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Doom: Damnation

   (13 reviews)
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A three-episode MegaWAD that acts as a personal "reboot" of DOOM, designed with a purely vanilla mindset, so, besides some "new" ideas here and there, as well as a somewhat higher challenge, don't expext anything fancy.

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Pretty much my alley!
This is what i wanted from an Ultimate Doom mapset.
Atmospheric, detailed, and really challenging.
I love mapsets that don't follow the usual trends of mapping.
And this one, for me is a must for Ultimate Doom.
And the music, wow! Incredible choice of midis.

Don't know if this mapper is still around, but i would love to see more mapsets like this one.

How could it be better?
Well by making it fully Ultimate Doom, so to say, 4 Episodes long.
But i solved that loading the next separate wad:
Perdition by Scorpius
If i remember right this is the first mapset Scorpius made.

And its vanilla from the get go.
Great episode 4 replacement.
But its not much derivative from the original maps from ultimate doom.
They are kinda a mash-up from different maps.
So it would be great to see more about this author with a fully developed style.

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It's fine. *** -sargebaldy

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wonderful classic Doom action, really enjoyed

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Feels more like the IWAD than DTWID. I have yet to finish E3, but excellent job Ofisil. E2M4 was the scariest vanilla level I've ever played. Minus one star because of the (seemingly deliberate) lack of texture alignment. Like, don't do that. It's not nostalgic, it's ugly.

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This is very simplistic in visuals, even for vanilla Doom, and uses abundance of high-health enemies, which promotes run-away gameplay rather than fights. You will definitely get some original Doom vibe from this, but the gameplay isn't just tailored that way. Some fights depend on causing infight, some others are just tedious. Please provide weaponry adequate to encounters! Music is a bit wearing. Some maps are better, some are worse, most of it is average with inclination towards the worse side.

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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.