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Eviltech: Soul Of Megawad (compatibility fixed version)

   (72 reviews)
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About This File

classic doom megawad with 34 maps.

I started this megawad in 2002! then I abandonned the project and reassumed it in 2011. back in 2002 I made the following maps: 01-11, 21, 23, 26, 70% 0f 24 and the drawing for 25. at that time my computer sucked and I used doome42 for editing, doomed42 is by far the crappiest doom editor ever, it's buggy as hell and too way primitive. it seems that my maps 24 and 25 could'nt be built with it because of its limitations, they crashed every time so I left the project due to dissapointment. In 2010 I dove again in the world of doom and got doombuilder 2 so I made the rest of the levels and corrected some texture misalingments of the old levels. you may notice that the 2002 levels are smaller and simpler, more old schoolish than the new ones witch have more detailing and harder gameplay.

The levels take the names of the buenos aires subway stations and most of them have a color predominancy of the respective station. there are 3 episodes:

line d (map01-11 and 31) line c (map12-20) line e (map21-30, 32 and 33)

This was an idea just to give some cohesion to the wad, some kind of pattern. however this wad contains just classic doom levels and not subways or anything like that.

This wad is strongly if not plainly themed on tech bases, i'd say that most of the levels have a shores of hell feeling but without the hell part, some others are more like tech doom2 levels (line c) only levels 12 and 20 are more city themed. There are a bunch of hell levels on the net and those plenty of brown bricks and wood straight lined maps which I'll never enjoy so I tried to make a tribute to the classic techbase themed doom.

Every level has been tested under 3 basic conditions: 1- pistol start 2- ultra violence 3- finished with 0% of the secrets

So there are'nt mandatory secrets and every level is doable from pistol start though some of the can be a pain in the ass at the first part. nevertheless this wad was built to be played consecutively

One tip: try not to let monsters behind you, I've put teleporting lines on some concave sections of some level in order to prevent monster stucking, so they'll follow you!!!


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Guest

Unknown date

  
Always room for improvement. The classic feel is good, but not a fan of the design.

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Guest

Unknown date

  
ok some maps are nice, but with weird names, next time make a version in english 4/5

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Guest

Unknown date

  
Doesn't look too bad, but the gameplay is mind-numbingly boring. I made it to level 13 and then had to quit so I didn't feel like I was wasting my life.

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Player Lin

Unknown date

  
Well done at level designs and details, slaughterfests just bad and boring with large level layout, too easy to get lost... so I skipped MAP15-19 , Map26-29 , Map32-34 due to that, but those levels looks cool, showed you're a very high skill of mapper, good job! I also like Map30, but the routes to the final battle just a little long and boring... 5/5

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Guest

Unknown date

  
This was great until map 11; smaller (~80-100 monster) DOOM 1-style maps, very enjoyable, very playable. Then I got to map 12, which turned out to be a cliched monstrosity, chock full of awful gameplay, the ever-same traps, and quite frankly horrible design. I didn't even finish that one; it was just so tedious, BORING and an outright waste of time. Sorry; should've stopped after map 11. 3/5 - ZZ

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omegamer

Unknown date

  
Much to mazy in my opinion, I often didn't where to go now 2/5

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Guest

Unknown date

  
Some might like the early levels best, but for me the maps 12-19 are like a lost megalithic TNT-episode. ;) I like the music and the design, the constant flow of new non-repetative places and ideas. Nice.

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Guest

Unknown date

  
MAP12 is where this one starts to get really interesting.

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Rez

Unknown date

  
Despite the 800 SS Nazis, Map32 was my favorite, with its nifty retro look and feel, and gods help you if you get caught behind enemy lines; made a little too easy by too many places they can't get into. -- Otherwise a decent enough WAD, its main downfall being some maps with fatal errors (someone else mentioned the reason for this). -- There seem to be a LOT of DoomBuilder maps with fatal errors if you use anything but [ick] ZDoom...

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xxbio Warfare11

Unknown date

  
Ive been looking for something like this for a long time. Classic Doom 1 gameplay and combat. Now one of my favorite wads.

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Guest

Unknown date

  
Nice. Quaint, yet enjoyable. 4/5 -Aenima.

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Guest

Unknown date

  
Great, doomy atmosphere. Nostalgic stop, 5/5.

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Guest

Unknown date

  
started off promising, but after map 08, it gets really boring after awhile.

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Guest

Unknown date

  
The first 11 levels were way too easy. Then it turned into a slaughterfest. Not a fan of this.

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Guest

Unknown date

  
I quite liked the first 10 maps, but after that the fun seemed to dissapear.

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Guest

Unknown date

  
the levels are awesome, but 32 maps only of tech bases? sounds a bit boring - 4/5

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Guest

Unknown date

  
The first 10 maps are far too easy so it's a bit of a surprise when the difficulty changes. I think some of the music really sucks however using your own music wad solves that problem. The only other thing is that the maps are a bit too long. Anyway 5/5 because it's a lot of fun dwrTag.

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Guest

Unknown date

  
NOTE: This file was updated 1/17/12 for a revision of Map32. It's honestly worth redownloading if you've downloaded before then! While the line c maps were really off taste for me and I pretty much lost interest after Map11 as such, the first 11 levels are pretty nice, and honestly I should give at least the 2002 ones from 21-30 a look. But in reality it's Map32 that makes this wad what it is; and really so good I'd have to say it's worth the price of admission alone, so any additional fun is a bonus.

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Guest

Unknown date

  
Really enjoyable mapset, some maps are large but still not repetitive, don't miss map34: Nostromo, I'm very surprised with it and its access from map33 was tasteful.

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Guest

Unknown date

  
Many maps contain visual bugs such as HOMs, bleeding textures and even unclosed sectors! A bugfixed version would be nice.

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Guest

Unknown date

  
So far I have played it seems to be classic doom 1 gameplay without very interesting maps. But it's one of those little WADs I like to blast through. Hopefully there might be more interesting themes in later levels and doom 2 weapons/monsters too. 4/5 - Optimus

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Guest

Unknown date

  
Some levels really impressed me, nice architecture, very nostalgic doom athmosphere and classic layouts, If you´re a shores of hell fan or if you like the techy doom2 style you´ll find this very interesting.

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Guest

Unknown date

  
I like it when megawads aren't flooding the entire 3rd act with cliche redrock/lava levels. Techbases are so underused in the 3rd act, so its a nice change here. 5 stars

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Guest

Unknown date

  
Interesting, nonlinear levels with fun, relaxed gameplay. The intermission music was a bit unfitting though. Still, gets a five from me. -Marnetmar

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Guest

Unknown date

  
Im playing this with the Stranger weapons wad and sometimes wildweasels Diaz weps wad and holy shit. Fucking great stuff man. This is excellent and if anything 32 levels is a greater feat than 90% of us here can do. I bet you'll churn out some more great stuff in the future 5/5

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  • File Reviews

    • By vdgg · Posted
      A set of maps, carefully tuned for pistol starts, pretty hard/challenging. The maps are rather small and have exactly one secret. There is no stylistic consistency; there are a few bases and castles, caves, hellish maps and so on, everything totally mixed up. I can assume the earlier maps have their slots because they are easier and the later maps - harder. MAP26 is probably the most difficult one. mlm12 reminds me a bit of Going Down, as the levels are small, packed with enemies, and one different from the other. But mind, they are less polished than GD. Some maps have a pretty high 2000's level of detail (the ending corridor from MAP09), some others are much more basic looking (MAP02). IMO they are rather good looking (above average).   Bugs/problems: The mapper leaves all the doortracks without "lower unpegged" flag, so they move with the door, I'm sure he knew how to prevent it but he preferred the doors to behave this way. What is more problematic for me: unreliable W1 monster teleports, places where you can get stuck and decorations impeding player's movement, no Boom actions but some maps require -complevel 9 due to traps not working with limit-removing compatibility.   Favourite maps: 03,08,17,24,25,26. I would definitely recommend giving it a try: the maps are so different everyone will surely find something that appeal to them.
    • By Maximum Matt · Posted
      Finally played this one today, pretty good for an old-school level, hub layout, so not so linear, varied locations (including a huge canyon area and an underground cavern), LOADS of monster traps triggered by linedefs, including traps WITHIN traps (very nice).  Not too much of a challenge, but quite fun. 
    • By JudgeDeadd · Posted
      Good atmosphere, but ruined by the terrible gameplay. Tons of identical enemies attacking you over and over, plus some very dark levels where it's impossible to see where you're going, all amount to a mod more annoying than scary.
    • By sesq · Posted
      you can only have so many baron/hell knight vs ssg rooms before it gets tiring
    • By Walter confetti · Posted
      REally good and well interconnected map in the style of E1 with some hints of E2 and Doom 2 E1, some cool new textures and even some boom effects like a colored deep water pool, highly recommended to give it a play! Is a fun map!
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