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.

Base Ganymede: Complete

   (90 reviews)
Sign in to follow this  

Guest

11 Screenshots

About This File

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.


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

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.

Share this review


Link to review
Gallic00

  

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

Share this review


Link to review
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.

Share this review


Link to review
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.

Share this review


Link to review
Guest

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

Share this review


Link to review
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.

Share this review


Link to review
Guest

  
could be alot better

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

Unknown date

  
Legendary. Deserves being played.

Share this review


Link to review
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

Share this review


Link to review
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

Share this review


Link to review
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

Share this review


Link to review
Guest

Unknown date

  
not bad at all

Share this review


Link to review
Guest

Unknown date

  
Hate it. 0/5

Share this review


Link to review
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*

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
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.

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
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!!

Share this review


Link to review
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

Share this review


Link to review
Guest

Unknown date

  
hard but enjoyable. 4/5

Share this review


Link to review
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

Share this review


Link to review
  • File Reviews

    • By seed · Posted
      "In Aeternum in triumpho tenebrarum... " (Forever in dark triumph)   Over the wad, what else? Aeternum has been finished, played through ZDoom 2.8.1 on UV difficulty. A rather short, 3-level wad.   So what's this... Aeternum is a short wad with skill-based gameplay, heavily inspired by the classic Alien Vendetta. It comes with new textures and energizing, action-oriented music. The first 2 maps appear to take place on Earth, while the final one exclusively in Hell.   The difficulty is not high, and it would be somewhere around the end of the first half of AV, with tricky traps but nothing too intense, therefore it's pretty accessible. It's also short, being easy to beat in one sitting as it takes little over an hour or so, depending on your speed. The second map however is the longest, being noticeably lengthier than the other 2, but it doesn't necessarily drag on as it gets better as you progress, and more fun. Although the first half of the map might be a bit underwhelming. Everything culminates with a short but more intense final level with slight slaughter tendencies, and an IoS awaits at the end.   There isn't much else to add, and it isn't as impressive as skillsaw's other works such as Valiant, Ancient Aliens, Vanguard, or Lunatic. His style is unmistakable but here it doesn't do a whole lot to catch anyone's attention. Thus, Aeternum can be seen as a sign of things to come, primarily due to its gameplay which would further evolve in the author's subsequent releases, in addition to his maps becoming much more impressive visually. It's a fun little wad to try out when you want to play a Doom map or two.
    • By seed · Posted
      "Get out of the way!"   So that you can watch me kill your brethren before I get to you. You can't stop the killing. Newgothic Movement 2 has been finished, played through GlBoom+ 2.5.1.5 on HMP difficulty. Or is that HMP? I'll get back to you in a moment.   First things first, Newgothic Movement 2 is the sequel of the short slaughter megawad with the same name. It features a new menu background, end level stats picture, textures, and music. The gameplay is pretty much identical to the original, with large enemy counts, enemies placed in strategic positions, and emphasizing skill. This is pretty much all it has in common with the original, as the maps are generally very different and exploring more themes and locations, on Earth, Hell, and space, however, various ideas from the original have been recycled into the sequel, such as the tunnel sequence with the Cyberdemons underground, now taking place in a pyramid and more difficult, as it plays a much more important role as opposed being and area you could simply ignore by going straight to the right drop point. Additionally, there are no more levels that do not serve any real purpose in the megawad, unlike the original did with MAP03 and its Cyberdemon fest in the middle of nowhere. The progression between levels is also much more logical so it feels like a more coherent package and "actual" megawad, as opposed to just a collection of random slaughter maps.   Compared to its predecessor, the sequel has much higher difficulty, emphasizing foreknowledge in many of its maps in order to get the full, enjoyable experience than just jumping into it and hoping everything goes well for the most part. Therefore, it involved quite a bit of trial and error in some of its maps to avoid making crucial mistakes than could bring your progression to a half. Moreover, items, such as Invulnerability spheres, are now sometimes put in secrets, some of them being mandatory if you plan on making the enraged wave of enemies calm down quicker, and with much less frustration. The difficulty curve is nonexistent as almost all levels start somewhat easy (apart from MAP02 and a few others) and the difficulty increases dramatically as you progress, but the following map with not be necessarily easier or more difficult as you'd normally expect. There are also crazy parts in some of the levels, particularly on the aforementioned MAP02, which has a really rough start with lots and lots of mandatory damage (no wonder there's health potions at every step), with waves of Imps at both ends of the tunnel and Chaingunners shooting you from their alcoves. This is going to be the only map I did not like in the entire megawad, simply because it's all about damage and challenge, but zero fun. It's best to try to speedrun this map instead of maxing it out as that needlessly complicates everything (as if it wasn't already complicated). Due to the drastically increased difficulty going in blind like I did will prove to be a challenge in itself as traps and ambushes are much less forgiving than they are in the original. I would not say you need to know the maps inside out, but it will absolutely make your life much easier in some of them if you have some knowledge before playing them, so that you at least know where the nuttier parts are. There are also no difficulty settings, so despite choosing HMP, what I actually got was UV, so you either deal with its difficulty the way it is, or skip it.   When it comes to locations, it unfortunately does not explore cities. MAP13 was easily the one map that really stood out from the crowd in the original, despite not doing anything particularly mind-blowing. But it had an amazing grim atmosphere, and it was impressive both visually and gameplay-wise.   All in all, Newgothic Movement 2 is a definite improvement in all areas over its predecessor, but also a significant departure, as while still preserving the core essence of the original and being much more coherent with its design, it places much more focus on difficulty and foreknowledge, something the original did not do, therefore it is going to be more challenging than it, and more frustrating in parts. As a result, it is good for veterans and demo recorders who have the time to analyze the maps carefully and fully, but not a very good candidate for more casual players who just want to play some slaughter. It's also not a good introduction to the genre for newcomers due to its high difficulty and lack of skill levels, so it's best to check this out only after you have familiarized yourself with the genre and have some experience. Otherwise, you might get your ass kicked on many occasions.
    • By Doomkid · Posted
      The monkey on a trike will always be Krawa to me
    • By Roofi · Posted
      One of my favourite Ultimate Doom map from the Doom community. The Room Below has a very linear progression and gather all TOD's gimmicks' but has a insane number of awesome tricks and really creative themes and textures usage. the small underwater area was one of the best part.   French detailed review : http://doomfrance.forumactif.com/t3832p50-boom-eternal-slumber-party#139129
    • By Roofi · Posted
      A very tough but impressive BRPD-inspired speedmap made by Death-Destiny. You have to explore a strange mining facility surrounded by a sort of harmless acid rain. I loved the atmosphere of this level, it was indeed quiet, magic but also quite creepy.   My usual french detailed review : http://doomfrance.forumactif.com/t4688-review-maps-de-death-destiny#140845   My saveless demo done on UV : DEMO
×