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Doom 2 the Way id Did

   (99 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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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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purist

  
Does a better job of mimicry than the original DTWID and despite this is does not feel old hat. It seems D2 style maps are rarer than you might think and this megawad might convince you that modern mapping sensibilities might have left something special behind as design has evolved.

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  • File Reviews

    • By Pechudin · Posted
      Quite simply the best MegaWad I've ever played. DooM, like any other game, piece of art or real-life situation has a certain langauge. Upon loading a map you know certain things will happen. There could be keys. Monsters, certainly. Maybe platforming. At any rate, you know certain patterns mean certain things, like a key in the middle of the room or an 'unguarded' Megasphere.   This WAD breaks this langauge. Some keyed doors open up...to a brick wall! Huge open areas that you'd expect to be filled with monsters never do. It brings a certain level of discomfort, but also a sense of wonder. This is not a WAD for those looking for a challenge or fluid fights (since many fights are awkward and very start-and-stop), but for those that like the bizzare and exploration aspect.   So good!
    • By elend · Posted
      A.L.T. quickly emerged as one of my favourite megawads as well. With its "realistic" style maps, that more than once delve into the abstract and surreal and thus form something quite unique and... unsettling. The amount of neat ideas and gimmicks this mapset employs is really quite amazing and I think every single map surprised me in at least one aspect. Be it gameplay, design, atmosphere, or layout. No map is the same and apart from one I really did not like they all play very well. Most surprising of all did they manage to not get me confused and lost, which says a lot. The music was incredibly moody as well.
    • By UnknDoomer · Posted
      For me, at the moment I'm writing this review, #1 WAD of onces that I've played / seen / heared.   Options and things:
      * GZDoom. * Have played with "Complex Doom" modification. * Difficult - "Ultra-Violence". * 100% secrets and enemies. * No annoying / too hard maps found.
      * #9 in community top.   Pros:   1. + Great, own, unique style level design. I just tell a few words about some of the levels:

      * MAP07. Bad Reception. Small arena. Tough fight.
      * MAP08. Hide and Seek. Small warehouse map with 18 enemies in total. But this enemies - arches and pinkies. And if you start with the pistol - there is only chain gun on the map in additional to it. If you using Complex Doom add-on - those arches might be way tougher then regular onces.
      * MAP09. Broken Records. A lot of hard enemies in small arena that is look like library.
      * MAP12. Dead End. Nice, circle like, map.
      * MAP15. Gladiator type arena. Literally. First you fight with some upcoming enemies. After "viewers" (another demons) starting to fight with themselfs and you.    
      * MAP20: The Mouth of Madness. The name speaks for itself - from a kind of mouth, from the very start of the map, hordes of demons move directly to the doomguy. And BFG will not save you at all. Strategy here - as fast as you can use switch on the left side of the map (climb the islets) and then run and use switch on the right. Break through the pack of barons to teleport, which is on the right side, in lava, and hide in the top type location. Wait till most of the enemies will kill each other. I've attached some screens.     * MAP21. Indigestion. No ammo or weapons. Only pistol with few shots. Tough enemies. As result you need to use local traps and enemies attack enemies strategy to deal with, in total, 135 of such onces.
      * MAP28. Necropolis. ~ 1411 enemies. And mostly no regular place to hide from them. Few cyberdemons, a lot of cacodemons.
      * MAP30. Game Over. That what can happen if you will play Doom too much... Or, by other hand, some Silent Hill 4: The Room atmosphere here.   2. + Horror-inspired music on some horror like levels. 3. + Combines just fine with "Complex Doom" modification.
      4. + Challenging. 5. + Unexpected gameplay twists.
      Contras:

      Zero, but,

      * - If you play with Complex Doom you can stuck on MAP29 in case here was unique boss and mod just change it to it's own regular one type. So. To proceed further use console, ~, and write there "MAP MAP30". MAP31 can be beaten with pistol start without much troubles.
    • By P41R47 · Posted
      Talking about A.L.T. and it convulted development leads us to nothing. And by now, there is not much recollection of what was the original story Azamael intended for the megawad. But that doesn't stopped Lainos, BeeWen and the (B0S) Clan to make what i can say for sure is the most deep and psychological Doom experience out there. The storytelling details around the maps, the oppresive atmosphere, the leitmotiv used all around, the mystery, alienation, and huge sense of dread and loneliness this megawad achieved is something never seen or experienced before.   Storytelling megawad are somewhat the most difficult to make. Why? Well, the rudimentary engine of Doom only allows a few text screens, and so, mappers has to be smart and cunning to achieve the desirable effect... All has to be made without breaking gameplay and making it boring.   This megawad is one of the projects that is at the peak of storytelling megawads, and there are not much that can equal this level of storytelling. This are the kind of megawads that i crave for. Full of details, full of atmosphere, full of deep thinking. Works that are artistic and imaginative, breaking the standars and passing by uncomprehended on their own time. Fortunately, history was kind with this work, and now it attained the reward it deserve.

      Thanks to all that worked on this project: Lainos, BeeWen, Wraith, Azamael, Chaingunner and all the members of the (B0S) Clan. This is truly a work of art in its purest form.
    • By 94's the best style · Posted
      Sluggish gameplay with little new to offer. Traps aren't creative nor is combat fun. Also, the first map has annoying pole running section and is very dark. At least geometry showed some effort.
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