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Ultimate Doom 2 : Dead Anomaly

   (14 reviews)
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About This File

I was bored, so I made Doom 2's Dead Simple in Doom 1. Instead of Mancubai there's Barons (duh). Map11 in E2M2 is next.


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NuMetalManiak

  

for the few of you who knew Fellowzdoomer like I did, this was a person who mapped on an Android device. if you take a look at the editor used, you'll also see DMapEdit, which is definitely no Doom Builder. nevertheless, I've never seen any really amazing work from Fellowzdoomer and this isn't different. it's basically a concept of taking Dead Simple and making it work for Ultimate Doom, barons when killed open up an exit area with shotgun guys where the exit is in the northwest corner, and that's basically it. very primitive, no polishing done, it's super simplistic but completely lacks excitement factor.

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Tangerine

  

Typically with a wad this bad, I'd think it's a joke; But no. This isn't played off as a joke wad, It's serious. Just like what M_W said, "Bad in ways only an earnest effort could produce."

wow.JPG

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Erick

  

This took 5 days to make? The effort is so low that there's barely anything to enjoy here. All you do is just fight four Barons in one small square room, walls lower, you go kill some Spectres, and then you walk to some exit with a sky texture plastered on it. With the lack of anything in this map, I don't understand how there are still misaligned textures. Skip.

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That One Gecko

  
Concept was good, but 5 days to produce this poor mess is pretty sad.

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M_W

Unknown date

  
Interesting seed of an idea or not, this is just bad. Bad in ways only an earnest effort could produce.

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Walter confetti

Unknown date

  
interesting concept, bad execution.

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mrthejoshmon

Unknown date

  
Whilst I can't fault you for the idea and the effort put into this I can fault you for this being somewhat shit, not absolute shit but still shit.

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Dark711

Unknown date

  
Nice idea,but it could use alot more work,fix the clunky textures and maybe make it larger.

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insanoflex312

Unknown date

  
Good concept, but man is it executed poorly 1* for good concept

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  • File Reviews

    • By Argenteo · Posted
      The last chapter was the one I had less memories, perhaps because it's tough. A good time playing.
      Beat it. Everybody frag now. Vangelis. Cool midis.
    • By Argenteo · Posted
      A lot better sights and tougher than S1, with another pack of cute midis. 
    • By P41R47 · Posted
      Pretty entertaining and challenging mapset. The maps start in a somewhat heretic or cave theme at first, and with a really abstract style with just tiny little realistic details. It use TNT as iwad and there are just a few maps with name patches. The rest and the text screens are the ones from TNT. The story is interesting: Serena, B.J. Blazkowicz's wife, worried that, after the incident on 20 Days In Hell (but it could be also after Doom 2 final map), he hasn't returned home yet. So she decide to go search for him. In the proces she found that every map we play is an hour of torture for her husband, and thats from where the title 32 Hours of Pain come. Thematically, the maps use the TNT skies to tell the story, starting with Serena on earth, vayaging throught space on map12 to map20, and reaching hell where her husband is being tortured on map21 to map30   Maps have a good gameplay, and the little and few details really stand out from the abstract design, like in map11 the ship sailing out to space. The design varies from really large and big open areas to really cramped and difficult to traverse tunnels and areas. Thus, it somehow really grasp the TNT feel and style. This also implies, sometimes, obscure progression and switch hunting. The texturing is varied, from monotexturing to using different themes like starbase and marble on the same map, especially on those where the hellish influece is seen as bigger.   I really enjoyed it! Its not a masterpiece, but it certaily has a charm and offers a good challenge. Kristian Aro's story, maybe i'm wrong with this, was use as a base for 2002: A Doom Odyssey later as its pretty similar. This mapset is kinda analogue to Paul Corfiatis The Twilight Zone. Both follow a free thematic texturing from map to map, both have a story mostly told throught little details (TTZ has a proper mapinfo on it, though) and both shows the first mapping efforts of their respective authors and how the ideas here lead to their later awesome mapsets.   I recommend it to anyone who is seeking abstract design and challenge.
    • By Meddy · Posted
      Short, but pretty well done. The best custom Hexen levels I played so far.
    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
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