Mercury Rain (v1.1)

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Author

Jimmy

About This File

A short, slightly puzzle-oriented map made for TerminusEst13's third DUMP project (Doom Upstart Mapping Project).

You're stuck on the weather-worn planet Ratama with only a bunch of hostile aliens for company. Find a way off it and kill everything in your way.

Credits

See the CREDITS text lump in the WAD, a lot of external resources were used. TerminusEst13 for hosting the DUMP projects. Memfis for some mapping inspiration. Mike "Cyb" Watson for setting inspiration.

Base

New from scratch

Build Time

Some considerable time

Editors Used

Doom Builder 2, GZDoom Builder, SLADE




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dmg_64

  • 5
  

I love this kind of maps.

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dll

  • 5
  

Beautiful looking map that doesn't over do it, non-linear layout is a joy to explore and come to know. A few enemies can be handled maybe easier than intended as height differences stopped them being able to fight back effectively.

 

Great atmosphere, plenty of tension, and extremely consistent design.

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damned

  • 5
  

Short but really good map with non-linear layout. It includes few Zdoom features, but still provides nice old fashioned Doom gameplay. 5/5 - Damned

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Voltcom9

  • 5
   2 of 2 members found this review helpful 2 / 2 members

This is a very cool map. Not sure I've ever seen a rain effect pulled off in Doom that well before. The textures were cool and the layout promotes exploration. This is probably the most unexpected awesome map I've played in quite some time. The 3d elements also really fit the layout well. 5/5

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Pinchy

· Edited by Pinchy

  • 5
   6 of 7 members found this review helpful 6 / 7 members

A wonderfully balanced and varied piece that blends the advanced features of zdoom into a well rounded adventure.

 

This style is what I'm learning at the moment and there are a lot of great things I improved in my own work with just one playthrough.

 

Well crafted rain, textures and a good choice of additional content added that all fit in.

 

Progression and connectivity feel really good and it triggered memories of old classic RPGs like Gothic 2 with the interwoven natural and human constructed areas.

 

In many respects this represents the best of modern mapping today.

 

';,,;'

 

 

OK Hand.png

2 people like this

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Zalewa

  • 5
  
Excellent ZDoom map with excellent use of ZDoom features. Gives off an Unreal vibe a bit. Runs correctly in multiplayer.

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Marcaek

  • 5
   2 of 2 members found this review helpful 2 / 2 members
Did it really take this long for someone to add decent rain\weather to a proper Doom map? It's really nice all around, hope to see more.

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omegamer

  • 5
   0 of 1 member found this review helpful 0 / 1 member
top notch

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  • File Reviews

    • By Scotty · Posted
      Absolutely top notch. Fun to explore, great combat, and amazing to see how this incredibly intricate level unwraps itself as you progress. Vanilla compatibility just makes it even more impressive.
    • By NuMetalManiak · Posted
      we need more good Ultimate Doom wads. this was nice, plasma gun combat at first, when it opens up, it's chaotically good. the three keys weren't that hard to figure out, although the puzzle for the red key stands out the most. some nice and sharp (yes) ideas overall.
    • By NaturalTvventy · Posted
      Xaser mastery of the highest order, demonstrating his command of architecture, texturing, (sharp) angles, lighting, and mood.
    • By NuMetalManiak · Posted
      well, combat may not be so bad, but there's a surprising lack of variety. this starts off in a mostly pistol-oriented map, where you get a chaingun at the end, and then the next two maps are moderately long. the final three maps can put some of the ones from Eternal Doom to shame, with some puzzling to do, some of it actually more frustrating than I would be led to expect. there's many dubious design decisions that simply must be pointed out. the final secret area in MAP02, what the FUCK? and another secret area in MAP05 with crushers whose sole purpose is to troll you. MAP06 is the best map in a number of ways, feels eerie, has lots of things to it (oh, and lots of items for the item count for each of the maps too). but one particular switch (Linedef 4962) does not work. I actually felt more and more frustrated the more and more I played this, it wasn't challenging, but it sure got me annoyed with how things were laid out.
    • By Jayextee · Posted
      I have rated this three stars.

      However, I feel like this megaWAD often gets overlooked despite what it is: a part of history. I came to it late, pretty much 1999/2000-ish, and was my first megaWAD personally, but I was always entranced by what I understood to be the story behind it; in a scene utterly dominated by the IBM PC-compatibles/DOS crowd and their (relative) wealth of tools, Macintosh DOOMers came together to show that they too can put together a full-length campaign for Doom II that wasn't going to let those DOS guys totally steal the show.

      And they did. Kind of. With the apparently-unstable-at-best HellMaker crashing every single-figure number of minutes at times, a handful of eager mappers (including the still-active-at-time-of-writing Steve Duff), some of which were authoring their first ever maps, delivered an experience that is to me as interesting as it is varied; in terms of both experience and quality, I have to admit. There are some poor maps here (Sewers, by Jim Bagrow - I'm looking right at you) but there are some epic adventures rivalling those of TNT: Evilution, if not aesthetically (hey, some of them come close) then in length and spectacle.

      What you're getting here is almost like a hidden piece of history that I feel stands proudly as an underdog with its peers. An underdog that isn't always well-behaved (many maps can be rendered uncompletable with the wrong actions taken, including one of the secret maps if you dare enter the basement without the three keys) but at its best (which is usually the maps by Rob Berkowitz or Duff himself) is an entertaining and oft-neglected slice of '90s mapping.