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Reticula: Episode 1

   (16 reviews)
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First episode with 10 levels for Doom2, my goal was to make some maps with varied themes and full of tricks and ambushes, minimalistic detail as usual in my maps trying to emulate the classic feel, but trying to offer more action than in my previous releases, several alphadoom textures were employed and a very few extra, as those from map06 and the sky. regardless using Doom2 stuff like items and monsters I think you'll find the maps more Doom1 resembling, except for map05 and map06 which use plenty of doom2 textures. This mapet also contains 10 new midis.


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NuMetalManiak

  

amongst Monti's weirdly made levels we have Reticula: Episode 1, for something that I assume is still somehow in development. the design decisions in this one can be traditional Monti, but I'll be damned if I say the gameplay is anything similar. Monti's going for "full of tricks and ambushes" and what you see is certainly what you get. what that means in this case is you must expect an ambush just about anywhere, a monster teleporting in front of you, several walls opening up around you, columns opening up featuring lots of enemies inside, the annoying moments when enemies teleport both in front and behind you. it's gonna be something you're gonna see in each map.

 

for the level themes, MAP02 easily wins most unique, even if it may not seem as fun. DOORTRAK is the theme texture, and it is quite a weird one. MAP06 is inspired by weird civilizations and MAP08 is the kind of map I associate most with Monti, nukage halls and radsuits galore. every other map isn't as memorable aside from their traps but follows traditional Monti conventions, such as Doom Alpha-inspired locales and all. it's an average episode, the traps will certainly make some annoyed.

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MuratMikal

  

Trash. Just avoid it. Author doesn't know how balance properly the levels, I was playing in HMP and after the 3th chaingunner ambush on MAP 01 I quit. Unfair gameplay, you shouldn't waste your time with this one.

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Guest

  
Nice maps, Feels like doom1 but with some challenging gameplay.

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bardcat

Unknown date

  
really fun, atmospheric maps. some worthy of 4 stars, others not so much. creative and unusual use of some of the stock textures. neat!

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Guest

Unknown date

  
Every time I see a stock Doom (or Doom 2) texture I want to vomit.

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Memfis

Unknown date

  
Brutal maps that aren't shy to repeatedly stab the player with evil traps. For that they are very well balanced (perfectly playable without saves). Some interesting and nicely done themes, such as a map made almost entirely out of DOORTRAK textures, ruins of Etruscan civilisation or a level where all floors are damaging. Lovely, at times very disco-ish music gives the whole thing a pleasant 90s feel. Fascinating, definitely not your average mapset.

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Guest

Unknown date

  
^Hey, first reviewer, you are SICK! You need to be hospitalized. Are you human? You must be a monster to say what you're saying. How dare you spell The Holy Good Name of God in a phrase full of evil wishes. Stop bothering /idgames database with your worthless hatred, shame on you!

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Guest

Unknown date

  
Niche-wad. Played @ UV. Architecture: overall not bad, but nothing special, sometimes beh (doortrak level), textures often very 1994-style. Gameplay: massive, extremely predictable monster pop-ups, usually one-of-a-kind, so very fantasy-less. If you're Rambo, then you might like it (4/5). But if you like original or tactical gameplay, architectures, adventures, skip it (2/5). So avg: 3/5. BTW numerous texture misalignments, some missed textures, a slime trail.

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  • File Reviews

    • By Denim Destroyer · Posted
      Back To Hell Episode 1 is a great example of bad first impressions. The first few four levels consist of odd progression choices that only make sense if you are familiar with playing Doom levels. For example map01 has you enter a room to press a switch that raises bars in the previous room granting access to a switch that raises bars in the first room. I will admit that I almost dropped the wad but I figured I could get through the levels fast, plus the early ones aren't bad just alright. After map04 the level quality increases immensely and I eventually found myself enjoying what I almost discarded. With that said the levels themselves are neither good or bad and if a the mapmakers ever decide to come back to this I recommend touching up the early levels.
    • By spd7693 · Posted
      The wad left me with mixed feelings after playing it. Some maps were outstanding. Some maps not so. Overall, I expected a lot more from this pack. Particularly the middle maps.    I'm delighted with the challenge and delighted even is too small of a word to explain it. I simply loved it. It was a great test for my skill and an awesome adventure. I wouldn't need to try to drop from UV at all since I managed to complete this one on this level. The combat was decent and in all maps the player is given a fair fight, just with a few miniscule exceptions. So, what's the problem of me not giving 5? Well, here it is.    Yes, I said the fights are fair and decent. But there is a difference with let's say Hell Revealed. In Alien Vendetta the combat goes: "Here are your monsters, find your way to defeat them and go on." In Hell Revealed it goes: "Here are your monsters, choose your way to defeat them and go on." The difference is much noticeable. True, the fights were fair, but there is a little quirk - in over half of the battles with high-tier monsters you were forced to strictly fight them with the BFG. I do not swing this way, sorry. I prefer duelling those monsters, not BFG-bashing them. Especially cyberdemons. I was denied at least 12 duels with cyberdemons due to their placement or the general way the set piece worked, which made the cyberdemon a priority kill. I simply was denied the opportunity to enjoy the fighting to its fullest. In Hell Revealed I could amuse myself with the maps however I wanted. There is one exception though. In HR in map 30 the 4 monsters in one volley way of the Icon Of Sin got the better of me. In AV the map is much bigger and I didn't feel it at all, so I could esily beat the map normally. In fact, I wouldn't have known the monsters were spawned in fours if I hadn't read it. Another exception is map 26 which was Post Mortem cleansed of the reasons I hated it - inverted monster priorities in combat and pain elementals spawning all the way on the other side, seeing you and flooding the level with lost souls before you get a chance to kill them.     The miniscule exceptions I mentioned earlier are the ending of map 17 with the number of arch-viles in the exit that simply is BFG-forced. Before them you also have maybe the worst-ever placed cyberdemon. Such a monster in such a cramped space? There barely is space to go past him and there is no way he doesn't hit you. While the map possesses only one megasphere. The other ones are the start and the end of map 24/25 Hordes Of Monsters. (24 in the first, 25 in the second release.) They're just based on rolling the RNG-dice and surviving. That simply destroys the otherwise perfect map. All the other combat into it was so well thought out and allowed so much so good tactical thinking. A few rooms with forced usage of the BFG, but that wasn't that bad in the end.    The only other map I didn't like is - guess which one - 24. 24 of the second release is simply boring. Just that. I also expected a lot more from map 16 which also I can say I disliked. Not in terms of combat, but in terms of monster placement rather. Personally, I was OK with fighting 6 cyberdemons at a time, but I wouldn't force the player to do that.    And my other complaint is visuals. People, when you make maps, please MARK THOSE LOCKED DOORS AND SWITCHES AND THOSE EXITS!!! Red skulls and red rectangles must be used then and only then when a red door or a red switch is marked by them. Same as blue and green. With the only exceptions being like for instance showing the location of the corresponding key or its pedestal, etc. So many maps used these textures on doors and switches that didn't require those keys or weren't used on such that did. Not to mention something that got me a bit bitter. I often am criticised of my rooms being bland and being just a straight shape. Well, at least I mark my locked doors and locked switches, as well as my exits. Also, the visuals on a few maps didn't impress me at all. Well, why does it impress you then while I get brought down? Seems like most of the criticizm towards me results in me not creating maps for years past or that I'm not a speedrunner of the early 2000s. If this is the quality you want, well, I'd prefer a good fight in a blase room than a bad fight in a well decorated room. And as for the problem "you don't see the exit until you're at the exit", well, how can I see the exit if there is no indication for an exit until you flip the switch or pass a seemingly normal teleporter? Subjectivism in action.    But there is a flip side. All in all, I played this wad for multiple reasons. To analyze the difficulty curve, to see if I can beat it on UV, to take inspirations and to take some map making models. The best for the latter were the maps by @Andy Johnsen (if it really is the Danish speedrunner behind this name.) I kinda like the majority of the maps created by Norse people, particularly the other big Dane Jens Nielsen. Johnsen definitely did the best job of all people who created maps and my comments from above of course address neither of his works. Definitely a player and a mapper I can learn a lot from. All in all, if we exclude the cases where some things made me scream "I can do better than that", I do have a lot to take under consideration. Especially Andy's maps. And especially... my favorite map.    You guessed it. My favorite map turned out to be map 29 Firewalk With Me. No other level ever feels more Hell than this! Visuals, combat, monster placement to the end! Best map I have ever played, most enjoyable too. Even the horde of revenants - my least favorite monster - didn't bother me at all. In fact my comment on the map was "In order to like this map you have to be a nerd. And be proud of it." Well, I consider myself a nerd in some ways. Especially while dancing around cyberdemon rockets. This map gave me so many opportunities for that as well. Other maps I want to highlight - 23, 13 (I believe this was the one with the cyberdemon in the crate room), 18, 26, 27 and 11. I have no words to describe them all. Definitely these are just another reason to play AV. I want to add in map 32 as well which also gives the player a fair fight all in all despite the rough start.    Wow... That's some essay of a review. But something that makes me wonder - should I keep on making new maps or not? After all, if the quality I should aim for is the quality of the greatest AV maps, then is this for me at all?    I was considering 5 stars, but a few disappointments can't allow me to. If there were more cyberdemons available for taking down with the SSG, I could have given 5. So much potential, but not what I expected. But does this deserve a sequel? Definitely! 
    • 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!
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