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End of Eon

   (5 reviews)
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About This File

A map made for the vinesauce 2016 mapping contest. I had just released Tapperoo and was looking forward to a break when doomworld posted about one of my favorite youtubers/streamers hosting a mapping contest. Might as well insert the text screen from Circle of Death. But I buckled down and decided to do this thing. Through a haze of 70- hour long days, foreigner and Kenny Loggins mixtapes , and watching Rick Steve's "Europe", I finished it. I'm pretty proud of it, I just hope people don't put that in quotations on a 0-star review. This readme was written before the stream, so I don't know if it's a winner or not. And here's a short story for the people like me who actually like a story in the readme: You've tracked down your prey. The government hired you to find and destroy a giant collossus that goes by the name of "Eon". You're not sure if he's actually here, but his mark is: a large demonic tablet with his face straight in the ground. You must destroy the areas he's left his power in; a mining site, a chemical plant, and his own temple, in order to get into the database in the center of the hub. Beware, Eon's power comes from his telepathy and magic, punching you with his mind and summoning his worshippers to fight for him. Good Luck. P.S: this was made in a week and a half, so expect problems that naturally arise out of speedmapping (I know over a week's not really speedmapping, but it was for me).

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The amount of unnecessarily dark areas everywhere is very annoying, you mention them in your bug report, but It's a bit silly to expect the player to adjust your map for you when you could do it yourself. All in all, it's an alright map, but it could do with some work. I did like the more open ended central area that you spawn in though, after accounting for the brightness problems.

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Primitive architecture in a map that is a conjuction of random ideas. The map is technically broken - some teleporters are W1, and at the end you can jump off a raising floor and get stuck in a tiny area between it and the door - there's no way to reopen the door or lower the lift. Gameplay is sometimes okay and sometimes a chore due to expansive (rectangular) areas.

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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.