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Restoring Deimos

   (35 reviews)
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16 Screenshots

About This File

A 32-map single player/cooperative wad. Contains basic support for deathmatch, as well as difficulty levels. It entails two episodes, with episode 1 being map 1-15, and episode 2 being map16-30. There is a secret level on map 15 as well as a credits map after map 30.


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Guest

  
This wad is pretty lame for something made in 4 years, a lot more revisions and ideas could be made in here.

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Doomkid

  
This deserves between 3 and 4 stars. The detailing is a bit sprase, but the gameplay is honest a lot of fun. Not too hard, not too east, fun "blast through" maps, right up my alley. This would be a 5 if all the maps looks as good as the later ones (Map20 is quite nice, for example). Good work!

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Guest

  
I liked this right from the beginning,no question about it.4/5 Thanks!

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Zalewa

  
People are unjustly judging this WAD by the initial maps. It pick ups after a while. Maps get better design and better gameplay. Considering this, it's still a mix of strange gimmicks, mediocre maps and few good maps. Most of the music tracks, while reminding of Amiga tunes, are too scratchy and annoying. There are some pearls in this WAD, so it's definitely playable and beatable if you're ready to either skip or suffer through the fishnet of weirdness.

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Guest

  
Slightly above typical Joe Ilya release quality-wise. 1995-grade aesthetics, 1995-grade playability, some shoehorned Zdoomisms that sadly improve neither.

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DeathMetalAccountant

  
There are far worse .wads than this one. That doesn't make this one suck any less.

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Guest

  
I can respect the effort, and I respect the fact that author understands doom builder at a technical level. Also, this isn't another one of those troll/joke wads, which I guess is a plus considering how much of them we get nowadays. Other that that, I dont have much good to say about what few maps I have played. Design/visuals are borderline ugly, with no sense for aesthetics and visual polish, and maps play as if author just slapped some monsters on them without much thought.

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Guest

  
Excellent example demonstrating that understanding how DB2 works, and using it for creating nice levels with decent gameplay, are two totally different skills. Author understands the techniques DB2 offers, but most of the levels have just poor layout, poor ambiance, and at best awful gameplay. As DooM is first and for all about gameplay: small 2* for the huge effort, but it was horrible to play it out for giving a correct review. BTW a lot of these levels have been uploaded earlier.

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Guest

  
My desire to keep playing Doom is what needs restoring after playing ten maps of this crap.

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NuMetalManiak

  
design is very 90s, and gameplay is pretty wonky. I really don't like it that much sry.

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Guest

  
Most maps feel highly amateurish, in both visuals and gameplay. Quality improves as you go on, and it is clear that author was slowly starting to master doom builder and improve his skills as a mapper. Still, even the later maps don't reach a must play level and they are not worthy of suffering through author's truly abysmal early works. I suffered through this, you don't have to.

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Guest

  
Demands Zdoom...

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Guest

  
This megawad is vomit and very poor.

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taufan99

  
One of the best megawads I've ever played. The earlier levels where a little bit too underwhelming even in UV, though. So, 4/5.

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Guest

  
5 stars because it's pretty decent overall and made game play mods incompatible.

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Whymes5

  
The readme mentions being released on 6/17/2012, but the wad was actually finished on 6/17/2015. It was started in 2012, and the year was never updated. Just in case anyone was wondering.

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  • File Reviews

    • By Walter confetti · Posted
      Nice mini episode, reminds me of some sort of amateurish Plutonia Experiment sometimes. Pretty enjoyable!
    • By Summer Deep · Posted
      A very decent challenge. Took me about half a dozen attempts to crack it on UV. The wad is from 2015, but could just as well have been from around 1997. Solid, traditional classic Dooming.
    • By riderr3 · Posted
      The visual level design here is mostly similar to Plutonia and its unofficial sequels PL2 and PRCP. But it is by no means a gameplay part, since for example the gameplay in the first maps revolves around ammo shortage with not so much opposition (although it was tight in places, I admit), while the latter maps are somewhat reminiscent of slaughterwads with a bunch of ammunition and opponents.   The same applies to the size of the maps - the first ones can be completed in 6-7 minutes, while the last ones takes 15-20 minutes to complete. Although this could be explained by a kind of progress, despite the fact that even MAP12 (the first map in wad) is not a walk in the park.   I am not opposed to forced pistol-start (maybe even for), but usually if the levels should be completed in this way, they should be better balanced, as the ability to store things from previous levels is discarded.
      And again, I repeat as previous speakers - perhaps some arch-viles were even superfluous. This is especially noticeable when you go through the same room several times.
    • By Spectre01 · Posted
      Mostly enjoyable set in vein of "Plutonia but harder" and with larger fights. Visuals are often minimalistic, with combat being the focus of making the maps interesting. Expect plenty of Viles to resurrect what you kill and forced pistol starts on every map. 3/5
    • By Walter confetti · Posted
      Pretty nice map, some parts are been a little rushed out like the columns texture alignment, but overall the structure and the layout is pretty cool!
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