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Going Down

   (190 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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Denim Destroyer

  

Going Down is hard for me to review because of how unique it is despite being just another Boom compatible megawad. Plenty of megawads exist that have unique themes and brutal open ended levels but Going Down sets itself apart through intelligent use of Boom actions. No two maps feel exactly the same because under the hood they always have something different going on. Walls falling to reveal a new hellish underside, a dark mirrored version of our world, rooms that transform faster than you can blink an eye, and a literal descent into the mouths of hell are just a few of the things Going Down does to stay fresh. Go play it and you will not regret it. 

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D. Whiskey

· Edited by Papaga

  

The tight, close quarters horde fights keep you constantly on the razor's edge.  There are few safe spots or ways to bullshit through.  In that way, they're like normal Doom maps but with all the fluff trimmed out; no wasting several minutes knocking down enemies who pose no threat to you, they leave only the parts where you're about to die.

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DuckReconMajor

  

Super fun mapset. Very challenging, even on Skill 1! Would definitely recommend.

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TheNoob_Gamer

  

The author utilized Dehacked. The wad is tough, can get very slaughter-ish and hectic sometimes, but it's fair.

Also, the wad featured a pretty humorous story™. Check it out, but remember to play on HNTR/HMP if you aren't used to slaughterwads.

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elend

  

When first reading this wad's description I thought this will be a 1994 style map, where someone just tried to recreate his office building to shoot up his colleages. Boy, was I wrong!

 

Going Down emerged as one of my favourite megawads so far, with its very clever use of small to medium map space and interesting gameplay mechanics in every single map. The first couple of maps start innocent enough, but soon you will find yourself navigating literal crawl spaces, thinking about use of space and / or slight puzzle mechanics just before being thrown into hell itself and fighting for your life. Going Down is designed as a literal descent into hell, which was the most beautifully realized aspect of it. How every map slightly changes into a more and more hellish theme is just great, great design work. Even though the later maps delve into slaughter territory I must admit that I still quite enjoyed it. Actually this was the first time I enjoyed being slaugthered and figuring out how to approach the map.

 

Going Down is simply an amazing piece of work, oozing quality from start to finish and rewarding the player with incredible elevator music inbetween. A must play.

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guitardz

  

I've made it to the first basement level.  So far my favorite map is Time Warp, which fucked with my mind.  Very interesting puzzle there.  I can't wait to go deeper.  Also the first splash screen was hilarious, I hope to see more of those.

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HUNdebLeonidasX

  

Took me one year to find out that this wad made by a youtuber I often watch

 

Still the best example of using only base textures for real like-like maps

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The_SloVinator

  

Played on UV.

 

Unique & quite fun megawad. Love the voodoo tricks.

However, map 22 is horribly unbalanced. Also, map 21 has an interesting idea but doesn't work for us average doom players.

 

I do recommend it.

 

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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.

 

A fantastic megawad full of action and surprises. I found the concept to be quite interesting, going down in an elevator that closes after you leave it and you'll have to find the key to reopen it, something you don't see in many (if any) wads, which makes it very original. Visually, it gets better throughout the wad, there's a variety of themes used to reflect a progression that flowed quite nice playing in continuous at least. Some maps feature lovely details like a science laboratory (kind of) in map 23, or a sort of bog in map 25.  

 

Maps are relatively short and small, mostly the same height variation. So the main concept in terms of gameplay is tightness, most of the encounters are delivered in claustrophobic situations that, for me personally are really hairy. I liked it anyway, every single type of monster is used to be an actual threat if you're not quick enough. I tell you, I got hit by hell knights more than ever. It also has some slaughter and slaughtery, crowd control for another term, a few of these are probably the least hard of the mapset since you're provided with a lot of resources to forgive several mistakes, such as invulnerability spheres, but equal fun. In some maps, you'll barely have time to rest, which means every linedef is a monster trap, pressing a switch will reveal teleport ambushes in many parts of the map, or pressing a switch and the whole maps transforms into hell madness, or hordes to fight on bumpy stairs. I managed myself quite well and almost never felt overwhelmed aside from a few maps where I had to repeat the traps several times because of teleporting randomness at random times (I see you map 17). I liked the reveal of the custom final boss, which is not particularly "original" per se, but at least it wasn't one of the regular big guys.

 

Secrets are all easy to find, and some of the maps feature non-secret ways of progression. There is only one secret I didn't understand the purpose, which is in map 14 IIRC, it's mandatory because it's just on the way, impossible to skip. Music is quite good, in fact I still remember the melodies and I usually forget about them right after playing a wad. 

 

My favourite maps are, a lot: 05, 08, 13, 32, 19, 21, 23, 25 (excellent Keen replacement hunt), 26, 28, 29 (the final boss). The other maps are good too. The only map I could not enjoy was 30, it starts so quiet and suddenly icon of sin wakes up and well, I don't like IoS maps, at least this one was short and you don't fight it, instead an endless row of enemies that teleport and get on your way, and telefrag you where your ammo is located, ugh. I would have preferred a silent closure, or more cells...

 

Regardless of the ending map, which seriously ruined my excitement, I recommend this mapset for anyone willing to fight their fear of confinement. My personal advice is to play it with pistol starts (or even in continuous, but follow the course of the map, don't break the gimmicks or abuse of your carryovers). I'll give this a 9/10.

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Gallic00

  

One of my favorites megawads.  All the levels have a unique theme and combat style.  Highly recommended.

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paradox123

  
Played this with Trailblazer and ketchup. MAN, this was amazing :) Liked it from start to finish!!! Keep up the good work!

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KdGanaz0

  
pretty good, nice architecture and some weird but interesting moments

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Zombine3D

  
Mindfuck

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Pedro VC

  
only good with brutal doom

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Combinebobnt

  
A gimmick done well. The crazy nature of the levels matches whatever is happening in the music. Good difficulty curve.

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Spectre01

  
Great wad with some really clever scripting and original level design. However, the music can get monotonous and mobs of teleporting hitscanners and other demons spawning in your face can get annoying. 4/5

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NaZa

  
Pretty awesome and great, but the music can be very annoying and monotone. (I mean, it's the same four notes at different octaves on an organ)

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Guest

  
It looks like this wad intended for coop-play rather than single play, so that's why there's so much monsters. If you want to play it single, better choose easier difficulty setting. At least, it's completely playable and winnable without cheating on ITYTD (tried by me — and I am not experienced doom player in any way).

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Guest

  
Fun, fun, fun!

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Marcaek

  
If he was too disinterested with what he played to keep going then that's a fair mark against the WAD, I disagree with it regardless, personally think the floor gimmick was quite effective. This is a great release although certain small clusters of maps will feel overly similar in playstyle.

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Guest

  
Demonologist rates the wad 2 stars, yet doesn't even play through the whole thing?! His opinion should be summarily ignored. Going Down is a stellar mapset, featuring some of the most creative and exciting Doom levels ever made. Perfectly balanced gameplay and beautiful level design coupled with innovative ideas make this a must play. 5/5

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Demonologist

  
To me, this is an epitome of "non-hardcore guy trying to make hardcore maps" kind of thing, the combat is rather dull and half-baked most of the time, and the whole concept of "floors" kills all the potential scale and interesting architecture. Was never able to force myself to play through the whole thing, even in moments of utter boredom. Quantity over quality, and fantastically overrated for no apparent reason on top of that. *sigh*

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Guest

  
Whoever this moldy guy is, he's a fucking asshole. 5 stars

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Guest

  
5 wad material

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  • File Reviews

    • By Triloguy · Posted
      Great. Best Wad ever.
    • By aargh · Posted
      It misses that "something extra" that id maps had. Something that you remember those maps for. But maybe it's not fair to compare because the original always has the advantage of nostalgia.
    • By aargh · Posted
      Crude, simple, yet surprisingly inventive for 1994. There's a lot of switches and the layout is very non-linear and sometimes quite confusing. In one level I had to idclip to the exit because I had no idea how to get there otherwise. Overall, this was a nice nostalgic experience.
      Difficulty: easy. Mods: Project Brutality 3, UDV.
    • By phoo · Posted
      Short and sweet! Some interesting texture choices. I love the prevalence of the red brick texture that's often underused in other wads. The light decoration in the alleyway with the raised floor and use of mid textures was an interesting touch. I also thought the level exit was also unique and aesthetically appealing. As for gameplay, It's smooth and fun with good flow.
    • By P41R47 · Posted
      From the get go, one just notice the impressive mood that this mapset offers. And solely for that this leaves a watermark of how mood maps can be made. Some of the maps here are probably masterpieces of atmosphere and mood.
      This large episode map has a really good start, first maps its pretty much an introductory map, and map02 is the famous Doxylamine Moon. I'm really proud of myself as i solved the map puzzle without any help, but it doesn't offer much after that. But its an impressive effort by Lainos. The subsequent maps continue to be really good and moody. And map11: Seaport seems to be the properly end of the wad... but no, there are three more maps in the set.
      Map12, aside for the impressive architecture, its really annoying as it abuses the darkness, making it pretty difficult to navigate.
      Map13 made the same mistake, but its a little more easier to navigate and it comes to be somewhat fun. Map14 its a no exit map intended as the end of the mapset.   This set up makes me wonder if the Clan [B0S] intended map12 and map13 as just bonus maps. Don't know if there is answer to this (maybe @Wraith777 knows something).
        Returning to the review, the first six maps are glorious and i loved Doxylamine Moon for being soo different, and Lavatrazz a remake of TNT map07: Prison. The rest of the maps from ma07 to map11 are just big good maps.
      I didn't like much of map12 and map13 aside from the awe inspiring architecture they offer.
      And map14 is spooky and marvelous. Could be a really neat feature and not just and no exit end map.   All in all, i liked this mapset, much more in the first part than the second part (even when map07 starts with Serial Experiment's Lain theme song, a soundtrack i love soo much).
      I would really like to see the story of Sacrament properly developed. Maybe someday...
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