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THT: Threnody

   (56 reviews)
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About This File

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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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

  
a very ambitious project in memory of Ty Halderman. these maps play reasonably well with good gameplay, but some can take very long to finish.

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  • File Reviews

    • By Gaia74 · Posted
      I must say that although it is a wad of terry, I would like to find a serious one like this, new enemies very interesting and original just for their attacks, bosses that have inspired me (and you can see it in my creations) and it is really amazing like this wad despite having their terry traps is entertaining and much better than many wads of 32 levels, if you want to have something interesting to play and different as long as you ignore the story is fun filled with very good boss fights, excellent music, this is an option although if you can not stand the terry traps just do not try it   5/5 to be a joke wad   Gaia74
    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. To balance out the lower health, there are less hitscan enemies that seem to be relegated to a few chain gunners that can get distracted in a sea of madness.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened. The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
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