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Valiant: Vaccinated Edition

   (35 reviews)

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About This File

This edition of Valiant strips out all of the MBF DeHackEd work from the original release, which means this version is compatible with gameplay mods!

If you really disliked the additional monsters and weapons in Valiant, you could also play this version as an alternative, since none of that content is present. Have fun! It's probably going to be a bit easy, though.


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UnknDoomer

  

High-rated WAD with 32 levels in sci-fi style with a corresponding soundtrack. There are two versions. One is compatible with custom modifications. The other is not. I passed the first one. WAD combines well with Complex Doom.

 

Settings and other:

 

* GZDoom.

* Passed in combination with "Complex Doom".

* Difficulty - "Ultra-Violence".

* There are not many secrets at the levels and often they are not too hidden. I didn't bother with collecting 100% of them, still.

* Large-scale maps.

* Most of the levels are huge fortresses.

* Each episode has its own style.

* On MAP31 there is an easter egg which refers to an unfortunate poster with a phrase from John Romero.

* Chained switches and portals moved directly from Hexen.

? When MAP18 starts 118 opponents for some reason immediately die. It is not clear whether this is a bug, it is planned so or something like a bonus for certain achievements on previous maps.

 

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* MAP07 - "The Mancubian Candidate" has a large number of archs. Combined with Complex Doom and difficulty it may seem overwhelming, but it is not. After exiting the teleport to a circular location, where soon those will also appear, you first need to clear the top of the point with the help of BFG from the archs that appear, then, ignoring the rest on the hills, press the button, go into the passage that appears with two revenants. Further there should be no special problems. At the end of the level a cyberdemon awaits. If you play with Complex Doom it will be the most dangerous version of it.

 

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* MAP08 - "Bushwhacked". It is also a fairly challenging map in the mountains with a difficult start. Ignore most of the opponents - you need to consistently pick up the blue and yellow keys. Until you get a rocket launcher spending ammo and time on mancubuses or spiders, firstly, makes no sense, and, secondly, it will be possible to deal with both of them later at a much closer distance.

 

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* MAP10 - "Candlecove". there will be a moment where you need to fight the cyberdemon in the pit. I recommend using energy weapons and running left / right. Occasionally you can hide in small nooks and make shots from a four-barrel gun. After some time the pillar will rise and the task will be simplified. In the case of Complex Doom there is a black and green version of the cyber, quite dangerous one.

 

Pros and notable maps:

 

+ Style.

+ Soundtrack.

+ Of the good maps, you can note: MAP09 - 14 Angrier Archviles, MAP10 - Candlecove.

 

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* On MAP13 - The Netweaver there will be a lot of imps, particularly at the end of the map. BFG will help.

 

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+ MAP14 - Impolsion. Compact map. ~ half of 201 enemies attack immediately after the start. A large number of imps and exploding barrels. For staying alive the best strategy here is the highest ground where the enemies, if they can climb, will climb one by one.

 

+ MAP15 - Screams aren't crime ... yet. There are 487 enemies on the map. Most of them are zombie soldiers that teleport to one location. In combination with Complex Doom an ordinal meat grinder is obtained, in which all that remains is to hide and shoot from around the corner where part of the teleports is located. There is also an exit to the secret level 31. To get to one you need to turn a series of switches which will open several gates.

 

* MAP31 -Cyberwar 7734. ~ 1625 enemies. Fortunately all of them do not attack en masse, but are divided into groups by sectors. The level is still difficult. The number of enemies can float depending on the number of lost souls. The idea of shelters and hills also works here. However, in cases of things like

 

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it's better to have charges for BFG + keep invulnerability nearby. In this picture several dozen (and maybe much more than a hundred) revenants are captured. Behind them were a few dozen more cacodemons and a few barons, not counting also a number of other opponents.

 

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A small part of the results of the carnage.

 

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To open the secret passage to level 32 you need to collect 3 keys. Yellow in the cave is easiest. Red is closer to the end of the level, can be obtained by jumping into an inconspicuous teleport, which is marked simply by a white cell (highlighted in orange on the map) and blue, which is also at the end of the level and is guarded by 2 cyberdemons. In the case of Complex Doom - their most dangerous variations, black-green and flying onces. From second one you can pick up the best variation of BFG and invulnerability. The last one I used at the beginning of the MAP16.

 

+ MAP32 - The Ghosts of the Old Kindgom. A compact level-easter egg in the ancient Egyptian style. 119 opponents, no secrets, divided into 3 sections. At the end there are several arches that will attack one by one, playing the role of a kind of evil mummies.

+ MAP16 - Toxic Traverse.

+ MAP17 - Precipice.

+ MAP19 - The Popes of Roam. Complex. E3M1. Start with a pistol. Immediately after the start 4 cyberdemons await, not counting a number of ordinary opponents, with the amendment that they are several times more dangerous in Complex Doom. You need to turn right and then break through to the stairs with several zombies. Flip the skull switch and move on to the next one. You need to be able to run across the map by pressing several switches so that opponents begin to attack each other. Be distracted by them is useless - they will kill with one or two shots + there are no places where you can sit out. For some time, after dealing with the switches, you can hide here:

 

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But I do not recommend staying in this location for long because after some time 4 cyberdemons will completely block the passage. There will be enough ammo to kill one only. It remains to maneuver around the map - the most sparsely populated point will be in a place where it was possible to release revenants. There is a door at the same point which requires a blue key.

 

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I took the plasma gun from the secret after the destruction of the cyberdemon and, as a result, I didn't have enough ammo left to deal with all the opponents, including the remaining barons of hell - I settled on the number 178/202.

 

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+ MAP27 - Rocket Zone II. On the map you can find a secret teleport which will lead to a location where you will need to fight ~ 401+ enemies while listeting to "The Final Countdown". The timer, which can be seen on the wall, displays 10. It will gradually decrease and after some time new sections will open in the location.

 

* MAP30 - Electric Nightmare. It is required to hold out for a sufficient amount of time until a teleport appears. The transition to such completes the level. In my case for it's appearance it was necessary to destroy ~ 148 out of 154+ emeies.

 

Contras:

 

 * As such there are no one exist if you do not take into account some of the maps are the same in case of their type - fortified fortresses, fairly linear passage.

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Darman Macray

  

I just finished playing this with Final Doomer and Bratwurst, and it was great! It's easy to see why this is such a wildly praised and recommended megawad. I loved the episodic format, and the radically different locals that each section brings. The wad has such a nice use of color and the pacing of every map is so butter smooth. Every episode does a great job of riding the fine line of challenging without ever falling over into a punishing grind of difficulty. 

 

Believe the hype. This is a must-play.

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Roofi

  

Thank you for protecting me from Covid 19

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dylux

·

  

I, too, liked this version over the original. Great eye candy here. Beautifully designed. Challenging, but I would have liked to seen more puzzles.

You already know that anything (especially) esselfortium, Espi, skillsaw, and all the other talented mappers on this game had a hand in, is going to be nothing short of awesome.

If you are into combat, then this is the WAD for you.

 

4.5 out of 5 Stars.

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Nems

· Edited by Nems

  

Unpopular opinion here but I vastly prefer this version of Valiant over the original version. I didn't find that there was that much of a change in terms of how challenging it was with the removal of the custom monsters (but I do find skillsaw's wads in general to be above average in the difficulty department). Both versions are a blast and I recommend playing through both but, as I said before, I prefer this one over the original due to the removal of DeHacked stuff.

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Combinebobnt

  
Vaccinations did not cause autism here

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Ex Inferis

  
Awesome! And thanks for making it mod compatible

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D00MManiac

  
Legendary!

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Bryan T

  
Couldn't someone just deleted the dehacked file? lol. Anyway, thanks for this awesome wad. One of my top 5 I think.

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  • File Reviews

    • By printz · Posted
      Neat labyrinth level full of traps and very atmospheric.
    • By TheMagicMushroomMan · Posted
      5.5/10   The problem with DTWID is that the same concept has been carried out by countless WADS already - they just didn't draw any direct comparison to the original DOOM. So what you get here is a set of competent-but-generic maps that follows the same beat-to-death techbase>hell progression of DOOM. Just like 10,000 other vanilla style megaWADs. In the end, that's all this is - a WAD that attempts to mimic (not always successfully, as there are some questionable maps here and there) OG DOOM. Without the awe that comes with experiencing the original game for the first time, you're left with a bunch of generic maps. The inspiration that ended up leading to the creation of this project causes the WAD itself to feel uninspiring. It lacks memorability and soul.
    • By printz · Posted
      A pretty tough level with an unusual design. There's no exit; your goal is to defeat all monsters. Good luck.
    • By printz · Posted
      Mostly a flat maze level full of illusionary effects. It's not a very complex structure overall, but pretty challenging. The exit is randomly hidden somewhere.
    • By Lol 6 · Posted
      For a wad made in 1995 it's a pretty convincing church, I like how detailed it is, as well as the graveyard, too bad it is quite short because it's fun (Although I understand that, as a deathmatch level, making it too large can make it unfun to play). The exit gates are an awesome detail too. Definitely check it out 5/5 stars   - xX_Lol6_Xx
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