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Invasion of the Damned

   (20 reviews)
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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

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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

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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

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

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Guest

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^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

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

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Guest

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^^^^ 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

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^ 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

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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

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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 chowbar · Posted
      Possibly my favorite Ultimate Doom megawad. Although its first half feels like DTWID, it quickly becomes a much more twisted and demented take on the familiar techbase/hell aesthetic. Expect well hidden secrets, tight corridors, and some tough encounters in large, complex levels. In keeping with Ult Doom's tone, NaturalTvventy layers the atomphere on thick to create levels that feel genuinely hostile and evil, even more so than in the original.    If you have a soft spot in your heart for the original Ultimate Doom, this megawad is a must play. NEIS makes you realize how rock solid the original Doom formula is, even without the SSG and revenants. 
    • By whirledtsar · Posted
      An odd wad in which you play a Hexen class while fighting Heretic monsters in Heretic-textured levels. Surprisingly, it works pretty well, and is an interesting change of pace from either game. It retains Hexen's hub design, although it's not at all puzzley, just a "go and collect 3 items and return to the hub" quest. It's very combat-focused (there's almost 400 enemies in the final level), but unlike some Heretic maps, it doesn't end up feeling like a slog. Perhaps Hexen's weapons are just more powerful than Corvus's. The level design is very good, besides a couple of sore spots (the cramped areas of the lava level, the metal maze in the final level). The boss, D'Sparil, is much easier to kill than he was in Heretic; he probably should've been modded to have a better chance against Hexen's warriors.
    • By Philnemba · Posted
      A fun heavily modified tougher version of Doom 1's E1M6 dated back in April of 94(yes same month of origwad). Its starts a bit hectic but with so many shotgun guys and plenty of health throughout the map, its actually not that hard to go through. However like any 94 wad, it has typical misaligned textures, a few HOMs, and had to use noclip cheat to grab the last card key due to ceiling being too low to pass under. Despite its age and a few minor stuff, its a fun wad from 1994 and I would recommend to give it a try :)
    • By whirledtsar · Posted
      Excellent wad for Hexen fans. It stays true to the style/spirit of the original game while introducing new ideas. The level / hub design is interesting, the combat is well-balanced, texturing is well-done and well-aligned, and there are plenty of interesting scripted events. The wings are used in a very smart way - you're able reach many previously unreachable items and paths. The only thing I disliked was the "boss" of the final level. I won't spoil it, but it's quite disappointing.   Unfortunately there is a bug in The Castle Of Fluft - the flame mask switch is not set to "repeatable", so if you try to use it without the prerequisite mask, you won't be able to use it again when you do. If you encounter this bug, type "puke 10" to activate the script the mask normally would.
    • By Lane Powell · Posted
      This seems like a semi-hidden gem. The author's other WAD Crimson Canyon won a Cacoward, though I prefer this one.   It certainly lives up to its namesake. The textures are all Hell's green marble and blood, supplemented with custom textures including some modified Giger designs and some creepy sprites I recognize from Monolith's Blood. The map designs are seriously contorted. It's probably a divisive aspect of the set. In some levels the angular layouts wrap around themselves in a jagged mesh, creating devilish mazes with slightly obscure progression, and where fireballs can fly at you from different parts of the map. Other parts are darker and more claustrophobic. It's all a totally hostile atmosphere.   There are some common themes gameplay-wise but you'll know them by map 2. A big one is ammo constriction, especially on UV. Certain maps seem near unbeatable without finding key secrets.   This was actually one of the first WADs I completed a few years ago, and on revisiting it it feels very fresh. Like most memorable WADs, it rides on strong concepts and some devilish gameplay while targeting a distinctive theme.
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