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The Devilz Work

   (29 reviews)
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10 Screenshots

About This File

Hello fellow Doomers! Here are 7 SP/coop maps designed for DOS Doom2. I put a lot of calculation into these regarding ammo and health balance. Difficulty levels are present, but only in terms of power-ups rather than monster count. They go in order from easiest to hardest, with map01 having about 50 monsters, and map07 having over 400. Every map has secrets to hunt for, and I've attempted to make them look "detailed" within DOS mapping limitations. I found no visplane overflows when playing through these, so if you do, please notify me! :) Naturally, jumping and crouching should be disabled when playing these, since they're intended for vanilla play. Have fun!!


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valkiriforce

  

Greatly enjoyed this mapset from Doomkid - really hit all the right buttons for me in being a very, "Doomy" experience similarly to Scythe or Memento Mori. The last map killed me a number of times but I never felt it was unfair; it was just the kind of challenge that I understood in giving the player the responsibility of loads of ammunition with packs of enemies coming in from every side in bursts of action. I also appreciate some of the minor additions like the new pistol/chaingun and teleport sounds. Definitely recommend this for those looking for a shorter mapset for Doom II with a decent enough challenge (namely reserved for the last slot).

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Megamur

  
Starts out with pleasantly tight ammo and health balance but mellows out pretty soon after. Action is good enough to keep you alert most of the time with a few close calls sprinkled here and there, but only really cranks up the difficulty at the end. New color palette with heavier blue emphasis adds a nice layer of gloom to everything, though sometimes makes visuals overly dark. A fairly fun action romp but doesn't excel enough at anything to make it noteworthy. 3/5

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Guest

  
Very well designed vanilla maps, great difficulty, fun progression.

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Guest

  
These maps were very good.

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Guest

  
Pretty fun old school style maps. Custom palette and sounds were unnecessary, though.

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Guest

  
meh, overrated as fuck in my opinion, gameplay lacks of flow

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Guest

Unknown date

  
Done with a DOS editor? Quit trying to be me! ;-p -Fellowzdoomer

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Guest

Unknown date

  
very good but extremely hard on UV.

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scifista42

Unknown date

  
Despite relatively simple design, the maps are pretty nice and enjoyable. Neither high, nor low difficulty. Some tough ammo-sponge enemies spoil the experience a little. Still, 4/5.

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Guest

Unknown date

  
These maps are hereby approved by Chuck Norris.

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Guest

Unknown date

  
GOOD SHIT

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Zalewa

Unknown date

  
Very well designed, smooth gameplay, difficulty is just right at UV.

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plums

Unknown date

  
These maps are small, but the clever layouts and hard fights make them feel much bigger. Looks great despite being vanilla compatible, too. Fun!

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pavera

Unknown date

  
yeah this is pretty solid. some encounters are pretty dickish but w/e. cock blocking monsters really did their job fucking me over. layouts are generally simple but clean, and the fights are hard and engaging enough to work. nice! 3

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dg93

Unknown date

  
Fun maps, beautiful level design, DG93 approved! The only thing I recommend is that you keep the "playpal" alterations to a minimum. Other than that, I can't complain about anything else from this wad. 5/5 :)

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Guest

Unknown date

  
Played @ UV. This is a typical ADHD wad. Don't expect beautiful architecture, adventures, or time for relaxed looking around. Instead: you have to work. Work through hordes of enemies... UV looks tough but can be done without too much trouble, when you're in the right flow killing everything crossing your path. If this is your cup of thee: 4/5. If not, skip it.

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  • File Reviews

    • By Mizuki_Jun10 · Posted
      It turned out to be a surprise for me because I didn't expect it to be such a fun level, when he said he wanted a lot of monsters in his level I didn't imagine that amount of monsters, but it was definitely fun.   I consider it a very good map, for its time, for a first map made by him, for a very humble map.   But overall I don't consider it a great or extraordinary experience, I don't see myself revisiting Crusher, but I can't call it Average because what he did is super interesting.   And it's a long level, which I also didn't expect, but to be more precise, the exploration is interesting, the layout was a little diverse, and the action on the map kept me focused and entertained, some rooms had poorly aligned textures and didn't seem to have been looked at at the last minute, which is a bit strange because he said he spent a lot of time developing the map, but I imagine why since at that time there wasn't an "Ultimate DOOM Builder" with automatic texture alignment, or maybe there was one automatic alignment?   And the maze everyone mentioned was annoying, yes I admit it lasted a lot longer than it should have, and I feel like it could have been shortened in Wad's release, it made the level feel longer than it is too, but I don't feel so much that the level it got worse because of it.   The positioning of enemies isn't that great, but they make you take cautious measures at times, but at times I was like... "It could be better..."   But that's it, it's a good level, it hasn't aged well, it could be better, but I feel like it would be unfair to call this level average, it's a level that I enjoyed, did things that weren't that common at the time, and seemed to use of resources that at the time many used wrongly, I don't feel like I wasted my time. I deserve to see more from the mapper.... (If he released something after that of course...)
    • By Mizuki_Jun10 · Posted
      Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
    • By Mizuki_Jun10 · Posted
      I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
    • By Mizuki_Jun10 · Posted
      Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.).   Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately.   The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work.
    • By Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
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