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Doom the Way id Did

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"At some point in time I got the idea that it would be really fun if John Romero dusted off the ol' doom editor and made another map for Doom episode 1 for old time's sake. He once replied to an email saying 'maybe I will!' but never did get around to it as far as I know.

This project asks the contributors to carefully study the original maps and try to make them as John Romero and Sandy Petersen did.

The guiding principle in the project is to pretend that id Software initially intended to release Doom as a three episode, 30 level game, but somehow lost three levels; one from each episode.

The mappers for the project are trying to create those lost tenth levels, except we are extending this concept to be a full 3 episode replacement.

Our goal is to make the 'lost' maps as authentically as possible to be convincingly mistaken for original levels from the game, to recreate Doom the Way id Did."

-Hellbent


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For those who can't get enough of classic pwads imitating the style of the original episodes, this is definitely what you will need to download. It's well done, it's fun, and id would probably also want you to play it. 5/5 - NightFright

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Will never be as good as the real thing or spark the same memories but if you still enjoy Doom I it's a 99% chance you'll enjoy this. It's pretty much as much of a success as it could be, as I simply don't think it's possible to truly match up to the memories of the original. I think part of why the original has so many memorable levels is simply the fact that it WAS the original, and that's a trait no wad can ever replicate, not to mention it takes lots more to truly make a memorable level now vs then. 5/5

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I played Doom since the early 2000s, and this definitely gave me a feeling of utter nostalgia. The things that I particularly liked was that it didn't try too hard very often of going overboard with key/switchhunts and the boss battles were a lot more like actual boss battles augmented with imposing level design for their areas. Only problem was no E4.

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Yeah it's... not very good. I liked the idea but the level design simply isn't memorable or particularly fun. In fact, I think the games were even more maze-like than the originals. Sorry guys. 2/5

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5-star quality wad, without question. This should wash out the aftertaste of all the shitty wads we've endured in the past year. 5/5

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Pretty good megawad. Almost feels like I'm in the 90's again. can't wait for d2twid

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A reinvention of a new and modern classic, if that makes any sense. Brought me back to way back when when I used ctrl and space. 5/5 -Acid

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I understand why people are referring to DTWID as "mazey". The levels are generally way too sprawling, with a distinct lack of visual landmarks. This results in getting lost a lot. Difficulty is low as well, with more emphasis on stylish crap like constantly killing enemies with barrels than on any sort of real challenge. I never once had to use the rocket launcher in E1 and honestly forgot I had it. However, some of the traps and gameplay were pretty creative. 3.5/5.

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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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