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Counterattack

   (33 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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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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Ajora

  

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

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Eris Falling

  

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 galileo31dos01 · Posted
      Done with these settings:   - Crispy Doom 5.3.
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - No saves, mostly.
      Very decent tribute to the original game. Each map is essentially a remix of the ID's levels, built around the same theme and music tracks per episode, albeit with the author's personal changes to the design. Aesthetically, the only notorious difference, and by no means less important, is the texturing he decided to use in some sections. In general the maps look extra polished, there were no signs of misaligned textures, but I wasn't that attentive to be honest. He did left the most distinctive visual features of each map untouched, for example where it's supposed to be a dark secret dungeon, it is a dark secret dungeon, just not copy-pasted.    As said before, Wonderful Doom is just a revamped Ultimate Doom. If you know the game by heart, there may be little room for surprises, so you can take it as a memory test. Of course, the author added his own touch to the gameplay. I would underline the size of the rooms in comparison to the iwad, tending to be more compact though in no way less attractive. In consequence, they lead to a bit more claustrophobic combat, specially throughout the latter episodes, sometimes you'll find yourself in a hairy situation like a slow drop in a cluster of imps and barons coming from the shadows, or starting surrounded of pinkies and barrels to detonate using your ol' peashooter. Another thing is the resource balance, sometimes giving more leeway where there wasn't originally, other times less obvious for the pistol starter. This is part of several plot twists Wraith added here and there to the main concepts to keep it somehow fresh and interesting, but I'm not going to spoil any in particular.    Secret-wise, I guess it's not needless to say almost all of them can be found normally, there is one in E2M9 that can't be triggered due to the teleport line. Otherwise, there are no broken sectors or staircases of secrets (sorry to burst your bubble ;P). There are no disliked maps, and so I'll avoid to pick favourites this time. I also didn't care if most maps were extremely similar to the iwad ones, but that could not be the case for you.   Overall, I won't lie and say this turned out to be thoroughly enjoyable. It's what I expected from an author with such love for plain vanilla Ultimate Doom. Nostalgia fans should give it a go. Well, as long as you wish to "play Original Doom one more time", otherwise if you expect a thing like "Doom the Way ID Did", it might not be wise to download this. My rate is 8/10.
    • By bemused · Posted
      This is clearly the most groundbreaking, exciting release of the decade. Forget your megawads, this is where its at. Wonderful, delightful, sublime, glorious... all words that dont even come close to expressing just how great this wad is.
    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
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