Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Eviltech: Soul Of Megawad (compatibility fixed version)

   (72 reviews)
Sign in to follow this  

Guest

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!!!


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

MuratMikal

  

Legendary megawad. Certainly one of of best 5 I've ever played. All maps after 11 are huge, with a lot of monsters (about 600 average, but some have more than 1k), intricate but not overly confuse design and challenging gameplay. It's a MUST play if you, like me, love these kind of maps. But keep in mind 2 things about this megawad: some maps could take more than 1 hour to beat and MAP 34 is a bit unfair due to the amount of archviles. 
 

Share this review


Link to review
galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- PRBoom+ 2.5.1.4. complevel 9, ZDoom 2.8.1

- Hurt Me Plenty, Ultra-Violence for the bonus maps.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so.

 

First of all, whoever reads this, I recommend to run this with ZDoom. If not, PrBoom+ complevel 9 as a second option, despite what the txt file says, not any limit-removing port works fine with the wad. Regardless, expect some bugs. 

 

A mixed bag of maps that left me with some positive and negative feelings. There is no TITLEPIC or level titles in the wad itself, but that's not a major issue. The wad is full techbase with some very nice visuals, caring not to feel repetitive. Map 17 comes to my mind, kind of a subway/sewer level. However, there were a bunch of HOM effects most notable in bars textures. 

The strongest feature is the music in my opinion, a whole set of cool midis, some known songs like Maniac and Nada Personal (by Soda Stereo), as well as this football theme in map 29 (sports are not my strength). In contrast, gameplay was a complete roller coaster, for a moment real fun, suddenly tedious, then acceptable, then annoying again.

 

Of all three episodes, I'd say the best one was episode 1, but it still wasn't really amusing. Very short and easy, UD-monsters only, and the last map has a disappointing cyber as just meat shield. Map 10 is one of my favourites though. Episode 2 felt too long from the very beginning, most maps have obscure progression, a LOT of cheap traps with chaingunners, and a LOT of obligatory damaging pits, something I personally find unbearable. Still appreciate the non-linearity. Only really liked maps 18 and 19. The worst is map 20 (of the whole wad), only the SMM-trio felt great, the rest was unbearable. Episode 3 gets better, same kind of traps and pits but shorter maps, clearer progression and some cool encounters. Map 21 is the one I mostly liked. Secrets levels were a mix bag, map 31 was funny until the cyber-duo which was a chore. Map 33 is completely pistol-start unfriendly, the first archies may or may not teleport out (in PrBoom+), and then a lot of hitscanners and barely no health, plus a SMM that never teleports in anywhere, had to play this under IDDQD (edited: tried on without god mode, it's still a core with the hitscanners). Map 34 may be broken or GlBoom+ doesn't support it, the yellow switch activates HOMs everywhere and doors stop working (edited: played with ZDoom, one of the best maps actually). For map 32 I must point out a couple important thing for readers, just to avoid potential frustration: do not grab the first invul sphere, leave it for the last part; there is a blur sphere after the fourth switch, take it but don't rush in the lift, instead wait until the effect is gone, then rush for the invul sphere and proceed, you'll going to appreciate this advice. Also, do not take the secret exit, it warps you to map 01 instead of 33, I guess that's for ZDoom players. Nevertheless, one of my favourite maps, as it's full of Doom 1 homages.

 

Aside from the negative things mentioned, some bugs like a switch in map 32 that doesn't work, stuck enemies like a SMM in map 29. Almost no cool cyberdemon encounters (except in map 32 but that depends on, my previous advice, and map 33), which was a letdown. Despite what the author recommends, I don't think I'll ever pistol-start in this mapset, as most maps do not provide proper weaponry until much later when you don't need them anymore. An example is fighting ambushes of pinkies/spectres with the shotgun and finding a chainsaw/berserk with the map 3/4 done. (This is not a letdown though, just something else to comment).

 

But not everything is negative, the way monsters were introduced is an interesting aspect. In episode 2 you get to see pain elementals, revenants, and mancubus. In episode 3 those never make an appearance, instead you get hell knights, arachnotrons and archviles. Also the SSG is only available during episode 2, and not again until map 30. Secrets were really easy to find, if you make good use of the automap, and in general very rewarding.

 

So, if I don't forget something, overall it's a mapset that didn't fully convince me, some good moments, some bad moments. It's a 6/10 for me.

Share this review


Link to review
Vegeta

  
No lo vi todavía, pero 5 estrellas por los nombres de los mapas.

Share this review


Link to review
AnonimVio

  
True Masterpiece.

Share this review


Link to review
NuMetalManiak

· Edited by NuMetalManiak

  

amazingly enough, Eviltech is surprisingly very memorable in just how things are presented, despite not really offering anything brand-spanking new aside from level layouts. you have some ridiculous level names (all themed after subway stations) and some weird music tracks, some from the old days of Mr. Smiley Head's Safari, others are MIDI's of Spanish artists or Nirvana (btw please make sure if you're gonna use a midi of Smells Like Teen Spirit to include a midi that has fucking drums, goddamnit), and other midis are pretty annoying and don't fit right for the levels they are in (MAP12's midi got super old and MAP23's midi is dumb too). btw, playing on ITYTD, it is possible to survive the two death exits at full health and armor.

 

but let's not get too hasty, as the wad is split into multiple episodes and actually manages to lure players in with a very nice classic Doom E1-style episode in the first 11 maps. combat is very much like classic Doom, introducing those monsters in that game only and giving workable and not-so-long layouts.

 

then it explodes at MAP12, the layouts are huge but surprisingly fluid and you probably won't get lost in them despite them being long (shame that that music track sucks). you also see chaingunners and the SSG in this level. MAP13 gives you pain elementals, and MAP14 revenants, then MAP15 mancubi, although you'll be trying to work your way around everything in this game as you fight. the secret maps are truly odd, first one has loads of SS and a large layout, the other amalgamates the three episodes of classic Doom, and the third annoys players with an open layout plus hitscanners in lots of places, the final one actually still annoys players with teleporting hordes in bad locations. other than MAP32 I'd say these are misses, and then I go back to the remaining levels in the long episode. MAP17 was best, while MAP18 is a breather level before MAP19 and it's woods-like sections full of teleporting hordes. some secrets are broken in this map too. MAP20 does suck, and then we go on from there to...

 

the final episode. things take a turn back to the E1 style thing, although you unfortunately will be lacking an SSG while starting to fight the remaining monsters that haven't been introduced as of yet (Hell Knight, arachnotron, arch-vile). many of the maps are slightly longer than E1's maps but much shorter than E2's and are still workable, though there's plenty of hitscanners to watch out for in MAP22.

 

so it's quite obvious that Eviltech, despite being a mixed bag, is surprisingly nicolas monti's most memorable set. this set showed some real classic-style levels before monti delved into very abstract layouts you might have seen in Mano Laikas or Erkatanne (MAP29 of this wad does show some shades of abstract though). in all honesty it is the best of any of monti's wads due to how memorable its levels were, and given this guy came out of nowhere at first, that's saying quite a lot.

Share this review


Link to review
Ezepov

  
nice architecture and gameplay

Share this review


Link to review
Guest

  
First third - short, sweet maps and what Doom should be, great fun ***** Second third - exact opposite. Large, pointlessly confusing maps that stopped being fun and became a chore * Last third - improves a great deal on the second, but ultimately descends into stupid overdrive and ruins everything *** Worth downloading just for part 1.

Share this review


Link to review
Guest

  
It's a solid map pack, get's boring after a while though. I've spent all day on Map14.

Share this review


Link to review
Guest

Unknown date

  
excellent megawad been playing this with ww-nazis-v2 keep up the good work just wish someone would do a english translation patch for this.

Share this review


Link to review
Guest

Unknown date

  
"The levels take the names of the buenos aires subway stations and most of them have a color predominancy of the respective station." Don't let that line in the description stop you from trying this. All of the maps have a good classic Doom feel reminiscent of Episode 1. Sure, they're all techbases, but then so was Episode 1. 5/5

Share this review


Link to review
Guest

Unknown date

  
The secret exit on MAP15 was a little too secret IMHO but otherwise this still gets 5/5.

Share this review


Link to review
Guest

Unknown date

  
Not bad

Share this review


Link to review
Guest

Unknown date

  
this is excellent other than the fact that most of it is in spanish which kinda sucks

Share this review


Link to review
Guest

Unknown date

  
I don't know about those HOM effects but it's still a kick ass wad! 5/5

Share this review


Link to review
Guest

Unknown date

  
Great back to basics gameplay and atmosphere. Almost feels like an id WAD.

Share this review


Link to review
Guest

Unknown date

  
It's okay, but not nearly as amazing as some of the reviewers here are calling it. MAP20 is evil, btw.

Share this review


Link to review
Guest

Unknown date

  
Hoooooly shit. This awesome megawad just popped up out of nowhere. Nonlinear level design reminiscent of episode 1 maps without feeling you you are getting lost? Check. Appealing texture schemes that bring out doom's vivid colors without appearing tacky? Check. As an extra bonus, awesome midis that get you pumped for the maps and also give you a nostalgic feeling of the wads you played in the nineties? Check mate! 5/5

Share this review


Link to review
Guest

Unknown date

  
Good first 11 levels. Not so good rest. Map32 could be a real gem however if the author didn't include all the nonsense Nazi guys and bloated ammo for it. I even emailed him about it (but to no success thus far). I'd love to see it modified myself but am not going to do it publicly against permissions. (I modded it just for my machine and made a great map out of it by taking out the 800 SS and all the ammo at the start except the weapons themselves, plus the SSG.)

Share this review


Link to review
Guest

Unknown date

  
worthy playing. 4/5

Share this review


Link to review
Guest

Unknown date

  
An entertaining mapset in the traditional style.

Share this review


Link to review
Guest

Unknown date

  
Good first 11 maps, also Map32 edit coming on Doomworld soon.

Share this review


Link to review
Guest

Unknown date

  
Some great stuff here! 5/5

Share this review


Link to review
Guest

Unknown date

  
Played @ UV. Maps 1-11 are for warming-up, and then the fun begins... Absolute great set of tech maps. Map 32 is my personal favourite, very nostalgic, nice puzzles for getting into map 33, and very playable. Minor points: contains some small bugs. Overall: not legendary, but close, so solid 4.5/5

Share this review


Link to review
Guest

Unknown date

  
Somewhat easy but pretty fun. 5/5 -Negrostrike

Share this review


Link to review
Guest

Unknown date

  
Pretty fun levels, great music.

Share this review


Link to review
  • 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!
×