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Counterattack

   (36 reviews)
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About This File

Counterattack is a 7-map mini episode for Doom II. Each map was designed to be played from pistol-start; continuous play is fine but will make the play through much easier. This map set originally started out as a single map contribution to the Vinesauce map contest held in 2016 by Joel "Vargskelethor". The map in question (MAP02) was started on in early September, and finished on September 9th. Afterwards, I officially started the project on October 10th (shortly after finishing MAP04).

My goal with this project was to exercise with the Doom II texture assets, and to create some maps for practice. All maps use stock Doom II textures (aside from skies and minor extras). The maps are medium-to-large in size and have many different paths that you can take. Replayability was a design goal I tried to aim for. Difficulty is somewhat middling, but should ramp up a bit towards the end.

There is no way to exit to MAP31, so you will have to warp to it in order to play it. There is a secret exit in MAP31 that leads to MAP32, so have fun hunting for it!

Note that MAP06 and MAP30 are not meant to be a part of the main campaign. MAP06 is for story purposes for ports that can't display the ending text. MAP30 is there as a way to keep the game from [potentially] crashing because I replaced some of the IoS things in the DEHACKED (its also a dumb in-joke).

Also note that you shouldn't use jumping or crouching in these maps. It has been disabled in ZDoom, but some ports will still allow it. If you do use jumping or crouching, you may break the maps. Mouselook is ok but it may make certain secret triggers easier than intended.

Note for PrBoom+ users: Use complevel 9


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Ofisil

  

Ok, this is not my style. I usually hate these overly detailed, large-scale-adventure style maps.

...But I love this. Excellent design, which is as good looking as it is complex, neat ambush-heavy philosophy, and a pretty good difficulty curve (the last map is a slaughter map, which, again, is not my style, but it's better than most)

 

As for the -1 star... as mentioned before, it's no my style, so maybe it's not the Wads fault, but spending so much amount of time in the same level can get a bit repetitive. There are a few other minor flaws here and there, but they are exactly that: minor. This is a must-have wad. Do yourself a favour and play it.

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Yasnugget75

  

Really fun and good music, lots of interesting fights and 2 new enemies.

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VanaheimRanger

  

Great, detailed, adventure style maps.  Very fun and engaging, puzzles aren't too crazy.  Some slaughter-style encounters, but not too extreme.  Mechadon really has a way with the vanilla texture set, too, I've seen textures used in very unexpected ways for detailing, really interesting stuff.  Check it out ASAP.

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Trupiak

  

Awesome level design, good fights, just the right ammount of pick-ups.... just play it, what else have i got to say

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galileo31dos01

  

Done with these settings:

 

- GLBoom+ 2.5.1.4, complevel 9.

- Ultra-Violence.

- Continuous combined with a pistol start mindset. Actual pistol start in map 31.

- Saves every 10 minutes or so.

 

An excellent creation. This is undeniably a great example of inventive grand-scale layout design, where the author brought us extensive geometry variation and clean architecture with only stock textures, something different from the traditional 90's scheme most known from older releases, not precisely a better or proper usage of them, instead innovating and also inspiring in my opinion. The detailing is a big plus, not only to keep the player out of any sort of interference with movement, but also to add an extra ingredient that makes encounters more tactical and engaging, such as when darkness controls the area, and not to forget those astonishing fitting skies, seriously that dark blue one in map 01 is beautiful to contemplate. Of course, fitting music too, more on the environmental side though. 

 

What accompanies the impressive art these maps are is the style of progression, in every context possible. These are non-linear above all, which means that rooms and setpieces are generally interconnected via multiple accessible openings and/or pathways, where you can get your resources at many different points of the maps. Mandatory keys can be found in no particular order too. What I liked the most, in this specific context, is how getting lost was never a real problem, since the maps encourage the player to explore every sector for important things and somehow arrange their own route, something I personally enjoy a lot, and it was easy to get back on track. I'm sure this might call someone's attention: there are no cryptic switch hunts here. On another side, in the context of monster placement and combat, there's a mix of everything, whether you get incidental ambushes, small number of roamers, lock-in traps in darkness, heavily populated arenas in a slaughter(y) tone, crowd controlling, fun with barrels, all combined with the theme of the maps make for very interesting key and filler-ish encounters. Of course, you are busy at least 80% of the time, that depends on how you approach each map, but a very important touch is the freedom of choices, like instead of jumping off a ledge to explore a sewer that could sandwich me between spectres and archviles, I could take a nearby lift and find some other powerful resources and combat in the middle, to eventually approach the sewer from another entrance, without trivializing the fight that much. There are a few surprises in some of the maps, in the form of custom enemies, one is the turret, which shoots plasma cells in a faster rate than the arachnotron. Although I wasn't a fan of it at first, mainly because it was too hard for me to not get hit even with circlestrafe, its best usage came later, when it functioned as a proper turret. I won't spoil the biggest ones though, all I'll say is that those new creatures are no joke, seriously, take them with respect, specially the secret one, don't be fooled by its aspect. 

 

Secret-wise, hidden arenas are always welcome, secret passages that give you an advantage over certain places (such as to give sneaky archviles a taste of their own medicine) are always welcome too, chains of secrets of course too. While most of them are pretty easy to find, some required an expert eye to spot the hint, that I lacked, or to understand a certain gimmick, like shooting switches that reveal for one second, which took me 230 bullets to finally trigger the secret ffs... But in general, multiple secrets in non-linear maps are always welcome. My favourite has to be 04, but to be honest all the maps were really fun.

 

Overall, I obviously recommend this to anyone, it has a great replay value, that's a success. I hope one day Mechadon manages to complete Vela Pax and Supplice, those look tempting too. My rate is 9/10. 

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trrobin

  

When I first played around in Mechadon's earlier work "Vela Pax"; I was, like many others, simply FLOORED by the sheer scale of this doomer's mapping prowess.

 

His other maps, like on BTSX, were also exceptionally good; but these maps were/are on another level of map design.

In terms of sheer creativity; Mechadon shows what is possible, with a vision and determination; and with just stock textures to boot!

 

With Counter Attack, it's more or less the same sort of vibe that was on Vela Pax but a little more streamlined and "compact" if you can even say such a thing about maps like these...

It has some similar looking areas to Vela Pax, but it's mostly different and of it's own, and absolutely just as awe-inspiring.

 

This is pure inspiration. Thanks Mechadon.

 

 

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[McD] James

  

Mechadon must be some kind of a wizard because the map pack I just played through was pure magic. 

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Tristan

  

Absolutely amazing. The detailing/architecture, the atmosphere, the gameplay, the music selection.. everything is spot on here. Each level takes at least 20 minutes and you can expect to get lost a bit but at no point does it feel boring. I love maps like these.

 

That was 2 hours well spent, fantastic WAD.

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NuMetalManiak

  

holy shit i got lost, and i fucking ENJOYED it. now there's some pretty amazing combat in each and every one of these gargantuan maps too, but you'll definitely need a guide if you want to get through these maps and their secrets too. so much fun still.

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silentzorah

  

Absolutely amazing, from the challenging combat to the map detailing.  Worth every star I can give.

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Gallic00

  

Very impressive adventure maps.  I like how the levels unfolds like a geometric strip-tease.

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Scotty

  

Somehow these maps manage to feel absolutely huge and nonlinear without drastically creating confusion for progression, and this creates a lot of replay value. Combat is varied and traps inventive. Astonishingly beautiful detailing.

 

This is a masterpiece.

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Zalewa

  
Each single one of these maps is like a juicy megawad on its own. The text file has horridly broken whitespace, though.

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WH-Wilou84

  
Expertly-made maps. Mechadon is one of the very best, and here's to hoping he'll continue to release new Doom-related content in the future.

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Killer5

  
Sick wad.

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Fonze

  
Mech gives us all something to study; these maps are simply beautiful with expertly made layouts.

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  • File Reviews

    • By SilverMiner · Posted
      The soundtrack is coherent thruout the whole
    • By LateToDOOM2020 · Posted
      No idea how this works Its doom magic!
      Very cool
    • By Philnemba · Posted
      Ok not going to lie, but I thought this shitpost megawad was made last year and NOT from February of 1998 which also technically predates the original Mockery wad by a few months 👀!?
    • By Catpho · Posted
      The first truly mature map of yakfak's. The puzzly, "inner logic" map mechanisms and scavenger, dungeon rat gameplay of their previous levels Meep Keep & Hexasketch returns, but whereas those can feel clunky and barebone at points despite the strong authorial voice, here it is fully fleshed out: the setting is evocative, the construction shows the strong command of shapes that defines yakfak's later works, the item placement and layout bends and loops in complicated and surprising ways, the level's moment-to-moment gameplay is filled with a sense of discovery and wonder.   Job has a strong hook in its text file, but what players might not realize is that they must really hang on to every word in its description to even be aware of the level's main concept. In Never_Again's in-depth review for /newsuff (which I highly recommend for details or if you are feeling stuck), he mentions being locked out if you took the "easy" route out, but I feel that's incomplete, as the real reason hinges on the player being conscious of what they are doing in a representationalist sense. In other words, to be able to reach your dream, you shouldn't just interact and go everywhere at random, but try to think about what you are doing in the context of the game's world. The solution will be clear if you square it with what yakfak hints at. There are complications: the in-game hint system of crosses and arrows are counter-intuitive, and exploration will eventually lead you to the combat zone, which itself is a puzzle unravel as supplies require routing and withholding combat through treacherous enemy placement, with only a berserked fist as defense (HMP or below is strongly recommended). In my own experience, it was fun but exhausting to make it through to the AV-guarded yellow key and slowly solve the piece, but I got massively demoralized when I read Never_Again's review that I had already locked myself out of the second half of the map. It was only when I was showcasing the Doomcute in this map to someone else that the level's inner logic finally clicked, and after some experimentation, which was much smoother thanks to me already being aware of the level's layout and lingering mysteries, I managed to solve it.   The feeling of "lore" behind the level's trials and tribulations is my favorite thing about Job, and I wish it didn't take a review for me to "get it". In terms of intriguing combat, intricate moments, or imaginative layout and visuals, I think zzzv tops themself in (woefully underrated) levels like Spidersilk, Nato, and Northern Powerhouse. Nevertheless, an essential stop for yakfak fans, and a memorable journey for those who look for Doom off the beaten path.
    • By Garlichead · Posted
      Infinity is the third chapter of the Serenity Series. Originally released in 1995 as a replacement for episode 1 of Doom. It consists of 8 vanilla compatible maps (no secret map). I played the episode on Ultra Violence using Woof on *vanilla*  compatibility setting.    The average difficulty is higher than Doom 1, but for the wrong reasons. The maps relies on, such things as mandatory damaging floors (which are recurrent on this series), abundance of sergeants and a lack of armor and health all through it. The previous entry had these issues on some of the maps, with map 2 and 3 being the biggest offenders; so I guess it is characteristic of the Serenity wads.   Infinity follows the tradition of the previous entry with the use of copyright music. The episode includes an eclectic mix of tracks by C+C Music Factory, Miles Davis, Michael Jackson among others. The renditions are not bad, and give the wad a nostalgic feeling of early hackers coming up with maps for what was once was an emerging new video game genre   The maps are a little basic for todays standards but they are still fun to play. One most approach to this old wads with the mindset that you are exploring an old design.  They are not as polished as todays designs, the fun comes out of exploring them as a product from their times.    1. **Switch bored?**: a short romp through a wood base. Good use of shotgunners a couple of fun ambushes. The map is a little low on health and has some mandatory damaging floors which can get you killed depending on the hitscanners fights go. *Switch bored?* has the strange habit of having secrets thrown around on the normal route.
      2. **Say jazz to another excess**: a shotgunner heavy map  set on a tech installation.  The most memorable section being a maze full of elevators which makes you choose between different tunnels. The rocket launcher and the baron of hell are introduced on this level. For being such as  a hitscanner level it is certainly missing some armor or medipacks. 
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