Jump to content

Counterattack

   (31 reviews)
Sign in to follow this  

Guest

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
Elie.T.Zerg likes this


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


Scotty

   3 of 3 members found this review helpful 3 / 3 members

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.

Share this review


Link to review
silentzorah

   2 of 2 members found this review helpful 2 / 2 members

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

Share this review


Link to review
Eris Falling

   1 of 2 members found this review helpful 1 / 2 members

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.

Fonze likes this

Share this review


Link to review
WH-Wilou84

   1 of 2 members found this review helpful 1 / 2 members
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.

Share this review


Link to review
Ajora

   0 of 1 member found this review helpful 0 / 1 member

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

Share this review


Link to review
NuMetalManiak

   0 of 1 member found this review helpful 0 / 1 member

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.

Share this review


Link to review
Zalewa

   0 of 2 members found this review helpful 0 / 2 members
Each single one of these maps is like a juicy megawad on its own. The text file has horridly broken whitespace, though.

Share this review


Link to review
Killer5

   0 of 1 member found this review helpful 0 / 1 member
Sick wad.

Share this review


Link to review
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.

 

 

Share this review


Link to review
Gallic00

  

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

Share this review


Link to review
Fonze

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

Share this review


Link to review
  • File Reviews

    • By Summer Deep · Posted
      A 1994 map with some of the limitations you might expect, but overall this is well thought out and executed. It's also a very good challenge, certainly on the UV setting. It's actually for E1M1, as another review points out.   There's a Doom 2 conversion of this on the Demon Gate CD compilation, and maybe others.   A bit better than the bare 4 stars. Around 8.5+ out of 10.
    • By GuyNamedErick · Posted
      I was surprised to see that this was a WAD made in 1994, it doesn't have many of the mistakes you would find in other WADs, it's fairly nonlinear but never to the point of being a bad maze, and it's a fun short map all around. While there might be a bit more ammo than you'll really need, the WAD is solid for 1994 and might even be fun for deathmatch, maybe. Overall, a 1994 WAD worth playing!
    • By TheV1perK1ller · Posted
      I had a lot of fun with this. I absolutely love the Doom 3 textures being put to use, too. Excellent atmosphere, and probably one of the more 'fitting' uses of RSKY1 I've seen in quite some time. This level strongly encourages the player to thoroughly explore for secrets, otherwise your ammo count would always end up getting tight.   I would have given this 5 stars, had it not been for two things:   1) As mentioned before, ammo was particularly short towards the beginning. When I first played this I struggled with trying to conserve my Shotgun shells - having a Chaingun instead of having to resort to the Pistol might've been an improvement, although this didn't really bother me too much in all honesty.   2) Towards the end, I had an issue where picking up the yellow keycard made three nearby Imps atop of the cliff-faces unkillable. Not exactly sure what happened here, just make sure to kill them before collecting the key if you wish for a 100% kill rate.   Other than that, this was excellently done. Good job, Romulus!  :D    
    • By kfpopeye · Posted
      Felt so much like the original Wolfenstein and Spear of Destiny. Used just the right balance of new Gzdoom features and old style Wolfenstein play! Excellent.
    • By YouAreTheDemons · Posted
      Barely playable. You're given bare armaments, and have to contend with using a shotgun against Hellknights and Revenants until you drop down a hole, get stuck in a maze of tunnels filled with enemies, and then find yourself in an outdoor area, still unarmed, but surrounded by enemies. Honestly, I think Sisyphus has it easier.
×