    • By E.M. · Posted
      This right here is one of the oldest joke wads ever made, and its parodies of bad map design are still relevant to this day.
    • By SilverMiner · Posted
      The soundtrack is coherent thruout the whole
    • By LateToDOOM2020 · Posted
      No idea how this works Its doom magic!
      Very cool
    • By Philnemba · Posted
      Ok not going to lie, but I thought this shitpost megawad was made last year and NOT from February of 1998 which also technically predates the original Mockery wad by a few months 👀!?
    • By Catpho · Posted
      The first truly mature map of yakfak's. The puzzly, "inner logic" map mechanisms and scavenger, dungeon rat gameplay of their previous levels Meep Keep & Hexasketch returns, but whereas those can feel clunky and barebone at points despite the strong authorial voice, here it is fully fleshed out: the setting is evocative, the construction shows the strong command of shapes that defines yakfak's later works, the item placement and layout bends and loops in complicated and surprising ways, the level's moment-to-moment gameplay is filled with a sense of discovery and wonder.   Job has a strong hook in its text file, but what players might not realize is that they must really hang on to every word in its description to even be aware of the level's main concept. In Never_Again's in-depth review for /newsuff (which I highly recommend for details or if you are feeling stuck), he mentions being locked out if you took the "easy" route out, but I feel that's incomplete, as the real reason hinges on the player being conscious of what they are doing in a representationalist sense. In other words, to be able to reach your dream, you shouldn't just interact and go everywhere at random, but try to think about what you are doing in the context of the game's world. The solution will be clear if you square it with what yakfak hints at. There are complications: the in-game hint system of crosses and arrows are counter-intuitive, and exploration will eventually lead you to the combat zone, which itself is a puzzle unravel as supplies require routing and withholding combat through treacherous enemy placement, with only a berserked fist as defense (HMP or below is strongly recommended). In my own experience, it was fun but exhausting to make it through to the AV-guarded yellow key and slowly solve the piece, but I got massively demoralized when I read Never_Again's review that I had already locked myself out of the second half of the map. It was only when I was showcasing the Doomcute in this map to someone else that the level's inner logic finally clicked, and after some experimentation, which was much smoother thanks to me already being aware of the level's layout and lingering mysteries, I managed to solve it.   The feeling of "lore" behind the level's trials and tribulations is my favorite thing about Job, and I wish it didn't take a review for me to "get it". In terms of intriguing combat, intricate moments, or imaginative layout and visuals, I think zzzv tops themself in (woefully underrated) levels like Spidersilk, Nato, and Northern Powerhouse. Nevertheless, an essential stop for yakfak fans, and a memorable journey for those who look for Doom off the beaten path.
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