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Base Ganymede: Complete

   (89 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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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

  
playing through the whole thing on continuous could be fun, but the scenarios where enemies are directly behind the player are fucking shit.

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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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Guest

Unknown date

  
Been playing this wad since he started it. The final release is awesome. Extremely hard at times. Excellent wad. -GRB

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Guest

Unknown date

  
Fan-f@#king-tastic!! Best Doom 1 megawad I have ever played... best use of Doom 1 monsters EVER. Cannot speak highly enough about this mapset... boss levels weren't as challenging as the normal levels, but it was the same in the Iwads as well.... E1M8 was a nice gimmick..... PLAY THIS NOW!!

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Guest

Unknown date

  
One of the top Doom I megawads. Good level designs and lengths, a sense of oldschool play that oddly manages to stray (in a good way) from ever truly just mimicking original styles. And oddly I like the DTWID-planned soundtrack appearing in here as well. It's time this project FINALLY gets a legitimate cacoward, in eleven months that is. 5/5

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Guest

Unknown date

  
hard but enjoyable. 4/5

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Guest

Unknown date

  
Its just a back to the basics, no nonsense, distilled essence of Doom Doomery here. You never know whats coming next because each new encounter is just so damn different from the last. Visuals are exactly what they need to be. They are elegantly simple and faithful to the original iwads while at the same time adding having their own flair. 5/5 -FoH

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NightFright

Unknown date

  
Brings the challenge of some harder Doom II WADs to the first Doom. Prepare for loads of Sergeants and Imps at all times, and Barons like to join the party, too. Level design is great, and the skyboxes contribute a lot to the Jupiter scenario. Cacoward is well-earned, and anything not liking this does not know what's good. :) 5/5 - NightFright

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  • File Reviews

    • By Yura04kizel · Posted
      Laggy hell with 32k monsters and too much invulnerability spheres. Just... total vomit.
    • By Chipchase · Posted
      Insanity, with voodoo dolls (see second screenshot).  I get the idea of a shooting gallery if that rocks your boat, but 6000 monsters behind railings- as far as the eye can see, FFS! My PC crawled when I looked towards the invuln spheres (someone said 32 k of them and you can't avoid picking up thousands at a time). In the end I cheated with god mode and no-clipping, and waded in among the chaingunners until I got bored.  
    • By Chipchase · Posted
      Simple, clearly a first wad.  All on the flat with big, brightly lit, and architecturally implausible rooms. The first map has two rooms, the second map one, and the third map one plus a kind of exit lobby. You can do one of two things - just run past the monsters and finish (I did it in 35 seconds), or have a bit of fun killing the monsters first. No noticable bugs. I hope the author will go on (or went on) to greater things.
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