Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Reticula: Episode 1

   (16 reviews)
Sign in to follow this  

Guest

6 Screenshots

About This File

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.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

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.

Share this review


Link to review
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.

Share this review


Link to review
Guest

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

Share this review


Link to review
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!

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
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.

Share this review


Link to review
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!

Share this review


Link to review
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.

Share this review


Link to review
  • File Reviews

    • By InDOOMnesia · Posted
      Love the map's flow. Pretty tough for me (regardless of difficulties), yet it felt just right.
    • By RetMenTos · Posted
      It was fun (technically speaking). I was on the train and I had nothing to do. So I fired up this wad and chugged through a couple of these levels. Special thanks to my good friends iddqd and idkfa, they made this experience bearably amusing.
    • By Never_Again · Posted
      Three levels in three separate WADs (EHD11, EHD12 and EHD14) dated March 31 1994 - 26 years and a day ago. The author, Ed Jankovsky - a student at Northern Arizona University, announced them on the same day in newsgroup alt.games.doom in a thread titled "Try These New Levels!!!"   https://groups.google.com/d/topic/alt.games.doom/VUFq8jK-RxM/discussion   The number of the exclamation marks in the subject reflected the author's excitement rather than the quality of the levels. Even by the standards of the day they were rather poor - Michael Kelsey's STONES had been out for several days already.   The only noteworthy level in this pack is EHD14. It's a 5x5 grid of empty 256x256 rooms, each with a teleporter in the center. No monsters or exit, this was probably meant to be a DM-only board. All weapons except the shotgun are present, as well as some ammo. There are a couple more rooms extending north from the north-easternmost grid cell, but to proceed you need to raise the bridge across the nukage first. The switch is in the center of the grid. Once you get to the northernmost room the things finally start getting interesting.   You can walk out of the map into the void through the north-eastern corner of that room. Then you can go west and circle the map to your heart's content, provided you keep far enough away from the two nukage sectors. You can even travel in the void between the individual grid cells and examine their contents from outside. Once you drop into the nukage sectors extending out into the void the journey is over, however. The nukage won't harm you and you can get back into the map but you cannot get onto the walkway or back into the void.
    • By DoomShark · Posted
      Good wad, Although its an old wad but I really enjoyed playing it.
    • By Denim Destroyer · Posted
      Going Down is hard for me to review because of how unique it is despite being just another Boom compatible megawad. Plenty of megawads exist that have unique themes and brutal open ended levels but Going Down sets itself apart through intelligent use of Boom actions. No two maps feel exactly the same because under the hood they always have something different going on. Walls falling to reveal a new hellish underside, a dark mirrored version of our world, rooms that transform faster than you can blink an eye, and a literal descent into the mouths of hell are just a few of the things Going Down does to stay fresh. Go play it and you will not regret it. 
×