Counterattack

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Author

Brett "Mechadon" Harrell

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

Credits

Mechadon

Sky textures for MAP01, MAP02, MAP03, and MAP4 were composed of various stock images that I do not have credits or sources for.

Both sky textures for MAP05 were edited from stock space images from NASA.

MAP32 textures come from the game "The Adventures of MicroMan, Adventure 1: Crazy Computers" by Brian Goble. I ripped and edited them to work in Doom.

COOP sign is an edit of the Doom exit sign.

Vargskelethor Vinesauce mushroom texture is by Joel (with slight edits by me to get it to look decent in the Doom palette).

Base

From scratch

Build Time

6 months

Editors Used

GZDoom Builder, SLADE, GIMP, WhackEd4, Notepad++, Sid2Mid

Bugs

In MAP01, the Red Keycard crusher section doesn't time properly in ZDoom because of some difference with voodoo doll scrollers. It doesn't break the sequence, it just makes it possible to get stuck under one of them if your not careful. Sorry I couldn't figure out a way to fix this :(

In MAP04, at the Yellow Skull fight, a large section of the floor lowers into some steps. Monsters like to get stuck on the edges and I don't know of a good way to get around this. So use it to your advantage I guess.

The final boss's death & sight sounds don't play at full volume (this is fixed in ZDoom).

Multi-part lifts are used in numerous places throughout all of the maps. I have tried to mitigate the possibility of them breaking as much as possible. But a busted lift is still something that may happen.

The wide-screen statusbar graphic replacement currently doesn't look right in Zandronum 2.1.2, Odamex, and Doom Retro (and maybe others).

Some of the later maps may cause lag in certain ports and/or on certain machines.

There are probably lots of little slimetrails in many of the maps. Don't worry, they won't hurt you.




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Scotty

  • 5
   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.

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silentzorah

  • 5
   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.

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Eris Falling

  • 5
   1 of 1 member found this review helpful 1 / 1 member

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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WH-Wilou84

  • 5
   1 of 1 member found this review helpful 1 / 1 member
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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NuMetalManiak

  • 5
  

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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Gallic00

  • 5
  

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

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Zalewa

  • 5
  
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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Killer5

  • 5
  
Sick wad.

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Fonze

  • 5
  
Mech gives us all something to study; these maps are simply beautiful with expertly made layouts.

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  • File Reviews

    • By Dedalus 80 · Posted
      The map is a pleasant, detailed and HUGE structure.  On the other hand it is too labyrinthine and the fight are not engaging. Things I hated: two little buttons (too difficult to find) and the mice (they don't blend well in the futuristic/nightmarish setting of Doom). Things I loved: vehicles/aircraft and the wide variety of textures.   P.S. For a first map this is absolutely stunning. My compliments...    
    • By silentzorah · Posted
      Pretty solid ZDoom megawad.  Very few maps that I found poor in quality.  Challenge level is acceptable, secret levels are pretty fun.  Wished more ZDoom wads were like this.   I would have rated this five stars, but failing to credit me for the boss music in E1M9 merits four stars.
    • By The_SloVinator · Posted
      Played on UV.   The Good If you need more of a classic Dos DooM from 93, then look no further. This was done brilliantly, especially the Cyberdemon & Spider Mastermind battles.   The Bad Nothing.   In summation Don't miss on this one. Three episodes of goodness!  
    • By Summer Deep · Posted
      This is a strange mixture. A more 'hellish' and, overall, more difficult version of the maps it's based on. Nonetheless, the consistency varies widely.    I didn't die or save once in the first five levels, but then the fun starts. Level six is much tougher, with a crazy finale featuring instantly respawning arachnotrons - one of them revived itself five times before it was permanently extinguished. Level seven, based on 'Dead Simple' of course, presents an archvile-based encore which will cause most players considerable frustration.    Things then settle down again: maps 8 and 9 are not notably harder than the originals, and map 10 has plenty of health and ammo (plus two invincibility spheres). The final level is a somewhat challenging one, in which killing everything, certainly if playing on the top difficulty setting, is probably impossible, most obviously in the exit room.    This is an attractive mapset, visually pleasing and imaginative, and with generally solid gameplay. I just wish the author could have achieved a more evenly graduated  difficulty curve, and maybe toned down the occasional excesses. Overall I'd give it 4+ out of 5.   Played on UV, continuous, GLBoom+.
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   This is a very nice megawad dating from last 90s. It consists of moderately short maps, starting with simple compact tech/rocky layouts, extending to bigger open areas, from a forest to hellish environments as far as progression goes. In combination with standard Doom aesthetics there's a set of new good-looking and odd textures, some of them stood out to me like the suffering baron of hell, grey skulls in the icy map, the rotating spawn cube, the vines in the forest map, and the sleeping babies, that one was creepy. I must add, that lava texture is gorgeous, and the way it was used not only on the floor but behind enemies in darkness, very neat imo. There are some special effects, in earlier maps you can hear former humans dying behind walls, I guess that simulates other marines dying in combat, it basically tells the story while you're playing, really cool. And, custom sounds, for your marine and monsters, the imp's new sound was obnoxious, I liked the zombies new low voices though. Honestly, visuals and also music are the standouts, not that combat is bad but that depends on your expectations if you have never heard of this wad before.   And well, this is a megawad for relaxing combat, consistent difficulty and moderate progression. I'd say it's on par with Icarus and Evilution, probably similar to other wads of the same style, in terms of monster placement. Sounds easy? Well it is, technically, maybe much easier, but it all depends on your skills. There's not a lack of challenge, but there aren't any gotcha! moments if you exclude a few surprise archviles or some sneaky shotgunners. You usually get your weapons and ammo early, health and armor supplies aplenty, it really isn't tricky to maintain yourself far from death. Plus, monster count rarely exceeds 100, with them being mostly low-tiers. Don't be surprised if you find a BFG and don't have anything worth to use it lol.    When it comes to secrets, usually they are behind walls with a different or misaligned texture. They are generally very easy to spot and the rewards can be too very high.    Not sure which are my favourite maps, but the ones from map 10 are what I liked the most. Well map 10 is a case of nice spooky atmosphere but a feel of loneliness, because it's dark and big yet almost no monsters. The IoS map, with the boss called TCHERNOBOG, was surprisingly entertaining somehow, even if it was a bit anticlimatic before I got to his heart.    So, as an easy set, I like how it played. Probably not appealing to skilled players looking for extreme carnage or multiple traps, but if you are new to Doom and/or love vanilla gameplay, this is a candidate not to ignore. For what it provides, I consider it a success, personally talking, and so my rate is 9/10.