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Good Morining Phobos

   (8 reviews)

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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 Pechudin · Posted
      Quite simply the best MegaWad I've ever played. DooM, like any other game, piece of art or real-life situation has a certain langauge. Upon loading a map you know certain things will happen. There could be keys. Monsters, certainly. Maybe platforming. At any rate, you know certain patterns mean certain things, like a key in the middle of the room or an 'unguarded' Megasphere.   This WAD breaks this langauge. Some keyed doors open up...to a brick wall! Huge open areas that you'd expect to be filled with monsters never do. It brings a certain level of discomfort, but also a sense of wonder. This is not a WAD for those looking for a challenge or fluid fights (since many fights are awkward and very start-and-stop), but for those that like the bizzare and exploration aspect.   So good!
    • By elend · Posted
      A.L.T. quickly emerged as one of my favourite megawads as well. With its "realistic" style maps, that more than once delve into the abstract and surreal and thus form something quite unique and... unsettling. The amount of neat ideas and gimmicks this mapset employs is really quite amazing and I think every single map surprised me in at least one aspect. Be it gameplay, design, atmosphere, or layout. No map is the same and apart from one I really did not like they all play very well. Most surprising of all did they manage to not get me confused and lost, which says a lot. The music was incredibly moody as well.
    • By UnknDoomer · Posted
      For me, at the moment I'm writing this review, #1 WAD of onces that I've played / seen / heared.   Options and things:
      * GZDoom. * Have played with "Complex Doom" modification. * Difficult - "Ultra-Violence". * 100% secrets and enemies. * No annoying / too hard maps found.
      * #9 in community top.   Pros:   1. + Great, own, unique style level design. I just tell a few words about some of the levels:

      * MAP07. Bad Reception. Small arena. Tough fight.
      * MAP08. Hide and Seek. Small warehouse map with 18 enemies in total. But this enemies - arches and pinkies. And if you start with the pistol - there is only chain gun on the map in additional to it. If you using Complex Doom add-on - those arches might be way tougher then regular onces.
      * MAP09. Broken Records. A lot of hard enemies in small arena that is look like library.
      * MAP12. Dead End. Nice, circle like, map.
      * MAP15. Gladiator type arena. Literally. First you fight with some upcoming enemies. After "viewers" (another demons) starting to fight with themselfs and you.    
      * MAP20: The Mouth of Madness. The name speaks for itself - from a kind of mouth, from the very start of the map, hordes of demons move directly to the doomguy. And BFG will not save you at all. Strategy here - as fast as you can use switch on the left side of the map (climb the islets) and then run and use switch on the right. Break through the pack of barons to teleport, which is on the right side, in lava, and hide in the top type location. Wait till most of the enemies will kill each other. I've attached some screens.     * MAP21. Indigestion. No ammo or weapons. Only pistol with few shots. Tough enemies. As result you need to use local traps and enemies attack enemies strategy to deal with, in total, 135 of such onces.
      * MAP28. Necropolis. ~ 1411 enemies. And mostly no regular place to hide from them. Few cyberdemons, a lot of cacodemons.
      * MAP30. Game Over. That what can happen if you will play Doom too much... Or, by other hand, some Silent Hill 4: The Room atmosphere here.   2. + Horror-inspired music on some horror like levels. 3. + Combines just fine with "Complex Doom" modification.
      4. + Challenging. 5. + Unexpected gameplay twists.
      Contras:

      Zero, but,

      * - If you play with Complex Doom you can stuck on MAP29 in case here was unique boss and mod just change it to it's own regular one type. So. To proceed further use console, ~, and write there "MAP MAP30". MAP31 can be beaten with pistol start without much troubles.
    • By P41R47 · Posted
      Talking about A.L.T. and it convulted development leads us to nothing. And by now, there is not much recollection of what was the original story Azamael intended for the megawad. But that doesn't stopped Lainos, BeeWen and the (B0S) Clan to make what i can say for sure is the most deep and psychological Doom experience out there. The storytelling details around the maps, the oppresive atmosphere, the leitmotiv used all around, the mystery, alienation, and huge sense of dread and loneliness this megawad achieved is something never seen or experienced before.   Storytelling megawad are somewhat the most difficult to make. Why? Well, the rudimentary engine of Doom only allows a few text screens, and so, mappers has to be smart and cunning to achieve the desirable effect... All has to be made without breaking gameplay and making it boring.   This megawad is one of the projects that is at the peak of storytelling megawads, and there are not much that can equal this level of storytelling. This are the kind of megawads that i crave for. Full of details, full of atmosphere, full of deep thinking. Works that are artistic and imaginative, breaking the standars and passing by uncomprehended on their own time. Fortunately, history was kind with this work, and now it attained the reward it deserve.

      Thanks to all that worked on this project: Lainos, BeeWen, Wraith, Azamael, Chaingunner and all the members of the (B0S) Clan. This is truly a work of art in its purest form.
    • By 94's the best style · Posted
      Sluggish gameplay with little new to offer. Traps aren't creative nor is combat fun. Also, the first map has annoying pole running section and is very dark. At least geometry showed some effort.
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