Innocence X

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6 Screenshots

Author

Donnel "Jazzmaster9" Enriquez

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.

Credits

Enjay, Scuba Steve, Kaal979, Midway, Scalliano, Eriance, osjclatchford, PRIMEVAL, wildweasel Kaiser, Agent Spork, Aubrey Hodges, Technoman, mental

Base

New from scratch

Editors Used

Doom Builder, XWE, SLADE




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Wanderer

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

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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NuMetalManiak

  • 4
   2 of 3 members found this review helpful 2 / 3 members

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

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Zalewa

  • 2
   0 of 4 members found this review helpful 0 / 4 members
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 Nems · Posted
      I personally liked this over part 1 of 10 Sectors, which I previously reviewed. There isn't the technical mishaps found in the first installment so that immediately makes me happy. There are a few levels which have wonky progression but they aren't nearly as bad as what was found in the first installment either. This one feels a lot more polished than the last entry and as such I'd recommend it over part 1.
    • By Nems · Posted
      I see the phrase "mixed bag" a lot when it comes to describing a lot of megaWADs. Hell, I've probably used the term a few times myself. However, I try to reserve it for when it truly is such.   This megaWAD is really one of those cases. For every good map in this megaWAD, there's one or two that just absolutely take the piss. If it isn't some kind of technical fuckery that can make some maps unbeatable and force you to start all over again, it's maps that well overstay their welcome with some of the most wonky and convoluted progression I've encountered. A big "fuck you" goes to map 21 for devolving into a switch hunting clusterfuck if you're trying to play the damn thing correctly. Otherwise, do like I did, say "fuck it", and jump across the gap to the exit door instead of finding all of the switches to raise the floor high enough to go across.   It's certainly possible to play through the entire thing and beat it. How much you'll want to will depend on how forgiving you are when it comes to the stuff I pointed out in my last paragraph. I guess play this to see what mappers can do with ten sectors and then decide for yourself if it's something you'll want to come back to.   I know I'll come back to this but it'll be a while, at least until the bad taste of map 21 goes away.
    • By Zalewa · Posted
      I believe this pack sets a new standard for this series - this is the best one with all maps pulling through. Maybe I wasn't fond of the endless "Living End" tributes, but the maps are nicely twisted to not feel like a repetition of the old map.   Some maps can be lengthy, but the entire pack shouldn't take an hour to beat. Difficulty is moderate.
    • By trrobin · Posted
      Excellent re-imagining of Doom II's last episode. Some levels are noticeably close to their originals but with so much more detail and depth to them. I thought the gameplay was really good too. Amazing all around.
    • By xvertigox · Posted
      The map description states that Haruko tried to express his depressive feelings through the texturing and that came through. The dim lighting and midi went a long way in helping it to sell the depressive feeling.   The geometry was solid with some particularly nice detailing here and there but the actual layout was really good. The central hub worked well with keeping you on track.   The monster placement was on point and led to interesting fights - particularly the ones involving archviles. I really found the difficulty to be just about perfect on UV.   The crescendo at the end worked very well where it was tough but understandable and beatable. At first it's a chaotic mess of monsters, archviles and an Icon of Sin but as you work your way through the madness it starts to make sense.   It takes care and attention to try to express something as abstract as an emotion (other than rage) through Doom wads and I think Greymood did that with the gameplay to back it up. I'd be interested to hear from Haruko if any particular set-piece or element was representative of anything.