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Dragonsbrethren's Pandemonium

   (5 reviews)
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3 Screenshots

About This File

This was my submission to an E3 project Hellbent started where we'd try to duplicate the look and play style of E3M3: Pandemonium without paying homage to the original. The project never received many submissions and I decided to release this as stand alone after nearly a year of inactivity.

This map, like the original, was initially designed as a Tom Hall style techbase. The original E3M3 looks like it was literally in the middle of being retextured when Doom was released, so I tried to keep that same feel in this map. I think mine's a bit more hellish looking than the original.


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Zalewa

Unknown date

  
Well, this one is weird. On one hand we have classic Doom gameplay, which is always fun. On the other hand the ending is very weird and abrupt - you reach the ending while there are still monsters at nearby parts of the map. I have mixed feelings about this.

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Guest

Unknown date

  
Cool classis Doom 1 map! - Mr. Sz.

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Foodles

Unknown date

  
A decent map, bit easy and the layout is a bit all over the place but a solid effort so 3/5

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mrthejoshmon

Unknown date

  
This map really captures that true E3 feel: Half tek, half hell all carnage.

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  • File Reviews

    • By Yandere_Doomer · Posted
      The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..   For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]   but yeah.. great wad overall...
    • By Argenteo · Posted
      Amazing episode, some custom decorations and good care to lights and shadows. I like how he uses the playing space (wide corridors) and how it affects the combat. Despite her beautiful voice, you gotta kill her. Burning trees.
    • By aargh · Posted
      Nice, tight level design. E1M8 was an amazing puzzle map.
      It's surprisingly difficult for a Doom 1 WAD, but for wrong reasons: constant ambushes, monsters teleporting right behind you. Also, there is a serious lack of medikits. Fights with 5 % health and hitscanners all around are common.
      Still, it was quite fun.
    • By northivanastan · Posted
      Seriously underappreciated WAD. If you've played the Japanese Community Project, Manbou (burabojunior) was the most prolific contributor, and without his nine maps, the JPCP wouldn't have the same reputation for fun and artistic flair. He announced Water Spirit in the text file for JPCP, and released it a year later. These are three somewhat challenging maps with high enemy counts and visuals even more stunning than his JPCP maps. Manbou is probably my favorite visual artist in Doom. My only complaint is that the PWAD as a whole is really short, consisting of only three maps that are about ten minutes of gameplay each. It leaves me wanting a lot more.
    • By Argenteo · Posted
      Big non-linear tech-base with no music replacement (D_running ad-eternum).
      I know there's a more polished version in an unfinished megawad, with a lot better combat and navigation. Cool idea, not sure about the execution. I recommend playing the reworked one.
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