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Base Ganymede: Complete

   (95 reviews)
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A 3 episode vanilla megawad for Doom 1 containing a total of 27 maps. Set on one of Jupiter's moons called Ganymede, this wad should provide a challenge for a wide variety of skill levels ranging from the humble newbie to veteran speedrunner. Each episode has it's own progression rather than the usual base -> hellbase -> hell.


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ImproversGaming

  

Oh wow, I really loved this! I appreciated every map and it has been a step up from Fava Beans, my last WAD. I am a largely unskilled and inexperienced doomer so this may have aided my enjoyment.

I loved the episode structure: first maps were warm-up through to big maps with larger enemy counts, through to maps with interesting mechanics but low enemy counts. Just had a ball with this. Tough in places but not unreasonable.

 

Highlights for me were (if I have to limit to two maps per episode):

E1M5 - Long level with a cyberdemon in the nukage at the end 

E1M6 - Circle straffing a cyberdemon on a stairs

E2M3 - Loved the fast tempo of the map

E2M4 - Tyson Imp punch level, wow I had to skill up

E3M2 - Tough but fun with lots of routing to consider

E3M5 - Loved the map but particularly the cyberdemon arena at the end

 

Sorry, but I also loved the gimmick maps (E1M8, E2M8 and E3M8) - you have to try these - short and really interesting. Also enjoyed the secret maps (E1M9, E2M9 and E3M9), short, punchy and fun!

 

Basically, loved the mapset and the variation across all of the maps, really fun. If it is useful I have uploaded my playthrough to my YouTube channel:

https://www.youtube.com/channel/UCSh0vj-6E2chQqx744Ajl2w

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Thrustpeak

  

Could have used a bit less nukage, but overall it was pretty enjoyable. 

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aargh

·

  

Nice, tight level design. E1M8 was an amazing puzzle map.
It's surprisingly difficult for a Doom 1 WAD, but for wrong reasons: constant ambushes, monsters teleporting right behind you. Also, there is a serious lack of medikits. Fights with 5 % health and hitscanners all around are common.
Still, it was quite fun.

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bLUEbYTE

·

  

Monster pop-in became unbearable by E2M5. The only thing that saves this from being complete garbage is decent level progression (I never got lost), but still not worth your time as it will probably leave you annoyed.

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dylux

  

The Good:

-  Nice, clean Maps. Nothing fancy.

-  Not a slaughterfest, but loads of challenging dog fighting.

-  Very little puzzles.

 

The Bad:

- Too many small, nonlinear Maps.

- WTF was with M1E8?!?

- Wayyyy too many "poison ponds" for my taste. I don't think there was a single level that didn't have them.

- Very few secrets - most of which were unrewarding. A Med Pack isn’t exactly what I call rewarding - unless you have less than 10 hit points. So if a reward for finding a secret is a Med Pack, what is that telling you?!?!

- Wasn't into starting new chapters (with just a pistol) during the same episode.

- Monsters that suddenly spawn from thin air just because you're walking towards a switch.

 

In Short:

If you like dog fighting, then Base Ganymede Ep 1 is for you, so bring your itchy trigger finger.

It’s was average as far as fun game play goes. I don’t think I ever saw more Specters and Lost Souls in any other non-slaughter game. The only things above average in this WAD was the amount of monsters, barrels and poison ponds you'll endure.

 

Not the best WAD I've ever played, but not the worst, either.

 

2 1/2 out of 5 Stars.

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chowbar

  

If you like your Doom levels to play out like a series of intense combat puzzles, then this is certainly up your alley. BG throws a lot of enemies but not a lot of resources so if you do want to play on UV, I'd recommend playing continuously. Pistol starting every level may turn BG from a challenging megawad into a punishing one. To keep the player on their toes, BG likes to ambush the player with monster closets and teleport spawns. Unfortunately, BG likes its teleport spawns too much as there instances when the player is ambushed by sudden imps while a pinkie teleports behind them. Even for a Doom megawad, BG plays this card too often.

 

While the levels never really wowed me, they deftly elicit that vanilla Doom vibe without becoming a DTWiD clone or repeating structures from the IWADS. They're also on the smaller side, which means that they don't meander and getting lost is never a problem. Although BG likes it crowds, I never saw the monster count ever exceed the high 200s. Tough fights in smaller levels is BG's bread and butter.

 

If you can overlook its overreliance on teleport ambushes, BG is a worthwhile megawad especially for vanilla Doom fans. It's vanilla compatible, feels like Ultimate Doom without being a lookalike, and plays much tougher. While it may not suit everyone's taste, BG is sure to have its fans.

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Gallic00

  

I had fun from start to finish. Very neat and clean maps.

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CapnClever

  

Playability notes: Designed with vanilla limits in mind, so just about anything's good (PrBoom+ should use -complevel 3). Both pistol start and continuous are decent: the mapset itself will occasionally rob you of your progress with death exits anyway.

 

Base Ganymede: Complete is an especially challenging mapset given Doom1's limited possibilities, but runs out of ideas about halfway through. The aesthetic theme progresses quite differently from the original, so don't expect the same experience on that front, either. There are plenty of novel encounters that keep the player guessing and give considerable options to work with, but eventually the later maps fall into a predictable scheme with only the occasional upturn.

 

The main approach of the mapset is to throw a lot of enemies at the player and see how they handle it: sometimes ammo must be found only after wading through enemies and sometimes it's present beforehand. Avoiding damage is often the most difficult aspect, and a high priority must always be placed on the ever-present hitscanner types. The combination of these facets leads to both open and closed styles, as there are cases where retreating is the best option and cases where duking it out works more favorably. There are even a number of slaughter-like encounters, though with Doom1 capacity the resulting gameplay is short and simple (typically a break from the rest).

 

Unfortunately, the mapset only has so many tricks to throw, and around the second half of the second episode there becomes fewer and fewer variations in style. Enemies teleporting from behind become commonplace; dealing with a  squadron of sergeants around the corner is an irritation rather than a surprise; a few too many demons to blow through with the shotgun turns to tedium. The general scarcity of health makes these frustrations all the more irksome, too.

 

Some highlights:

  • The most troublesome maps in the set also tend to be the longest, which feel a little too long compared to the rest. E1M3, E2M5-M6, and E3M4 all share this quality. That said, many maps are fairly bite-sized, which fits well with the high overall difficulty.
  • All of the secret levels are quite short, though none of them are that hard to find either. E3M9 in particular felt incredibly rushed, though what little there is still managed to be enjoyable.
  • E1M6, E1M7, and E2M4 are good examples of levels with distinct personality in the gameplay, with great consideration put into the entire level's progression.
  • Of the boss maps, E1 is my personal favorite simply because it goes against the typical grain of "shoot enemy until it dies", though it does so with the inclusion of a choreographic mandate. The other two play fairly interestingly as well, but lack the same engaging quality of the first.

 

For those of you who enjoy mapsets that favor various challenging encounters, I can gladly recommend this as a mapset worth your time (though it may drag in a few places). If you prefer simpler combat and more room to breathe, skip around at your discretion and consider lower difficulties.

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NuMetalManiak

· Edited by NuMetalManiak

  

Base Ganymede: Complete is a lot shorter than you'd realize. the levels are of the modern quality and the fights get progressively difficult. it's not true to traditional Doom fashion, going for fierce run and gun with groups of small monsters as well as some big monsters in numerous locales. again, I still have a low opinion on some of the cheaper teleport ambushes, but with replays it doesn't bother me as much. the maps are of varied qualities and sizes, most medium sized, some like E3M4 which is broken are large, and some small maps to lighten some moods. I wish these levels had names, and I wish E1M8 could've been better. but overall, Base Ganymede is quite a challenging Ultimate Doom megawad.

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Guest

  
spawn, spawn, spawn. ambush, ambush, ambush. warp, warp, warp.

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Guest

  
Ammo is very tight, and I recommend dialing it down at least to HMP for a more enjoyable experience. UV is a true test of conservation, almost map after map. That said it's quite an enjoyable mapset at this reduced difficulty so I can't rate it below a 4/5 - pretty darn good, and worthy overall of the caco it received even though I cannot recommend UV on this one.

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Guest

  
could be alot better

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Guest

Unknown date

  
I like this! Only problem with it is how hard it is.

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Guest

Unknown date

  
Legendary. Deserves being played.

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Guest

Unknown date

  
One of the best classic doom 1 megawads. Wow! I've just finished it and it's sooooo fun 5/5 - Optimus

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Player Lin

Unknown date

  
Even I hate DooM 1 due lack of SSG but this megawad/3 episodes installation just pure awesome, I don't see it's boring but if you plays too long from first to second episode, it should be getting boring on some of early Episode 3 levels...but yeah, I have fun with this wad. 4.5/5

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Guest

Unknown date

  
wow, this is damn good wad! I will play this with my monster randomizer mod (stuff from realm667). it will be so damn fun! I rate this 5/5. -FistMarine

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Guest

Unknown date

  
not bad at all

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Guest

Unknown date

  
Hate it. 0/5

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Guest

Unknown date

  
Rocking maps. Very atmospheric with a modernized touch to the classic space / hell vibes that the original doom episodes had! Gonna run this bad boy on TNS! 5*

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Guest

Unknown date

  
A good map-set. Recommended, even though E1 and E2 were released separately in earlier years.

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Guest

Unknown date

  
That old-fashioned stuff never gets old. I have to say there's too much teleport ambushes in E2 & E3 for my taste, but 5/5 anyway.

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Guest

Unknown date

  
5/5 for this wad, 0/5 for all the haters.

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Guest

Unknown date

  
It would be better if the skybox changed every episode. Oh well.

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Guest

Unknown date

  
Wonderful. Had a lot of fun playing this! 5/5 -unidenti7ied

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  • File Reviews

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    • By PsychEyeball · Posted
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    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
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