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Swim With The Whales

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"Swim With The Whales" is a set of 3 boom- compatible levels featuring abstract environments, very challenging gameplay, and elaborate secret areas. I spun the color wheel and landed on blue this time around, so expect plenty of it! The dynamic range of the difficulty is wider than my previous releases. That is, UV is harder and HMP / HNTR are both a bit easier. So I encourage even skilled players to start off on HMP.


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Rosh Fragger

  

Such a wonderful creation! I really wish there were some more maps so this could make it into ZDaemon Thursday Night Survival (TNS) someday...

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NuMetalManiak

  

I...did not review this, okay. well, it's blue and it's pretty decent and setpiece-y. get used to ribbiks' style and this one is just like all his other maps, very well-designed and fun to play. just watch out for MAP03's final area.

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amackert

·

  

I made the mistake of putting this on UV for my first playthrough. Oops. It was insanely brutal and I didn't have a lot of fun with it. However, after checking out the readme, as suggested I went back for another run on HMP. It's impressive to see the huge difference in difficulty and I appreciate the effort in differentiating the various skill level choices. I definitely recommend new players play it on HMP or lower, that way you can really appreciate the excellent architecture and interesting color scheme, as well as that soothing DKC music that makes for a unique vibe. 4/5 for a HMP playthrough. The only thing lacking here is the amount of maps, and that's OK. I'd just love to see more in this style.

 

Rating when played on UV: 2/5. For extreme masochists only.

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Killer5

  
Sick wad.

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Spectre01

  
Great looking and challenging WAD. Focus on quality over quantity with well thought out encounters featuring low to medium numbers of monsters. Also the secret map's music is GOAT. 5 dolphin riding Archviles out of 5 whale riding Cyberdemons.

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Combinebobnt

  
Great plunge into wad stardom for Mr. Ribbit. good slaughter for many kill (and without needing a boatload of monsters). UV is the only difficulty in doom! (20+ years to prepare for this wad; get better noobs?) Half the detail is the daring lighting, and the single color stuff works. Donkey Kong midis match the maps. The jumpmaze sections are weird, but the author loves that stuff, so whatever! This map was hard enough to put grown men to bed early, 5 whales out of 5

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damned

  
The architecture and details of this piece leaves me speechless, but I didn't like the gameplay. I am not fan of slaughter maps, I can get bored by these maps soon and most of fights were too difficult for me. 4/5 - Damned

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Guest

  
As with Stardate, the visuals and level design are the real strong point here. The gameplay is atmospheric and fun enough with plenty challenge. As others have stated, HMP difficulty is recommended as it is fair enough while still being challenging. My only grievance with this wad is the inevitable repetition; both from gameplay, and visuals. It would be nice to see more than blue and black! Good wad though. 4stars from me. -TRRobin.

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Guest

  
Impressive architecture and detailing, but monotonous slaughterfest gameplay that involves a lot of quicksaving/quickloa ding, at least for me. Despite the beautiful layouts I honestly got bored with the gameplay. Same with Stardate 20x6.

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bardcat

Unknown date

  
i'm probably speaking for myself only, but i really dislike maps like these. this would be great, imo, if the gameplay was paced a lot slower. it's not that it's difficult, it's just boring. seeing tougher monsters right off the bat just kills it for me entirely. there's no time to admire the authors hard work because you're blasting away the entire time. beautiful work, but not for me, gameplay wise.

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Zalewa

Unknown date

  
I recommend playing this on Hurt Me Plenty. UV is just idiotically unfair. All in all, it's good.

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Guest

Unknown date

  
Very stunning visuals.

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cs99cjb

Unknown date

  
Has there been Weimar-style hyperinflation in Doom map design during the last 20 years? Instead of wheelbarrows of Reichsmarks, we are given legions of arch-viles. No monsters on map 1; instant death on map 2. Chastened, I began again on HMP (henceforth 'Don't Kill Me Instantly'). Blinded by pain, I fell into a pit (painful, of course) then stumbled through a secret door only to be confronted by a cyberdemon. I don't want to spend a decade in whatever monastery the author honed his skills in.

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Guest

Unknown date

  
I wasn't really that impressed with this one. Just like Stardate 20X6, just because you add a different color, doesn't make it an outstanding wad. 3/5

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Guest

Unknown date

  
Another masterpiece of architecture and design. Extremely hard on UV and more casually fun (still challenging) on lower difficulties. Bravo once more!

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JudgeDeadd

Unknown date

  
Fun and well-designed, though sometimes you need to search a little. The difficulty is of the "sadistic" variety though, so unless you're some kind of a Doom genius you might want to play on HNTR. Great visuals at times. Add in atmospheric music, and you get a good mapset which has deservedly won a Cacoward. Pity map31 is so short, though :>

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Guest

Unknown date

  
Very,VERY good!I feel right at home with this wad because I am big as a whale.(not really,just a big ass)

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Guest

Unknown date

  
Pretty good.

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Guest

Unknown date

  
Hard as balls. Love the level design. Brilliant just like Stardate.

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Guest

Unknown date

  
Map layout: 3.5/5. Very nice textures / ambiance: 4/5. Gameplay: slaughterfest is definitely not my cup of thee, but as others like it, I won't rate it. So overall: 4/5.

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Cynical

Unknown date

  
A vast improvement over Stardate, Swim With the Whales sees Ribbiks improving both his sense of aesthetics (this one isn't entirely brown, and features much more contrast than Stardate), and his sense of layout and flow (SWTW doesn't feel like "Painkiller in Doom"), while maintaining his trademark Death-Destiny inspired encounter design. Just do yourself a favor and play it on HMP (again, just like a D-D map).

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Guest

Unknown date

  
too hard for me, but for the visuals 5*

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Philnemba

Unknown date

  
A pretty blue fulled wad with great architecture & the kind of crazy difficulty I like. 5/5

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Guest

Unknown date

  
very hard levels , love them

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  • File Reviews

    • By galileo31dos01 · Posted
      Done with these settings:   - Crispy Doom 5.2
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - Saves every 10 minutes or so.   Important note: The wad is almost fully playable in Crispy Doom or complevel 2, but due to two inaccessible doors which are part of progress, maps 03 and 04 cannot be completed without cheats. Because of that, ZDoom is the source port to be used like the author said in the text file, or else for PRBoom+ users I suggest to use this patch file that fix them. Thanks to WH-Wilou84 for sending me it, though Alfonzo made it for this thread. Also, other specifications about what's recommended to play this wad will be described below.    This is a solid episode of mid-sized maps for those who fancy Alien Vendetta in its semi-slaughtery way. Same for its visual design, the wad features mostly a similar texture arrangement from the earlier and latest episodes from AV, ranging from techbases and industrial factories to underground caverns in a lite hellish context that gave me some nice throwbacks. It apparently includes new textures, but their purpose don't seem to stand out in any particular context, more like a complement to the stock ones, and to be honest they went unnoticed during my playthrough. I did see the blue Wolf3d texture usage as part of colour variation among other details, a modest appearance though, which was neat. If something cannot be overlooked is detailing, specifically the part that refers to "things". Users of source ports that allow to turn off infinite height will have it softer to maneuver around, because of dead trees and hanging corpses out of the FOV you can get stuck in. I understand they are part of the transition from man-made structures to more natural landscapes, yet they can be potential annoyances in later maps. It's a little slip in design, given the existence of many ports that support this wad, and regardless of the author's recommendation, not everyone is going to stick with it. Anyways, I liked the midis, they certainly fit in their maps except the one in map 04, it's a beautiful calm track but not for outdoor areas, in my opinion.    Vae Victus is only short in number of maps, but it's plagued of monsters to kill, assuming you're ready to dispatch every meat shield in the road. Difficulty is forgiving for the skilled player, there isn't much in the way of pressure or hectic encounters as long as you have your feet on the ground, literally speaking. I did notice how limited in ammo are some maps, requiring berserk usage specially from pistol starts. Also there is an oddity in the 4th map, all of the weapons minus berserk are multiplayer-only, and while you'll eventually steal the shotgun and chaingun from zombies, all of the cell packs are of no utility, which indicates the author missed to place weapons in single player. Still, what's more strange is the sheer absence of the BFG throughout the wad, not that you'll really need it. On another side, the wad is easily comparable to the two wads the author got inspiration of: the aforementioned Alien Vendetta in its design structures, hallways connected by compartments (of which resources are located and typically small intruders too), few switch/key hunts involving backtrack and mostly the kind of meaty incidental combat where you either stay and fight or escape and camp, which is up to the player's will. The mapset gets more in the vein of Deus Vult later, when the bigger areas are meant to be explored in depth, and killing everything turns a bit more time-consuming and less obligatory, besides monsters completely out of the player's aim. The penultimate map is where this wad excels, although I must admit the initial area is a chore to navigate. Nevertheless, it's a decent romp in difficulty, the skinned walls room is the first fun lock-in trap, followed by some crowd-herding in order to eliminate the primary targets. It's unfortunate that the last map is a bit of an anticlimax after the previous longer map, which could have served perfectly as a closure to the wad.    Secret-wise, if you wonder why you still haven't found any of the 13 secrets in the third map, don't worry, 10 are on top of crates the author probably forgot to untag. Maxing the map is impossible due to that, though. Outside of that, the secrets don't require much skill to find, if anything you'll be ok with humping suspicious walls, pistol starters will definitely appreciate the berserk in map 04. For favourite maps, that's hard to tell, I honestly don't have any highlight whatsoever, I liked all of the maps pretty much the same, except for the underwhelming map 07. I also wonder why they don't have names, huh...   Overall, it's fairly enjoyable in what it offers, I'd recommend it more for the casual player rather than the one looking for a new challenge, but still should deliver some relaxing grind with bits of slaughtery if you're open to it, just don't expect anything bizarre. Oh and, non-ZDoom maxers, remember to turn off autoaim to try to kill those snipers from afar in map 05, although in Crispy Doom it was still impossible to reach them :/ ... My rate is 7/10. 
    • By tib_ · Posted
      Very impressive, VERY spooky
    • By Classicgamer6 · Posted
      Valhalla is a dark industrial techbase level that almost immediately sucked me in with its bleak atmosphere and amazing ambient music. Gameplay wise this level isn't too complex with its rather simple monster encounters that in a few spots provided a fair challenge for me on Ultra Violence. My only issues with Valhalla is that there are a few spots where the detailing can impede movement and cause pressing a necessary switch to be awkward.
    • By Stale Meat · Posted
      If you could describe the general multilevel WAD of the early 90s, you would have experimental and very abstract level design and texture placement, a MIDI soundtrack of popular song covers and whatever else was readily available on the BBS networks, a handful of custom sounds and textures, and a difficulty a bit higher than base Doom, but nowhere near many of the WADs released today. All of this is present in Serenity, and it makes for a memorable and pretty fun jump back to the past and the basics.   Serenity has some pretty good effort put into it, with much of its design geared towards quality in all of its aspects. The textures are placed with care and do well to compliment the unique theme each level has. Layout is pretty solid with a healthy dose of experimenting with the various sector effects like stairs, lifts, and crushers to add variety. A few simple traps and complimentary barrel placements help emphasize a more tactical approach to each level, and a few secrets can certainly change how you can engage a future room full of bad guys by opening windows and alternate paths. There isn't much aesthetic detail beyond what is absolutely necessary, but it doesn't take away from the main focus of its gameplay.   It isn't a very difficult level set, so if you handled base Doom on UV just fine you will probably do the same here. Supplies are spread but plentiful and weapons are acquired slowly but surely through the 8 levels. Difficulty for me was fairly even, with action picking up in the last few levels in particular. This and the levels being fairly short meant that in most cases I didn't feel a worry to save more than once in a level, if at all. Enemy placement is pretty good overall, with most of the enemy types appearing early on but are often placed in ways that makes it engaging and fun to deal with most of the time. The whole WAD took a bit over an hour to finish with thorough exploring of secrets and close to full level completions.   Overall I quite enjoyed this charming throwback to the past. It was engaging yet not overly challenging and most of the levels I quite liked. A few were a little subpar, with the 7th map being the most annoying with its many doors, switches, and stairways dragging it out longer than it needed to be. But overall it is an hour well spent with gameplay that certainly holds up after all these years and some interesting level designs. If you want a fun experience of early 90's WADs, Serenity should be one of your first picks.
    • By Lane Powell · Posted
      A good, very HUGE map, plus or minus 1000 monsters depending on difficulty: the kind that can take upwards of two hours on the game clock to run through. Naturally it's not for the FDA/no-save crowd. Frankly I had to do it in multiple sittings over the course of a day, as map fatigue kept setting in. That said, and despite the fact that it largely uses the same green marble/stone and tech textures throughout, the detailing and designs manage to keep areas from feeling too samey, though personally I would have used a greater variety of textures in different areas to keep them more distinct, or at least widen the color palette a little. While most of the map takes place indoors, there are a few cool outdoor void areas (which I could've used more of, to be honest—even peeks out of windows would be nice!), some cave areas, and even a small ruins setpiece. There are many side areas and a great deal of interconnectivity (though few if any true route choices), but the pathing is very good: I never felt lost even when coming back from a break. The fact that buttons almost always acted on something close by was naturally a huge help.   Gameplay was appropriately challenging and about as varied as it could be in such a huge map, though there are a few tricks one can tell the author was especially fond of. For example, there are plenty of archviles. Luckily I'm fond of stomping archviles. On the flatly negative side I felt some areas were much too dark. Unfortunately these were often populated with stealth demons—not very clever. Also I don't know the idea behind fighting multiple Cyberdemons in a near-pitch-dark room with tons of geometry to get stuck on, but it wasn't a good one.   While there are some things I would do differently, this is all told a pretty fine map—provided you're among the intended audience of people who like trawling through huge-ass maps to begin with.
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