Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Going Down

   (196 reviews)
Sign in to follow this  

Guest

8 Screenshots

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'


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Yandere_Doomer

  

The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..

 

For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]

 

but yeah.. great wad overall...

Share this review


Link to review
northivanastan

  

Would be a 4/5 if it weren't for the last stretch of levels (maps 20 onward) which are absolutely fantastic.

 

The levels are quite short, but combat is really challenging, especially if you try to get all kills (which I didn't). I think it leans a bit too much on ambushes in some maps, but thankfully there are concept maps like Gladiator, 200 Mega Hurts, and Demonology to prevent things from getting boring. That each level flows into the next, through the elevator (and sometimes other things), is a really nice touch. The visuals are probably the best possible with vanilla textures, and the music, while difficult to listen to, is perfect for this WAD's "chaotic evil" style. It's a WAD worthy of its author, the master of chaos Cyriak Harris.

Share this review


Link to review
tpscrollbot

  

nice wad

Share this review


Link to review
UnknDoomer

· Edited by UnknDoomer

  

For me, at the moment I'm writing this review, #1 WAD of onces that I've played / seen / heared.

 

Options and things:


* GZDoom.

* Have played with "Complex Doom" modification.

* Difficult - "Ultra-Violence".

* 100% secrets and enemies.

* No annoying maps found.
* #9 in community top.

 

Pros:

 

1. + Great, own, unique style level design. I just tell a few words about some of the levels:

* MAP07. Bad Reception. Small arena. Tough fight.
* MAP08. Hide and Seek. Small warehouse map with 18 enemies in total. But this enemies - arches and pinkies. And if you start with the pistol - there is only chain gun on the map in additional to it. If you using Complex Doom add-on - those arches might be way tougher then regular onces.
* MAP09. Broken Records. A lot of hard enemies in small arena that is look like library.
* MAP12. Dead End. Nice, circle like, map.
* MAP15. Gladiator type arena. Literally. First you fight with some upcoming enemies. After "viewers" (another demons) starting to fight with themselfs and you.

 

The_MoM_5.png.32a0e38d4cec8f9f028f6a6404a4b7b9.png

 

The_MoM_4.png.5cf04a11930affc35cd252c62bac7d47.png


* MAP20: The Mouth of Madness. The name speaks for itself - from a kind of mouth, from the very start of the map, hordes of demons move directly to the doomguy. And BFG will not save you at all. Strategy here - as fast as you can use switch on the left side of the map (climb the islets) and then run and use switch on the right. Break through the pack of barons to teleport, which is on the right side, in lava, and hide in the top type location. Wait till most of the enemies will kill each other. I've attached some screens.

 

MAP28_Necropolis_1411_enemies.png.5c45cc13e80d4e8c26e709a7ef4886f9.png

 

* MAP21. Indigestion. No ammo or weapons. Only pistol with few shots. Tough enemies. As result you need to use local traps and enemies attack enemies strategy to deal with, in total, 135 of such onces.
* MAP28. Necropolis. ~ 1411 enemies. And mostly no regular place to hide from them. Few cyberdemons, a lot of cacodemons.
* MAP30. Game Over. That what can happen if you will play Doom too much... Or, by other hand, some Silent Hill 4: The Room atmosphere here.

 

2. + Horror-inspired music on some horror like levels.

3. + Combines just fine with "Complex Doom" modification.
4. + Challenging.

5. + Unexpected gameplay twists.


Contras:

Zero, but,

* - If you play with Complex Doom you can stuck on MAP29 in case here was unique boss and mod just change it to it's own regular one type. So. To proceed further use console, ~, and write there "MAP MAP30". MAP30 can be beaten with pistol start without much troubles.

Share this review


Link to review
STILES

·

  

It's like Die Hard meets Doom with a dash of humor, if that sounds interesting to you this is is your gig.  The maps themselves are very clever with a huge amount of variety so you never know what's going to happen next.  If you're one who likes shorter maps, you'll be pleased with the somewhat bite sized to medium layout of the levels.

 

While it's fairly Vanilla in nature, it makes use of some DeHackEd and Boom scripts that are tastefully done.

However, the difficult is fairly extreme and only seasoned players should attempt Ultra Violence or Nightmare.

 

As some have pointed out, the music may be an acquired taste if you aren't into rather psychedelic tunes.

Share this review


Link to review
digithead100

  

my personal favorite WAD

just make sure you're prepared for some intense fights on UV

Share this review


Link to review
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. 

Share this review


Link to review
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.

Share this review


Link to review
DuckReconMajor

  

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

Share this review


Link to review
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.

Share this review


Link to review
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.

Share this review


Link to review
VanaheimRanger

  

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.

Share this review


Link to review
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

Share this review


Link to review
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.

 

Share this review


Link to review
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.

Share this review


Link to review
Gallic00

  

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

Share this review


Link to review
paradox123

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

Share this review


Link to review
KdGanaz0

  
pretty good, nice architecture and some weird but interesting moments

Share this review


Link to review
Zombine3D

  
Mindfuck

Share this review


Link to review
Pedro VC

  
only good with brutal doom

Share this review


Link to review
Combinebobnt

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

Share this review


Link to review
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

Share this review


Link to review
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)

Share this review


Link to review
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).

Share this review


Link to review
  • File Reviews

    • By P41R47 · Posted
      To play this mapset properly on vanilla setting i use these files together: batman.wad vbatman.deh original molotov behaviour   I was a kid of around 9 or 10 years old when i first saw images of Batman Doom on some magazines and i rememer thinking ''holly heck, its surelly looks amazing and a Doom clone of Batman surelly will kick-ass''. But for some reason, when i finally got it on a bootleg wad CD-rom, i couldn't play it as intended as it was a break behaviour on vanilla, so i just played it on a source port, zdoom, like ten years after it original release. Be it the port, be it i didn't get much into it at that time, but i didn't enjoyed it much and i quit playing it just when i reach map21.   Now, i replayed it completelly. And certainly, this mapset is pretty advanced for 1999. Maps varies from being pretty short, to awe inspiring big. The texture work is amazing with tons of midtext usage for amazing effects. Every map has it merits, so i will showcase them a little:   -map01: we start on a rooftop, as our dark night is shown on every issue cover since it first appeared. After that, we jump to the street level and after taking some thugs, we take a subway to a different part of the city. The subway effect is just amazing, making you really feel like taking a train. After that we take down the gang leader and the maps ends. -map02: this is one of the most innovative things i've seen, especially made on a mapset from 1999, and this is non less than a Hub map. Yes, we see here the next objetive, take some health some ammo, a little secret, and then we go out onto the next crime thug on the run. Here start the episode of Killer Croc. More mapset needs something like this for awesome inmersion. Only other one i know that use something similar is Back To Saturn X made almost 13 years later, so yes, this was pretty advance for the time. -map03: we go down the sewers following the trail of Killer Croc, and we found some thugs down there, too. Theare are a lot of neat tricks in here. Thugs coming out of water and spilling it around, flowing water sound, raising water, some of the best looking fake 3D bridges. But there are also a few flaws, like an unobtaibale secret near the start, and some bumpty walk through the sewer area. -map04: is a Killer Croc's chase through some building complex and into the forest. Killer Croc fight is an outstanding moment, as it can really take the rocks from the ground and throw them to the player. Amazing dehacked work.   -map05 we returned to the batcave for the next mission briefing, and it seems Tally Man is on the loose. -map06: we are now in Chinatown and we are able to look at first hand the warring conflict between two gangs groups. It ends with a colloseum fight with two gang leaders. -map07: Tally Man is escaping on a helicopter and we need to find our way to chase him. There are a lot of verticallity in this map, and its quite awesome at the end how we board a helicpter and have to fight our way with a lot of minions on a really tight space. -map08: we reach Tally Man's hideout an its non other than an abandoned factory. The map is big and there are a lot of interesting sights for sure. The combat is tighter and difficult here, too, with not only hitscanners all around, but also incoming projectiles from different sides. The fight with Tally Man at the end is just awesome.   -map09: we are now again at the batcave, and we notice that the Penguin has a big criminal output. -map10: Oswal Cobblepot's casino is full of thigs and corrupt gaming, and after making some thugs speak, we found that the Penguin has taked hostage a whole hospital. We need to rescue them. -map11: but it was a trap!!! There is gas leaking on the whole hospital, and there are automated bomb penguins setting everything on fire as we move on. -map12: we finally found the trail of the penguin, but we reach to late to the rooftop, he already boarded the hellicopter. To our surprise, he challenge us to a fight. Exploding penguins around and a flying machine coming for us with only a thin spot to cover.   -map13: we return to the batcave after seizing the penguin, and we found that the Scarecrow is rampaging through the city tunnels. -map14: we are on abridge leading to the tunnels of the city, and there are TNT bundles all around, destroying walls, and a lot of deadly traps taht can kill you on the spot. Scarecrow certainly is making his trail hard to follow. -map15: we reached a house of fear, and the scarecrow is hiding on it, but he also take Mayor Kroll as hostage and we need to rescue him before its too late. There are really awesome dehacked trick here. Like firebreathing walls that hit really hard, and the final fight against the Scarecrow with the Mayor in the middle, if he dies we lose. -map31: We defeated the Scarecrow but as soon as we are returning to the batcave there is call for help. The scarecrow escaped and is hiding on the city. We need to find him, but he is trickier than the last fight, he spreaded his confucing gas all around and we are under his illusion. -map32: we fall under the illusion of the Scarecrow and we are now being attacked by strange creatures on a surrealistic landscape. Awesome sight for sure, but really short map. -map16: thats it, we finally snaped from scarecrow trick and we follow his trail through a cornfield. But at last, we finally seized him.   -map17: we return to the batcave just to learn that Two-Face has breakout from Blackgate prison and we need to stop him. -map18: difficult ramp from here and on, tighter spaces, island prison, new flamethrower enemy. The area is full of really neat sights, unfortunatelly we are late, Two-Face already escaped into the city. -map19: We arrive too late to the city, Two-Face already robbed a bank and go away with all the money. -map20: we are on the trail of Two-Face and we are up to catch him once for all. After fighting some thugs through the city, we caught Two-Face red handed and he face us with his rocket launcher. Fortunatelly, we made him explode himself.   -map21: the crime lords are getting tougher, and we found at the bat cave that the Joker is planning something big. We need to find out what.
      -map22: gigantic abandoned factory map, awesome sights, marvelous details, and an ending that just made my jawd drop. At the end, we have to detonate a TNT to cross, but the chain reaction is bigger than we though and we need to reatreat hastly before the explosion kills us. Just amazing use of the IOS explosion effect. -map23: the Joker seized a whole mansion and is having fun there, we need to stop him. -map24: We found that the Joker has taken a whole theatre for his own amusement, and at the end we fight him but we are not able to seize him as a lot of thugs jump into the fight to stop us. -map25: the Joker run away into the Gotham Cathedral, and at last we are able to seize him once and for all.   -map26: we return to the bat cave and found that Bane has breaked into an armory. -map27: the armory hit was just a decoy, we are now to late for the bigger treat Bane is planning. -map28: Bane break into the Arkham Asylum and let loose all the crime lords we captured, so we face Killer Croc, Two-Face and Tally Man on a rematch. -map29: we continue throught all the destroyed corridors of Arkham Asylum and we fight the Penguin, Scarecrow, and The Joker once again. -Map30: Bane break through our mansion, he knows who we are, and he challenge us to a final hand to hand combat. He is fierce and deadlier as a raging bull, but after a long fight, we defeat him.   From the description we can see that maps are mostly linear, but there are too many neat details and secrets that let us spend time exploring around that we doesn't feel at all the maps being linear. In fact, there are a lot of interesting details to look into that we can lose a good chunck of time on just one map, even when it is kinda short.   After all, this is an amazing Total Conversion, and it surelly deserves to be among the best outputs from this community. 
    • By Argenteo · Posted
      The last chapter was the one I had less memories, perhaps because it's tough. A good time playing.
      Beat it. Everybody frag now. Vangelis. Cool midis.
    • By Argenteo · Posted
      A lot better sights and tougher than S1, with another pack of cute midis. 
    • By P41R47 · Posted
      Pretty entertaining and challenging mapset. The maps start in a somewhat heretic or cave theme at first, and with a really abstract style with just tiny little realistic details. It use TNT as iwad and there are just a few maps with name patches. The rest and the text screens are the ones from TNT. The story is interesting: Serena, B.J. Blazkowicz's wife, worried that, after the incident on 20 Days In Hell (but it could be also after Doom 2 final map), he hasn't returned home yet. So she decide to go search for him. In the proces she found that every map we play is an hour of torture for her husband, and thats from where the title 32 Hours of Pain come. Thematically, the maps use the TNT skies to tell the story, starting with Serena on earth, vayaging throught space on map12 to map20, and reaching hell where her husband is being tortured on map21 to map30   Maps have a good gameplay, and the little and few details really stand out from the abstract design, like in map11 the ship sailing out to space. The design varies from really large and big open areas to really cramped and difficult to traverse tunnels and areas. Thus, it somehow really grasp the TNT feel and style. This also implies, sometimes, obscure progression and switch hunting. The texturing is varied, from monotexturing to using different themes like starbase and marble on the same map, especially on those where the hellish influece is seen as bigger.   I really enjoyed it! Its not a masterpiece, but it certaily has a charm and offers a good challenge. Kristian Aro's story, maybe i'm wrong with this, was use as a base for 2002: A Doom Odyssey later as its pretty similar. This mapset is kinda analogue to Paul Corfiatis The Twilight Zone. Both follow a free thematic texturing from map to map, both have a story mostly told throught little details (TTZ has a proper mapinfo on it, though) and both shows the first mapping efforts of their respective authors and how the ideas here lead to their later awesome mapsets.   I recommend it to anyone who is seeking abstract design and challenge.
    • By Meddy · Posted
      Short, but pretty well done. The best custom Hexen levels I played so far.
×