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Invasion of the Damned

   (20 reviews)
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10 Screenshots

About This File

Nine techbase-styled maps meant to be used as the new E1 for FreeDOOM. Mostly taken from idgames and existing FreeDOOM resources, with a couple modifications here and there to not use textures outside of DOOM1.WAD and to vanilla-ize (not just limit-removing, pure vanilla)


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Guest

Unknown date

  
good

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Guest

Unknown date

  
4 stars good episode I don't even care many of the maps are recycled as they are used well which is what matters.

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Guest

Unknown date

  
The first bunch of levels are good, but they lose their luster later on. E1M7 is a fairly boring switchhunt, and E1M6 is outright broken. I enjoyed it, but it could use some polish. 3.5/5 - ZZ

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Guest

Unknown date

  
check some bugs in E1M6 4/5

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Guest

Unknown date

  
Ripping freedoom off for the first level is really lame, even for lazy mappers.

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Guest

Unknown date

  
^no sometimes things are greater than the sum of their parts anyways. some of these levels were specifically mentioned "this level would do better if it was in an episode" in one review or another. recycled is fine as long as the author permits.

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Guest

Unknown date

  
Well done. Tested with Doom v0.99 and it worked! 5/5!

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Guest

Unknown date

  
^^^^ should understand that recycling is often okay as long as it's done with consent/credit. I was able to hunt down five of the levels (M3,5,6,7,9) here on /idgames and all permit reuse. Since E1M8 was by the author, that only leaves three left in question, and there's no evidence to support reuse w/o permission. Also an episode can be better than the sum of its parts. Many of these reused levels were probably better in an episode to begin with, so their use here can only be treated as "the parts".

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Player Lin

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It's not bad, but a serious flaw destroyed my good feel...E1M6's Sector 61 cause major HoMs, and I stuck on there by falling into that sector and cannot get out. E1M7 Sector 141 is inescapable...E1M8 just too...plain and boring... It seem Shadow1013 didn't test his modified shit before release at all, really ruined... 3/5

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Guest

Unknown date

  
^ That's because this was for a vanilla version of Freedoom. It could even have been all of those same maps "fixed" to prevent VPO crash, etc. In fact some other maps did get used (E1M4 and E1M7at least). Biggest problem is it needed more testing, but not many ppl care about Freedoom or even just vanilla anymore...

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Guest

Unknown date

  
There have been two vanilla Doom 1 megawad released just this year so far, Base Ganymede and DTWiD. :) Plenty of love still going that way.

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Guest

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It isn't just you. That's what I hate about many of these amateur wads is the ammo supply and monsters. E1M7 is so full of imps and pinkies, attempting to complete it from a pistol start is ruthless. You would think the map designers would actually test their work from scratch to see how much ammo and health they have and ensure that you aren't always completely dry by the time you finish the level.

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Guest

Unknown date

  
It's not completely compatible with Doom Shareware v0.99 - v1.2 . The game crashes if you access E1M9 (it says the game can't find some textures) and there's an elevator that makes the game crash in E1M3 as well.

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Guest

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Is it me or is E1M7 impossible to do from pistol start?

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  • File Reviews

    • By P41R47 · Posted
      I actually used this files MORDETHfb97-dsf but its the same wad with lumps properly organized.    Simply... WOW!!!   Love it from start! I really like exploratory maps with clever puzzles and secrets and pretty good encounters. The maps are neat, detailed, have a really good atmosphere and great architecture. The resources are used in a way that one can't ignore; its just really organic and nothing standouts as unfitting. Perfect texture work, indeed. (Don't know why, but while playing it, Suspended in Dusk by Espi comes to my mind... maybe some of the texture usage remind me of that amazing work).
      The dehacked monsters are good and interesting alternatives.
      I love the fog effect and how it dissapeard when you are near and then appeard again when you look at it from afar. If this was the demo, and after seeing some juicy screenshots, i just can drool dreaming about this long awaited mapset finally being released.

      Thanks MORDETH for this demo, its something really inspiring.
      I doesn't care to wait another twenty years to finally play the complete version ;)
       
    • By aargh · Posted
      Slaughtermap for beginners. Simple but effective level design, impressive architecture, great lighting. Arch-viles are a bit overused.
      Played with Meatgrinder mod.
    • By elend · Posted
      What a set of maps. At first I only expected random maps that use use Mario textures, but this is so much more. From the cutesy bullet puffs of the weapons, to the plasmagun sprites, there have been more changes than "just" textures. All together they form a very, very coherent picture which makes you almost disappointed, that there are no Mario enemies in the game.   Even then, the actual quality of the maps surprised me quite a bit as well. Very, very fun to play from the beginning to the end, with admittedly frustrating parts (the map featuring only Archies and Revenants or the map featuring ice and wind. Oh god, the ice...). These are not just simple techbases given a Mario texture paint, these maps are well thought out and tailored to the textures, ranging from grass lands, over desert to impressive castle scapes and even an air ship. I played on TYTD not only because I am a wimp, but also because those maps are really, really hard and have some frustrating moments. It speaks for this mapset's quality, though, that you can live with those moments and still enjoy the maps.   Try it out at least.
    • By P41R47 · Posted
      I really dig it! Its feel like a Ultimate Doom take of TNT, but its not at that level either.
      Its a great adventure mapset, leaning more to the  atmospheric and realistic architecture.
      First and second episodes are amazing. Introducing the new enemies as the maps unfold. But midway around episode three it start to lose steam, with a serie of really short maps and then maps really similar to the originals, this is not bad at all, just feels a little uninspireds. Fourth episode on the other hand, feels extremely rushed, with a lot of monotexturing and undetailed areas. Its not bad, but coming as the ending episode it could be much better, specially with the degree of detailing the author showed on the precious episodes.

      All the episodes offers a good challenge, even on Hurt Me Plenty, but don't expect anything near the difficulty of NEIS.   All in all, being one of the few complete Ultimate Doom megawads, its pretty good and i liked the new enemies sprites and the music used, almost all the time.
    • By chlef · Posted
      No, this is not good by any stretch. First 25 levels feel like they are all the same - colorless, flat, dull and bland. Next 3 look like deathmatch arenas with a handful of monsters. Again, all pretty much the same. The last two are pitch black mazes - oh what fun. As for the secret levels - I abandoned both. Map31 is a maze alternating between pitch darkness and flashing primary colours and map 32 is simply an incomprehensible mess. Possibly acceptable if you just want to kill some time with mindless point and shoot, but not what I would call an enjoyable Doom experience. At least it avoids degenerating into slaughter.
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