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Sunlust

   (224 reviews)
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Sunlust is a set of 32 boom-compatible maps for Doom II, designed to be played from pistol start. The maps meander through a range of themes, from traditional bases and temples to abstract hellish, void, and tech aesthetics. UV is designed primarily for ubermensch doom-gods, thus we encourage most players to start off on HMP or lower.


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pritch

  

I can't in all conscience not give Sunlust 5 stars.

 

This was my first run through, I'm late to the party but don't have as much time for Doom nowadays. But if something like this were released every week, I'd probably never play any other game again.

 

I've gotten so used to playing such great maps and megawads created by this community that I can honestly say commercial games routinely feel lacklustre in comparison. And these are free - the best things in life truly are.

 

Sunlust isn't perfect. I dislike the glut of killed-to-end maps in the late teens and twenties - I think once an episode is enough to rebuild from a pistol start, especially when most of the weapons are given to you anew quite quickly due to the difficulty. I do get it though - the mappers want that BFG back at times, to force you to do it the hard way. I personally don't like too many maps that prevent you backtracking for health or armor that you save for later. Some of the later maps are, in my opinion, a bit too hard, and a bit too hit-switch-for-slaughter, too soon. Some of them are only average for design and visual appeal and I dropped below 60fps in places with a relatively fast CPU.

 

These, though, are minor niggles in context. This is a great mapset, and in particular one of, if not the best map 30s I've ever played. Map 30s are usually so constrained by the need to have a demon spitter - it's just not a very good final boss and we've seen every variation on a demon spitter map under the sun now. Far better to do a grand set piece finale with a four figure monster count - and that's what we get here. The final arena when the lost souls spawn above the main battle is visually one of the most impressive experiences I can remember in years of playing thousands of wads. It's not just the final arena - the entire map has a deeply impressive and imposing ambience and deceptively simple yet awesome architecture. It was a fitting end to a great set.

 

Too many good maps to state them all. I guess a special mention to map 13 - I love the flow and feel of this one, and it has a banging track. The music is very good throughout, and feels tailored to a lot of the maps. They modified one of the PSX Doom tracks for map30 and it is just perfect.

 

4.9/5 then - I wish they'd do it all over again...

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amackert

  

I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.

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seed

· Edited by Agent6

  

And there goes Sunlust, and what a ride it was.

 

So first things first, Sunlust is a 32-level megawad consisting of challenging levels. It does not feature new enemies, but comes with a new background screen, an atmospheric, sometimes epic soundtrack, and new textures for most if not all levels making them look absolutely beautiful which adds to the overall experience. it also comes with new (non serious) intermission screens but they're just there without adding anything.

 

The gameplay is similar to that of other megawads such as AV or HR in general, with a number of maps having only little over a hundred or a few hundred enemies and the maps rely on smart placement to offer a challenge, which applies even to some of the slaughter inspired levels, although they mostly rely on the sheer numbers of enemies in various kinds of encounters. Many levels also feature suicide exits but unlike megawads such as Ancient Aliens, Valiant, Scythe and so on which have them every 8 maps or so which usually signalize an upcoming increase in difficulty and sometimes split the megawad in episodes a la Doom 1, they're placed randomly here as a surprise element. You might run into a suicide exit and the upcoming level might feature hundreds of enemies, while others might feature little over a hundred, you never know. And yet the difficulty doesn't change, it's almost like the authors put them there just so that you have to pistol start a map every now and then but not to scare you with a spike in difficulty. It's an interesting experience nonetheless.

 

Many of the later levels have the enemies in plain sight but in a sleeping state, with their backs facing you. This was probably done to offer the players who haven't played the megawad before (those who do a blind playthrough like I did) time to observe the surroundings and come up with a plan of sorts before jumping into the action or getting assaulted by enemies, which is something welcome for me. I've always had the impression that megawads such as Valiant and AA don't really want you to jump into the action without any knowledge of the levels, and in consequence involve quite a bit of trial and error before figuring out an optimal route. This might be a plus for some players, but not for those who just want to enjoy a new megawad from the very first playthrough, and in the case of Sunlust, I'd say it doesn't fall under the trial and error category, so if it's your first time playing it and are at least a decent player you're fine, no serious reason to worry about dying due to not knowing what lies ahead, and traps are easily recognizable most of the time as well.

 

On the subject of difficulty, what I have accidentally discovered while watching a video of MAP30 is that the levels themselves seem to be different on other settings than UV. Considering that UV is targeted at the most skilled players from the description I had chosen to play Sunlust on HMP this time around (I might be insane but not to that degree), and one thing I've noticed is that MAP30 was different on UV. The yellow key is somewhere else, there's more teleporters in a place, and some secret areas seem to work differently, particularly the Cyberdemon room. It would seem that the deadly platform in the middle didn't instantly kill them once activated for some reason. Or maybe I ran into a bug? I don't know, but what's certain is that it did not work for me. Something else that I have noticed is that a number of maps also feature optional areas. I realized this after I finished these maps with only 50-60% kills, so if your target is maxing out everything keep in mind that you'll have to take a detour. The levels are also fair, with the exception of an Arch-Vile room in MAP29. "Go Fuck Yourself" they said. Indeed, good luck avoiding waves of Imps and a few Hell Knights while hiding behind a moving wall with a bunch of Arch-Viles behind it in a small, circular room. Ingenious, I must admit this.

 

As about my favorite maps, well, that's a difficult question considering that the vast majority of levels are gorgeous and provide solid gameplay, but the ones I liked the most are MAP09, MAP10, MAP16, MAP18, MAP19, MAP27, and MAP28. The levels in general explore a variety of themes and locations: Some are "natural", while others are mysterious with a magic atmosphere, cavernous, hellish, surreal, futuristic, and so on. The first few levels also remind me of Requiem. As for the ones I disliked, that's going to be MAP30. The starting area looked pretty interesting, but everything else was just "alright", with a few ugly rooms before the location of the yellow key. This level doesn't feature a typical Icon of Sin boss, it's a slaughter level with almost 2000 enemies. Most certainly not bad, but not fantastic either, yet a fitting conclusion to the journey.

 

And with this I think I've covered pretty much everything. Another solid megawad, well worth the time.

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Gato606

  

The maps have nice design and the textures with glowing effects really caught my attention.  Though, all the maps have always ambushes waiting for you, that got really tiring after some maps.  Additionally, map30 is IMPOSSIBLE to play on GZDoom without the framerate dropping to 0 making in unplayable, even on ZDoom (without GL) it has to be played in vanilla mod, any mod loaded will slow down the hell of it.

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Count651

· Edited by Count651

  

A pretty decent wad but not without some serious flaws

 

Pros

 

- High detail maps

- A lot of map variety

- Long playtime

- Good variety of difficulty

- Unreal Tournament Music

 

Cons

 

- A lot of extremely brainless/spammy monster placement ( tiny rooms packed with so many monsters you HAVE to save scum )

- too many obvious traps, every item you pick up and every button you press seems to cause loads of enemies to teleport around you, a lot of levels became too predictable and repetitive because of this

- Some bad music choices ( this is mostly a matter of opinion ) a lot of tracks sounded too upbeat for Doom, a lot of these tracks sound like they were taken from an 80's workout vhs

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Demtor

  

This... this is amazing. The WAD that brought me back from my 15 year Doom hiatus. I remember hearing about this from a blog I follow from time to time on PC games. My thinking went like this... Caco awards? What the heck? People still make Doom 2 levels? Ohhhhh, my god! Unbelievable. If you can't hack it, don't feel bad. This is hard. Don't be a hero. Tune down the difficulty and try again. It's worth it.  

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Mabuse

  
5 stars :)

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Spectre01

  
I thought I rated this? Easy 5/5 and one of the best wads ever made.

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Killer5

  
Sick wad.

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Fonze

  
I should be shot for forgetting to vote 5 stars on this sooner. Such a beautiful, fun wad; a must play!

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Rambosee

  
Slaughterwads aren't my thing. That said, this is an exception. Beautifully done and crafted. It feels like careful work has been put in just about every sector of each map. It's like the most beautiful levels of Speed of Doom got ramped up to 10, filled up the entirety of the wad, and the combat, even if it is just slaughter, given thought!

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MistAche

  
Playing catch up to everyone else on masterpieces like this has never been so much fun. Went through on HMP moreso to enjoy the architecture and design. I found the gameplay in later levels to be a headache, too intelligently designed, but genius in parts nonetheless. Clearly a lot of work went into this.

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MrGlide

  
Beautiful and challenging map set.

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Jekyll Grim Payne

  
One of the few wads that made me feel like I'm playing Dark Souls in terms of difficulty. Nice!

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0x02

  
awesome!!

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yakfak

  
best of 2015

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Bryan T

  
Play on easy and enjoy the wad. Only masochists play this on UV.

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Guest

  
very best...excellent!!!

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AnonimVio

  
Gets boring really quickly.

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Guest

  
Designed for deathmatch...no Player starts...

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arobase

  
Long-time slaughtermap disliker and yet Sunlust on HMP is exactly what the masochist in me was looking for.

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Doomkid

  
A good deal of this reminds me of a more modern AV.wad. High quality layouts and interesting MIDIs used throughout. Dark, gritty custom textures - Some TOO dark and gritty, but there is still beautiful detail everywhere you look. I'm only giving this a 4 because this honestly isn't my taste - Give me something a little more Scythe - but the quality is undeniable. Looks great for survival too!

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Nazgul9

  
Some people here have said this may be the best wad ever made, and i agree. Brutally hard on UV (especially with a certain unnameable Doom mod lol), stunningly beautiful, and for the most part really clever layouts and situations. It's really nice to see Danne break down his maps into framerate friendly chunks, for the most part, though i was unable to play maps 25, 29 and 30 because of extreme lag. Great work... Keep them coming!

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Guest

  
If you honestly don't like this style of aesthetic or gameplay (on any skill),then fine. But enough already with making complaints and negatives because you insist you must play this wad on UV, like it's some chore you're obligated to. As the text file says, IF YOU ARE NOT A DOOM GOD THEN DON'T PLAY THIS ON UV! But don't come on here and criticize anything before you give HMP (that is, not HNTR and not UV) your most honest shot. 5/5 material nuff said now.

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  • File Reviews

    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
    • By Player Lin · Posted
      Normally, I don't like DooM (1 or UD) WADs because I tired shooting baddies with shotgun as most of them tend put a lot of shotgun guys/ammo and I have shot those full of shotty shit...well, this one can't escaped from that but I found author's tricky as I didn't found many of them(or they placed when I needed to use shotty), also the monster placements(with middle-tier ones) in this megawad helped too, even E1 doesn't suffers low-tier ammo-droping-fest unlike IWAD and most PWADs.   Level layouts and theme are interesting, some E3 levels just a little mazed but I feel okay, never get lost...many levels I feel plays like IWAD but better and larger, you'll found middle-tier monsters in E1 levels and it helps the gameplay, unlike the IWAD you'll have too much ammo in every level even pistol start, if you wasted too much and will out of ammo for sure(at least in UV).   All I can say about this megawad is...fun,  vanilla fun. Except E3M8, the yellow key area with platforming when all enemies + 4 cyberdemons are try to kill me and battles-of-deal-with-4-cyberdemons-or/and-other-powerful-monsters are nasty to me, on top of them, the final "BOSS"...I feel trolled...really? IoS-style?? IT'S ****ING DOOM, NOT DOOM 2 WHY USE IOS-STYLE AS FINAL BOSS?!  :P (At least there is no respawning monster cubes just annoying cyberdemons and barons...but they're still give me a lot of headaches as the battle area isn't very huge and a little cramped I think...)   But at least IDMUS11 helps me dealt with those problems all, for some reasons I feel the main theme of Power Ranger does fit DooM...don't know why but I keep switch to the theme with IDMUS11 cheat if I don't like the level's music, helps me blast through this megawad and the nasty E3M8. :P
    • By Doomkid · Posted
      Download the REAL file here (rd1.zip is NOT correct) https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2   Shocked to see so many negative reviews. I had an absolute blast with this one, and I'm not sure what Nems was talking about with the Boom stuff as this runs in Doom2.exe with no trouble. In fact, there is a TON of impressive vanilla stuff going on here. I guess it was so well done that it tricked him.   This deserves a high score. It's a lot of fun.
    • By Rimantas · Posted
      It definitely makes Doom look darker, but also slightly changes colors (it reminds me PSX Doom). I prefer original Doom colors and miss how it looked on CRT (almost same colors as with modern monitors, but less brightness and maybe more contrast).
    • By Hypпotiк · Posted
      Great spirit/item placements, and also nice trap placements. Textures are georgeous and scream "1980's sci-fi action movie".
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