Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Water Spirit

   (23 reviews)
Sign in to follow this  

Guest

About This File

Water Spirit is three maps I have made for a year, with lots of enemies and detailed architecture. The feel is intended to be slightly moody, but with lots of action and danger that will test the player.

I hope this wad will be a memorable and fun experience. I'm really confident about the maps in this wad. I believe you will enjoy them if you check them out! Water Spirit has been tested in prboom-plus-2.5.1.4, zdoom-2.8.1 and gzdoom-bin-2-2-0-x64. I recommend you should use them.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

whisper

  

Excellent. Great abstract visuals and hectic but very fair combat encounters. My only complaints are that map 1 progression can be a little confusing, and that it's only 3 maps long. I want more!

Share this review


Link to review
northivanastan

  

Seriously underappreciated WAD. If you've played the Japanese Community Project, Manbou (burabojunior) was the most prolific contributor, and without his nine maps, the JPCP wouldn't have the same reputation for fun and artistic flair. He announced Water Spirit in the text file for JPCP, and released it a year later. These are three somewhat challenging maps with high enemy counts and visuals even more stunning than his JPCP maps. Manbou is probably my favorite visual artist in Doom. My only complaint is that the PWAD as a whole is really short, consisting of only three maps that are about ten minutes of gameplay each. It leaves me wanting a lot more.

Share this review


Link to review
Summer Deep

  

Really enjoyable, challenging maps. There are elements of slaughter gameplay here, but it's not of the all too familiar crass variety, and the environment is so atmospheric and imaginative. It's all very manageable, even on UV, if you make use of the 'occasional' save and use the layout to your advantage. The archvile extravaganza finales to the second and third levels initially seem completely over the top, but if I could get through them, then you probably can too.

 

By the way, I killed 856 out of 857 monsters in the last map, but couldn't find number 857 anywhere...

 

9 out of 10.

Share this review


Link to review
Rathori

  

Beautiful slaughter WAD.

Share this review


Link to review
trrobin

  

Very fun maps with nicely-honed gameplay. Lots and lots of action and never repetitive.

Play it!

Share this review


Link to review
NuMetalManiak

· Edited by NuMetalManiak

  

Water Spirit may or may not hold up, depending on how its really viewed. burabojunior was one of the prime contributors to the JPCP, most notably the Resplendent Emerald Green, evoking excellent IG/Ribbiks attention to macroarchitecture, detail, and setpieces. slaughter to semi-slaughter at times, the big enchilada with Water Spirit comes with its open feeling. this is of course compounded by several problem enemies that should be priority targets: arch-viles, hitscanners, most sniping enemies. you're given the good weapons just before the biggest fights, and the open nature of the levels (especially MAP02) leave a lot of space to work with. thanks to that the fights are a lot cleaner than you'd be led to believe. and the levels are quite short too, making them all the more worthwhile.

Share this review


Link to review
Zalewa

  
What a glorious map. The architecture of cliffs and castles is really elaborate, complex and detailed and everything forms a brilliant mix of colors. Gameplay is full of monsters but is very fair. This is on par with Miasma - MAP03 even uses the same music.

Share this review


Link to review
  • 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. 
×