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Doom 2 the Way id Did

   (100 reviews)

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About This File

Doom II The Way id Did is the long awaited sequel to 2011's Doom The Way id Did. It comprises 32 levels that endeavour to both look and play as though they've come from Dallas, 1994, from the very toiling hands of Sandy, John and American.

The idea was originally kicked about by Jason Root aka Hellbent, whose passion for the game and knack for growing enthusiasm resulted in one of the most successful community collaborations in Doomworld history – not to mention an impressive collection of more than 100 total submissions. While not quite as successful as the first project in this regard, painstaking lengths have been made by those involved to ensure that D2TWiD is as true a doppelganger of id's Doom 2 as it could ever be. And we hope that you agree! Enjoy!


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Walter confetti

  

Another great installment of "The Way ID Did" megawads, this is a really good classic maps where the style of original mappers is been mimicked very well, for having the really good stuff you have to wait, but when you get it, you'll enjoy it a lot! Also congratulations for finally giving "The Chasm" justice (don't worry, since MAP24 is again the "lower" point of wad, but the gimmick aren't that weird like in the original Doom 2, trust me) with it's MAP28 "The Abyss". Lots of cool maps and some shining gems. The Coomander Keen secret maps are a fancy surprise.

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aargh

  

It misses that "something extra" that id maps had. Something that you remember those maps for. But maybe it's not fair to compare because the original always has the advantage of nostalgia.

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Senor500

· Edited by Senor500

  

"The way id did" is exactly what it is, feels like something id would make for an addon perfectly, someone said the secret maps are bad which I don't get, they're the funniest I have ever seen in a pwad.

Sadly, it also carries the "sometimes the gimmicks are a drag" from Doom 2, and the IoS level can be annoying, but I can't take too many points away from it for that, can I? After all, id did.

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666shooter

  

What truly postive things can be said about D2TWID, beyond the respect that must be paid for the designers adhering closely to ID's design philosophies for all of the maps involved? Great names were involved in this project; these maps all show evidence of thought and commitment, surely. I can at least agree that the secret level of Map 31 here is, in fact, quite incredible and well-worth playing, but I just can't bring myself to feel the same way about the rest of the maps herein. I can't and won't claim that they're bad levels- indeed, each one contains engaging secrets to find, traps to avoid, generally engaging encounters- but none of them stand out as having any sense of genuine identity as individual maps, despite my having played through the set twice. When I think of Doom 2, I immediately remember Dead Simple and Nirvana, and perhaps The Crusher. We have their imitations here, but they seem to lack a spark that makes them exciting and really as memorable as their original counterparts. And perhaps that's the fault of the extreme adherence to the design philosophy of the original levels- there was such a focus on making things feel authentically "Doom 2" that there wasn't enough room left for great creations to come into their own. That must be it, certainly. I just don't have a great impression of any moments that really "wowed" me here. Instead of level memories, I find myself agrieved by the small moments of frustration instead- the abusive Crushed Spirits with its cruel and frustrating traps, the confusion of navigating Abyss with its yellow-key teleporter/lift puzzles, the up/down confusion and onslaught that is The Causeway (which does succeed in evoking my dislike of Downtown and Doom 2's original Map 15), and culminating in one of the worst Icon of Sin fights I have played, one I was frankly unable to finish because my rockets simply wouldn't fly correctly despite endless attempts. If you showed me screens from many of the rest of the maps, I admit I might have trouble differentiating them.

I like the original DTWID, I'm replaying that happily for a second time; I liked the original Doom 2 quite a bit; I replay those maps regularly. And of course I'm sure you could show me several other maps by all who were involved on this project and I'd find quite a few I'd be happy to play more than once. But the joy just isn't there for me with D2TWID; I don't see why so many others love it. There's nothing inherently wrong with it (IOS and Map 24 aside), but, for me, there's nothing truly remarkable about it either.

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apollyon094

  

I love it, feels a lot like something ID would make.

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spd7693

  

Pros: Good effort, good representation of the original game, good design. 

Cons: Irritating puzzle on map 30, irritating map 31, some level progressions are stupid. 

 

Cacoward well deserved, solely for the idea if not anything else. Interesting on and on. I consider my skills above this level, thus I preferred on my rerun to do maps from pistol start if I die. I wasn't disappointed at all. Some monster placements were very effective. In fact after playing Alien Vendetta this wad was a nice relaxing walk. I did reload saves on some maps though. Particularly 30 because of the stupid puzzle. Creative is one thing, but over the top is another. 

 

And my favorite map is... (drum roll) MAP 24 CRUSHED SPIRITS!!! Seriously! I like the 24th map? After disliking it in every other wad? Well, I do. It's a map totally worth playing and is simply outstanding! Just great. The only problem is the hassle until you get the SSG, but in a continuous run it doesn't matter. All you need is to be careful. Other of my favorite maps are 29, 15, 26 and 32. Least favorite map is 31, other maps I downright hate are 9, somewhat 19 and 30. 27 is enjoyable in a continuous run, but I didn't like it from pistol start. 28 - vice versa. Another level that shows you may not need cyberdemons or spiderdemons to make a difficult map. Well, maybe not in the long run and I kinda missed having arch-viles there. 26 requires some very quick BFG shots, which is another highlight. 

 

3 stars, because I can't rate it as high as Scythe and Memento Mori and not even close to Alien Vendetta which I promoted to 5 stars. Even if not, giving Hell Revealed 5 stars and 4 to D2TWID at the same time alone is unfair to HR. 

 

Disclaimer: This is an SDA, not an FDA. I played the wad first in 2014, so I played it once again to rate it properly. 

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Rathori

  

Very cool secret levels. Otherwise - meh. Kinda managed to capture Doom 2 levels' annoyingness.

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PureSlime

  

Does a fantastic job at mimicking Doom II, but as a result doesn't deliver as tight of an experience (through no fault of the mappers, that's just the Doom II style). Really recommended if you enjoyed the first one.

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seed

  

A faithful replica of the original Doom II, but I did not enjoy it as much as I did the first. On top of that I have no favorite levels either this time around, or, well, apart from MAP31 which is something else entirely from actual Doom, but brilliant nonetheless, as if I played some NES game in first person, with great music, enemies and textures. What I did not like at all is that there aren't too many resources in the last couple of maps. I ran out of ammo very often on MAP27, 28, and 29. As for maps I hated, that's going to be MAP19, no particular reason but I could not enjoy this one, as for another one, which is MAP28, it confused with its yellow key and platforming in some areas, if there is a gameplay style that I don't enjoy much, it's something close to what's presented in this map. 

 

MAP30 was a very interesting idea for an Icon of Sin level, possibly the map I liked the most from the entire PWAD, firing rockets and then outrunning then to raise a platform that blocks their way, but for this reason it's very tricky, I think I died like 10 times until I figured out what needed to be done, and a couple more afterwards. I didn't seem to be able to get more than one rocket reach the brain of the Icon so it did take some time and it got a bit tedious, but for a wad which aims to be faithful to the original, well, it's still vastly superior to whatever happened with MAP30 in Doom II from my POV.

 

It's a good wad that's well worth one's time, but not on par with the original and not as enjoyable. This is the sole reason it's getting only 3 stars, not because it's only "decent" or "average" .

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QQXgamer

  

Most of the maps are better than the original Doom 2. The gameplay and level design are really similar (success!), wad is smoothly changing theme from tech to hell, cool puzzles and tricks here and there. Some of the maps can be called rip-offs of some of the original Doom 2 maps for their obvious similarity, for example Map07 (Dead Simple) - a small fortress filled with mancubi and arachnotrons (another one would be Map29, also there is one that really resembles Gotcha!). But that could be expected of this wad.
The secret levels are very well done. The boss fight in Map32 is excellent and unique in Doom.

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Endless

  

An incredible classic, fun in every way with a simple idea that manages to complete successfully and exciting, truly, I feel that ID did it.

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Gato606

  

Decent WAD, enjoyable, had a nice time playing it

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DoomKnight1984

  

Not as good as the original but at least some effort was made for the levels.

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Spectre01

  
Really good re-imagining of Doom 2 with a lot of clever puzzles and cool city levels. Can't say I was big on the secret maps, but that's no biggie. All around solid vanilla wad for those who enjoyed Doom 2.

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Kingpin3

  
Really good but not 5 stars...

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dg93

  
Excellent!

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Guest

  
Some excellent, clean maps in there, interspersed with a few annoying, too non-linear, meandering ones

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joe-ilya

  
Good as DOOM 2 itself, both aren't perfect, both have some lame levels in them but they still maintain entertainment.

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Pinchy

  
';,,; / ';,,;' - ';,,;'

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Guest

  
Play this with Brutal Doom. Holy shit. Five stars.

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AD_79

  
good shit

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nxGangrel

  
While I didn't see that much of a resemblance of the style of the original levels, I did enjoy playing through the wad. The design was neat and the gameplay was fun.

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Doomkid

  
It's right up my alley - Vanilla compat, use of stock textures, clever layouts. I like it. I think the only question I have afterwards is, why are other similar vanilla megawads not just as popular? Oh well, the world is a crazy place, I love good vanilla stuff, so good job!

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cs99cjb

  
Seems to be one of those games where you look at things and push a button to make them fall over. It can get dull after a while, but as an example of the genre this is pretty good.

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Guest

  
First 25 levels are amazing. Not so last 5. And the secret level was amusing for about 30 seconds. That's how long it took for novelty to wear off. Still, worth 5 stars for the parts that were good.

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  • File Reviews

    • By TheMagicMushroomMan · Posted
      5.5/10   The problem with DTWID is that the same concept has been carried out by countless WADS already - they just didn't draw any direct comparison to the original DOOM. So what you get here is a set of competent-but-generic maps that follows the same beat-to-death techbase>hell progression of DOOM. Just like 10,000 other vanilla style megaWADs. In the end, that's all this is - a WAD that attempts to mimic (not always successfully, as there are some questionable maps here and there) OG DOOM. Without the awe that comes with experiencing the original game for the first time, you're left with a bunch of generic maps. The inspiration that ended up leading to the creation of this project causes the WAD itself to feel uninspiring. It lacks memorability and soul.
    • By printz · Posted
      A pretty tough level with an unusual design. There's no exit; your goal is to defeat all monsters. Good luck.
    • By printz · Posted
      Mostly a flat maze level full of illusionary effects. It's not a very complex structure overall, but pretty challenging. The exit is randomly hidden somewhere.
    • By Lol 6 · Posted
      For a wad made in 1995 it's a pretty convincing church, I like how detailed it is, as well as the graveyard, too bad it is quite short because it's fun (Although I understand that, as a deathmatch level, making it too large can make it unfun to play). The exit gates are an awesome detail too. Definitely check it out 5/5 stars   - xX_Lol6_Xx
    • By VoanHead · Posted
      Upon the release of The Ultimate Midi Pack for Doom 1 that replaces all midi slots w/ original compositions, I thought to myself "Hell Yeah, now I have an excuse to play DTWiD!". Besides the shameless plug, I would recommend everyone to give that pack a listen and perhaps a spin w/ this wad b/c god damn does it go together like peanut butter and nutella.   Onto DTWiD: Well, the people behind this wad accomplished the goal of mimicking the style of John Romero, Sandy Petersen, and last but not least Tom Hall. Every level breathes like it was made by any of the three gentlemen, and god damn I had a blast w/ this one. While certainly not as hard as your Plutonia, Rowdy Rudy 1+2, Hell To Pay, or even Good Morning Phobos, it has its own moments where it doesn't pull its punches. However, one of my main gripes w/ this wad is that there's a lot of secrets to find if you're a completionist like I am, as some of them are a bit tricky to hunt down. The maps are way bigger than the OG John, Sandy, and Tom Hall levels, and while it's great to mesh some good fights here and there, it at times felt like a slog to go through b/c of the size of some of these maps. E1 was the weakest in terms of fights here, as expected that you won't be fighting anything tougher than hitscan, imps, and pinkies. While the design was great, I admittedly got lost a few times trying to get my bearings and know just where the hell I need to go. E2 was a bigger improvement upon E1, and had a few moments where it was spooky, like things are really beginning to hit the fan. E3 (which unironically in the OG UD was my least fav episode that I couldn't even bring myself to finish) was probably the best episode of the bunch, everything was oppressive and coming for you, luckily there was an abundance of ammo to help you out in messy situations, more traps and better set ups than what E2 had and a way better episode than E1. The secret levels of all 3 episodes are the highlight of the wad.   While I wouldn't say that this wad is a "must play" b/c over time I started to get a bit exhausted on the size of some of the levels and figuring out where I need to go, and especially since I binged E1, E2, and E3 3 days each respectively, I had my moments where I was like "Please God let this be over". Overall, I would say this is more of a wad that if you really wanna check out, go for it, or a good recommendation for people who are just beginning their journey of playing community wads and want something ez to play.
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