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

   (21 reviews)
Sign in to follow this  


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.

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

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


Beautiful slaughter WAD.

Share this review

Link to review


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

Play it!

Share this review

Link to review

· 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

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 Walter confetti · Posted
      Interesting little weapon wad with some pretty amazing dehacked works like the marine spawner gun or the mines (unluckily, a little broken). Overall, a pretty interesting relic from the past, download it! Also is incredible to see that is the first review for this wad, really?
    • By rdwpa · Posted
      A 1995 slice-of-city-life map, recreating the office building the author worked in and a nearby Mexican restaurant. The potential negatives aren't too hard to anticipate from that description and the era: it is ugly, the indoor parts with a lifelike floor plan don't play very well, and progression can be opaque. You might want to consult the automap regularly to spot barely marked doors in the dark or two-sided lines teasing hidden areas you need to hump your way into.    Overall though I found it entertaining. It is short enough that the negatives weren't exhausting, and I liked the Doomcute implements and all the inventive bits of functionality, some abstractly puzzly, some lifelike, some bizarre. This map is loaded with these. My favorite were easily the toilets that function as teleporters; I guess the idea is you tunnel through the piping (eww). Later on, when the streetside combat is long over and you need to worm your way through cramped office space, I felt I was playing a game the author constructed. I was understanding my tasks less in the sense of "find a switch" and more like "figure out how to deal with that disgruntled flame-coated employee barricaded in the break room." 
    • By rdwpa · Posted
      The custom textures are fantastic. If you're a mapper seeking a change of pace from the usual Scythe 2 Egypt, both ISIS.wad and Osiris.wad, which provided some resources, permit use of their assets. (Although they would need cleanup to gel with the most polished of modern styles.)   By modern standards, ISIS.wad hasn't held up, either the name or the gameplay. Outside of a few moments, it stays at a difficulty that makes the early parts of Doom 2 feel like a TimeOfDeath map. The bigger issue is that it is also huge and confusing, with progression being lightly marked at best. Near the end, I unwittingly teleported to the start, and I had to reload a save to avoid minutes of backtracking. All the monsters are stock, so if forced to replay it, I'd either use -fast or throw on a gameplay mod that buffs monsters. The saving grace is that the textures make the outdoors and caves look pretty.
      The text file suggests using Doom Legacy, but few people in 2020 know what that is. Fortunately, the wad ran perfectly for me in GZDoom. It requires jumping and swimming.   Bumped up a star for the cool assets, especially since many were crafted by the author.  
    • By Walter confetti · Posted
      "Aah, that hurts!" It hurts indeed, annoying (movie?) sound clip used for player pain, it hurts a lot. This map is not that atrociously bad, actually. Layout is nice and pretty open, and the "throne" room (without a throne) is the best part of the level, but unluckily there's this teleport crazy thing that runs troughs the various sections of the... castle? Tomb? I see more some kind of castle theme here, but i digress, let's return on topic. Ok, there is this teleport travel stuff all around the map that join together the various sections of the map, at the first time it works fine and it's a pretty cool thing, but then things starts to going crazy after you reach the yellow key door (that is, for some reason, hidden from a computer panel and the switch to reach it is hidden too in a alcove that i had to noclip for reach it) and the teleport in the middle of the rooms that randomly spawns you in some random place, and this by touching a complete random teleport line. Wonderful, you don't have the idea. Also, after taking the red key, i've been stuck for quit a long in the already mentioned "throne room" and i had to cheat for finding my way by noclipping almost half of the map. Gameplay is not hard, but... this thing is unforgiving with you. Forget to take the computer map in the cyb's cage? Forgive even to proceed in the damn map! Miss a switch, a teleport line, anything? Game over, man. Also the thing placement looks like is all around the place sometimes, but that's a (really bad) habit of old time maps... Also, is most probably me that i missed out something, but this map have a exit? I didn't find out in any way! Ah yes, the sound effects are mental, this weird ass shit turns you crazy, if not the bad choices with teleport sections didn't it already. Top class. Also, it uses somes of the zombie voices from Eternal Doom (and before that Laura Bayer)? Ok....   In short: a pretty forgettable 1994 map expect for a pair of locations with some of the ugliest sound effects you can ever heard.    
    • By rdwpa · Posted
      This is a clever early-career speedmap by Obsidian, in one of his favorite settings, a small archvile-infested library. It has a couple of puzzles and much of the combat is unconventional: stuff like tysoning, pacifism, and forced partial invisibility.    The gimmicks aren't bad, and a lot plays well, but I disliked the blue key section:   Two other reviews contain factual misrepresentations: the early revenant can be comfortably skipped until stronger weapons are attained a short time later, and a certain vile trio never appears if you stay pacifist during that one segment. (The map even warns you, through unmissable sector letters that spell "silence.")