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900 Deep in the Dead

   (29 reviews)

Guest

3 Screenshots

About This File

Capellan on the Doomworld forums had this neat project idea; to make maps in 100 lines, or less.

I thought this was so cool, and made about seven maps for it. Then I thought to myself "why not make my own episode of the things?"

Nine maps with less than 100 lines each, hence '900 Deep in the Dead'.

This is quite the experimental wad. As such, many of the levels are shorter than you'd usually expect, more linear and without the kind of elaborately-crafted ambushes we know and love.

Nonetheless, I hope there's something here you can enjoy. :)


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lazy91geek

  

A short, fun, and relatively easy WAD. Beat this in 1 sitting on UV. The only real criticism I have is the lack of secret areas. Give it a shot!

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Player Lin

  

Short vanilla DooM 1 episode, nothing too special, just like original E1.

 

One complaint : Some narrow passages/mazes with a lot of pinkies(in UV), really? At least it's a nice, old-school style of 30 mins episode, and considering about 100 linedefs limitation, it's decent enough for whose enjoy the vanilla DooM.

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NuMetalManiak

· Edited by NuMetalManiak

  

900 Deep in the Dead is a take on the 100 lines project, in which a whole E1-style replacement was made. maps are cutesy and have some neat ideas, like E1M6's central lift, three of those on E1M7, and some of the maps are shaped like things (treble clef, dollar signs). that's basically all there's to it. it's cutesy, it's quick, it's basic, and there's nothing else to really mention.

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trrobin

  
As expected the design is pretty basic but it's cheap thrills and fundamentals. Worth a play.

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Guest

  
basic..boring

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Steve D

Unknown date

  
I thought this was pretty damned awesome. Great Knee Deep feel, outstanding use of limited lines. I especially liked E1M5 -- very tricky design -- and the incredible E1M8 boss map. Excellent execution of a cool concept there. Died many times before I won, but always felt encouraged to keep going. Well done!

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chesse20

Unknown date

  
5/5 very fun and i managed to have to resurrect twice ( i didnt feel like repeating a level over agian) e1m7 was too confusing for me to win though

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cannonball

Unknown date

  
Very good considering it's constraints, 4 stars

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Guest

Unknown date

  
Not bad but the boss level is pretty good.

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nicolas monti

Unknown date

  
Very nice episode, good gameplay and visuals, the perfect use of very limited resources gives us an idea of the author's potential.

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Dragonsbrethren

Unknown date

  
Dat TITLEPIC. Level design is a bit of a mixed bag - some good stuff here, some not-so-good. The huge, slow lifts are particularly annoying.

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FTuma

Unknown date

  
I feel the use of lines was very well done in most of these maps. There is a fair amount of gameplay considering the limit, and the architecture is sufficient but at the same time, clearly few if any lines were 'wasted' to provide extra detail, which is the very point of this concept IMO. E1M7 was a bit excessive with the lift locations but it's not that big of a deal, and it did make the level feel quite big for its limit! 4/5

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Avoozl

Unknown date

  
It was good but I wasn't at all fond of the damaging floor in the boss room, died before the floor lowered for me to escape.

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Guest

Unknown date

  
Simplicity can be interesting, lots of close range hitscanner fights, and while open slanted rooms. You'll mostly fight hitscanners imps and demons.

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Pavera

Unknown date

  
these maps are so little, yet I like them a lot! 4 beards

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Guest

Unknown date

  
Ugly, amateour maps!!! 1 star.

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Guest

Unknown date

  
Not bad considering it's constraints, 3 stars

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Philnemba

Unknown date · Edited by Philnemba

  

Surprisingly good episode despite the 100 lines limitations on each map.

 

EDIT(12/10/2019): I have no recollection of playing this wad or reviewing it but Happy 26th Birthday Doom!

 

Also this cute Doom episode is still fun :)

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Guest

Unknown date

  
A short dose of fun, just don't expect it to last too long. It's better than massive overscaled confusing maps.

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Olroda

Unknown date

  
Interesting concept, short levels with good gameplay. Not much more to say. The last level was difficult, which is a good thing.

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Retog

Unknown date

  
This wad is a lot of fun. It is the most fun I have had in a doom wad in a long time. The use of 100 linedef limit is extremely impressive. Especially E1M7. That level is huge for 100 linedefs. I highly recommend this wad. It definitely deserves a mention in the next cacowards!

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Guest

Unknown date

  
It's not bad, but ultimately it's nothing special, either.

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  • File Reviews

    • By DoomShark · Posted
      - Designer has the bad habit of silently spawn monsters (especially Revs) right behind you while you are busy fighting the hordes in front of you. - Too many deadly traps - You'll find yourself saving/loading A LOT because you die a lot. - Many gamers will find this hard to play and an unenjoyable experience. - Map design is good but maps are small.      
    • By Denim Destroyer · Posted
      Doom 2 has left the community with an impression of what city maps are like. Unconnected boxy rooms that do not flow into each other and lack any coherent artistic themes due to the games limited texture set. City of Doom continues this idea and drags it out over the course of eleven maps. In this level set you will find all of the aforementioned ideas of what a city level could be in addition to large open rooms that tend to plague amateur maps. City of Doom has not one single redeeming factor this making it impossible for me to recommend this wad. Had I played this level set when it was new I imagine my opinion would be better, but better city maps have come out in the last twenty years I recommend you check those out instead.
    • By Spie812 · Posted
      TL;DR: Despite some weird graphics replacements, this WAD is mostly competent and fun, though encounters can feel a bit spammy in the final maps.   So, the first thing you notice when starting this WAD is the new graphics. Most sprites have been recolored or replaced entirely. For example, the fist, pistol, and shotgun have been replaced with their Doom Alpha counterparts, the imp is now grey with green fireballs, and there are now like 4 types of barrels for some reason. One change that I enjoyed was for the SS soldier, which is a modified Doomguy sprite that allows it to be used as a standard enemy who makes frequent appearances. I'm not too keen on the other replacements since they feel unnecessary, though they don't really detract from the experience in any meaningful way.   As for the rest of the visual design, it's pretty good for the most part. The overall style is techbasey with a lot of cues taken from Doom 1's visual style. Areas are generally well thought out and pretty well decorated. It's nothing mind-blowing, but the levels are generally visually coherent and have some nice looking areas for the vanilla limitation. The layouts have plenty of interesting rooms and designs which nicely avoid the "boxes connected to boxes" feeling, though they sometimes feel a bit too flat (heightwise, that is). Also Map05 has a FIREBLU/FWATER1 building which I think is fantastic.   The actual combat is... interesting. The first few maps play a lot like a Doom 1 set with the occasional revenant or hell knight. This means no SSG, roaming monsters rather than setpieces, and generally attrition based difficulty. The latter half keeps that same style while turning the difficulty up considerably and focusing on the more powerful monsters (and giving you the SSG, thankfully). Unfortunately this doesn't mesh too well with the gameplay, and encounters can end up feeling a bit spammy and annoying especially in the last two maps. The combat is otherwise pretty fun for the most part.   Overall, I think this WAD is pretty good. The graphics replacements don't really work for me, though the rest of the visual design is well executed. Combat is pretty good as well apart from a few annoying encounters in the final two maps. I'd say that it's worth a play, though it might be wise to play on HMP to take the edge off of some of the more annoying encounters.   ...   Oh, and it's weird that Map07 isn't vanilla compatible. Like it benefits from the extra detail but c'mon, "Vanilla" is in the name for God's sake!
    • By Gargamel · Posted
      Of the Community Chest packs, I find myself coming back to this one the least. My major issue is the difficulty curve. It's all over the place and as a result, it's sometimes a slog. Especially egregious is the placement of MAP05, who's the lunatic that signed off on THAT being the fifth map? The entire WAD up until that map, you've fought one archvile if you're on UV. You fight TEN in that level. You haven't fought any Masterminds or Cyberdemons. You fight two MMs at once, in lava that also slows you down for some reason despite looking no different than regular lava, immediately before fighting a horde of nobles and a Cyberdemon. That would be fine as a later map, somewhere in the 20s, but the fifth? I think this whole WAD would be way better with just a reshuffling of the map order to have it ramp steadily up instead of swinging wild like it does, and maybe that's why I don't come back to this one often, because there are some really good, fun maps in it, but you have to dig through some bullshit to get to them the way things are.
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