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THT: Threnody

   (59 reviews)
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Ty Halderman, the essential pillar of the Doom community, passed away in 2015. He is greatly missed and his contributions to the Doom scene have helped keep this old game alive and kicking. This project tries to honor Ty with levels that pay tribute to his work be it in the form of his levels or contribution to the Boom sourceport.

For more information on Ty go to this website, which has links to everything you need to know about him as well as the community's condolences: https://www.doomworld.com/vb/doomworld-news/ 74184-idgames-maintainer-ty-halderman-passes-away-at-69/

There are 20 levels in this megawad along with plenty of new music and awesome new, original skies! The project also uses a big part of Team TNT's The Return and Final Doom: Evilution ressources. We enjoyed putting this project together and the level of commitment from all those involved should be visible in the final result. In short: We hope you enjoy playing it as much as we enjoyed making it!


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Rathori

  

A fine WAD with solid, atmospheric levels and good music.

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MuratMikal

  

Not good as everyone say. Some maps are decent but there're some maps that are way to confuse to navegate (namely maps 08/15/16 and 19). The best map are number 10 and both of antares031 are also pretty good. The gameplay is overall fine but some maps need saves or foreknowledge to survive.

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seed

· Edited by seed

  

"In memoriam Ty Haldermann. "

 

And thus, THT: Threnody ended, played through Eternity 4.00.00 Voluspa on UV difficulty. What a surprise it was, but was that for better or for worse? Let's find out.

 

THT: Threnody is a 20-level megawad that pays homage to Final Doom's TNT: Evilution in both in terms of visuals and gameplay, but does not stick to its philosophy as closely as other projects such as Plutonia 2. It is also dedicated to Ty Haldermann, the essential pillar of the community, who passed away back in 2015, as well as his contributions to the community as a whole. It comes with new music, status bar, intermission screens, and textures, some of them even being from TNT: Evilution.

 

As previously mentioned, although THT: Threnody is a TNT-styled/tribute wad, it does not aim to be a community sequel of any sorts. This is easily seen in the (number of) great liberties taken with the design of the maps and their themes, ranging from techbases, to medieval levels heavily inspired by Heretic/Hexen, while others carry an Epic vibe. Many of them also pay homage to TNT classics, most notably Wormhole.

 

The difficulty curve is the traditional kind, starting easier and gradually becomes more difficult as you advance in the wad or even the same map. It does not exhibit difficulty spikes, but does very much present a challenge, especially in the later maps which feature increasingly deadlier traps. Resource management also plays a role, but not as much as it does in other, radically more difficult wads, and it's relatively forgiving with mistakes, although if you do something stupid, punishment can come very quickly in your direction. The enemy usage is also solid, and there are no underused or overused enemies.

 

The maps themselves are beautiful, looking very modern, with good navigation and interesting layouts. Many of them use various interesting tricks, such as deep water that also slows down the player. Another notable example is the second Wormhole tribute map that appears to use some enemy teleportation trickery for enemies, making them appear and disappear in a fraction of second, as if they're constantly travelling between worlds. After all is said and done, the journey comes to an end on MAP20, a map with very aggressive areas and a punishing exit but otherwise a rather peaceful atmosphere, set during daytime.

 

As for flaws, perhaps the only problems in THT are the fact that there are 2 Wormhole tribute maps. They're both very different in their approach, but it doesn't make any sense to have 2 maps paying tribute to the same concept in such a megawad. Both maps, and a few others, also drag on due to being extremely long, taking over an hour to finish. MAP19, which is quite possibly one of the most difficult maps, also uses cheap tactics to kill the player, namely the notorious group of monsters popping out in front of an unsuspecting target without any indication, or effects. This particular kind of trap only belongs to the darkest, coldest, and most distant black hole of the universe. Some of the earlier maps are also aesthetically unimpressive, but are very fun to play nonetheless. One of Doomkid's maps also seems to be a nod to Master Levels' Canyon, insofar as it uses its core feature, which was constant revisiting of previous areas, as monster closets usually opened there.

 

The new music is great and comes from various sources, ranging from more atmospheric to more action oriented tracks, and some songs from the IWADs are also used.

 

To sum up, THT: Threnody manages to be a fantastic wad inspired by the likes of Evilution, gracefully capturing its core essence while also paying homage to an important figure of the Doom community and their contributions. It's very experimental, similar to Evilution, but the quality of THT is vastly superior with much more engaging combat and far better level design. Perhaps the most curious aspect is the fact that THT ends after MAP20. Curious, because there is also a common notion within the community that Evilution is great up until MAP20, but goes downhill immediately afterwards, something yours truly personally agrees with. It's well worth the time, a very solid work of art from the community, and at least on par with fan sequels such as PL2, if not actually better. My favorite levels are going to be the medieval ones that are heavily inspired by Heretic/Hexen. So what are you waiting for, get your ass here and check THT out. Don't forget to pay your respects when visiting Ty Haldermann's grave on Fomalhaut.

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damned

  

All the maps are above average, but this is Legendary wad because of Ty and Map10, which is true masterpiece of art. 5/5

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- GLBoom+ 2.5.1.4. complevel 9.

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so. 

 

Interesting fun mapset. I think it develops its aim quite well, lots of Evilution bits and use of Boom quirks. Really nice visuals, apparently textures that come from Eternal Doom (which I haven't played yet), and they look really good. Detailing is a notorious feature, some maps are greatly detailed, with messages and hints, and others are a mess, good mess in my opinion, like map 19. I found some cool effects like the runway in map 07 and the doors in the RL secret room in map 13, and there's more. 

 

Gameplay is very varied, in terms of the kind of monster placement and flow of the levels. The difficulty curve is odd, meaning that some further maps are easier than earlier maps, in a way that it feels like playing two different episodes stuck together to form a megawad. In other words, maps 13/14/15 were, for me, much easier than 10/11/12. That is not to say it's a bad arrangement, it's just not usual to have many breather maps after many harder ones... Combat comes in many colors and shapes, there're a lot of incidental encounters, multiple traps, and bits of slaughter. Puzzles, switch hunts and lengthy levels are present too, in fact, most maps are of a considerable wide length and long progression that might demotivate some players. I found them all completely playable and enjoyable for the most part, but it will depend on each one's tastes. 

 

Secrets are easy to find in general, I think I may have used IDDT only for two maps. Maps 08, and 12 are the stars of secret hunt, and map 19 has the most interesting secret (BFG), which is non-Doomish in every way. Midis are mostly good, there is a nice remix of Death Bells and another one of TNT's intermission text screen. 

 

My favourite maps are 03, 10, 11, 15 and 20. The other ones are good too, the only two I had mixed feelings were 17 because of the last trap (invasive detailing), and 12, if you want the full experience try it on UV, HMP cuts 1/3 of the map and over eases it too much.

 

Overall, a pleasant experience. It's not a hard wad, but it has it's nasty moments. I'd rate it 8/10.

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Demtor

  

20 maps only but it's worth it just for MAP10 - “Formalhaut” by Mechadon. Everything he does is dope as hell. Everything else is pretty above average with only a few miss steps but enough excellence to make you forget. Had a fun time going through it with "the club."
 

 

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cannonball

  
A mixed bag, there are some fantastic maps in here but also a few duds, both in visuals and gameplay. Certainly worth a playthrough and a great tribute to a doom legend. 4 stars.

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Spectre01

  
Pretty good tbh. Some great maps and some long and quirky ones that are a bit of a mixed bag.

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trrobin

  
A great wad with quality and balance that's pretty consistent throughout, and a fitting tribute to Ty. It can be punishing right at the end so be vigilant. Map 10 is the choice cut for me.

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joe-ilya

  
Too lengthy and clusterfucked, not all but some, and that somewhat ruins the wad for me.

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Lainos

  
0* for title (russians will understand).

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Zalewa

  
Nearly excellent maps made with professionalism and thoughtfulness. Unfortunately, it's ending is marred by dickish approach to gameplay that either forces you to expose yourself to enemy fire from all directions or to entrench and very slowly pick enemies off from a distance. It's very good until it becomes annoying.

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40oz

  
Many great mappers in this project. Ty Halderman deserves all the respect he can get for maintaining the /idgames archive by himself for so long. He will be missed.

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molten_

  
good job

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NuMetalManiak

· Edited by NuMetalManiak

  

the more I played THT: Threnody, the better it got. this is a set that seems outright perplexing at first, with weird-ass level names, crazy usage of the RETRES resources, and gameplay to match. 20 levels of this tribute to Ty, showcasing homages to some of Ty's work (most notably Wormhole), along with several sendoff easter egg areas. some of these maps will certainly be long and confusing, starting with MAP08, while they are then contrasted by maps that are significantly shorter. action seems to be consistent throughout, and with practice some of the longer levels can be done a lot faster.

 

just by looking at who authored what level, you can tell what style they are going for. Chris Hansen, honestly I'm not a fan of his maps. even though he surprisingly made the shorter ones here there's still gonna be some bumpy moments of me trying to figure out where to go. Paul is still pretty professional with making serviceable and easy-flowing layouts. Doomkid and joe-ilya go for the hyperactive clusterfuck ordeal, with Doomkid's rampant monster placement making some of the shorter levels pretty hard. didy, Liberation, and M_D make fairly small outings (MAP15, MAP14, MAP18), which contrast to Mechadon's Fomalhaut (MAP10), the two Fonze collabs (MAP12 and MAP19) as well as Angry Saint's Tyvivec (MAP17). dobu's level (MAP18) is naturally a mindfuck chock full of stuff.

 

those last few levels I mentioned are the real big ones that are standouts. this is like my fourth playthrough of the whole thing but with levels like these, my actual route of travel through these bigwig maps tends to be different each and every time. yet despite the path differences I make, I end up managing to not get lost, coming back to a place I would've gone sooner and still managing to realize where I would end up. a grave fate had befallen the community upon losing its essential pillar, but this tribute was the perfect sendoff to a perfect pillar and it shows.

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  • File Reviews

    • By P41R47 · Posted
      To play this mapset properly on vanilla setting i use these files together: batman.wad vbatman.deh original molotov behaviour   I was a kid of around 9 or 10 years old when i first saw images of Batman Doom on some magazines and i rememer thinking ''holly heck, its surelly looks amazing and a Doom clone of Batman surelly will kick-ass''. But for some reason, when i finally got it on a bootleg wad CD-rom, i couldn't play it as intended as it was a break behaviour on vanilla, so i just played it on a source port, zdoom, like ten years after it original release. Be it the port, be it i didn't get much into it at that time, but i didn't enjoyed it much and i quit playing it just when i reach map21.   Now, i replayed it completelly. And certainly, this mapset is pretty advanced for 1999. Maps varies from being pretty short, to awe inspiring big. The texture work is amazing with tons of midtext usage for amazing effects. Every map has it merits, so i will showcase them a little:   -map01: we start on a rooftop, as our dark night is shown on every issue cover since it first appeared. After that, we jump to the street level and after taking some thugs, we take a subway to a different part of the city. The subway effect is just amazing, making you really feel like taking a train. After that we take down the gang leader and the maps ends. -map02: this is one of the most innovative things i've seen, especially made on a mapset from 1999, and this is non less than a Hub map. Yes, we see here the next objetive, take some health some ammo, a little secret, and then we go out onto the next crime thug on the run. Here start the episode of Killer Croc. More mapset needs something like this for awesome inmersion. Only other one i know that use something similar is Back To Saturn X made almost 13 years later, so yes, this was pretty advance for the time. -map03: we go down the sewers following the trail of Killer Croc, and we found some thugs down there, too. Theare are a lot of neat tricks in here. Thugs coming out of water and spilling it around, flowing water sound, raising water, some of the best looking fake 3D bridges. But there are also a few flaws, like an unobtaibale secret near the start, and some bumpty walk through the sewer area. -map04: is a Killer Croc's chase through some building complex and into the forest. Killer Croc fight is an outstanding moment, as it can really take the rocks from the ground and throw them to the player. Amazing dehacked work.   -map05 we returned to the batcave for the next mission briefing, and it seems Tally Man is on the loose. -map06: we are now in Chinatown and we are able to look at first hand the warring conflict between two gangs groups. It ends with a colloseum fight with two gang leaders. -map07: Tally Man is escaping on a helicopter and we need to find our way to chase him. There are a lot of verticallity in this map, and its quite awesome at the end how we board a helicpter and have to fight our way with a lot of minions on a really tight space. -map08: we reach Tally Man's hideout an its non other than an abandoned factory. The map is big and there are a lot of interesting sights for sure. The combat is tighter and difficult here, too, with not only hitscanners all around, but also incoming projectiles from different sides. The fight with Tally Man at the end is just awesome.   -map09: we are now again at the batcave, and we notice that the Penguin has a big criminal output. -map10: Oswal Cobblepot's casino is full of thigs and corrupt gaming, and after making some thugs speak, we found that the Penguin has taked hostage a whole hospital. We need to rescue them. -map11: but it was a trap!!! There is gas leaking on the whole hospital, and there are automated bomb penguins setting everything on fire as we move on. -map12: we finally found the trail of the penguin, but we reach to late to the rooftop, he already boarded the hellicopter. To our surprise, he challenge us to a fight. Exploding penguins around and a flying machine coming for us with only a thin spot to cover.   -map13: we return to the batcave after seizing the penguin, and we found that the Scarecrow is rampaging through the city tunnels. -map14: we are on abridge leading to the tunnels of the city, and there are TNT bundles all around, destroying walls, and a lot of deadly traps taht can kill you on the spot. Scarecrow certainly is making his trail hard to follow. -map15: we reached a house of fear, and the scarecrow is hiding on it, but he also take Mayor Kroll as hostage and we need to rescue him before its too late. There are really awesome dehacked trick here. Like firebreathing walls that hit really hard, and the final fight against the Scarecrow with the Mayor in the middle, if he dies we lose. -map31: We defeated the Scarecrow but as soon as we are returning to the batcave there is call for help. The scarecrow escaped and is hiding on the city. We need to find him, but he is trickier than the last fight, he spreaded his confucing gas all around and we are under his illusion. -map32: we fall under the illusion of the Scarecrow and we are now being attacked by strange creatures on a surrealistic landscape. Awesome sight for sure, but really short map. -map16: thats it, we finally snaped from scarecrow trick and we follow his trail through a cornfield. But at last, we finally seized him.   -map17: we return to the batcave just to learn that Two-Face has breakout from Blackgate prison and we need to stop him. -map18: difficult ramp from here and on, tighter spaces, island prison, new flamethrower enemy. The area is full of really neat sights, unfortunatelly we are late, Two-Face already escaped into the city. -map19: We arrive too late to the city, Two-Face already robbed a bank and go away with all the money. -map20: we are on the trail of Two-Face and we are up to catch him once for all. After fighting some thugs through the city, we caught Two-Face red handed and he face us with his rocket launcher. Fortunatelly, we made him explode himself.   -map21: the crime lords are getting tougher, and we found at the bat cave that the Joker is planning something big. We need to find out what.
      -map22: gigantic abandoned factory map, awesome sights, marvelous details, and an ending that just made my jawd drop. At the end, we have to detonate a TNT to cross, but the chain reaction is bigger than we though and we need to reatreat hastly before the explosion kills us. Just amazing use of the IOS explosion effect. -map23: the Joker seized a whole mansion and is having fun there, we need to stop him. -map24: We found that the Joker has taken a whole theatre for his own amusement, and at the end we fight him but we are not able to seize him as a lot of thugs jump into the fight to stop us. -map25: the Joker run away into the Gotham Cathedral, and at last we are able to seize him once and for all.   -map26: we return to the bat cave and found that Bane has breaked into an armory. -map27: the armory hit was just a decoy, we are now to late for the bigger treat Bane is planning. -map28: Bane break into the Arkham Asylum and let loose all the crime lords we captured, so we face Killer Croc, Two-Face and Tally Man on a rematch. -map29: we continue throught all the destroyed corridors of Arkham Asylum and we fight the Penguin, Scarecrow, and The Joker once again. -Map30: Bane break through our mansion, he knows who we are, and he challenge us to a final hand to hand combat. He is fierce and deadlier as a raging bull, but after a long fight, we defeat him.   From the description we can see that maps are mostly linear, but there are too many neat details and secrets that let us spend time exploring around that we doesn't feel at all the maps being linear. In fact, there are a lot of interesting details to look into that we can lose a good chunck of time on just one map, even when it is kinda short. The sense of adventure on this mapset is something that must be experienced. All the changes make for a total inmersion like just a few other mapsets offer.   After all, this is an amazing Total Conversion, and it surelly deserves to be among the best outputs from this community. 
    • By Argenteo · Posted
      The last chapter was the one I had less memories, perhaps because it's tough. A good time playing.
      Beat it. Everybody frag now. Vangelis. Cool midis.
    • 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. This also implies, sometimes, obscure progression and switch hunting. 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.
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