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Manin

   (8 reviews)
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One Boom-compatible map made on the 26th of October in the space of 24 hours.


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rdwpa

  

This is a clever early-career speedmap by Obsidian, in one of his favorite settings, a small archvile-infested library. It has a couple of puzzles and much of the combat is unconventional: stuff like tysoning, pacifism, and forced partial invisibility. 

 

The gimmicks aren't bad, and a lot plays well, but I disliked the blue key section:

Spoiler

 

- The timed switch puzzle demands a lot more of you than everything else in the map. Because monsters harass you the whole time and texturing is uniform, it takes disproportionately long to figure out the sequence of lowering lifts and the proper "trick" to reaching the last one in time.

 

- In the sergeant trap following that, you simply hide in one closet and block its spawns, and then pick off sergeants from the other closets one by one. I didn't find that entertaining to do, but you pretty much have to otherwise they can shred you. 

 

- When you try to return from the blue key itself, a monster might stand on the lowering lift you need to take. It can prevent the lift from rising a few times by bonking its head on a ceiling. The lift would have benefited from monster-block lines. 

 

 

Two other reviews contain factual misrepresentations: the early revenant can be comfortably skipped until stronger weapons are attained a short time later, and a certain vile trio never appears if you stay pacifist during that one segment. (The map even warns you, through unmissable sector letters that spell "silence.")

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Guest

Unknown date

  
Try this wad if you like to fight a revenant with a pistol only, then fight three arch-viles in one room with still only a pistol, or if you want to train specific skills. It *can* be done, obviously, but it's absolutely not my idea of gameplay, and for me a complete waste of time, so 1/5 for the efford. It's a pity, because I have the impression that author can be much better.

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Guest

Unknown date

  
For a wad that was made in 24 hours, its not bad. 3/5

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Kapanyo

Unknown date

  
Pretty damn good! It's ridiculously hard, forcing you to fight a revenant, hordes of former human and THREE ArchViles with ONLY YOUR PISTOL, but it has fantastic design and how it was so finely crafted in just a day is beyond my imagination. Top work as always, Obsidian! :D

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mrthejoshmon

Unknown date

  
This is actually pretty good for a wad made in about 24 hours (beats my work so far at least).

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Zalewa

Unknown date

  
Interesting, but not my thing really, therefore I give it 3 stars.

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  • File Reviews

    • By spd7693 · Posted
      Oh, Requiem... What to begin with...    Outstanding frst 15 maps and if that design, gameplay and combat was more consistent in the further levels, I would have given 5! But it drops off quite a bit from map 16 onwards and becomes a jumbled mess of maps. Considering the difficulty I faced in Memento Mori 2 I expected Requiem to be even more difficult than that. It was, but only until map 15 and from then on it became a relative cakewalk. Well, not completely though. There are a few tough monsters and still maps are difficult from pistol start. The second time I played it I felt like I liked it more, but rage quit on map 27. Iikka Keränen, please put more ammo!    The lack of ammo frustrated me from map 22 onwards. The wad intends a lot of infighting, which is in a lot of cases impossible, because of big groups of monsters of the same kind and/or often presence of arch-viles. There also aren't many crushers that can help the player kill monsters easier and there are a lot of long-distance enemies. The lackluster of ammo is definitely map 24. It has only 40 shells, a couple of rockets and a small patch of plasma while 60% of the enemies are revenants and there are a few imps and hell knights. It has no single corner where infighting is possible on top of that. Oh, and it comes after map 23 which is an ammo eater due to the presence of an Icon Of Sin fight. It's manageable until map 27, but no further than that. Compare that with how many shells the player was spoilt with in Memento Mori 2. In MM2 the rule is that if you have no shotgun ammo, you're dead.    Fighting was OK. I expected a harder wad, but still the fights were OK. Some were forced, some were tedious. Basically the problem was again, you can't really infight beefier monsters.    Yeah, map 24 Procrustes Chambers is my least favourite. In fact I hate it more than I hate The Chasm! Hey, another time I don't like map 24. Coinsidence? Is it that I hate this number or this number hates me? Speaking of The Chasm, map 19 is also bad. Not to mention the design flaws, but also that twisted cubic staircase platforming in The-Chasm-style? Will there ever be an end to ledge walking as a gameplay gimmick?    Visuals were perfect and very interesting. This is one thing they did well.    Maps ranking:    Hatred - 23  Cursed Kingdom - 27 - next time I play it I may be more careful with the ammo  Last Resort - 15  The Black Gate - 10  The Portal - 14  Den Of The Skull - 21  Town Of The Dead - 13    A lot of levels though had the impossibility to get 100% kills and/or secrets. And Den Of The Skull is unique in that aspect. 100% kills - impossible, 100% items - impossible and guess what - 100% secrets impossible! People, when creating maps, please make everything the player can take accessible. I found out you actually can make 100% kills possible, but you have to use a map editor. And if to fix one map, why not fix all of them? I don't think it's legal.    Bottom line: What could have been. I don't care about the visuals. If this wad was harder than MM2 and had all kills and secrets accessible, I would have given 5. And of course, if it had better ammo balance. I must give three. I gave MM 4 and I gave MM2 5.    PS: Mark Klem, if so many designers left the team, why the heck didn't you create a single map in this wad? Base Exposure is one of the best maps I've ever played and I definitely would have asked for more of the same! 
    • By spd7693 · Posted
      Eternal Doom Lite. This speaks enough. Basically Eternal Doom with a bit softened puzzles and softened map progression with some Scythe element added after map 20. I have nothing much to comment. I'll never play it again or will play simply some miscallenious maps. But I don't think so.    The effort was good at least. I can't tell if I really experienced the maps that well, but the fact this rips off so much from so many other wads and plays like Eternal Doom makes this wad not as good as you may think. Considering that, still it has a few highlights:    Map 26 - good combat at least  Map 27 - Those spider masterminds are bad*ss!  Map 28 - reminds me of Darkdome. My favourite here and Dardome anyways is my favourite in Eternal.  Map 29 - I find no words for it.    But I'll never play this again. Not because of the difficulty, but because it's Eternal Doom Lite. I wanted something more original than this.    Oh, and I don't think I liked map 24 either. Nothing new. 
    • By MuratMikal · Posted
      This is one of best megawads's I've played. I didn't find any bad maps, and they're on the easy side due to large ammount of ammo, health and powerups the author provides. Some maps have more than 500 monsters and can be slaughterish so be warned. I feel there should've more reviews of this megawad for it to be more acknowledged.
       
    • 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.
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