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About This File

One fairly large and complex map. Difficulty should be more on the challenging side, harder encounters are mostly optional though.

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Nine Inch Heels

· Edited by Nine Inch Heels


In Greek mythology, a miasma is a contagious force with an independent life of its own. This wonderfully detailed and disturbingly abstract environment is dominated by the color green, yet it combines many different themes, which flow into one another seamlessly as the player peels back Miasma's many layers during exploration. This... place is huge. Oppressive open areas and treacherous tight quarters await the brave, keeping them alert at all times, and making them feel weak and fragile.

Miasma is as much a piece of art and ingenuity as it is about gameplay variety. If there was something like "the everything map", Miasma more than deserves to be considered as such. Tourniquet managed to constantly mix up the gameplay in this non-linear microcosm: from exploration to close quarters combat to slaughter, all of which is delivered with many brilliantly executed and varied nuances. No encounter feels like the previous one, adding even more to the impression that this place is looking to get rid of you by any means necessary. That's not to say the map plays unfair. On the contrary, there is a reliable solution for everything here. However, if you want to see everything this green behemoth has on offer, I suggest saving your progress occasionally during your first, or maybe even second playthrough, in particular when playing on UV difficulty. Miasma can take well over 30 minutes to finish, even for quite experienced players, and dying 20 minutes into the map to then start it all over again may be unpleasant.

Encounter design throughout the map is consistently at high quality. Nicely orchestrated small encounters with impeccable thing placement create about as much psychological pressure as the relatively large scale encounters which take place in the deepest bowels of this festering abomination. The pacing is top notch every time; nothing ever feels boring, tedious, or uninteresting, let alone trivial.

When it comes to resources, you will be kept on a relatively short leash. Matching the visual theme of the map, players are going be limited to green armour for significant periods of time. When you get hit, it will hurt. In spite of the relatively low Archvile/Cyberdemon count when compared to other maps with roughly 1000-1500 monsters, the opposition is potentially lethal, and mistakes will get punished severely. Tourniquet is reasonably generous with firepower. You will always be given a little bit more than you might need, but never so much as to allow for an overall wasteful or careless play-style. Many encounters, especially early on, but also a bit later down the line, are designed around SSG/RL use and quick thinking paired with a good tactical approach on the player's end. As a consequence of limited resources, the creatively hidden secrets in Miasma are not only meaningful, but they also feel very rewarding to discover. Some secrets require a good eye; others can be found by way of hearing "something" happen.

I was more than pleasantly surprised by this astonishing masterpiece. It is one of the best Dooming experiences I have had.

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Very nice and fun exploration map.

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dobu gabu maru

Beauty is not something you simply admire--beauty is something that overwhelms, something that crushes you beneath its unbearable weight. Miasma is gorgeous piece of Doom architecture that beckons you to deeper into its onyx walls, the demons lurking within salivating in bloodthirsty anticipation. Miasma is nor kind nor gentle; you will be ripped apart, but nearly every instance of your death shall be undeniably beautiful. Miasma is something you must experience.

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It might be pretty but there sure was a lot of "bullshit!" moments in there with the ambushes and traps. Just wasn't my cup of tea gameplay wise, to be honest.

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I don't know where the map looks better - in game or when opened in Doom Builder. It's pure geometry porn. I beat it on HNTR and it was hard, but doable no matter how you go through its non-linear layout. UV is harder but still reasonable; you just need to carefully consider where you're gonna go. Beforehand knowledge certainly helps. If you approach this HK & baron & spiderdemon fight with no BFG then better pray to RNG gods and charge towards the switch that gives you more space.

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· Edited by NuMetalManiak


Miasma may not be the first of the supermaps, but it remains one of the more notable ones. With the green and brown aesthetic prevalent with certain notable slaughterfests, but with difficulty mostly toned down to compensate enough so that casuals can enjoy something, Miasma offers enough enjoyment for just about every playing field. Casuals will find some fights difficult, particularly the last one in the map, but they'll find enjoyment in most other ones. Speedrunners can have fun finding a good route to get keys with, while secret hunters and explorers will be looking in every nook and cranny for anything they can find. At least two BFG9000s would help, both however are challenges in their own right. The music for The Mucus Flow compliments this amazingly green map, and everything in this level flows fluidly so that even if you want to get lost, you will still find your way around things easily.

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Sick map.

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a new milestone in doom mapping.

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Having played this a long while back, this is a superb single map adventure with some very violent fights in there. The best single map release of 2016 in my opinion.

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I like it

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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.