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   (26 reviews)
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Estranged is a 32 level megawad that uses stock Doom & Doom2 textures, I would describe the levels as cleanly detailed with a variety of environments. Levels are playable from pistol start.

Story: You are a marine stationed on a UAC mining facility on a desolate world on the edge of the known galaxy. Whilst performing routine operations you lose communication with the main base, upon your return you find that demons have overrun the facilities. You send a distress signal but are faced with little choice but to venture inside and do battle with the hellspawn.

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First off, the feat of putting together a cohesive, competent solo megawad gets a lot of respect from me -- it takes a lot of dedication, and as a mapper I can appreciate that. But it's debatably this insistence in filling all 32 slots that holds Estranged back from being all that great. It is a set painted in broad strokes with solid, workmanlike ideas -- the visuals and gameplay are consistently acceptable, sometimes even good -- but design that is truly creative, while it does exist, is dispersed loosely among the mediocrity, and little can be described as amazing. Locales are varied, but certain texture groupings carry a lot of the load, contributing to the overall impression that Estranged would be a lot stronger and more focused at about 50-60% of its current length. 


But if you are looking for a solid offering with traditional stock assets and visuals, and you don't mind occasional armor stinginess (early) or higher monster counts (late), this will appeal to you. I feel compelled to point out that, while later maps indeed lean 'slaughtery', the difficulty at its peak is in the same tier as conventional wads such as Ancient Aliens, a far cry from SF2012 or Sunlust or the like. I would not feel bad having my grandma try to play these maps on UV -- they can put up some resistance, but nothing is too insane. The design is nearly always suitable for prBoom+ (complevel 9), but ZDoom users will have a *much* smoother ride in one map where infinitely tall fliers in narrow chasms are involved. 


3/5 for me, although it can easily be higher (or lower) for you. 

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· Edited by dylux


Played with UV Difficulty Setting


The Good:


-   Maps come in all degree of sizes ranging from very short to extremely long.

-   Plenty of Health and Armor. Ammo too, for the most part.

-   Good difficulty curve as game progresses.

-   PLENTY of combat (if that's your 'thing').

-   No bugs encountered.



The Bad:


-   Most Maps are either a) Too linear AND / OR 

                                   b) Arena style with somewhat "Slaughterfest" style.

-   Most Maps carry very little-to-no secrets - which is understandable, given the “linear” nature of this WAD. And if you CAN successfully locate the secrets, you’ll find nothing special to reward your effort.

-   BOTH Secret Maps (31 & 32) are absolutely horrible. One has ~20 monsters (and the music will want you to bash your skull with a hammer), while the other has ~900+. One is completely linear, while the other is the total opposite. I’ll leave it to you to find out which is which.

-   Nothing new for music, except for the Secret Level. (And I had no hammer.)

-   Nothing new in architecture. Nothing bland, yet nothing awe-inspiring.

-   VERY little puzzles.

-   Hordes of monsters lunging after you, while you stand there with no BFG and very little Ammo for your Plasma. Rockets only, or run-like-you-stole-it, folks. Should you choose the rockets, beware of the appearing-from-nowhere-and-in-your-face-immediately Specters and Lost Souls. Every Rocket Launcher's nightmare. A great example of this was MAP 20 (The Rift[?]).

-   Monsters appear from nowhere. A lot. And their placements are horrible.

-   Pretty much a Slaughterfest after Map 21.


In Short:


This WAD will definitely keep you on your toes. MAP 15 (The Floating Fortress) is, IMO, the best Map in the game. I spent approximately an hour on this Map looking for the secrets, etc. If ESTRANGED was made of Maps similar to this, I would have given it 5 stars - easily.


If you like Slaughterfests, with minimal puzzles, then download this WAD because this WAD is for you. There is no balance of anything here. Point A to Point B. Same old, same old.


I really tried to like this WAD – and I did (somewhat) up until MAP 16. After that, ESTRANGED goes completely downhill.


Yes, it's true that I am not a fan of "Slaughterfest" style WADS. But I've played many of these styled WADS and enjoyed them. The fact is, there's just too many other reasons in the BAD column for my low rating for this one.  


2 out of 5 Stars

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Having come back from a year and a half break away from Doom, this was a great wad to get into the swing of things again. Solid construction which fits the gameplay and some pretty creative situations. A solid sense of world building which doesn't stick to IWAD progression. There is some backtracking for key doors that feels like padding rather than exploration, but it's a good wad with a comfortable challenge.

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Very cool.

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an adventurous megawad. while pretty linear throughout, the gameplay keeps up quite well and the balance is quite good although that slaughtermap at MAP32 is going to make eyes roll. above all else, it is fun to play, and that's what's important.

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This is a pretty cool megaWAD that leads you on a long adventure through tech, then Hell, then ancient ruins, then back to Hell again. The vanilla textures will always be a little bland to me but Foodles does a pretty good job coming up with some Things Not Yet Seen, like MAP15's Floating Fortress. The action is a little linear, but that's part and parcel of the adventure style.

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  • File Reviews

    • By Argenteo · Posted
      A lot better sights and tougher than S1, with another pack of cute midis. 
    • 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. :)