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The Complete RAVEN SERIES Maps 1-11

   (55 reviews)
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About This File

This file contains all eleven levels for the premier Doom 2 RAVEN series. These .wads will challenge all Doom players regardless of skill level.


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Unknown date

   0 of 1 member found this review helpful 0 / 1 member
jeez well at least 3 other reviwers can distinguish between trash and not. To me this is one of those things which is completely appalling. Everyone likes it, and yet it is amongst the worst level sets out there. I admit that most (but certainly not all) wads out there don't have superb flow, but nor does this. It dosen't have a nice flow or fun gameplay to begin with! It certainly isn't interesting. It IS boring. And it is very, very wacky. 1 star --- Starburst.

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Unknown date

   0 of 1 member found this review helpful 0 / 1 member
Very overrated. Above average for the time, but that doesn't mean much considering how low the average was back then. The last map is the only one really worth playing. If you want some good early doom maps try Jim Flynn's or Dr. Sleep's stuff.

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Summer Deep

· Edited by Summer Deep

  

I can understand the reasons for some of the very polarized reviews of this wad, but feel that both sides of the argument miss the mark. 

 

True, there are plenty of weak points about it. It's very easy - you are more likely to die in an inescapable nukage pit, or from carelessly standing near exploding barrels, than by becoming a victim of any monsters. Far too much health and (especially) armour is provided, and whereas I'm not a fan of currently fashionable 'resource management' approaches to ammo provision, it's still probably too readily available here - it's possible to use the SSG for the majority of the game, even on zombies and the like, without running out of shells for very long. There are other annoyances too, like the baron pit in map 3, which doesn't seem to work properly, or the mind-numbingly tedious and pointless teleport puzzle at the end of map 6.

 

On the plus side, it's fine for an hour or two of quick, unrestrained blasting fun. The environments can be a bit bland, but are generally better than those in many early Doom wads, and are occasionally quite impressive (eg map 11). While the difficulty level is, as mentioned, pretty low, this makes these levels ideal for beginners, if that doesn't sound too patronizing: and for more experienced players, the wad could be an interesting challenge if played with mods like Project Brutality or Project MSX.

 

Played on UV difficulty, GZ Doom.

 

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xvertigox

  

If you like nostalgic WADs play this - if you like """good""" WADs don't. It's as simple as that.

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Guest

  
This is a reasonably playable episode, if rather dull, but it's from 1995 and it's not all that bad for then. Master Levels are slightly better though. A low 3*, I feel this is just nice enough that I can be generous to it

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Guest

  
I found nothing that visually horrible about these levels (they were made in 1995 after all) but the gameplay was quite dull with minor annoyances like excessive badly placed armor and lame secrets. Not as bad as the criticism of these levels in the chord1.wad text file suggests, but reading that text file was still more amusing than playing them.

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Guest

  
Sometimes cool architecture elements here & there, but with very bland texturing. Monster density is way too low (boring even on -fast)

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Guest

Unknown date

  
3 stars? Why? This classic WAD is better than the vast majority of WADs you would see back around the early days of community level design. They didn't have Doom Builder or any other great level design software we have today. Sure, it hasn't aged well. For example MAP01 & MAP02 don't have much lighting, but as others said, it gets better as you go on. Had it not been for his love for level design, we wouldn't have some of the great levels this guy created in the Master Levels for Doom 2.

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Unknown date

  
Although it got a little better as you progressed through the mapset, the levels weren't that great. Fava Beans, Serenity 3, hell even the default Doom and the majority of the Doom 2 maps were much better than this. I'm surprised iD software hired him for making these crap levels. 2/5

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Unknown date

  
Eleven maps dated April 1995, from a brother-sister design team that was quickly snapped up by id (Willits went on to be, and remains, the company's co-owner). These maps tend to be visually horrible, easy, packed with monsters, fast-moving, good fun; perhaps id reasoned that technical design could be taught, whereas gameplay was a natural talent. Overall it feels like eleven good old 1994 levels crammed together in no particular order and I enjoyed them all.

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Unknown date

  
Two of the first things people always criticize in maps are misaligned textures and poor creature/item balance. These maps are full of misaligned textures and way too many power-ups. When I do that stuff I get ridiculed; this guy does it and becomes co-owner.

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Guest

Unknown date

  
The gameplay is very good but the design in some of the levels isnt that good, especially some unnessacary full lit areas. But MAP11, that city level is simply the best of the lot.

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Guest

Unknown date

  
those who say this map is trash are trying to hide that they can't complete it and that they really are trash this is a great levelset! 5/5

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Guest

Unknown date

  
A solid set of maps, though not among the very best of the early wads.

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Guest

Unknown date

  
Well, not so bad for its time, but it misses the feeling...

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Guest

Unknown date

  
overrated There were much better maps at the time of it's release. 0/5

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Guest

Unknown date

  
Honestly, the only reason this wad is rated so low is jealousy. Some guy builds a competent wad and gets to wear a suit, peddle soft drinks, and instate always-on DRM policies while we just rot away at our computers playing a 20-year old game. From an objective viewpoint, the first six maps are pretty dull, but the rest is good for '95. MAP10 and 11 are definitely worth playing, although the lack of an endboss is disappointing. 3.5/5

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Unknown date

  
I remember this being the very first custom set of maps I ever played. To this day I still find these very fun maps to play, whether or not they *look* as good as the standard that has been set for mapping in the past few years. I truly do not understand anyone who gives this anything less than a 3. They may not be the greatest maps from the time, but they certainly are not anywhere near horrible. Overall this was/is a great set of fun, mostly balanced maps, and that's what's important. 4/5

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Unknown date

  
This wad IS easy. Play it if you don't believe me.

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  • File Reviews

    • By Zalewa · Posted
      Totally playable and good looking even today. Be wary that there are time-based switch puzzles here that must be solved in order to progress. MAP28 is also a nightmarish switch hunt in an open, Doom 2 Downtown-like area.
    • By TFK · Posted
      This fills up my retro glass!
    • By The_SloVinator · Posted
      EDIT: It appears Tag 666 doesn't execute properly in some source ports or if complevel is below 3.   Let me get E1M8 out of the way first because it's the most confusing thing I've witnessed in a Doom wad. So, you got four switches that kill four barons outside of the map, to make two walls & four marble cubes lower. Basically, a special tag 666 situation. I press all four switches & nothing happens after I wait for awhile. I tried with PrBoom 2.5.1.4., PrBoom 2.5.1.5., GzDoom 2.4.0 & on the latter, only worked once. I looked up the walkthrough of it & there is nothing I did different from the people playing it but they got it to work somehow. It's very strange. If anyone knows what's up, I'd like to know.   The rest of the wad is alright. Maps are way too lengthy and forgettable & just cluttered with too many enemies. Traps are fairly challenging & were the best part of the wad.   But all that wasn't worth it for the last map of the wad to crap on me.   Totally not worth a Cacoward 2011.
    • By damned · Posted
      All the maps are above average, but this is Legendary wad because of Ty and Map10, which is true masterpiece of art. 5/5
    • By Agent6 · Posted
      And thus, Stardate 20x6 is finished.   Stardate 20x6 is a 8-level wad consisting of challenging levels with enemy placements and encounters in the vein of slaughter, with an actual slaughter level featuring 1000 enemies at the end.   The wad is centered around the color purple. This means that a number of textures and effects have been replaced and purple plays a major role in creating the mood and atmosphere of the levels, but isn't overused so that it becomes an annoyance. Besides a new set of textures it also features a new soundtrack similar to the one heard in Sunlust, but with a slightly more emphasis on the atmosphere rather than epicness while still very much keeping you and the action going (Sunlust did include a few "battle" songs which were used in a few levels, and in another megawad as well, I think), a new menu background, and intermission screen. It does not feature new enemies, weapons, or sounds.   Considering these levels have been created by Ribbiks, there are many similarities in terms of gameplay and design with Sunlust. One of the easiest similarities that is immediately noticed is the enemies who are in plain sight in a couple of levels are in a sleeping/unalerted state with their backs to the player. As I assumed in the case of Sunlust, it was likely done in order to allow the player to observe his environment and create a strategy of sorts before jumping into the action. The difficulty is also designed the same way, with UV being reserved for veterans and highly skilled players, while everything else is for less than stellar players. I have completed Stardate on HMP.   The maps are solid, combining challenging gameplay with good architecture and atmosphere, and also include a few ingenious traps which are less cruel than what could be seen in MAP29 of Sunlust (or should I say the Arch-Vile room instead?). The action takes place mostly on various space bases and every now and then a breathtaking sight might catch your attention when you find yourself outside. My favorite level is going to be MAP03, and the trap with a Cyberdemon on one end and Revenants on the opposite was damn fun. It might look threatening at first, but really, all that needs to be done is avoiding potential damage caused by their infighting and taking care of the incoming waves of Imps and Hell Knights until they're done slaughtering each other. As about design flaws, there are some dark rooms in certain levels where it's pretty difficult to navigate. The enemies are always visible so the problem is not that you don't know where you're taking damage from, but rather the room itself because it's so dark it's difficult to see what's in front of you sometimes. I did manage to hurt myself with the RL as well as get killed by a Cyberdemon because I accidentally ran into a wall. I would not advise using that weapon in these rooms. Use the Chaingun, SSG, or Plasma Gun instead, and always be aware of your environment. It's always good to rely on the environment as much as possible to make things more interesting and challenging, after all, many of the later levels also include some really tricky platforming sections, but the use of lighting could be more efficient. For this reason I would definitely not advise using the Software of your port of choice either.   The final level, as previously mentioned, is once again a slaughter map with a couple of nasty but highly creative enemy placements. Ever seen pyramid-like structures with Chaingunners on them? Me neither, until now. No Icon of Sin boss, and once everyone's dead you have to destroy a reactor (or, I think it's a reactor anyway) which ends the journey. A great level, but the existence of the said reactor is a bit questionable considering the location. I think it was just fine without it.   And I think that covers everything. It's short and sweet, go check it out, it's worth your time.
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