Innocence III

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7 Screenshots

Author

Donnel "Jazzmaster9" Enriquez

About This File

A 5 level (+1 secret level) mapset for DooM II. It is a reimagining of the Hell on Earth storyline. The maps were made to emulate the feel of E4 maps from Ultimate DooM and Doom II.

Credits

PRIMEVAL, Team TNT, Scalliano, Captain Toenail Tormentor667, Laz Rojas

Base

New from scratch

Build Time

May, 12th till June, 13th 2014

Editors Used

Doom Builder, XWE




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Gallic00

  • 4
  

Fun and short mapset.  The layouts are good.

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  • 2
  
Very simple map design, unbalanced gameplay and short maps. Really nothing to write home about.

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Unknown date

  • 4
  
Pretty darn good!-4*

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Unknown date

  • 5
  
First level has what appears to be a true 3D bridge. I'm sold.

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Unknown date

  • 3
  
it's fun

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Unknown date

  • 3
  
Its alright 3/5

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Unknown date

  • 5
  
Normally I'd give it a 4, but the 0-Star troll spamming has forced my hand. Anyway, great wad - Nanorider.

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kraflab

Unknown date

  • 3
  
I preferred 1 & 2. This is still a short and fun trip through some doom levels, but the levels themselves just seemed more bare and a bit less engaging than the earlier episodes. If you liked the other innocence wads there's certainly no reason to not give this one a shot.

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NuMetalManiak

Unknown date

  • 4
  
this was fun to play.

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Unknown date

  • 5
  
Zero? Sorry, but you're a troll. While this isn't the most super awesome wad in the world it is CLEARLY not total garbage and probably even worth a quick playthrough. I'd go somewhere around three and a half in honesty, but I'm putting 5 here just to offset the idiot spam.

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Unknown date

  • 4
  
Oh,bullshit!This is a fine wad.Some people just have no taste.And I AM NOT one of them.

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Zalewa

Unknown date

  • 2
  
It's not horrible, but there's a lot of room for improvement.

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Unknown date

  • 1
  
Zero? Well, as there are no 0* ratings, these useless 5* posts are obviously fanboys. Having said that: map layout / architecture is simple and mostly rectangular, texture use is not bad but nothing special, monster placement @ UV is at best quite uninspired with - between more - way too many hitscanners, and T667 monsters do not add. Overall as imho gameplay is the most important aspect: 2/5; minus 1 for the fanboys = 1/5. No bullshit!

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Unknown date

  • 4
  
^ A rating doesn't need a comment, and if it doesn't have one, the vote won't be displayed. As I type this there are 11 votes but 7 comments and so only 7 votes displayed.

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  • File Reviews

    • By SegaDoomer1223 · Posted
      It doesn't work I tried many times.....
    • By NuMetalManiak · Posted
      invulnerabilities are great to have in a slaughtermap. there were a few troll moments but otherwise it's fine.
    • By Jonathan · Posted
      The Sky May Be gets called the worst WAD ever, while this is feted with awards... What the hell's wrong with this community!?   Kidding.   After so many years of refinement and improvement in editors' skills, a lot of Doom maps are so exquisitely crafted that it's almost too much. Like admiring some ornate Gothic church, there's a part of your brain that rebels against the perfection on display, and wants something messier and uglier. Lilith.pk3 is, in its own way, just as intricately made as those other maps, except the craft is directed towards making something more experimental, corrupted and obtuse. Sprites, textures, music and sounds are all heavily modified, and engine bugs leveraged, to create the impression of a game world that is twisted and wrecked beyond repair. That player must navigate through a colourfully discordant environment that both does and does not conform to their expectations of a typical Doom game.   The mod's aesthetic is not totally unprecedented, either in Doom modding, wider gaming, or art in general. Glitch art, as the style is known, has enjoyed some success over the past few years, purposefully employing the kind of analogue and digital corruption that occasionally affects regular media for stylistic effect. The same criticism that could be levelled at glitch might also be raised here: that it is style over substance. When you strip away the confrontational aesthetic, is there anything left? E.g. would you play these levels if they were presented in a more conventional manner?   I would argue that, on balance, there is. While the gameplay is not quite as daring or original as the presentation it's wrapped up in, there are some cool ideas there. And the aesthetic is used to enhance these ideas, not disguise them. Towards the end, it does become a little needlessly frustrating, as the player must dance around moving and frozen projectiles over a series tiny platforms in a damaging floor. After reloading for the umpteenth time, you may wonder exactly why you're bothering to continue. But overall, lilith.pk3 admirably achieves what it sets out to do, and is well worth your time. Even if it ultimately turns you off, we should be glad that the Doom community still produces work as different and challenging as this.    
    • By Manbou · Posted
      Definitely 5 out of 5. I am so fascinated with the wad! All maps are incredibly designed and have traces that I have seen in doom2. 
    • By Gallic00 · Posted
      Very impressive visuals.  The fights were very, very hard but were also very fresh.  Recommended but be prepared to die a lot!