The Complete RAVEN SERIES Maps 1-11

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Tim Willits & Theresa Chasar

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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xvertigox

  • 3
  

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

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  • 4
  

For 95 map set it is really cool. But it lacks final boss.

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  • 3
  
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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  • 2
  
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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  • 2
  
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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NuMetalManiak

  • 3
  
insanely old skool mapset. nonlinear, but didn't seem to show much promise. okay to play though.

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  • 3
  
I found it by a easter egg in Quake :)

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Unknown date

  • 5
  
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

  • 2
  
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

  • 4
  
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

  • 2
  
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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Unknown date

  • 3
  
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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Unknown date

  • 1
  
Definately his best work, zero stars

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Unknown date

  • 5
  
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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Unknown date

  • 5
  
A solid set of maps, though not among the very best of the early wads.

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Unknown date

  • 3
  
Well, not so bad for its time, but it misses the feeling...

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Unknown date

  • 1
  
overrated There were much better maps at the time of it's release. 0/5

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Unknown date

  • 4
  
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

  • 1
  
Shit. Avoid.

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Unknown date

  • 1
  
trash * -sargebaldy

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Unknown date

  • 5
  
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

  • 3
  
This wad IS easy. Play it if you don't believe me.

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Unknown date

  • 4
  
Yet another gem from the early days of Dooming :-)
This levelset was pretty popular in its day, but
it's been a few years since I last played it, so
I'm not sure if it has stood the test of time...

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Unknown date

  • 5
  
Despite the age of this map-set, it's just as
thrilling now as it was when first released. A
must-have for DooM aficionados and collectors.
(Plus it's a Tim Willits co-creation.)

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Unknown date

  • 1
  
awful shit

tim willits was ass and it's amazed to see he got
hired to id for making this crap

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  • File Reviews

    • By xvertigox · Posted
      The map description states that Haruko tried to express his depressive feelings through the texturing and that came through. The dim lighting and midi went a long way in helping it to sell the depressive feeling.   The geometry was solid with some particularly nice detailing here and there but the actual layout was really good. The central hub worked well with keeping you on track.   The monster placement was on point and led to interesting fights - particularly the ones involving archviles. I really found the difficulty to be just about perfect on UV.   The crescendo at the end worked very well where it was tough but understandable and beatable. At first it's a chaotic mess of monsters, archviles and an Icon of Sin but as you work your way through the madness it starts to make sense.   It takes care and attention to try to express something as abstract as an emotion (other than rage) through Doom wads and I think Greymood did that with the gameplay to back it up. I'd be interested to hear from Haruko if any particular set-piece or element was representative of anything.
    • By dmg_64 · Posted
      Great re-imagination of Doom 2, the levels look and play good with each having they're own theme and / or different progression style, keeping things fresh, definitely recommended.
    • By silentzorah · Posted
      This is okay.  Some unused beta content, lotta console content.  I can appreciate the increased difficulty, but some of the texture and music choices early-on kinda put me off.  Didn't much care for E5M4.   It's not terrible, but it isn't hard to see why the beta maps were scrapped from the final version of the game.  Give it a try, if you're feeling bold.
    • By Agent6 · Posted
      Alright, so, what can I say about Memento Mori 2 after finishing it and the first one?   Well, first of all, the levels are more beautiful, visually it aged noticeably better than the original and uses more custom textures, some already seen in the original. The music is on par with the original.   The levels themselves are overall better designed for the most part, but here is where the problems make themselves known. MM2 is clearly designed more for co-op than single player. This starts getting very noticeable after MAP24. Whereas the original had a few maps that dragged on, particularly at the beginning of the wad, this one drags on extremely bad after MAP24. Not just that the maps are starting to become huge and with hundreds of enemies and very annoying traps, it also starts becoming more confusing and tiring, MAP27 being the worst offender. The main tower in MAP28, or rather the overall level, is unfun as well, doing a poor job at keeping you entertained for the most part, save for a few areas where you also get an Invulnerability, but not on the edge of your nerves like MAP27 does. Eh, the traps don't go crazy at least.   Post MAP24 levels simply become tiresome and no longer bring much pleasure. The war of attrition also gets real in some maps, MAP27 still being the best example, giving you lots of rockets and some health to recover from the orgy, if you manage to find the secrets, but not much else. Without locating the secrets it can be extremely infuriating and especially difficult to finish, hence me actually forcing myself to finish the wad, it was very tempting to just can the whole thing after reaching MAP24 because it ceases to be fun at that point, turning instead in a struggle for survival. Like I said, MM2 makes it very clear that it's more co-op/multiplayer oriented and not very suitable for solo, or not on UV anyway.   Unlike the first MM, I managed to locate both secret exits and I must say that for secret levels, they're pretty easy, which is very surprising. I can't compare them to the ones from the original MM because I failed to locate any of them there.   I also don't have any favorite maps to my surprise, I like most of them, and even the maps that drag on like hell are not bad themselves, just not suitable for playing solo, but can't exactly pick any, whereas City of the Unavenged from the original was easily my favorite, here? I'm not sure...   Either way, all things considered, it's a solid wad and a great sequel to the original. Worse? No, but then why the lower rating? Well, simply for not providing a solid experience in SP towards the end, so if you want to play it solo like I did, it doesn't really work anymore when you're about to finish it. It drags on and the difficulty also spikes nastily.
    • By Nems · Posted
      Sometimes, after playing through a level set that stomps your balls in, you want to relax with something a little more laid back. This is that megawad. Highly recommended. <3