Mutiny (A Doomworld Community Project)

   (35 reviews)

16 Screenshots

Author

Various (maplist below)

About This File

Mutiny is a 16-level, Limit Removing Community Project Episode for Doom 2 intended to be the spiritual successor of late 90's cyberpunk themed wads such as STRAIN, Hacx, Nimrod, Dystopia 3, and Perdition's Gate. It features new colorful, high contrast, (intentionally retro) textures inspired by the works of Iika Keranen and Anthony Czerwonka, complete with plenty radioactive signs, warning stripes, computers, slime, and rust.

Credits

See Below

Base

New from scratch




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Demtor

  • 5
  

The maps I didn't enjoy were only because of personal taste. This really is a quality set of 16 maps that any self respecting Doom player should consider buckling down and handling the higher difficulty curve. Excellence demands proper respect.

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  • 4
  
High quality mapset. Well deserved.

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  • 3
  
Beautifully crafted mapset for the most part, but the combat never quite warms up (until the last map, that is. Wish they had thrown in a few more like that). Difficulty comes mostly from scarcity of resources rather than the intensity of fights, and map layout can be sometimes confusing, which can make the game stall at times

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Killer5

  • 5
  
Superb mapset by a lot of great mappers. Highly recommended.

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Spectre01

  • 3
  
Pretty good tbh. Cool custom assets and some interesting maps. Difficulty kind of jumps around but that's frequently the case with community projects. 3/5

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Katamori

  • 5
  
The resource set itself cries for a 5* rating, but the maps are not disappointing either. Absolute masterpiece.

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NuMetalManiak

  • 4
  
well-made, pretty hard maps overall. glad to have seen this all the way through now.

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Zalewa

  • 5
  
Excellent community project with high quality maps and strong theme cohesion. It has a rusty look and lots of darkness and follows a semi-realistic approach. Maps are well detailed and layouts are logical. Difficulty is high but usually fair - it's good for survival coop. Another great WAD this year.

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  • File Reviews

    • By SP_FACE1 · Posted
      This is a four level mapset with mainly an alien base theme and a little bit of open sky caverns at the end. Detailing is top notch, texture choices please the eye, level design well thought and monsters are a plenty. First and last map are smallish or standard size but the two levels in the middle are large.   Map01 begins as a pretty straightforward techbase. You start in the middle and have to travel to both ends to finish the level. Detailing is modern and you'll immediately get a feeling of the author's style - the rest of the levels must be worth checking out too. The level has a nice outdoor opening at the eastern end but otherwise it's a closed base. There are a couple of secrets and they are quite logical to find. The size of the level is on the smaller side so finishing up doesn't take that much time.   Map02 is my favorite one. It's huge and non-linear. I see two themes in this level. One side of the map is rusty dark metal with lava and slime, the other side is more light with beige panels and desert rock walls. I'm not sure if the author has made some new textures or if it's just a mixture of the originals, the Darkening, and some others I don't recognize but the texture combinations are very pleasing. There's a lot of impressive detailing on this level. I think I stopped at least twice to just look at stairs, how the author used lighting and textures to make them stand out from just another set of regular DooM stairs. I also liked the rocky outdoor opening with the lavafalls. Had to stop again and just look at it. And there are other similar details almost in abundance. Some are not even visual details but functional ones. Like the way the blue key opens up. Or the dysfunctional crusher ceiling in one of the secrets. Speaking of secrets there are a whopping nine of them so that brings replay value to the level too. Even though the level is large and non-linear switches usually open something quite close and there's not much wandering around but you do have to travel from the other side of the map to the other end.   Map03 continues the base theme. Light gray is the dominating color here. This map like the previous one is large and non-linear. Though this felt much less straightforward than map02. I had to wander a while to find the door in the corner that leads to the first key (blue). But after that I didn't get lost again. This map has a few floors that you run up and down. The floors are connected by circular rooms that lead to stairways. In addition to the base theme there are some dark brownish caverns with hanging vines which is a hint to the next level. Overall this level was much darker than the previous one. There were several almost pitch black areas in the map. There are six secrets. I was not able to find them all. I liked the underwater crossing secret the most, it was a nice detail. Also I found myself often looking at the ceiling and sky for nice details - like in the previous level.   Map04 is an open sky cavern with watery floor and vegetation hanging here and there from the ceiling. There's a central area and the main action in this level is jumping through the center from rock formation to another to reach the blue key. I don't usually like platformer scenes in DooM because falling usually leads to frustration but everything was executed so well here that I didn't fall even once. The center hub leads to another descending area where there's a Cyberdemon fight and after that you can reach the exit. So this level is short like the first one and is a perfect relaxing ending to the WAD.   One remark about the skill level. It's noticeable harder than average. You should definitely lower your skill level by one when playing through the first time. Ultra-violence feels like nightmare because enemies are constantly teleporting to places you have already been to.   Also note that this is single player only. No multiplayer starts but despite that I was able to successfully play this in coop, i.e. no showstopper traps. However I think there are not always enough items for coop but it's manageable.   Overall this is a beautiful quality WAD and I definitely want to play more levels from the author.   My rating: 4.4/5
    • By leodoom85 · Posted
      This mapset has been fun to play with some variety for the difficulty. The maps are easy to navigate but hard to play and that's a +1 point to me. Modded gameplay is even harder. Great stuff Bonnie.
    • By Spie812 · Posted
      Long review incoming (map by map breakdown):   Map01: You know a speedmap is good when it could easily pass as a real map. This level looks and plays like it came straight out of Plutonia and it's awesome. Map02: AAAAH THE SKY IS FIREBLU! Other than that, this map has a cool swith puzzle and a horde of barons, hell knights, and cyberdemons at the end as a bossfight. Map03: Ehh, it's okay. I liked the TNT midi. Map04: This level is basically a giant platforming puzzle with a brief fight at the end. You'll either like it or hate it. Map05: This takes place inside a fortress or whatever. The map progression is nice, but I don't like the random arch vile. Map06: Fast-paced action defines this map. The level is fast from the beginning to the end. I'd recommend this one. Map07: This map, for the most part, isn't that good. The texture choice is really bland and monsters are generally placed wherever. However, there are some better parts such as the red key room and the really cool last fight, which takes place in several tiered stages. Map08: This level has you frantically running around pulling switches to gain access to the yellow key, then a rather unfriendly group of arch viles at the exit reveal. It was pretty good. Map09: You are thrown into a gauntlet of short, but brutal fights. I'm not good at it, but I generally like it. Map10: Oh dear. Enemies and things are scattered all over the place with no rhyme or reason. I could rarely survive the first 10 seconds of the opening clusterfuck. Other than that, it's just kind of boring and short. Map11: This has a lot of enemies and little ammo. Thankfully, the map is short and you can skip most of the enemies if you know where to go. Map12: You're basically in a large arena with a fortress in the middle. Most enemies are sniping from ledges, but there are two cyberdemons on the ground that force you to keep moving. This level is mostly a switch hunt but it was okay.   Overall, this was a really solid set of speedmaps. Almost all of the maps were fun, most of the bad maps were still okay, and the good maps were excellent.
    • By felgro · Posted
      This is the best thing I've stumbled upon in looooong time. Fantastic reworking of a classic map - feels like playing something brand new. Awesome, deserves classic status.