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Eviltech: Soul Of Megawad (compatibility fixed version)

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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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Unknown date

  
I'm really enjoying this! I'm not one for all the "Hellish" maps. I've always liked episode one of Doom. I prefer the tech bases. It's more fun blowing away zombie's and imps aha. And that soundtrack though! The song on level 2 aha! The whole time I was trying to figure out what song it was. Then it clicked "Oh that's Maniac!" aha. Great work man.

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I was surprised by this...once you get past the small Doom 1 techbases at the start, it really picks up. Some really interesting and clever designs and stuff you don't really see made with tech graphics. Pretty fun too, but it can get confusing in places and the gameplay probably won't work as well without pistol starts. If you're looking for a vanilla megawad that doesn't really try to copy others (aside from the rather neat time-travel secret map ofc), this is one to try.

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Unknown date

  
Learn languages besides english, first reviewer. The language doesn't matter, and these maps are amazing.

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Unknown date

  
I think this is a new classic.

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"Any limit removing port. Tested on zdoom." - that tends to be a bad omen. There are invalid "Zdoomism" tags on maps 13, 15, 16, 17 and 33. Fix those (easily fixed - and WadAuthor will tell you where they are) and do some more testing outside Zdoom and maybe this wad will find a wider audience.

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  • File Reviews

    • By valkiriforce · Posted
      I'll admit to being indecisive with how to rank this experience, despite going in expecting to take it slow with the first map opening up with no action and just letting myself get pulled into the atmosphere. The music is pretty cool and sets the mood in places - I particularly liked destroying what seemed to be some kind of device which led to the next map blaring an alarm as I scrambled around the place. It's got some nice moments that carry the action a little better but loses momentum with the frequency in maps that contain lots of halls, doors and enemies packed in a rather square-looking interior. Being a lover of old-school vanilla wads, I did have trouble committing myself by the time I reached the third map. The good points weren't enough to outweigh the negatives for me, but there's always a chance someone can appreciate what they were trying to accomplish for the time it was released.
    • By valkiriforce · Posted
      Xenomorph Base has some cool moments and nice details to it, though I did feel in some places it either felt unpolished or wasn't as engaging as I'd hoped it would be. It's got a nice introduction to the action and starts to pick up much better with the second and third maps, however it seemed to drop in quality by that point, though I did enjoy the last map even if it felt a little shorter than expected. It does feel like something that could have used more work in places but as it stands it's an okay enough romp to blaze through.
    • By NuMetalManiak · Posted
      for the fifth iteration of dwspd, the theme was build a co-op map in an outdoor environment. co-op isn't what it used to be, that's for sure, and if you're looking to play these maps in singleplayer, well you'll be prepared to noclip most of the time. only a few of the maps can be fully completable in singleplayer, others will rely on switches that will open faraway doors that you'll never ever reach in-game. combat of course is scaled to be much more difficult as it ought to be for a co-op map. I can see MAP01 and MAP05 being SP-compatible, and the same for MAP11 and MAP09 despite the slaughter settings and the switch that's so far away, but the others need at least two players. skip MAP04, this is a throwaway map with no exit. why is there not one, but two E1M8's? both are pretty average though, as is most of the set except MAP04 and Pablo's E1M8 which just fails the theme.   there's not a whole lot of co-op only levelsets and this speedmap set sure isn't the best thing you can find.
    • By NuMetalManiak · Posted
      for the fourth iteration of dwspd, the theme is techbase with at least two secrets. speedmaps tend to varying themes and gimmicks, but techbase is perhaps the most common theme by nature, so in all honesty this particular compilation isn't all that fun. as usual, a mixed bag: some bad, some average, little actually good. apart from, you guessed it, Fredrik's map (MAP04), none are really good in quality. the two maps that should be skipped are MAP10 (just a bunch of Hell knights on a block, followed by a bunch of barons in another room plus a cyberdemon, barely even qualifying for techbase theme) and MAP13 (a complete throwaway map that even lacks an exit). otherwise, this falls under "play it once just out of curiosity then never really bother with it again" type of compilation.
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