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Sunlust

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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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Agent6

· Edited by Agent6

   3 of 3 members found this review helpful 3 / 3 members

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

   2 of 4 members found this review helpful 2 / 4 members

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

   4 of 6 members found this review helpful 4 / 6 members

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

   1 of 1 member found this review helpful 1 / 1 member

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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Spectre01

   0 of 2 members found this review helpful 0 / 2 members
I thought I rated this? Easy 5/5 and one of the best wads ever made.

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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

   1 of 1 member found this review helpful 1 / 1 member
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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AnonimVio

   2 of 5 members found this review helpful 2 / 5 members
Gets boring really quickly.

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Guest

   0 of 1 member found this review helpful 0 / 1 member
Designed for deathmatch...no Player starts...

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arobase

   1 of 1 member found this review helpful 1 / 1 member
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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Guest

  
+ Great maps. Massacres. - No escape deadly traps.

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  • File Reviews

    • By NuMetalManiak · Posted
      Datacore is one of those mappers you can rely on to create a short, decently playing, all-in-all fun map. the map like all his other work never overstays its welcome, and provides a thematic consistency that you can clearly see in the color scheme. if you like blue, this is a nice, fun quickie. when you want to take a break from hardcore slaughtering or anything else for something short, simple, to the point, and to the focal point, this is the wad to do so.
    • By Classicgamer6 · Posted
      May not be the prettiest level but it is pretty fun to play. The level is hard on higher difficulties but is fair the whole way through.
    • By DeadAstronaut · Posted
      For players who enjoyed the original Doom, this wad set would appeal to them more than anything. The design is dedicated around the original game and in the styles of John Romero and Sandy Petersen. If there is one thing this wad truly does accomplish more so than anything, it is that the maps could pass for official id releases. For players who are new to trying custom wads, this is a decent one to begin with.    There are a number of maps that truly feel like you're playing a sequel to the original Doom. E1 follows the tech base style of Romero's level design from the original game with faithful renditions. The maps are mixed up, so they don't come off as copies to the original game's levels. Reactor Core feels like a legitimate sequel to Computer Station from the original game. Each level contains tons of secrets that are well hidden and some have hidden keys leading to doors, much like the original E1 had. The boss map with the barons is a faithful rendition that turns up the challenge a bit for expert players of the original game.    I personally found E2 to be more interesting than the Romero style maps. The textures offer a blend of tech base and the hellish look but it's more fluid in this wad as the levels progress. As the player progresses, the levels begin to look more and more hell-like leading up to the boss map with the cyberdemon The intermission screen fades into darkness the closer you get to the last level. The E2 levels do not so much feel like sequels and faithful renditions of E2 from the original game, but more in a way of carrying that torch to design levels that are similar. There's a couple moments where the influence can be felt back to the original game, but not every level will remind the player of a specific level. The cyberdemon fight itself is made more challenging with the use of teleporters. E2's secret level is the best in this wad offering fast paced combat.    E3 is where things begin to really change compared to the original game. The hell levels have a lot more going on to them and overall, feel much bigger than that of the original game. Chapel of Scorn is the one map in the whole game that sums up Sandy Petersen's level design style more than anything. It has an outside area resembling Sough Of Despair while the inside is similar to Unholy Cathedral (and contains a new secret puzzle that is something he would've done in the original game). Towards the end, Depths could be considered a weak level compared to the original game's level in it's slot (Mt. Erebus) but by this point, that's more of a nitpick than a criticism (my only real complaint is that the Mt. Erebus style level is a secret and not in the level order). The textures for E3 have never looked better than what you get here in this wad. Unlike the original game, the Spidermastermind boss fight is a legitimate challenge here since you can't just run up and BFG blast her. The boss stage involves crushing ceilings and a moving platform making for what feels like a grand boss battle.    Overall, I would rank this map set a 5 out of 5. The love is felt back to the original game as the team involved for this wad pay tribute to id's style of level making. For Doom players first venturing away from official levels and trying community projects for the first time, this is most definitely a good place to begin with custom wads.     
    • By Liberation · Posted
      Lovely looking level with some great features. The weather alone is awesome! Very playable, no cheap traps or anything like that, just solid gameplay. Also had the noise from the "Shadows" from Babylon 5 coming from the strange skull trees. Solid all-rounder.
    • By Voltcom9 · Posted
      This was an experience similar to the end of the movie 2001... It throws all conventional Dooming etiquette out the airlock and into the vacuum of space. Once I started playing this I simply had to keep playing, just to see how ridiculously stupid things could get.  As a jokewad I'd say it does it's job pretty well. It's worth a download if you want a laugh. 
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