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You Dig v1.7

   (26 reviews)
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3 Screenshots

About This File

This is a map with a very unusual twist on the doom experience. No spoilers here, other than the name. You've just gotta see it for yourself! ;)

If you find any bugs, or record any demos, feel free to send them over.

Warning: Skill 4 is not recommended for first time players! Consider it a challenge mode of sorts.


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JudgeDeadd

  

Very fun map with a great concept. The beginning can be a little harsh as you can find yourself revealing a huge horde of imps with too little ammo to deal with them all, and then there are the narrow corridors where you can just barely rocket the oncoming nobles to death without blowing yourself up. However, once you're past the beginning section, the fun truly picks up. Having to carefully dig without knowing what lurks in the dirt is interesting, and there's some satisfaction in slowly revealing the true extent of the huge arenas where you'll wage battles.

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Marcaek

  
A solid proof of concept if you have the patience for slower levels punctuated by some hard as balls fights. Would like to see what could become of this idea with more time. Come back Tuxlar :(

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Doomkid

  
Unique and fun!

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SonicandTails58

Unknown date

  
Wow. This was an awesome WAD. Great concept. If it were tweaked just a bit, then it's possible some talented modder could attempt a Minecraft TC for DOOM.

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Guest

Unknown date

  
somehow funny

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Guest

Unknown date

  
unexpected advanture! but I won't try again.

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Grazza

Unknown date

  
Interesting concept.

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Guest

Unknown date

  
Concept map build on linedef action type 28892: floor lower to lowest neighbour floor. When shooting such a wall, it looks like it disappears. Having a shovel as fist, it gives an idea of mining. Which is great. Now IMHO this really deserves a map with better gameplay, the hacking takes way too much time, the layout can be better, and the monster placement is a pita. Overall: +1 for the idea - 1 for the gameplay = 3/5.

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subject_119

Unknown date

  
3/5* for the interesting idea, you should try digging this and do some real thought maps based on it, could've deserved a better lightning so we can make the difference between destructible walls and the others (it's kind of hard and requires to stick to the walls right now). The gameplay wasn't that terrible. As I said you should try to do some more thought maps with the concept, it would be very cool!

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Guest

Unknown date

  
It's a good idea, but I'm knocking off 2 stars. You disabled jumping and mouselook by default, I downvote anything by a star that overrides MY settings. I can go in and reenable jumping but not mouselook. The final door also did not open, amongst other tiny bugs here and there, and those small lava pits will kill you if you don't enable jumping.

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Tuxlar

Unknown date

  
Apologies @anon, mouselook has some exploits, given the nature of the gameplay mechanics. The lava pits are escapable, though. If you can get me more info on that exit door bug, I'll look into it.

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joe-ilya

Unknown date

  
It's an interesting tryout but digging everything is just boring, you could just give the drill from the beginning you know.

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Guest

Unknown date

  
Incredibly hard, especially where you grab the blue armor.... way to many revenets...

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TheMightyHeracross

Unknown date

  
A very unique wad... very fun, and very unpredictable. I like it!

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Guest

Unknown date

  
Lots of fun with some really cool fights, bloody difficult though!

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Guest

Unknown date

  
The drill is needed in the beginning. I like this concept though. It is too hard without iddqd.

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  • File Reviews

    • By TheMagicMushroomMan · Posted
      5.5/10   The problem with DTWID is that the same concept has been carried out by countless WADS already - they just didn't draw any direct comparison to the original DOOM. So what you get here is a set of competent-but-generic maps that follows the same beat-to-death techbase>hell progression of DOOM. Just like 10,000 other vanilla style megaWADs. In the end, that's all this is - a WAD that attempts to mimic (not always successfully, as there are some questionable maps here and there) OG DOOM. Without the awe that comes with experiencing the original game for the first time, you're left with a bunch of generic maps. The inspiration that ended up leading to the creation of this project causes the WAD itself to feel uninspiring. It lacks memorability and soul.
    • By printz · Posted
      A pretty tough level with an unusual design. There's no exit; your goal is to defeat all monsters. Good luck.
    • By printz · Posted
      Mostly a flat maze level full of illusionary effects. It's not a very complex structure overall, but pretty challenging. The exit is randomly hidden somewhere.
    • By Lol 6 · Posted
      For a wad made in 1995 it's a pretty convincing church, I like how detailed it is, as well as the graveyard, too bad it is quite short because it's fun (Although I understand that, as a deathmatch level, making it too large can make it unfun to play). The exit gates are an awesome detail too. Definitely check it out 5/5 stars   - xX_Lol6_Xx
    • By VoanHead · Posted
      Upon the release of The Ultimate Midi Pack for Doom 1 that replaces all midi slots w/ original compositions, I thought to myself "Hell Yeah, now I have an excuse to play DTWiD!". Besides the shameless plug, I would recommend everyone to give that pack a listen and perhaps a spin w/ this wad b/c god damn does it go together like peanut butter and nutella.   Onto DTWiD: Well, the people behind this wad accomplished the goal of mimicking the style of John Romero, Sandy Petersen, and last but not least Tom Hall. Every level breathes like it was made by any of the three gentlemen, and god damn I had a blast w/ this one. While certainly not as hard as your Plutonia, Rowdy Rudy 1+2, Hell To Pay, or even Good Morning Phobos, it has its own moments where it doesn't pull its punches. However, one of my main gripes w/ this wad is that there's a lot of secrets to find if you're a completionist like I am, as some of them are a bit tricky to hunt down. The maps are way bigger than the OG John, Sandy, and Tom Hall levels, and while it's great to mesh some good fights here and there, it at times felt like a slog to go through b/c of the size of some of these maps. E1 was the weakest in terms of fights here, as expected that you won't be fighting anything tougher than hitscan, imps, and pinkies. While the design was great, I admittedly got lost a few times trying to get my bearings and know just where the hell I need to go. E2 was a bigger improvement upon E1, and had a few moments where it was spooky, like things are really beginning to hit the fan. E3 (which unironically in the OG UD was my least fav episode that I couldn't even bring myself to finish) was probably the best episode of the bunch, everything was oppressive and coming for you, luckily there was an abundance of ammo to help you out in messy situations, more traps and better set ups than what E2 had and a way better episode than E1. The secret levels of all 3 episodes are the highlight of the wad.   While I wouldn't say that this wad is a "must play" b/c over time I started to get a bit exhausted on the size of some of the levels and figuring out where I need to go, and especially since I binged E1, E2, and E3 3 days each respectively, I had my moments where I was like "Please God let this be over". Overall, I would say this is more of a wad that if you really wanna check out, go for it, or a good recommendation for people who are just beginning their journey of playing community wads and want something ez to play.
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