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final doom return of the evil god

   (11 reviews)
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A 21st century doom2 wad, HARD!

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· Edited by P41R47


I liked a lot the pwad this boom megawad try to homenage, i'm talking about Fragport, a megawad that, with flaws, made something really good at being unique.


But this Final Doom: Return of The Evil God, need a lot of polish before being released.

The best maps are those ''inspired'', for not say other word, by Fragport. But the maps made by this author had two flaws, or they are plain, without much height difference, or they are switchhunt hell... or in the worst case, they can't be completed without cheat (map27: tag not properly applied).

But the worst part of all the maps, its the progression. ITs very convulted and really obscure sometimes, making play the maps an intolerable waste of time searching for what the switch do.

I played Eternal Doom, and i love it; I played Fragport and i love it, but this one becomes annoying.


The story of the wad, don't know if the author its a non native english speaker, need a lot of gramma revision. Aside from that, the proper plot... wel its kinda nonsense.

Worst maps are:

-map05, a totally bonkers beast belly maps that have a very bad maze.

map18, after all the fight and replenish all your health, it ends abruptly with a death exit, and the next one, map19, aside from an interesting inside layout, its a mess as it start with just the pistol, and you had to fight demons hell knights and mancubis. It is beatable, as i beat it after five tries, but i had to backtrack a few times instead of following the natural map progress to beat it.

-map27 looks gorgeous and is a neat homenage to one of the most infamous maps on TNT: Evilution, mixed along with one of the most atmospheric maps of Fragport, but the problem is that the author forget to add a switch or something that activates another switch door, so it is impossible to complete without cheating... So its a neat effort that goes to waste.

-map30 is insanely hard, i know that the idea is make time and wait, but that is boring and nonsensical; the puzzle at the start its not well explained, and in the final fight i get telegraphed a few times... so no, not funny.

-A few other maps has also a lot of problems, but at least, they are kinda fair and beateable without much effort.


But not all are bad things.

This megawad, as the original Fragport, tries to be something different. And there are a few things that really stand out, like the end of map04 with the explosion of the submarine and then being eaten by a gigantic sea beast; map11 final fight aboard a spaceship (but seriously, the way to activating those barriers at the end are stupid at best, too complex and counter intuitive to be good); map24 is really good, one of the best of the set and is almost an original effort by the author; map28 is an amazing maze ruined town slautherfest, even in easiers difficulties; map29 is also pretty good.


Its hard to recommend this megawad, even to those who like exploratory mapsets and big maps. And if you played Fragport, this will be no funny at all, the inspiration went too far i guess.
There are a lot of maps that have problems, mandatory secrets, convulted progress, not clear progress, obscure puzzles, etc. the list is large.

But this one also made some things really good, and being an homenage to Fragport its something i really appreciate.

My final note is two, as there are a lot of bad things, but the ten last maps are way better than all that came before, and the few good things are really good indeed for me, so i will make it a three.

I feel bad for having higher hopes on this one, i really loved Fragport and TNT: Evilution, and something in that same vein promised to be good... but well, we got this instead, a good effort in imitating what made Fragport and TNT:E good, but without correcting the things that were bad... and making them even worst.

SIDE NOTE: Too much drinking Bars on this mapset!!! It made me laugh when i stumble with bars and bars over and over again hahahah. Demons love to get drunk its seems hahahaha.

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Hmm, shhh...tttt

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Maps contain interesting places, but many of them are impassable without cheats in real time, because contain monotonic labyrinths, nonmarked mandatory ways and non-opening necessary doors.

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Unfortunately this is a complete opposite of a good WAD. The first few maps are somewhat playable, but it quickly goes downhill. The maps are full of long corridors, mazes and plain or pointless rooms. Technically, everything is correct. From gameplay point of view everything is wrong. The sound replacements are hilarious at first, then, as you become exhausted with this WAD, they only fuel further irritation.

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· Edited by RonLivingston


Ofcorse is what the ultimate doomer inspired me to make this megawad, i'm guessing ill be ready for my next one. I forgot to say I goofed on map28. I edited the sector tag for one of the doors leading to the building with the red skull. I'm hoping to update the wad pretty soon

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Bryan T

Cool, a new megawad! Let's see here... hmm, this is a dead end. Time to backtrack. Oh look, here's a giant field with chaingunners shooting at me from 1000 feet away. I think I'll skip to the next map. Would ya look at that, another giant field with guys shooting me from a mile away. Reminds me of Fragport and I hated that wad.

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  • File Reviews

    • By TheMagicMushroomMan · Posted
      5.5/10   The problem with DTWID is that the same concept has been carried out by countless WADS already - they just didn't draw any direct comparison to the original DOOM. So what you get here is a set of competent-but-generic maps that follows the same beat-to-death techbase>hell progression of DOOM. Just like 10,000 other vanilla style megaWADs. In the end, that's all this is - a WAD that attempts to mimic (not always successfully, as there are some questionable maps here and there) OG DOOM. Without the awe that comes with experiencing the original game for the first, you're left with a bunch of generic maps. The inspiration that ended up leading to the creation of this project causes the WAD itself to feel uninspiring. It lacks memorability and soul.
    • By printz · Posted
      A pretty tough level with an unusual design. There's no exit; your goal is to defeat all monsters. Good luck.
    • By printz · Posted
      Mostly a flat maze level full of illusionary effects. It's not a very complex structure overall, but pretty challenging. The exit is randomly hidden somewhere.
    • By Lol 6 · Posted
      For a wad made in 1995 it's a pretty convincing church, I like how detailed it is, as well as the graveyard, too bad it is quite short because it's fun (Although I understand that, as a deathmatch level, making it too large can make it unfun to play). The exit gates are an awesome detail too. Definitely check it out 5/5 stars   - xX_Lol6_Xx
    • By VoanHead · Posted
      Upon the release of The Ultimate Midi Pack for Doom 1 that replaces all midi slots w/ original compositions, I thought to myself "Hell Yeah, now I have an excuse to play DTWiD!". Besides the shameless plug, I would recommend everyone to give that pack a listen and perhaps a spin w/ this wad b/c god damn does it go together like peanut butter and nutella.   Onto DTWiD: Well, the people behind this wad accomplished the goal of mimicking the style of John Romero, Sandy Petersen, and last but not least Tom Hall. Every level breathes like it was made by any of the three gentlemen, and god damn I had a blast w/ this one. While certainly not as hard as your Plutonia, Rowdy Rudy 1+2, Hell To Pay, or even Good Morning Phobos, it has its own moments where it doesn't pull its punches. However, one of my main gripes w/ this wad is that there's a lot of secrets to find if you're a completionist like I am, as some of them are a bit tricky to hunt down. The maps are way bigger than the OG John, Sandy, and Tom Hall levels, and while it's great to mesh some good fights here and there, it at times felt like a slog to go through b/c of the size of some of these maps. E1 was the weakest in terms of fights here, as expected that you won't be fighting anything tougher than hitscan, imps, and pinkies. While the design was great, I admittedly got lost a few times trying to get my bearings and know just where the hell I need to go. E2 was a bigger improvement upon E1, and had a few moments where it was spooky, like things are really beginning to hit the fan. E3 (which unironically in the OG UD was my least fav episode that I couldn't even bring myself to finish) was probably the best episode of the bunch, everything was oppressive and coming for you, luckily there was an abundance of ammo to help you out in messy situations, more traps and better set ups than what E2 had and a way better episode than E1. The secret levels of all 3 episodes are the highlight of the wad.   While I wouldn't say that this wad is a "must play" b/c over time I started to get a bit exhausted on the size of some of the levels and figuring out where I need to go, and especially since I binged E1, E2, and E3 3 days each respectively, I had my moments where I was like "Please God let this be over". Overall, I would say this is more of a wad that if you really wanna check out, go for it, or a good recommendation for people who are just beginning their journey of playing community wads and want something ez to play.