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.

Endless Torture

   (26 reviews)
Sign in to follow this  

Guest

13 Screenshots

About This File

36 maps with various difficulties


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

P41R47

· Edited by P41R47

  

I played this megawad a lot, really, maybe too much, like five times in a row while helping Datacore vanilla-fying his work and while making a custom dehacked patch for him.
Anyway, this mapset is really enjoyable, and one of the few complete Ultimate Doom megawads out there.
The first episode is kinda cramped and with a slow progress, but midway around episode two Datacore start to make the maps a little more bigger, making them a lot easier to navigate. Episode 3 and 4 are the best of the whole set.

The maps are short, easy and really abstract in nature, with the right challenge, but a little too saturated of spongy monsters sometimes, so it become tiresome if you play complete episodes on one sit as they are a little too linear.

I like the story that i wrote for this mapset, its not marvelous at all, but i always liked the idea of a mentally damaged and traumatized soldier fighting his inner demons.
Maybe i love the movie Jacob's Ladder a bit too much hahaha.

Protip: The names of the maps of the fourth episode can be read as a poem when put all together. A little easter egg for those who like trivia and insight on works :)

Thank you, @Datacore85, for giving me the oportunity to work with you in this megawad, i only made the dehacked patch, but this was my first contribution to the community and i really enjoyed it ;)

Share this review


Link to review
dylux

  

I've said this before in a review of another WAD and it applies here: Wads are like horror movies in the aspect that there's a good chance you're gonna go through some crappy ones before you get to one that makes it worthwhile waiting for.

 

This is one of those WADs worth going through the crappy ones to get to. The kind that makes you say to yourself, "How is it that I've not played this before!??!"

 

No complaints whatsoever. Had a lot of fun playing this WAD, which is the most important aspect to a me as a gamer. Just good ol' Classic Doom style - on steroids. Great progressive challenge. Not a slaughterfest by any means, but will keep your trigger finger and strafing skills busy.

 

Well done! Definite replay value. Thanks for creating it! :)

 

Solid 5 out of 5 Stars.

 

Share this review


Link to review
The_SloVinator

  

Short, simple & fun.

 

Some levels do have too many doors & a bit more variety with traps & different actions applied to different sectors. (i. e. all doors have '1' as action 'door open wait close (also monsters)' instead maybe some '117' 'door open wait close (fast)')

 

 

Share this review


Link to review
trrobin

  

A solid wad overall, if a little unremarkable.

It has a fairly simplish design early on, but get's more detailed with each episode, and more importantly - the gameplay is good throughout all episodes. There is plenty of fun to be had here.

Share this review


Link to review
damned

  
I haven't played Doom1 megawad for some time. This one was nice oldschool wad, but it was overall quite mediocre. 3/5 - Damned

Share this review


Link to review
Zalewa

  
A fun Ultimate Doom map pack. Maps are solid but rather classic in visual department. The monster and weapon balance is very good hence the maps never get dull with bullet sponges. Good for cooperative play. A job well done.

Share this review


Link to review
Guest

  
What a great mapset!

Share this review


Link to review
Armaetus

  
This was a good and fun mapset.

Share this review


Link to review
Guest

  
Pretty good!

Share this review


Link to review
NuMetalManiak

· Edited by NuMetalManiak

  

here we have a full Ultimate Doom megawad, but one that is relatively short and simple, no new assets, just new levels. there's not much to say about it. it wooed me in the first time I played it because I was quite happy playing something that is just fresh classic doom, but in the end it's fairly standard and not as good as it is made out to be.

Share this review


Link to review
dg93

  
Nice levels!

Share this review


Link to review
Guest

  
E2 was posted here as something else. E3 is pretty unimaginative and lazily built - also, a couple of levels keep crashing Doomsday and refuse to load. E1 & 4 rock though. Overall, pretty bloody good.

Share this review


Link to review
Guest

  
some really solid levels. thanks for uploading.

Share this review


Link to review
  • File Reviews

    • 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. 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.
    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
    • By rd. · Posted
      50 Shades of Graytall is a seemingly improbable success of a project that was born when Gez I believe jokingly suggested a texture theme composed of a pair of Doom 2's awkward misfits -- GRAYTALL and FIREBLU -- and a texture designed for basically one purpose (it's in the name): DOORTRAK. And then miraculously, Someone actually did it.    Naturally its restrictions would seem to consign it to the garbage bin, but it worked out very well, becoming a darling of the community (but not of livestreams).     Part of the reason 50 Shades of Gray worked so well visually was that despite the apparent memeiness of the theme, the chosen assets complemented each other quite snugly. GRAYTALL, with its obnoxious off-center red strip and that ugly arrow-like splotch, is tricky to get a handle on as a mapper, but with some anger effort spent on alignment, it gives you pretty red borders, either around the original gray core or freestanding, with can be fit to planes of arbitrary width. FIREBLU is an eyesore embodied, but with its purple-blue scheme, it comports well with the red strip of GRAYTALL -- in big picture terms, it functions as a splash of color among the other two desaturated materials. DOORTRAK is a crime painted '90s style over vast surfaces, but over sleekly shaped smaller ones it's not so bad, and something about being the only dark texture means that eventually your mind starts to perceive it as shade and contrast itself, rather than "this ugly thing customarily used for doors."       Add a very pretty primary skybox -- all inky blue and pink-tinged splotches, all stars and comets and nebulas in a spacebound sky -- that is fittingly sort of a "serious" take on FIREBLU in spirit. Add each mapper's ability to choose one texture to use for floor and ceiling (usually ones that meshed with the texture theme in some way). In the end, the working materials were ultimately quite harmonious in their minimalism.     The project head Marcaek was also picky about what maps he accepted, sending rougher work back to the drawing board or in some cases serving up outright rejections (especially to work sent in batches by one particular person who likes to chuck lower-effort maps at every community project within earshot). That makes him kind of the bad guy, some might argue, but strict QC is often a necessary evil for ensuring quality with open submissions.    Handed all of these elements with few defined rules or instructions for making it all work, the varied cast of mappers (which, looking at the roster again, has a suspiciously high number of "big names") did their own thing, in different ways, which was the final element of the magic gluing it together.       The typical 50 Shades map is fairly short and to the point, almost as if motivated to end before your eyes started yelling about the overexposure to FIREBLU, but of course Mechadon threw a curveball by being himself, with a long odyssey that is honestly little different from his usual sprawling feat of relentlessly intertwining architecture and crazy interlocking angles, just with these textures instead. There are abstract little gameplay-oriented maps that focus on punchy, kinetic action in varying molds -- pistol-and-shotgun pecking early, a brief and hyperviolent BFG romp late, and every degree in between. Some mappers attempted to reach into other dimensions entirely, fashioning surrealistic art pieces that compensated for the narrow palette by concocting something out of nothing -- as with Dobu's exploiting negative space in the form of invisible sectors, and NoisyVelvet being, "Hey, HOMs are a texture too!" Of course there were crates. Contrasting the natural lean towards abstraction is a bit of stubbornly playful representation: castles, faces, giant stick figures crafted out of sectors.   In sum, it's good shit.   
×