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Reverie

   (140 reviews)
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A brand new, 32-level megawad for Vanilla Doom 2.exe. Inspired from and made in the style of 90's megawads.


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Tindalos

  

When I played this megawad I thought it was made in the early 90s, but to my surprise it was released in 2011. It emulates the style of maps from that era and is reminiscent of mapsets like Plutonia and TNT: Evilution which I don't like very much, so unsurprisingly the level design and aesthetic of this megawad didn't appeal to me either. If that throwback experience is what you crave then that's what is on offer here, if not then your enjoyment will probably be interspersed between much boredom and frustration. Personally this just felt dated way beyond its actual age, and sure loves to craft its gameplay around cramped corridors, switch/key hunting puzzles, and surprise ambushes (especially the chaingun monster closets :/). I don't think this mapset is terrible and is still probably worth your time, it just really wasn't my cup of tea at all.

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Gato606

  

Interesting and enjoyable megawad, nice story with custom screen scrollers too

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Hellser

  

The mapset is a load of fun, save for Map31. It took a friend of I three hours to complete the level together - and that was consulting Doom Builder. Outside of Map31, the rest of the maps were a load of fun and would encourage others to play it.

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Gallic00

  

Fun and relaxing.  I liked how longer, adventure levels were seperated by shorter ones.  It was refreshing.

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- Crispy Doom 3.5

- Hurt Me Plenty, Ultra-Violence.

- Continuous for myself, and pistol starts for the DW Megawad Club.

- Saves every 10 minutes or so. 

 

This is a good old school-ish megawad with plenty of fun scenarios. Very Memento Mori-ish as well as keeping it original. It's also notable one inspiration was TNT, as some levels are structured resembling the most memorable maps of the iwad. A lot of well developed switch-hunting and puzzles, I never felt lost to be honest. About visuals, they are ok, some neat rooms like in map 18, some arrows to mark where to go (which I find acceptable), very neat trick with doors at the end of map 17, I liked how map 30 was a mixture of Caribbean-Last Call-Viper style, map 22 has some nice Pharaoh textures well used. In general, visuals are not outstanding, but that's fine, although in terms of secrets, visuals practically don't help, it was really hard to spot a misaligned wall or a simple different detailed portion of a pillar, stuff like that. Map 31 comes to my mind, the way to get the keys felt obscure, not uninteresting but I had to resort to a video to look for the blue key... On the other side, cool midis!

 

Combat is ok, there are great encounters and easy ones. One of the most common things to see is gunners in straightforward corridors, something that became very predictable throughout the wad. Many cybers and queen spiders used really good. Not a fan of those ride a lift/take this teleport - two/three revenants right in your face, but these were uncommon.

 

My favourite maps so far are 01, 08, 16, 20, 22, 24, 28 and 29. The others are good too, specially map 30 in which I really appreciate the IoS fight not being stressful.

 

So yeah, recommendable wad for people seeking non-modern stuff. I'll give this 7.5/10

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Aquanet

  
More successful at being memento mori than memento mori.

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NuMetalManiak

· Edited by NuMetalManiak

  

Reverie is a wad that, even though I go back to it a lot, I can't bring myself to like it as much as others. it's a wad that draws a boatload of inspiration from many other classic wads, exemplifying the styles of classic authors well, and you can see what styles the author goes for in each map. not to forget the continuity nods each level exit has to the next, which is always a plus. gameplay can be all over the place depending on the map, the secrets can be quite nasty, but the whole thing feels awfully disjointed at times, like big and small map dynamics work in weird ways especially around the middle of the set. key hunting and switch hunting in the big maps is quite the time killer too. it's certainly not bad bad but it's still not something I enjoy all that much.

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Guest

  
Pretty good.

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Guest

Unknown date

  
Luv it!

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Guest

Unknown date

  
5/5

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Guest

Unknown date

  
It's all worth the effort, as the music.

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Guest

Unknown date

  
This is a good wad, but we've seen far batter lately in terms of megawads (jenesis, prcp etc).

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Guest

Unknown date

  
Sorry, but there's no way you can make a good megawad in just 3 hours. It takes me more then 3 hours to make a SINGLE map. Anyway I guess the author was just screwing around, but still... 4/5

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Guest

Unknown date

  
Sweet jesus this is just awesome. :) -The_Afrit

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Guest

Unknown date

  
This is at least a solid 4/5, although I have the feeling that Interception is going to out-compete it for "truly" seeming like another mid-late 90s megawad. Still, that's by multiple authors and this (mapwise) only by one, so good work.

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Guest

Unknown date

  
Great stuff !! - Chips O'Tool

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Guest

Unknown date

  
This is a superb megawad and I totally agree with all the "one of the best megawads ever" comments. The fact that it was done by just one man is amazing. Rock solid 5/5 but deserves more.

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Guest

Unknown date

  
one of my favourite megawads. nothing too flashy, but it really gets to the essence of what makes doom great. it's really artfully made and excellently arranged and paced. fantastic gameplay and level design. The first half of the wad has some puzzles that can be kind of obtuse, but they're not really bad, just more complex than what i would expect from a doom level.

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Marcaek

Unknown date

  
Pretty cool stuff, although the keyhunt in map10 can be infuriating if you aren't a patient person, and Map31 is something of an acquired taste(although very cool architecturally). I thought Doom core had a few better "concept levels" in it however.

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Guest

Unknown date

  
Play it now! 5/5

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Guest

Unknown date

  
Really fantastic work!

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Guest

Unknown date

  
Along with the Memento Mori series, best oldstyle megawad. I'm impressed. Good job Krizik. 5/5

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Guest

Unknown date

  
I've just played through this again and I'd forgotten just how damned good it is.

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drifter20k

Unknown date

  
Dick tested, Cock approved!!!

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  • File Reviews

    • By Amaruψ · Posted
      I played up to The Crusher and... frankly, it soured the taste in my mouth to the point that I don't want to continue and try all of the maps.    Surprisingly hideous and wonderfully claustrophobic architecture, with monotonic texture usage and gimmicks at every turn of the map. Then of course the Arch-Vile maze because apparently it's a necessity to copy the Casalis at least once in your mapping career. The crushing ceiling was just the cherry on the top. Not a fan.
    • By Xouman · Posted
      It was interesting,sometimes fun,sometimes hard,sometimes annoyingly hard but we later smile about it(Going Down feeling you know?),i loved the fact that everything feels and look different in terms of level design,sounds,texures and visuals,and the music is here to say to you "you're on a vacation/exploration trip...but not too much,it's Doom !",and technically some levels are great creations,obviously with a modified Id Tech 1,because the original one couldn't do things that some level showed i guess.   Ancient Aliens have a very good overall feeling to play,it's Doom,with a bit of Blake Stone,Star Wars,System Shock and maybe others inspirations,it's very risky to merge differerents inspirations into one big work.   DeadLostSoul,Commander Keen,EvilMarines new enemies are nice too.   My favorites Levels :   Arachnotron Arrival (Nice constant spider in the middle that keeps the pressure on you to move or hide,i liked the monster placements and traps too)   Last Refuge Of The Anasazi   Sinkhole Showdown   Dare To Fly Where Eagles Soar   Ancient Aliens   The Nectar Flow (Huge Level and fun to play)   Polychromatic Terrace   Blazing Boulevard   Wormhole Junction (Damn this is a Going Down Style level !)   Leave Your Sol Behind (A three time height ramp/elevator[don't know how to call that]in Doom? Didn't know that was possible,and flying saucers travel to others worlds,seriously?,didn't expected that o_O,loved the creativity on this level)   Daylight Under A Dark Sol   Culture Shock (A level in the clouds and touching the sky,successive teleporters,a tv working,ropes to elevate yourself,real scales,we need more levels like this,It reminds me that WOW EFFECT i had with Zeal World in Chrono Trigger when i saw all that,too bad it was short,but fantastic idea)   I Skipped Illuminati Confirmed (Too many details and enemies,lags as hell can't do anything,it looked like an insane level)   I Skipped Trinary Temple (Too Much Lags)   I Skipped The Ones Behind It All (Too Much Lags)   The lasts levels lags a lot on Brutal Doom,but that's not your fault,i don't want to play Vanilla Doom,BD is way better to me haha.
    • By Walter confetti · Posted
      A half completed partial conversion based upon the late 90s anime franchise of Tenchi Muyo, that i'm aware It exist and It was relevant in the western anime fandom, despite i know It marginally but i saw a special (Tenchi Muyo in love!) and my first anime figurine it's one of Ryoko... Oh, and a pair of compilation wads using charatchers from this series (Mihoshi and... Ryoko maybe?) downloaded eons ago from anipike, only the site name will make you understand how old It was when i got them, if you know It. Back on the review topic, the levels itself are... Really crappy and cramped as i remembered them when i played this the same 00 decade period i talked before. MAP01 is a small structure that... I suppose it's... Uhhh... A prison? The Matrix massive glitching? Mihoshi fever wet dream? A schizotypical delirium in Doom level form? Anyway, it's a small abstract structure with a yellow key apparently missing from the map, with a central hub sex dungeon where unhappy Hitler cacos portrait are watching your suffering navigating uncanny small areas finding a way to progress in this place; MAP02 Is set in the titular orbital airship from the show where cutesy, badly paletted sprites from the RPG game welcoming you in the living quarters of the ship; MAP03 Is a unfinished Island map with a temple structure reachable only by idclip It. I gave up in this point and didn't played  Sprites and graphic work in general is... not that bad, actually, despite the raw nature of It. I liked the movie wall in MAP03 and the simple succubi sprite in MAP01. Music choice is a joke and have almost nothing to do with the original source over that... Japan and anime are involved somehow, but now i want to make a level where a slow blue lights walls room is rising up slowly while "Cruel Angel Thesis" MIDI blast from the speakers giving to all of this a bizzarre feeling. Cruel Lift Thesis, AH! What a funny guy i am! Overall a small weird project unfortunately not that good to be acceptable, but weird and "bad" enough to be remember in ages. Also, another "War and Peace" piece of review for a mediocre but bizzarre wad that i wrote after a very long time! Thanks Tenchi Muyo Doom!
    • By Walter confetti · Posted
      A nice remake of Duke Nukem 3D "Red Light District" all made using stock assets and some liberties here and there from the original source, but it's a interesting concept after all. No exit and looks all kind of same-y, but the main areas are all here and it's not a bad remake. Maybe too many doors for DM?
    • By Maribo · Posted
      Violent mementos from The Inferno.
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