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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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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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joe-ilya

  
3 wad material. This wad mainly consists of clusterphobic layouts and invasion waves in the same areas over and over, horrible music and an awful MAP19. Not to mention this wad is overrated, and the only stuff I liked were the first 10 maps and the extreme detailing all these maps have.

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Guest

  
exelent map. one of the few really inventive doom maps that retain a sense of progress from level to level. I felt like I was actually traveling down the tower.

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Guest

  
Even though I had to iddqd in most of the second half, I wasn't bored at all, because just the curiosity of what kind of experimental wonder was coming next was stimulating enough. It had the right kind of humor and mystery. A "story" done right. Amazing, amazing set.

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skillsaw

  
Brilliant. A new favorite!

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  • File Reviews

    • By guitardz · Posted
      Some very cool techbases with a nice texture set and pallette.  The music is pretty epic.  And it all runs in vanilla! (Or so it is said, I played it in GZDoom)
    • By Philnemba · Posted
      I honestly can't believe that this whole megawad is 100% vanilla compatible and its only the first of THREE episodic megawads! Esselfortium and her team of creative energetic mappers has done an amazing job from the unique texture set, the music, the maps & even the tweaked color palette that fits the mood of the whole thing.    100% highly recommended! 5/5 
    • By Erick · Posted
      A pretty straightforward map to run through, packing in tons of enemies in rooms both big and small. Most of the monsters you'll be killing are E1 monsters such as Zombiemen and Imps, so while there isn't much in monster variety, there are plenty of ways to get them to fight each other which I like. It might be better to try and get as many monsters to start attacking at the same time since once you get the Chaingun, not even the groups of Spectres are much of a threat. Overall though, the map is still fun to blast through if you just want to kill tons of monsters in packs.
    • By NuMetalManiak · Posted
      this is a strange wad, with assets similar to Darkest Hour and other Star Wars-themed wads, many of the maps focus on small killings, as most of the maps are actually small. Pinchy's finale sure makes this worth it. oh yeah, quite a few custom stuff was done. the flamethrower marines were quite annoying, while other monsters gained multiple attacks, new ones, it's all so zany. the maps are pretty well done overall and this is worth a try.
    • By Doomkid · Posted
      Okay, I get it, it's a megawad mainly for speedrunners who are intricately familiar with the mechanics of the game down to the nitty-gritty. A series of challenges/obstacles that, for the most part, seem to be possible but are generally ludicrous (and sometimes outright laughable, in a good way).   This was is not a "pile of junk" as a few have said however it's really, really lacking in a lot of ways. I get that the wad is meant to have a fun-and-not-serious tone despite it's overall extreme difficulty but the texturing looks like the insides of a toilet bowl after a Taco Bell buffet. Seriously, these maps are jealous of how beautiful and futuristic maps like UAC_DEAD look. The DWANGO series looks like fucking Ancient Aliens compared to this.   The MIDIs are lighthearted, silly and fun, which adds a layer of appeal for me personally. I loved seeing Patrick Stewart at the intermission too, rofl   I had some fun with this IDCLEVing through the whole wad and giving each map a try or 2 before moving on to the next but I seriously doubt I'll ever be back. The same idea with better texturing and overall taking itself just a tiny bit more seriously would warrant a higher rating. Ass-ugly texturing, silly MIDIs and a silly titlepic/interpic are fun in their own right so don't take me the wrong way but a lot of it crossed into "looks like the authors gave 0 fucks" category and I just have to take points away for that.   Also,   lol wtf is this bullshit is this a terrywad or somethin i mean jeeeezus   Overall, this is worth a peek just for some fun but unless you're a highly skilled speedrunner that also doesn't mind looking into a crapchute map after map, this probably doesn't really have much for you.
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