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Resurgence (final version)

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Resurgence is a 32 maps megawad project, an upgrade from the unfinished Surge project. The maps are similar to Speed of Doom, ranging from Scythe/Plutonia-like maps to Speed of Doom to Resurgence-unique. The difficulty is considerably less in places but there are several challenging maps to plow through with the occasional slaughtermaps. (For those who don't like slaughter, avoid Map11,25,27,28,30) Sizes vary greatly (for the sake of variety), ranging from quick paced maps lasting 5 minutes to a long grind that could last even an hour. The project took about a year to complete. Surge was originally a month, and Resurgence took 7 months of non-stop work, 5 months hiatus and then a month of intensive sessions. The Surge maps that has not been heavily modified are Map05,13,14. Although not everyone will like all maps, hopefully this megawad offers several things that can be appreciated and also offers fun and challenges (I am looking at you demo-recording speed- runners...).


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seed

· Edited by seed

  

"Nuclear winter."

 

And thus Resurgence endeth, played through GlBoom+ 2.5.1.5 on UV difficulty. A varied and challenging wad for sure from the authors of Speed of Doom, but how does it compare to it, and is it just Speed of Doom worship or is there much more going on? Is there any point in comparing the two? Well let's find out, shall we.

 

Resurgence is a 32-level megawad designed with pistol starts in mind, by the authors of Speed of Doom, focused on fast paced and intense action with skillful enemy usage/placement. It comes with a new background menu, fonts, status bar, intermission screens, music, and enemies, namely Scythe 2's Afrit/Red Baron and Plasma Marine.

 

Resurgence explores various themes, therefore the action does not take place in a single location, or only one theme/motif is present on all levels. It takes place on locations very reminiscent of Plutonia in terms of gameplay and aesthetics, techbases, some of which look fairly futuristic and modern, while others resemble vanilla Doom, Hell, and various places on Earth, even massive libraries. Some maps are set during different seasons, such as winter. Even remakes of Speed of Doom levels are present, MAP24 being one (originally MAP01 in SoD, which is now set during winter).

 

The difficulty curve is interesting. This is because it's not exactly the traditional kind, but it isn't always consistent between levels. It starts easier, but it is not necessary for the following map to be more difficult, often a difficult map seems to be followed by one that is noticeably easier to finish than the previous. It also follows Scythe's pattern with suicide exits at the end of an episode, which also signifies a visible ramp up in difficulty that is noticed immediately in the maps that follow the suicide level. Since comparisons between Resurgence and Speed of Doom are more-or-less inevitable, one key difference between the two lies here. Unlike SoD, Resurgence does not force the player on quite a few occasions to do the maps in one, very specific way, namely punching everything in sight because the ammo is so tight there's no point in struggling to kill enemies with fire weapons, apart from those that actually need to be taken care of. Resurgence has plenty of resources in the levels so the player doesn't feel forced into a particular gameplay style that doesn't work for them. Should they choose not to punch everything in sight on the maps that feature Berserk packs, they can do just that, and vice versa. Another difference is the fact that Resurgence does not rely excessively on monster pop-ins. SoD put some of them to good use, as demonstrated in the open area with the SMMs on MAP01, but those are usually notorious for being cheap ways to kill the player, and rightfully so. When they can't be anticipated because nothing in the area indicates a potential ambush, they claim the lives of unsuspecting victims almost instantly, an encounter should test a player's abilities, and these traps fail to do so, requiring other things instead in order to be avoided or triumphed over, prior knowledge of the maps being the key factor. Otherwise, the gameplay is very varied, with slaughter maps, others that are tight and unforgiving to mistakes and resource mismanagement and similar to vanilla aesthetically, while others not too dissimilar to what is usually seen in wads like Valiant, with environmental traps, crushers, platforming, pretty much everything one can think of, Resurgence has most of them. Some maps are short and straight to the point, while others are long and complex, with plenty of puzzles. Others might seem generous and tame at first glance, only to have a big twist later on. The enemy count goes no higher than close to 1000 on certain slaughter maps, and is usually oscillating between 100-500.

 

Resurgence also features 2 new enemies first introduced in Scythe 2, the previously mentioned Afrit and Plasma Marine. This time, however, the Afrit has less health, and the Plasma Marine is much, much slower than the original which was lightning fast, but also has increased health, therefore they can no longer be killed with one well-placed SSG blast to the face.

 

The music is great and ranges between more peaceful tracks and more action oriented ones, originating from various sources and made by different authors.

 

The final map is a bit of a mixed bag. This is because the beginning area, on a map which features a forced pistol start from a suicide exit, is very tight with low and mid-tier monsters and no powerful weapons to be picked up until the exit of the pyramid is reached, and the outside, final portion is noticeably less difficult where the player can just rely on enemy infighting to get rid of the most dangerous enemies, the big group of Afrits located where the red and blue switches are. There isn't much point in having a MAP30 that is noticeably less difficult than a previous map (MAP29 alone has some very ugly parts for instance), or doesn't try to do anything new. It is also boring visually. A bit of a lackluster finale, but, it also doesn't take much time to finish and it doesn't have overly complicated puzzles or anything of sorts. It features almost 800 enemies, less than a previous level.

 

All things considered, Resurgence ends up as a challenging but high quality megawad. It has lots of variety for just one megawad, both in themes and gameplay, and plenty of fun, with the exception of a few very punishing sections here and there. It could be seen as a spiritual successor to Speed of Doom because some maps do play very similarly, but without its flaws/drawbacks. It is so fundamentally different that it is very much its own thing and is easily able to stand on its own feet. A perfect candidate for players looking for a challenge, and it also features difficulty settings so it can be enjoyed by a wide range of players with different skill levels. My favorite maps are going to be the ones seen in the first half, the slaughter levels, and the library one, and don't dislike or hate any of them. Lo and behold, Speed of Doom has been revived and reinvented, and is better than ever, so pick your guns and move fast, but thoughtfully.

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- GLBoom+ 2.5.1.4. complevel 9.

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so.

 

After SoD and some other Joshy's random maps here and there, I thought "is this going to be overwhelming too?". The answer is, no. As a matter of fact, the brutal style is there, but the way each map develops their encounters, it's more forgiving than I expected. Of course, the mapset is hard, each map starts with monsters looking at you, where a first sound wakes up the horror. There's a variety of traps and encounters that I happened to like them all. Exceptions might be some fastpop big bads right in your face, or some random teleporting enemies to drain your health in a matter of milliseconds. Like every modern hard wad, archviles and revenants play a big role in very nasty ways. Cybers and Queen spiders were used well too, in general as the typical big thing to worry about in tight situations. I died more against spiders than their higher-HP counterpart, despite them being more frequent. All the other enemies are used in very demanding ways too. Then the two custom enemies, one is the afrit, a flying baron with a deadly attack, problematic in closed spaces, and the plasma marine, another bastard way more tolerable than the ones in Scythe 2, actually, somewhat lovely.

 

Visuals are great, some custom textures here and there, but mostly Plutonia textures painted in beautiful palettes (red is omg). Snow-like levels look so good, and I like how the mapset starts in a hellish environment. Very good secrets, some at the first levels could have been done better, like a visible path after a fake wall, just so you can see what's inside before. Mixed feelings with all the obligatory strafejumping through distant platforms, map 11 start pissed me off a little bit. 

 

My favourite maps are umm, I don't know, I really liked them all in the same level. Map 24 sticks in my mind as it does a great homage to the first three Joshy's SoD maps, with connections that, from my perspective, resemble maps 02 and 04 from Darkwave. Other maps also homage AV and Plutonia pwads of course (also other wads I haven't played yet, according to kmxexii). Map 25 is just amazing. Most slaughter maps are really stressful due to length, map 28 was the most exhausting of all. 

 

So, an excellent wad to practice and improve your reflexes. It's not overwhelming, neither a walk in the park, all enjoyable in my opinion. I'll give this a solid 9/10

 

EDIT: Goddamn I forgot to point out map 19 midi is awesome and the most memorable. Nice music!

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Spectre01

  
Good visuals and nice difficulty curve. Maps vary in quality and a lot of them are red hell and techbase with nukage. Some maps go overboard with the snipers, like 26, and can be quite frustrating. Map 31 is probably the best. 4/5

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Guest

  
What a Crying baby was that anonymous who give 0 stars... what the heck is elitist gameplay? oh! i know! its a shitty excuse.... Anyways this wad is perfect to everyone who wants a hard time, its start in hell which is something kinda fresh since hell is always last. I think the maps aren't as attractive as the Speed of Doom ones but they still look great, Recommended!

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Guest

  
Terrible... slaughter stuff, just make some normal mapset, please. Elitist gameplay all over the place.

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Guest

  
This is simply inspired map making. All the elements are just so balanced and "right". The design and architecture are consistently top-tier with a challenging level of difficulty throughout. It's rarely frustrating because the monsters and ammo placements have a balanced ratio. That's what makes this such a well rounded wad. A MUST PLAY! 5 stars. -TRRobin.

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Guest

  
And here's another legendary megawad everyone has to play through!! MAP22 is a legendary masterpiece for itself. I replayed it several times, only to hear that great midi -track in this awesome map. Also, I will always remember MAP31 and 32! Great stuff! 5/5 -unidenti7ied

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Ex Inferis

  
Great mapset! Have been replaying most of the classics lately, and this pretty much beats them all. Word of warning, though: not for wusses lol!!!

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purist

  
A megawad that's aim is not to let you rest. This means full on action from the start to end where standing still means your death. This is not as exhausting as it may seem as levels are typically kept short and tight. The more slaughtery maps are not so much for me but this is still a go to megawad for run and gunners.

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Flesh420

  
Nice work.

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Guest

  
This is such an awesome wad

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Guest

  
Joshy is the Erik Alm of the 10's. Brilliant stuff.

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Zalewa

  
A damn fine map set up until the last few maps where it gets clusterfucky and tedious. All other maps are fully recommended.

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Guest

  
Truly a blast to play on. Now all we Need is a Darkwave0000 centric megawad with Joshy as a guest mapper and my life would be complete.

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Lingyan203

  
Hard as hell, but amazingly well designed and worth a playthrough! Go download it asap! :)

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Guest

  
too hard

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Guest

  
Pretty good effort but ammunition can be a real problem in latter maps(especially in map 18). It's not as difficult as tarakannik but i always prefer a much relaxed story mode-esque gameplay in megawads. This one is way too hard than it's supposed to be.

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Guest

  
Pretty much another good example of why Joshy is one of my favourite mappers.

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Guest

  
A great wad that turned into a stupid like slaughterfest, still 5 stars.

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scifista42

  
Well designed and polished, great looking maps with entertaining gameplay. Shamely, it gets way too slaughterish and difficult for me in some maps later on. Anyway, 5/5.

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Guest

  
I love how the monsters are distributed, they are very challenging, making piercing attacks very hard to execute. But hell the zombies are used in a very anti-fun way here. It's ok to leave a spectre or lost soul creeping you, to attack you while you are distracted fighting other monsters, but zombies dropping out of nowhere or hidden behind textures is not. The player has to be aware of their presence for a very simple reason: there are no way to dodge their hitscan attacks. 3/5

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Guest

  
Brutal, unforgiving masterpiece. Absolute must-play (unless you're scarred;))

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Guest

  
Masterpiece in every aspect. Almost no flaws.

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paymentplan

  
Stunningly beautiful architecture and blisteringly fast and challenging gameplay throughout. Joshy's ability never falters once. I have no doubt I'll be returning to this masterpiece frequently.

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Guest

  
One of most uniquely difficult megawads I had pleasure to play. This wad WILL hurt you, hurt you hard and in so many ways, and trust me: you WILL enjoy every damn second of it!

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  • File Reviews

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    • By PsychEyeball · Posted
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    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
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