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Doom 2 In Name Only

   (102 reviews)
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About This File

Imagine a world where Doom II was never released, and the only information that ever came to light was the level titles. Then imagine that nearly 20 years later, some people decided to make some levels based on how they interpreted the level name. Those very levels are in this WAD file.


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SilverMiner

  

Map20 is a bit surrealistic

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MuratMikal

  

IMO, great maps = 09, 10, 13, 15, 22, 23, 28 and 34. Good maps = 01, 04, 05, 06, 12, 31, 16, 17, 18 and 26. Bad Maps = 08, 11 and 19. Worse Maps = 20 and 24. In the end worth a download and play.

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Hells Kitchen

  

Infuriating monster placement in many maps.  Prepare to endure revenants, archviles and pain elementals used in the most enraging, dickish ways possible. The wad is proliferated with dickish traps which will get you killed without foreknowledge. Forget pistol starting some of these maps, revenants and pain elementals in your face at when you have nothing more than a shotgun and a few shells. Some maps are decent, e.g. Map 29, but many are shit to mediocre at best, with maps 6 and 7 being a special kind of standout dickballs shit.

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- Crispy Doom 3.5

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so.

 

It wasn't as bad as the popular opinions say. In fact, it has a lot of fun maps faithful to their titles, with nice visuals, good architecture and detailing. Monster placement isn't the most exciting thing but it holds its own. Some of the custom tunes were catchy. In general it gives what it promises.

 

My favourite map is the twentieth, it gives some fun close encounters as well as Nobles vs. Cybers. Other maps like 05, 11, 15, 17, 21, 26 and 31 stood out as totally good, in my point of view. Then maps like 13 and 24 felt like better ideas than the originals in Doom 2, though the first one has a secret homage to the original Downtown, I'm not sure if this is "legal" since the maps are meant to be In Name Only.

Anyway, there were also maps that I didn't enjoy that much. Map 07 would be better if much shorter and less lava floor. Map 14 has a lot of non-secret areas that could have been tagged as secrets perfectly. Map 19 is fine, if somewhat obscure, the dark hallways were really mazy but ok, at least there were no roaming archviles, and as it had a great final arena that can be twisted, I find this map mostly positive. Map 23 provides some fun with barrels but it also has no possible ways to return to previous sections once you get past them, and also archviles that never teleport in anywhere, why? I dunno. Map 27 has a sector problem where imps overlap a wall that is supposed to raise, making the map impossible to beat in vanilla unless cheating; it also has a SMM that has troubles to teleport in the central backyard, and disliked parts like the fake walls section and the path to the blue key, where there's a tiny horribly hidden switch. And finally the bonus one, map 34, which is horrible and impossible, so bad monster placement, so bad ammo placement, soooooooooo bad constructed, and the end is... like kmxexii stated in their review, avoid.

The other maps I didn't specifically recall vary from ok to good. Next mission will be UV-pistol/fist starting, someday in the future.

 

Overall, I'll give this 6.5/10, which means I had fun with the wad, just not all the time.

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Gato606

  
Some maps are frustrating like The Crusher, and it's just impossible the part you have to face like 10 revenants and you can't hide behind or you will be crushed. Also, annoying ammount of archviles

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AnonimVio

  
Doom 2 in Shame Only

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Guest

  
The Crusher and Gotcha were hilarious (good). Wolfenstein looked nice. Made me want to see more nazi castle themed maps. The rest is meh. Too huge and sprawling and confusing for my tastes. After Dead Simple I got bored and no-clipped all the rest.

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Guest

  
Has a few good maps, but sadly most of them look, feel and play amateurish. Basic map layout is often simple or atoh too overdetailed, and too cramped. Texture use is often too spare and has too many misalignments. Ambiance is often poor. Gameplay misses logic, leitmotivs and is too much of the same, making playing after a while boring. Overall if this was DooM after 20 years, then sorry, but not enough progression was made for keeping it interesting...

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killer2

  
These maps are great. I don't get what all the people are complaining about. Most of the levels look great, have nice ideas and play well enough to not be frustrating. Surprising how no-one is complaining on the Whitemare 2 page. Gloominarch's Realm is 200 times more confusing than any level in this wad.

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Guest

  
Huge well designed (for the most part at least) maps, but it totally fails at gameplay. When maps need to put arrows on the floor to show you where to go, you know something went horribly wrong. 90% of the maps are a confusing clusterfuck of ideas. After the initial killing spree you start searching for that needle in a haystack that will make you be able to finish the damn map. On top of that there's poor/unfair monster placement.

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Guest

  
Pretty good idea of a wad

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Guest

  
Xaser's map alone saves this from being a 2/5.

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dobu gabu maru

  
D2INO is a somewhat troubled mapset, plagued by a vague concept and the lack of a cohesive vision. The notable authors produce some fun levels, but there's some iffy, middling maps that pull down the overall experience. It's worth playing as long as you understand that the project won't blow you away.

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Guest

  
A mixed bag for sure, but some very interesting designs in here too. I wouldn't say all maps work well, and some can be a bit long winded, but for me, that's a change from the 100mph shoot all the time action you get in most megawads. The only way you will know is to download, and play yourself.

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Guest

Unknown date

  
Really enjoying it so far, was going along fine then dead simple came along and wrecked me for so long, found it a little weird that it went from average difficulty, rock hard then average again, but fun none the less even if it was mean, the crusher was disappointing to me but the rest are awesome, so good job really good map pack.

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Guest

Unknown date

  
"Map 31 is a must play. It's worth downloading D2INO just for wolfenstein." +1 Xaser's map isn't ONLY good map in this package, but it is by far the best one. Sadly, way things are most players won't even get to it without cheating. Here's hoping for Thunderpeak-style standalone release!

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kraflab

Unknown date

  
There are a lot of "ok" maps, read "tolerable", and a couple of good ones (31 for instance). A lot of maps are "holy god why is there no quality control whatsoever"-tier and really bring the overall value of this set horribly low.

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Guest

Unknown date

  
Played up to map 9, stopped there due to confusion and tedium. Don't see see myself finishing this one any time soon. As far as Dead Simple is concerned, its not exactly as bad as people are making it out to be but it sure is annoying - triangle-based layout makes for an interesting looking map but also results in even less cover and further impedes movement. 3 stars for effort and for trying something different with a vanilla megawad.

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Guest

Unknown date

  
I expected another epic community project... I was disappointed, to put it lightly. Couldn't manage to finish even the first episode, but I did manage to get confused, annoyed, bored, angry. Not recommended, not at all.

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Guest

Unknown date

  
Over half of it is bad. It's like a Master Levels, You don't know what you get.

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Guest

Unknown date

  
Confusing and ugly.

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Guest

Unknown date

  
3 stars because this wad is VERY unballanced and the ending simple sucks.

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Zalewa

Unknown date

  
There are some beautifully designed, textured and decorated gems in here. To balance that, some turds were also thrown in. Maps from 21 to 30 are very good, and MAP29 shows some unique and excellent ways to apply skin textures.

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NuMetalManiak

Unknown date · Edited by NuMetalManiak

  

oh yes, one of the more anticipated megawads that ended up being mostly average, but why? with such a fantastic concept, making levels for each Doom 2 map by taking the names literally, what went wrong? the mappers who made these maps all took their own interpretations of each particular mapslot, and then we got a result here.

 

in most cases, the concept of a name is certainly there, Entryway is clearly an entryway. Waste Tunnels have waste and have tunnels. Tenements have apartments, Nirvana feels like paradise, Catacombs are easily catacombs, Bloodfalls have bloodfalls, Abandoned Mines seem abandoned, Industrial Zone definitely has the industrial vibes, and The Factory is certainly a factory. some of these do miss the mark, like The Courtyard which is difficult to distinguish which is the main "courtyard" (at least with The Crusher there is one major one, despite there being several more). other level names were cleverly interpreted, just look at The Focus and you probably didn't think an area that suffered from an earthquake. Suburbs you probably didn't really think the tunnel part of it would make sense but surprisingly it does. and Downtown, err, there's a "town" and the "down" portion being all that underground shit.

 

but you see, the big issue I have with D2INO may just be how the levels play. most are alright, but one major caveat is how long most of them take. why does Dead Simple just evolve into bitchloads of triangles? it's supposed to be SIMPLE. just cut out the rest. the aforementioned Suburbs has a few major monster problems with how they are laid out (that ambush of chaingunners plus the teleporting horde. many levels just pad on length with stuff that doesn't make them better. the worst of which are most likely Joseph Lord's maps, and most especially MAP27 (which is missing the crucial yellow key and an important teleport destination on ITYTD/HNTR). this is easily a mixed bag, one that was so unfortunate.

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mrthejoshmon

Unknown date

  
Some of the maps are bad but most of the maps are fun to play. I would recommend this wad because of the challenge it brings and the interesting concept behind it.

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  • File Reviews

    • By DSC · Posted
      Legendary. Once saw someone say that the maps were "ugly". They can have the opinion they want, but man, is this wad out of this world in terms of looks, gameplay and variety. A must-play.
    • By valkiriforce · Posted
      This had lots of fun exploratory elements and fancy visuals, but I wasn't so keen on the abundance of dark caves crammed with the larger Doom 2 beastiary. At first it started to feel like a commitment playing this wad with the first few maps leaving much to be desired, but I started having more fun when I reached maps that had more breathing room for running and gunning. The lesser maps really feel like they were early efforts, with some consisting almost entirely of cave crawls - made worse by the fact that many of them have hidden lines on the automap. Another thing to note: Ritenour seems to like putting things very close to the edge like a key or a switch, so make sure you check every corner carefully, as some solutions were very close to a cliff edge. Falling off could spell your Doom, as often the lower cliff ledges damage the player with no escape. There were also very thin ledges which could be climbed, so that was another easy to miss solution. Despite the low points dragging the experience a bit I greatly enjoyed the visual work of crashing waves, a clever skybox and nice island locales with mountainous structures and buildings. It was worth a visit in Doom's earthen vanilla equivalent - and it's quite the achievement for something this old, I just wish I could see where I was going in those darn caves...
    • By NuMetalManiak · Posted
      here for the seventeenth installment of dwspd, the theme is to build a canyon. like the previous installment, this is a relatively common theme for mapping, therefore the maps are expected to be pretty decent, and well they mostly deliver. once again Fredrik's map is the first one, and it blows everything else out of the water. kind of a bad thing to make it the first map to be honest though, because it could make some players believe that the other maps after it would be just as good, but that won't be the case when you play the rest, as they don't really have as much bite as that one does. to further exemplify that, once again the MAP02 slot is disappointing in comparison, while MAP06 and MAP07 are both unfinished (nothing but layout in MAP06, while it's pretty much impossible to get the red key in MAP07. not the worst to offer, and Fredrik's map serves as an insane opening challenge.
    • By NuMetalManiak · Posted
      dwspd's sweet sixteenth installment focuses on the theme of abandoned mines. now that's a good map to make a theme on, MAP26 is a personal favorite of mine for Doom 2, and these maps as a whole do pretty well to capture that theme. of course there's a few weak ones like MAP02, but at least they adhere to the theme. many of the maps have low monster counts and low challenge overall. the exception is naturally Fredrik's map, one of his most unforgiving. pretty ballsy to actually make that the first map to play here (you don't need the blue key by the way). not much else to say overall, other than thematically speaking this did pretty great.
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