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About This File

- Designed for Doom II deathmatch ( -altdeath highly recommended ). Stoker2 came about due to the e-mail I received on Stoker.wad. Most of the e-mail I received was very favorable however there was almost a unanimous request for monsters. Therefore Stoker2 has monsters along with some architectual changes from Stoker to accomodate them. There's an old saying "Be careful what you ask for, you just may get it". In skill level 4 there are probably more monsters than most people can handle. Be forewarned...MONSTERS, MONSTERS, MONSTERS.

- This level's venue is a European mansion several hundred years old. There is a noticeable lack of technology other than the weapons, they are all included. There are no teleporters and only one lift, which is in the center of the courtyard. I tried to give this level the look and feel of a real place. The size of the WAD file is mainly due to the amount of detail I put in each room (fireplaces, beams, furniture etc.).

- This level was inspired by the Ledges series in that there is a central courtyard surrounded by a series of rooms and walkways.

- I tried to satisfy the two different types of deathmatch playing styles. There are several snipe points for those who like to wait in ambush (some of which are accessible only through secret doors), and open areas (ie. the courtyard).

- There are 8 deathmatch starts. All starts are in rooms which have one exit which is only opened from the inside. Each start position has a single pump action shotgun, a box of shells and a backpack. This was done by a suggestion one of my testers made to make all the starts fair, and to also eliminate materializing in front of another player after being killed, which usually gave somebody an easy frag. After all who wants hollow victories!

- All rooms (other than the start rooms and some secret rooms) have multiple exits. This way it's hard to be trapped in a room without an avenue of escape if needed.

- This level has been throughly tested in 2, 3 and 4 player deathmatches. In 4 player deathmatches we have averaged 1 kill every 20 seconds. In one testing run (testing? hee hee) we had, we played a 4 player deathmatch for 1.5 hours and totaled over 350 kills. Since we play 4 player deathmatches I designed this level for that, therefore Stoker2 is probably to big for 2 player deathmatches. However, 2 player DM's are interesting if you use monsters on skill levels 1 or 2. We also tested this level in single player mode using skill levels 4 and 5. Skill level 4 is challenging but possible. Skill level 5 is impossible.

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  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.