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.

Invasion of the Damned

   (20 reviews)
Sign in to follow this  

Guest

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)


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

Guest

Unknown date

  
good

Share this review


Link to review
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.

Share this review


Link to review
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

Share this review


Link to review
Guest

Unknown date

  
check some bugs in E1M6 4/5

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
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.

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
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".

Share this review


Link to review
Player Lin

Unknown date

  
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

Share this review


Link to review
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...

Share this review


Link to review
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.

Share this review


Link to review
Guest

Unknown date

  
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.

Share this review


Link to review
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.

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
  • File Reviews

    • By Paul977 · Posted
      Very good tech-base and, later on, cave/temple and again tech visuals, made in a classic polished style. Tough level on UV, particularly the initial stage until you reach the big room holding the rocket launcher. From there health and ammo are more abundant, so the difficulty decrease, but later on there are surprises encounters that can catch you out of guard very easly, including the really interesting ending area.
    • By galileo31dos01 · Posted
      Done with these settings: - GLBoom+ 2.5.1.4. complevel 9.
      - Ultra-Violence.
      - Continuous combined with pistol start mindset. Pistol starts in maps 05, 10, 11.
      - Saves every 5-10 minutes or so.   A partially cool map collection from various people. It revolves around the same old story about a newer demon invasion, in this case they corrupted an underground base and spread all around the territory, turning every nook into hell. The maps sort of follow that narrative through the visual design, that at least from the second map and beyond, since the first level is simply an introduction. There are plenty of hellish neat-looking techbases to explore either on surface or underground, including one level in a Quake style with dark rusted metal textures. In combination, some maps present an Inferno-ish look with marble/red/rocky structures and lots of flesh to step on. I dig the latest two in particular, with exclusively clean visuals and great usage of fireblu for portals. The deep blue sky fits in about every single map, giving each an extra touch of spookiness. Well, and a subtle TNT vibe, or maybe that was because of some of the music selections. I really liked the midis in map 10 and 11, too bad there is no information in the text file about them.    As far as authors styles, it's a varied compilation ranging from traditional easygoing combat to series of lethal encounters, and some peculiar setups involving environmental hazards. I would say, gameplay-wise, the further I got into, the better it turned, mainly because the first half seemed to show the more experimental side of the wad, where the pace is kind of a rollercoaster, and some choices felt tacked on. I mean, the opening map is already questionable, just a dull switch hunt on a quasi-deserted island, not to mention the copious invisible barriers. Printz's map 04 is perhaps the largest and weirdest one. It has a lot of gimmicky ideas, including an outdoors fight where the player's affected by wind, which I wasn't very sold on, aside from slow and unclear progression. On the other side, Craigs' and Stewboy's are peacefully linear and simple to comprehend, and the two by Death Destiny and Butts are as wild and engaging as hitscan-centric maps go, without ever turning into annoyance, unless that's not your thing. The second half of the wad is the section I found more of my taste, aside from having mixed emotions about the last level. The seventh map was a nice short appetizer, and I enjoyed a lot the entries by Icecreamsoldier and Dutch Devil, with an ultimate hitscan hell touch and secrets research. While the increase in difficulty is gradual throughout the wad, the pinnacle might come as a slap in the face to people not used to that particular style in the last two D-D maps, like myself for example. The final map is about tight setpieces involving at least one archvile after the other, while you run around naked (no armor) carrying your SSG. Sometimes there was an escape, and other times things easily went real bad in less than a second. I would suggest to take it on a lower skill assuming you urge a security pickup. His second to last map was actually more cramped, close to unforgiving with the bumpy architecture, but somehow I sorted it out with calm and joy. Guess that makes me a "Doom god"?. I'll pass.    Secret-wise, I had issues to find any in map 04, one of them wasn't even hinted at all. In map 10 I wasn't able to trigger one of them, probably due to the sector being too small. Other than those, well, depending on your gameplay styles, you might be able to ease up the majority of the mapset if you commit yourself to explore every nook, not that I'm really in favor of the whole idea to be fairly honest, but the design of the status bar misled me. I would suggest to take a good look to map 05 via iddt, just to check some hidden stuff that are out of reach for reasons unknown... Anyway, favourite maps are 06, 08, 09 and 10. The others varied from fun to dull and everything in between.   Overall, Dark Resolution 2008 was, weird, but nonetheless very interesting, save for a few cases. If you're looking for mapsets with varied content, or a die-hard fan of the double barreled, this could be a good place to stop by. My rate is 6/10.
    • By Gaia74 · Posted
      i played this in tardgold, beatiful wad
    • By BaraKornel · Posted
      It's great fun. I killed the Cyberdemon first try, 1% Health.    
    • By Gaia74 · Posted
      Excellent map, but the ammo is scarce, is the unique problem, another i dont see   the final boss!!!, i love it, the theme and he himself make me create some years ago a powerful boss, the dark lord of my wad of monsters   is great, but hard   4 stars
×