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Going Down

   (186 reviews)
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About This File

Something sinister is lurking in UAC headquarters. Grab your gun, head to the roof and shoot your way down through the building to get to the bottom of the mystery.

This is a 32 map Doom 2 megawad - boom format, complevel 9. Each map is a floor, each floor has a lift, each lift needs a key. You'll work it out I'm sure, just keep going down.

These are small, fairly hard maps with high body-counts, and gameplay I would describe as 'chaotic-evil'. The music tracks are my own compositions which you may use with appropriate credits, here is a track list:

map 01, 29 - 'Somebody set up us the bomb'
map 02, 30, 31 - 'Zombie goes shopping'
map 03 - 'The haunted supermarket'
map 04, 15 - 'Running from the jazz robots'
map 05, 13, 23 - 'The haunted aquarium'
map 06, 22 - 'Lost in zombie cyberspace'
map 07, 20 - 'Mega robo-clown boss battle'
map 08, 14 - 'The haunted waiting room'
map 09, 17 - 'The haunted skeleton factory'
map 10, 27, 32 - 'Robo-zombie mecha-brain boss battle'
map 11, 21 - 'Zombie maggots in the flesh cathedral'
map 12, 24 - 'Chased by dancing skeletons'
map 16, 28 - 'Wedding march for the princess of death'
map 18, 25 - 'Hiding from the robo-zombies'
map 19, 26 - 'Attack of the spider-clowns'
title screen - 'Going Down'
lift muzak - 'Descent of Death'


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Kotzugi

  
One of the most intelligently made map sets out there. Excellent challenge for the somewhat experienced player. Sometimes I feel though that there are just a tad too many traps, but it keeps you on your toes. The music works for me although I can understand the criticism. Art usage is very consistent across all maps. I felt a little cramped in some of them but it's personal preference. Clever humour is the cherry on top. 9/10 converts to 4.5/5 rounded up to 5 stars.

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Guest

  
really well made wads here. Gameplay was really thought out. Most of the music was atrocious I'm afraid. 4/5

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Guest

  
Only have started to play but definitely like it!

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Guest

  
This wad was fantastic, instantly became one of my favorite wads -DMY

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Doomkid

  
This thing has 5 stars across the board! I intend to contiue that rend. Excellent stuff!

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Mason.

  
Excellent stuff.

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Guest

  
Unified starts AND various concepts... A very imaginative maps with solid design, along with really deadly traps. Recommended for all players (damn hard of course, but hey, it supports difficulty settings!)

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Guest

  
Thanks to you I have waited for great wads like this for long time.

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Guest

  
I don't like the first maps, and I don't like the slauterich style, but this stuff has got something which you won't wanna miss. great 5*

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vdgg

  
This was great fun. The ultra-claustrophobic MAP11 was my favourite. Annoying "music", but it's not important.

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Guest

  
Absolutely superb MegaWAD here. One of the most fun Doom experiences I have ever had and the moments of frustration are more than compensated for by the overall playability of most maps.

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Guest

  
Brilliant wad, lots of carnage on the later levels. Got my ass handed over to me a few times and I loved it. Really hope you continue on mapping.

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Guest

  
you deserve 5 stars unlike those terry-clones

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pcorf

  
Great megawad. Intense, exciting, scrappy maps with beautiful atmosphere. Cool music. And MAP29, wow how amazing that was blowing up the building that gave you nightmares for weeks. Giving this masterpiece a 5. -pcorf

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Guest

  
Had a lot of fun playing this with some friends on survival. Spawned in map29's control sector with some other players, otherwise, great map set!

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Argent Agent

  
A damn fine mapset, even in multiplayer.

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Cell

  
No comments required, all has been spoken by the former reviewers. 5/5

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Guest

  
A real gem of a wad. lots of variety given the very small map sizes and also a great use of boom trickery as well. 5 well earned stars - Cannonball

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Dominic White

  
Fantastically creative level design all the way through. You'd not have thought so much mileage could be squeezed out of 'A tower and an elevator', but Mouldy is a strange and brilliant creature.

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durian

  
A mapset which, despite the wildly varying themes and settings, is brilliantly cohesive, establishing a solid mood and telling an engaging story. The maps are short, chaotic, and sometimes very clever, with good replay value, as mouldy gives the player plenty of leeway to approach things in different ways. The set is held together by mouldy's excellent visual design, which is all the more impressive given that he uses only stock textures. Mind bogglingly good.

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Guest

  
You can argue there might be a dud map here or there, or something that's not everyone's liking. But the thought and effort that went into crafting this wad cannot be undermined, and the result is - without a doubt - successful. Sure it's slaughter but you can turn the difficulty down - and for a change - the maps are never real big to go along with it (though half of Resurgence was that way too). Every level is different, so don't judge on by its predecessor. Definitely right up for the best of 2014.

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dew

  
Bite-sized maps with wildly different gameplay themes and unique narrative. Seriously, it has a goofy plot that pulls all the insanity together in a funny way. If you ever think a map sucks, the next one will probably feel just right. Highly recommended. -mystery person

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Obsidian

  
Definitely worthy of a 5 star rating: top-notch gameplay, excellent visuals and the music is mental in the best way possible. Thanks for making this dude. - Obsidian

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  • File Reviews

    • By amackert · Posted
      Visually there is a ton of attention to detail which is always a treat to look at, and the actual map designs of the first four episodes are very well done. I enjoy the "new" monsters and some of the upgraded weapons, it definitely makes certain parts of it feel fresh compared to the typical wad. The challenge on UV was just right for me with few if any parts being too overwhelming. Overall it gets a 4/5 from me because I wasn't a big fan of the fifth episode set of maps, both thematically and gameplay-wise. Ammo starvation was real there in those last few maps which isn't a lot of fun to me, not to mention its too drastic of a change compared to how the rest of the wad plays. Also, thematically I feel like these end-game maps would have made a bigger splash as mid-game maps, not finale maps. Great idea with the final boss mix-up though, I enjoyed that. I do still prefer Ancient Aliens as a whole (a wad that I feel is much better balanced overall and is more interesting of an experience), but Valiant still comes highly recommended from me.
    • By hardcore_gamer · Posted
      I agree with BChricton78. Rather than being fun to play, this remake just highlights how massive of a difference good lightning and texturing makes to a level/game. I know this isn't the fault of the makers of this mod since they were merely remaking the original Doom 64 levels, but these levels frankly aren't very great when stripped of the improved Doom 64 graphics. So much in fact that it makes me wonder how important level layouts even are compared to other aspects of the visual presentation such as texturing, lightning and rendering.
    • By silentzorah · Posted
      Good stuff.  Only giving it four stars because though the new music was good, I just wish there was more of it.  Still, this wad is absolutely worth your time.
    • By BChricton78 · Posted
      Umm... From the brief snippet I played, I'd definitely give them an A for effort... But this just feels... wrong to me. I'm sorry but playing Doom 64, without the lighting, atmosphere, redone sprites and ambient music? No thanks. It just takes away the things that make Doom 64 so special. Still a nice little attempt at recapturing Doom 64, but I'm better off with Doom 64 EX, for my fix.
    • By Agent6 · Posted
      And thus, oh you know what I'm going to say already, Doom 64 for Doom II has been finished, played through GlBoom+ 2.5.1.5 on UV.   So for an introduction, as the name implies D64D2 is a recreation of the classic Doom 64 originally released as a console exclusive for the N64. It aims to recreate the levels along with their gameplay using mostly vanilla Doom II resources. It features a new menu background, ENDOOM screen, new music, a few new enemies, namely the Nightmare Imp and Cacodemon as well as the final boss the Mother Demon, a few new textures, new intermission messages, a new end level screen, but no custom sounds or weapons, meaning that the unique and iconic Unmaker was not recreated in any way.   For a recreation, I must say that the levels and their gameplay come quite close to the original Doom 64, nonetheless various liberties have been taken in different forms, ranging from new takes on various puzzles to completely new levels, as well as the usage of the enemies who were absent from the original due to memory limitations. The usage of enemies who were absent from the original game comes with mixed results as it doesn't always work, probably one of the most obvious flaws in the game. This is most noticeable primarily in the levels that came closest to their D64 counterpart as the environment was clearly not designed with them in mind. For instance, you'll encounter Revenants on narrow corridors quite often, and sometimes even Arch-Viles. This isn't a problem in larger areas where it's usually quite fun to fight them, but not in those particular areas. Chaingunners do seem to work quite well however since they can easily blend with the rest of the hitscanners.   Compared to the original D64, a major difference could be the tone and atmosphere of the game. D64 was slower paced and more atmospheric, whereas D64D2 is faster paced with less emphasis of that element, supported by the amazing but more action/fun oriented soundtrack. Perhaps the darker, much more hellish levels such as Unholy Temple are the most atmospheric levels in the entire game, and also the best looking. Unholy Temple is definitely my favorite level here.   While on the subject of changes, some of them are very interesting. In the Void is probably the most surprising for me. The original featured a light blue sky and a rather foggy atmosphere while the level itself was pretty bright, how does this map look like in D64D2? Well, it seems to literally take place in a void now. Indeed, the sky is now completely black, but luckily poor visibility was avoided, at least for the most part, so there's no difficulty in seeing the enemies and where they are. It's a change that works well, unlike others. The most drastic changes were probably done to The Absolution, where you can now find 3 keys, but you need to complete various puzzles to reach them, and not the exciting or fun type. The room with the yellow skull was probably the only fun one, the others? Well, for the red key you have to go through an awkward platforming section where everything, including the enemies are obviously, cloaked in darkness, while the blue key has a puzzle comparable to the room with the red key (Demon key on the original D64) on Outpost Omega, except that it's more tedious. Not exactly changes done for the better. I don't know how exactly they impact the level though, but in my playthrough I didn't even fight the Mother Demon, I just heard her screaming once while I was fighting the teleporting enemies thinking that she finally showed up, only for the end level screen to appear, so I assume she died somehow.   D64D2 also comes with some exclusive levels that were not part of the original D64, and I personally think they're little more than filler maps. They're not terrible, but not great either, and I can't find any reason for why they exist. Well, at least they're very short and straightforward, so you don't waste much time with them. And while being on the subject, some of the secret levels from the original have been turned into regular maps, meaning that you don't have to search for secret exits to reach them. One such example is Outpost Omega.   All things considered, D64D2 manages to capture the spirit of D64 while also making plenty of changes, yet generally remaining faithful to the original. Some changes might have been for the worse, but there's plenty done for the better as well. It's pretty short and easy, just like the original, so it can be finished in a day, you can't go wrong with it. A collective effort for an ambitious project that should be well worth your time if you like Doom 64 and want to see a different take on it.
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