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ECHELON

   (55 reviews)
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A megawad full of small & fast levels. A reimagining of the Doom II storyline.


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A.H. Sankhatayan

  

In 1998, Sverre Kvernmo was named as one of the best doom mappers. In 2016 he released a megawad which proved he's still one of the best. Echelon is creative, unique and has great architecture and beautiful levels. The atmosphere is unlike anything I've seen before in a Doom wad. The first levels took me off guard because of how short they were, however, Echelon is more about the continuous experience than individual levels (although there are many levels which are great on their own). I've never completed a megawad in one sitting before, but I just could not stop playing. Echelon goes right into my top 5. I wish Sverre Kvernmo would return again to make some more maps.  

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Philnemba

  

Single handily created from the mind of legendary 90s mapper Cranium, Echelon is a megawad that is essentially a retelling of Doom 2 from small tech base/moon maps to small/medium size city maps to neat medium size hellish landscapes. While there are a few dull maps early in the megawad along with a disappointing map 30, I would honestly say most of these maps are fun & worth playing through...especially map 29 which is my favorite :)

 

-Philnemba 4/5  

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trrobin

  

A bit of a mixed bag initially however the second half is definitely more engaging with more action, especially the last 10 or so levels. Even so it is still fairly sparse action-wise.

Design and atmosphere are above average especially towards the end but nothing that special.

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Demtor

  

Creative stuff with lots of missed opportunities unfortunately. The maps will go by so quickly though it's worth checking out for the crazy music and the fun new enemies and textures.

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JudgeDeadd

  
Kind of overrated. While some maps are pretty memorable, fun and adequately challenging, such as "Inner Palace", a lot of them feel like dull filler.

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Spectre01

  
Neat visuals and music here and there but the maps fly by quickly and gameplay leaves much to be desired. Alright for a quick playthrough but without the charm of something like Scythe. 2/5

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Katamori

  
A flawless example of how to convey a message through level design, while still keeping original ideas. Perfectly mixes deeper meaning and fitting aesthetics with simplicity, flow and unique architecture. I would make it mandatory for everyone who'd ever try making maps for Doom. Absolutely doubtless 5*, legendary in every aspect.

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Xaser

  
Wonderfully original. 'Nuff said.

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NightFright

  
Most of these maps can be completed in 3-10 minutes, but it doesn't mean this is not worth your time. I found the fast progress refreshing actually. It's something different and you need to be willing to play past the first ten maps which may be finished much faster than you would expect. Stick to it and be rewarded with a continuous storyline that smoothly blends in with the standard Doom II cluster texts. Kudos to Cranium for creating this little gem!

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Voros

  
Amazing. The maps are small. There is a lot of immersion with the story (but not too much). Detailing was good. Must try if you feel like going for something small and yet big.

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mouldy

  
Really nice megawad this. The maps are short and sweet, not too difficult and with a degree of continuity that keeps you hooked. Really like the new textures and monsters too. Perfect for a few hours of casual dooming.

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AnonimVio

  
Ugly, boring, repetitive.

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Fonze

  
Very well done, minimally designed levels with the perfect emphasis on color that as a whole produce a great, story-driven experience.

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kmxexii

  
Sverre makes a megaWAD of mostly small levels, in stark contrast to his Eternal Doom / Plasmaplant stuff. It'll go even faster with carryovers. It's a retelling of Doom II with some liberties taken. His city theme, the more intimate areas having a sort of space-age modularity about them, are my favorite. The balance of some of the later levels - namely MAP24-26 - is pretty tight on UV. Plus, you get to save a dog from a burning building! I dig the Ribbiks / Jimmy soundtrack.

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NuMetalManiak

  
this is crazy. the first few maps show that there might not be a whole lot of good in it. in fact, quite a few of the maps are definitely horrible, the mash of colors and odd thing placement add to that. the last few levels may actually be worth playing though.

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Zalewa

  
A crystal meth crack hallucinogenic mushrooms spawn of 30 mind exploding maps that simply do not compute. I feel mentally ill after noclipping through all of them. Playability - zero. Architecture - what the fuck. Music - I'd rather listen to a person with diarrhea relieving themselves. This WAD deserves no points and may the gods have mercy on its soul.

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  • File Reviews

    • 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.
    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
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