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Innocence X

   (29 reviews)
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About This File

A 10 level mapset for DooM II. This mapset was inspired by the atmosphere of Playstation Doom and Doom 64. It will feature the creepy ambient feel of Playstation DooM/Doom 64 but maintain the core gameplay of the PC version.

Best Played through GZDoom.

If you want the weapons to have their classic behaviour (no Recoil, etc), load this with c_weapons.wad

Special Thanks to Aubrey Hodges for allowing me to use the Doom 64 Soundtrack for this mod.


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DecoyZulu

  

The atmosphere was gripping and the level design good, for the most part. It was exciting to grapple with some new enemies and the double-chainsaw was a heap of fun. There was never a moment I wasn't really feeling it, either because I was low on ammo and I could hear a few dozen terrible things shuffling around for me or because I had picked up some goodies and it was time to, in turn, visit terrible things upon the enemy. 

 

The only reason why my rating isn't 5/5 is related to that "low on ammo" remark listed above. I found myself myself at the final battle without either the health or ammo to feasibly beat the level and had to backtrack in my progress through the WAD to ensure otherwise. This wouldn't otherwise be a big problem except for the fact that I found the penultimate level to be something of a bullet-sink, not to mention a health-sink too, depending on how much ammo you had going into it in the first place.

 

This broke the flow of the WAD for me, but it's otherwise rather polished and I highly recommend it. I'm hungry to rip into the sequel.

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Tango

  

awesome stuff, love the atmosphere!

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dylux

  

What I disliked: The 64/PSX (whatever) sounds, the lack of ammo, the unrewarding secrets, the recoiling of weapons and the "new" translucent Imps. I especially disliked the atmosphere - my eyes were hurting after Map 04. Almost every button you activate will spawn monsters coming out of the woodwork. 

 

I DID like the Mapsets, though. It's unfortunate that the atmosphere ruined them for me.

 

This game should've been called "Spectre" 'cause there were more of them than every other monster in the game. Again, the gloomy atmosphere made them especially annoying.

 

I've read the sequel to this WAD is much better...but for this one, it just wasn't fun for me.

 

1 1/2 Stars out of 5

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Endless

  

It has a very good atmosphere that makes it worthy tribute to Doom 64, with very good design of maps and placement of enemies, items and secrets. Although the atmosphere of Doom 2 with Doom 64 are quite different, it is a very entertaining experience. However, my biggest complaint is the modification of the weapons themselves, slightly changing the gameplay to something I do not enjoy much, and that also complicates a bit more want to load mods with the game, nothing great, but a little annoying, I would give it a 7 out of 10, but the system only allows me to give 5, so I'll give it 3.   :D

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NuMetalManiak

  

classic in gameplay with the 64 atmosphere. pretty fun maps overall.

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AL-97

  

Despite what user ratings for this might suggest, this is a really solid Doom 64/PSX Doom reinterpretation with the vanilla-like (although being Doom in UDMF format) level design that is oozing in dark and oppressive atmosphere. Sure, you won't find anything new here if you've already gone through PSX Doom TC or Doom 64: Retribution. But what Innocence X does, it does well.

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Zalewa

  
Doom 64 was never my stuff. Heavy mood with lightning difficult on the eyes that doesn't mesh well with Doom 2 textures. Level design itself is not bad. If Doom64 stuff was removed from this WAD I'd probably give it 4* (or at least 3* with a positive comment).

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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