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Good Morining Phobos

   (8 reviews)

About This File

Good Morning Phobos is a brand new megawad that captures some of the old school and new school levels,created mostly by me,hope you enjoy this exciting experience


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Austinado

  

I must say what an excepcional WAD...i have been playing for quite some time and each level its an absolute masterpiece of design. I got till the level 30 and man...when you reach there you are absolutly tired of killing monsters...level 29 was my "enough" and when i got to level 30 it was like "ok...im done". Its absolute carnage in a good sense of way of course...but for me it was enough. Must say this is a kind of a map that ill take example for my mappings. 5 Stars to the wad because there is no more to give. I repeat, an excepcional Wad a brutal challenge on dificulty...simply great. Excelent Work !

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MuratMikal

  

This is a pretty hard megawad on UV due to the big amount of chaingunners and archviles in almost all maps. Either you play very cautiously or you'll be blazed or shredded very quickly. If you're not an elite player you'll certainly need saves in order to beat some maps. Aside of the difficult, I found these maps to be very fun and excellent crafted, the author did a good job! Overall I recommend it for everyone who likes a great challenge, but play on HMP if you want a less intense experience.  

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HAK3180

  

Good Morning Phobos is a very well designed, cohesive megawad that takes after TNT. There were some frustrating ammo moments (usually too many goodies in secrets) and some moments that felt simplistic, but by and large these are fun levels that look great with lots of excitement. You feel like you are simultaneously in 1996 and 2016 in terms of atmosphere. My favorites are 05, 11, 12, 16, 22, 24, 28. It's not a "hard 5," but it's at least 9/10. I would recommend this to anyone who has even the slightest interest in "conventional" Doom wads.

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Sasha

  

I am pleasantly to pass these not hard maps.

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NuMetalManiak

  

this is the kind of wad that if you got a group of newb players who want to get into custom levels, this is a fun start. it starts out easy, managing to stay easy for a very long amount of time until the halfway point. most areas are rather open, making maneuverability a lot of fun. the endgame levels are quite varied, but the overall enjoyment from playing GMP remains strong. a few unique ones here and there, like the Evilution tributes, MAP30, and MAP32, all worth it in the end.

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- GLBoom+ 2.5.1.4. complevel 9.

- Ultra-Violence

- Continuous combined with a pistol start mindset. Actual pistol start on map 33.

- Saves every 10 minutes or so.

 

This is one of those exotic wads I stumbled upon the pictures and thought "Wow, this looks promising!". It certainly captured my attention from the beginning, reason why I had great expectations for the further maps. Truth is, the wad did not disappoint me, about certain aspects, but the gameplay wasn't its strongest feature and I'll mention why later. One thing is for sure, the architecture and visuals are high quality, probably one of the best examples I've ever seen. Those textures (cc4-tex) are excellently used, it was easy later to remember the maps based on the variety of colours that predominate in each episode, like green/brown in the first, blue for the second and red/orange for the third, with also darker shades of grey in all maps, which of course blend beautifully with the rest of the colours. No invasive detailing, a little bit of creepiness with light variation in certain parts. Honestly, no real complaints on this side, except for a few HOMs that once seen can't be unseen, still nothing game-breaking. The set comes with tons of amazing well-known tracks from the iwads and other pwads, I recognized a few from Speed of Doom too, the list of midis used is missing unfortunately and I really need to where does MAP23's track come from, so if the author is reading this, please provide a list.

 

The situation with the gameplay is this: monster placement is mostly found casually in front of the player, sometimes symmetrically in smaller rooms, after you open a door or you're teleported somewhere, which leads to incidental combat, while traps exist less often and at times without a sense of being actually trapped, unless you stay still for too long and get overwhelmed in a second. There're are also tons of teleporting ambushes and hordes after you reach parts of progression, but this is nothing new. In general, these encounters consist of different type of monsters, rather than packs of the same specie. However, a great percentage of the monster composition are former humans. Their usage is what irked me so much in almost all of the maps, because more often than not I found myself having to camp behind a door, pillar or whatever to clean them from a "safety" point, since they appeared in every single setpiece. The situations aggravated when I opted to play more aggressive and get into rooms, I saw my continuous health/armor reducing to none thanks to the abundance of hitscanners, in comparison to other types of enemies, which were used more or less well though, if I ignore the many pain elementals in wide open spaces. I'm not really saying that hitscanners were used terribly, if something is true is that their placement in this wad implicates one could see themselves forced to play conservative most or part of the time, at least in my experience I had to do it regularly, as I never knew when the last sergeant was going to die, with foreknowledge it could be different. On a positive side, you'll most likely see them before they could chunk your health (no snipers, or not that many to feel too tedious). Well, the high difficulty is there, so maybe players that enjoy a slower-pace will find these maps more appealing the way they are. I myself had more fun when other monsters provided more danger than the zombies themselves, or a balance between them. In terms of progression, maps become longer and larger the further you get, part is because of how high is the monster count, which I didn't have a problem with, and they are mostly linear, with some vague sense of non-linearity from time to time, thanks to how the layouts are constructed (reused spaces, optional backtrack from end to start). Weapon progression and ammo is something I cannot speak with the same knowledge a pistol starter would, all I can say is that ammo seemed to be on the tight side, and you can have many different options for weapons in every map, so that's a plus.

 

Secret-wise, with the exception of those that are not marked with any visual/audible clues, I think they are all very easy and useful. There are quite a lot of powerful secrets that might nullify the effect of hitscan attrition, or those that can trivialize an encounter, well, I know a few cases where the secrets are almost mandatory to avoid death, not a fan of those. I should mention that some maps cannot be maxed due to some secrets are impossible to tag on complevel 9, as well as several bugs, you can read about them here. For favourite maps I'll pick 01, 14, 31, 32, 33, 16, 19, 27, and 28. A shoutout to map 30 for not being a non-tedious IoS map!

 

Overall, I think with some more reviews from other people we could provide more feedback so the author can bring us more content, if they can and/or want of course, I'd like to see more of their work. Hopefully, anything mentioned above might capture your attention, or not, whatever, give it a try, we all have different tastes... Ok enough rambling, my rate is 7/10.

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nxGangrel

  

I've been looking forward to this Wad to be released since I joined in 2015. And it definitely does not disappoint! It's challenging, fun, and has kicked my ass several times.

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Zalewa

  

This WAD starts out nice and then with each map it gets stronger and stronger. Each single map in this WAD is of topmost quality, with very good looking architecture, thoughtful gameplay and good music choices. While keeping the difficulty level high, it also manages to keep it fair. You will never find yourself in a RNG situation here. It's one of those rare WADs where MAP30 doesn't shy away at casting hordes of enemies at you while having multiple spawners but at the same time it's beatable in a single run! Do pay attention to your ammunition, however, as there's "just enough" of it. Control your shots. Make each one count.

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  • File Reviews

    • By PsychEyeball · Posted
      The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game.   The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable.   This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.
    • By Skittle · Posted
      I think that the combination between shotgun and chaingun combat, and the hitscanner shootouts this WAD offers are really fun and engaging. Pinky Demons are placed in areas where they're not frustrating, (The opposite being something I see very often, nice work Romero :P.) My only issue with this WAD is that one or two of the secrets, specifically those found in the darkened tech room, are sort of esoteric. The one where you have to jump from a platform isn't the worst, but the one for the Mega-Armour is annoying and in my opinion, unfair to find.   Despite these small issues, I think that Phobos Mission Control is an excellent and exciting level to run through, and I applaud Romero for returning to the Doom Community to make new levels.
    • By top10epicfails · Posted
      this wad SAVED MY MARRIAGE. 3/5
    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
    • By BoxY · Posted
      Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. 5/5
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