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

   (22 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

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 Argenteo · Posted
      The last chapter was the one I had less memories, perhaps because it's tough. A good time playing.
      Beat it. Everybody frag now. Vangelis. Cool midis.
    • By Argenteo · Posted
      A lot better sights and tougher than S1, with another pack of cute midis. 
    • By P41R47 · Posted
      Pretty entertaining and challenging mapset. The maps start in a somewhat heretic or cave theme at first, and with a really abstract style with just tiny little realistic details. It use TNT as iwad and there are just a few maps with name patches. The rest and the text screens are the ones from TNT. The story is interesting: Serena, B.J. Blazkowicz's wife, worried that, after the incident on 20 Days In Hell (but it could be also after Doom 2 final map), he hasn't returned home yet. So she decide to go search for him. In the proces she found that every map we play is an hour of torture for her husband, and thats from where the title 32 Hours of Pain come. Thematically, the maps use the TNT skies to tell the story, starting with Serena on earth, vayaging throught space on map12 to map20, and reaching hell where her husband is being tortured on map21 to map30   Maps have a good gameplay, and the little and few details really stand out from the abstract design, like in map11 the ship sailing out to space. The design varies from really large and big open areas to really cramped and difficult to traverse tunnels and areas. Thus, it somehow really grasp the TNT feel and style. This also implies, sometimes, obscure progression and switch hunting. The texturing is varied, from monotexturing to using different themes like starbase and marble on the same map, especially on those where the hellish influece is seen as bigger.   I really enjoyed it! Its not a masterpiece, but it certaily has a charm and offers a good challenge. Kristian Aro's story, maybe i'm wrong with this, was use as a base for 2002: A Doom Odyssey later as its pretty similar. This mapset is kinda analogue to Paul Corfiatis The Twilight Zone. Both follow a free thematic texturing from map to map, both have a story mostly told throught little details (TTZ has a proper mapinfo on it, though) and both shows the first mapping efforts of their respective authors and how the ideas here lead to their later awesome mapsets.   I recommend it to anyone who is seeking abstract design and challenge.
    • By Meddy · Posted
      Short, but pretty well done. The best custom Hexen levels I played so far.
    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
×