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Water Spirit

   (22 reviews)
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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-, zdoom-2.8.1 and gzdoom-bin-2-2-0-x64. I recommend you should use them.

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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.

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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.

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Beautiful slaughter WAD.

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

Play it!

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· 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.

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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.

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  • File Reviews

    • By roadworx · Posted
      for 1996, this mapset looks and plays fantastic. visually, it's great; it's not memento mori 2 or dystopia 3, but it's still very visually appealing. i feel that what sets this apart from those two is the sheer scale of some of the architecture. there's towering skyscrapers, mansions, an entire spacestation - this must've been breathtaking back in '96. as a result, the levels can get quite big.   gameplay is exciting, fast-paced, and provides loads of enemies for you to kill. it's quite challenging for 1996 as well, so it holds up in that regard. there's next to nothing in terms of exploration or puzzles-solving - this is all combat. however, while the combat is great fun, it does get stale. there's not a whole lot to mix up the style of combat on display, and the maps can be quite long, so if you play too much in one sitting it's gonna become a bit of a drag. despite that, it's fun as hell if you just wanna sit down and shoot everything you see for a little while   i've heard people call this a hidden gem of the mid 90s, and honestly, it's really hard not to agree. even if it can get a bit stale after a while, it's still great to just sit down, play a level or two, and move onto other things before playing some more a few days later
    • By roadworx · Posted
      true to its description, this megawad consists of small, difficult maps packed to the brim with enemies. while it's still doom, it has its own unique brand of gameplay that consists of cramped, slaughterish encounters with tons of unique ideas thrown into the mix. it ends up feeling quite chaotic, but in a good way. the visuals are on the more "realistic" side, with doomcute being a pervasive feature throughout, and the music is in an absolutely bizarre with a style completely unique to the creator, cyriak harris. this all ends up combining to create one of the most distinctly unique, creative, and bizarre megawads in recent memory. btw it's also fantastic and you should play it
    • By roadworx · Posted
      it doesn't play anything like plutonia and has little similarity other than in aesthetic. however, that's not a bad thing. not bad at all, in fact! the maps are larger and more exploratory, the monsters are far more numerous with lower-tier enemies appearing far more often, and while efficient monster placement is still the primary focus, it feels much less dickish than the original casali levels. it's also much, much harder. hot starts are common, the amount of projectiles you need to dodge is far higher, and at times it even starts to throw hordes at you (although it never becomes true slaughter)   not only does this feel like a worthy sequel, but it also feels better in nearly every way