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Newgothic Movement 2

   (23 reviews)

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Slaughter. Fun slaughter. With music. Enjoy.


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Gallic00

  

Felt more polished than the original.  Maps were more enjoyable and prettier.

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trrobin

  

Without a doubt this is the most enjoyable slaughter wad I have ever played bar none.
The original "Newgothic Movement" was already great (especially for the time), but this sequel manages to not only match it's quality, but to exceed it (and then some), delivering an unmatched doom experience.
The gameplay is finely-honed, the architecture/level-design and thing placement are all carefully crafted, the music is always fitting, and the variation between levels keeps things interesting and moving.

Yes there is the odd visual glitch here and there, but you really won't care as you'll be having so much fun.

If only all slaughter wads were this inspired!

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galileo31dos01

· Edited by galileo31dos01

  

Done on UV/continuous/saves

 

Yes, continuous, so what?. A great mapset that practically requires foreknowledge and/or iddqd runs to see what's out there. Playing blind will make players suffer from frustration and annoyance, unless you really dig into intense slaughter wads. So, regardless of iddqd-ing before actually playing, I think it goes fair all the time IMO. As far as I remember I didn't have anger issues aside from a few specific situations, like the dark blood-erage in map 05. Patience is also required, but the adrenaline you feel playing these maps is, wow. 

 

Visuals and music are excellent. Gothic is really awesome in Doom, and some effects like the underwater cave in map 13 are what added pluses to the maps. There are a few HOMs in some maps and nodebuilder (as they call) issues in map 09. Map 31 looks awesome.

 

Secrets, well aside from some invul spheres that may or may not feel obligatory, are in general fine. And the music sounds great, adds a sense of excitement when tackling hordes of everything. 

 

My favourite maps, umm maps 03 and 13, also 08, 09, 10 and 15 for having a lot of fun. Map 05 is the only one I didn't quite enjoy, as far as I remember, though it's not a bad map. 

 

Overall, it gives you what it promises, go and check it out if you are a fan of carnage. It's a 9/10 for me. 

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Nazgul9

  

The description says "Slaughter. Fun slaughter. With music. Enjoy."
Delivers as promised. Great mapset of the "slaughter + eye candy" type. Recommend!

 

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  • File Reviews

    • By amackert · Posted
      Visually there is a ton of attention to detail which is always a treat to look at, and the actual map designs of the first four episodes are very well done. I enjoy the "new" monsters and some of the upgraded weapons, it definitely makes certain parts of it feel fresh compared to the typical wad. The challenge on UV was just right for me with few if any parts being too overwhelming. Overall it gets a 4/5 from me because I wasn't a big fan of the fifth episode set of maps, both thematically and gameplay-wise. Ammo starvation was real there in those last few maps which isn't a lot of fun to me, not to mention its too drastic of a change compared to how the rest of the wad plays. Also, thematically I feel like these end-game maps would have made a bigger splash as mid-game maps, not finale maps. Great idea with the final boss mix-up though, I enjoyed that. I do still prefer Ancient Aliens as a whole (a wad that I feel is much better balanced overall and is more interesting of an experience), but Valiant still comes highly recommended from me.
    • By hardcore_gamer · Posted
      I agree with BChricton78. Rather than being fun to play, this remake just highlights how massive of a difference good lightning and texturing makes to a level/game. I know this isn't the fault of the makers of this mod since they were merely remaking the original Doom 64 levels, but these levels frankly aren't very great when stripped of the improved Doom 64 graphics. So much in fact that it makes me wonder how important level layouts even are compared to other aspects of the visual presentation such as texturing, lightning and rendering.
    • By silentzorah · Posted
      Good stuff.  Only giving it four stars because though the new music was good, I just wish there was more of it.  Still, this wad is absolutely worth your time.
    • By BChricton78 · Posted
      Umm... From the brief snippet I played, I'd definitely give them an A for effort... But this just feels... wrong to me. I'm sorry but playing Doom 64, without the lighting, atmosphere, redone sprites and ambient music? No thanks. It just takes away the things that make Doom 64 so special. Still a nice little attempt at recapturing Doom 64, but I'm better off with Doom 64 EX, for my fix.
    • By Agent6 · Posted
      And thus, oh you know what I'm going to say already, Doom 64 for Doom II has been finished, played through GlBoom+ 2.5.1.5 on UV.   So for an introduction, as the name implies D64D2 is a recreation of the classic Doom 64 originally released as a console exclusive for the N64. It aims to recreate the levels along with their gameplay using mostly vanilla Doom II resources. It features a new menu background, ENDOOM screen, new music, a few new enemies, namely the Nightmare Imp and Cacodemon as well as the final boss the Mother Demon, a few new textures, new intermission messages, a new end level screen, but no custom sounds or weapons, meaning that the unique and iconic Unmaker was not recreated in any way.   For a recreation, I must say that the levels and their gameplay come quite close to the original Doom 64, nonetheless various liberties have been taken in different forms, ranging from new takes on various puzzles to completely new levels, as well as the usage of the enemies who were absent from the original due to memory limitations. The usage of enemies who were absent from the original game comes with mixed results as it doesn't always work, probably one of the most obvious flaws in the game. This is most noticeable primarily in the levels that came closest to their D64 counterpart as the environment was clearly not designed with them in mind. For instance, you'll encounter Revenants on narrow corridors quite often, and sometimes even Arch-Viles. This isn't a problem in larger areas where it's usually quite fun to fight them, but not in those particular areas. Chaingunners do seem to work quite well however since they can easily blend with the rest of the hitscanners.   Compared to the original D64, a major difference could be the tone and atmosphere of the game. D64 was slower paced and more atmospheric, whereas D64D2 is faster paced with less emphasis of that element, supported by the amazing but more action/fun oriented soundtrack. Perhaps the darker, much more hellish levels such as Unholy Temple are the most atmospheric levels in the entire game, and also the best looking. Unholy Temple is definitely my favorite level here.   While on the subject of changes, some of them are very interesting. In the Void is probably the most surprising for me. The original featured a light blue sky and a rather foggy atmosphere while the level itself was pretty bright, how does this map look like in D64D2? Well, it seems to literally take place in a void now. Indeed, the sky is now completely black, but luckily poor visibility was avoided, at least for the most part, so there's no difficulty in seeing the enemies and where they are. It's a change that works well, unlike others. The most drastic changes were probably done to The Absolution, where you can now find 3 keys, but you need to complete various puzzles to reach them, and not the exciting or fun type. The room with the yellow skull was probably the only fun one, the others? Well, for the red key you have to go through an awkward platforming section where everything, including the enemies are obviously, cloaked in darkness, while the blue key has a puzzle comparable to the room with the red key (Demon key on the original D64) on Outpost Omega, except that it's more tedious. Not exactly changes done for the better. I don't know how exactly they impact the level though, but in my playthrough I didn't even fight the Mother Demon, I just heard her screaming once while I was fighting the teleporting enemies thinking that she finally showed up, only for the end level screen to appear, so I assume she died somehow.   D64D2 also comes with some exclusive levels that were not part of the original D64, and I personally think they're little more than filler maps. They're not terrible, but not great either, and I can't find any reason for why they exist. Well, at least they're very short and straightforward, so you don't waste much time with them. And while being on the subject, some of the secret levels from the original have been turned into regular maps, meaning that you don't have to search for secret exits to reach them. One such example is Outpost Omega.   All things considered, D64D2 manages to capture the spirit of D64 while also making plenty of changes, yet generally remaining faithful to the original. Some changes might have been for the worse, but there's plenty done for the better as well. It's pretty short and easy, just like the original, so it can be finished in a day, you can't go wrong with it. A collective effort for an ambitious project that should be well worth your time if you like Doom 64 and want to see a different take on it.
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