Moonblood

   (7 reviews)

Author

Deadwing

About This File

Moonblood is a megawad (32 levels) for Doom 2. The Project has started with remastering the levels from my first wad, Eclipse, but the changes became quite big and I decided to turn it into Moonblood (it was initially called Revclipse, then after Reclipse). The levels were most inspired by early Scythe 1 levels, Jenesis, Mano Laikas and DTWID series.

Credits

gaspe, rdwpa, mouldy, koren, skepticist, an_mutt, leodoom85, NoisyVelvet, joe-ilya, antares031, memfis, rhinoduck, Keyboard_Doomer, SSGMaster, rodster, scifista42, dobu gabu maru and EffinghamHuffnagel for providing feedback, demos and helping me out!

Base

Eclpseii

Build Time

One and a half year

Editors Used

Doom Builder, XWE, Photoshop.

Bugs

None


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· Edited by NoisyVelvet

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

Really damn solid.  It was hard on UV but very engaging, and the maps are tightly balanced for pistol start.  Stay alert and vigilant as you navigate the map, or you will neglect one of many shot-gunners waiting to ambush you around corners, pillars, and nooks and crannies.  This, while juggling mid-tier threats at the same time.  There's also some iwad style puzzles thrown in there too, which i'm a big fan of.

 

Moonblood doesn't focus on awe-striking atmosphere like some modern maps, but goes for the more classic but clean visual style.

 

In the third episode of Moonblood, I found myself switching from UV to HMP because there is a difficulty ramp-up as you reach the final stretch of maps.  There was actual variability in Moonblood's difficulty settings, and didn't seem half-assed for when I switched to HMP.  I have not gone back out of my way to observe the difficulty variability on earlier levels, though.  Additionally, for players looking for a relaxing stroll, I haven't seen HNTR at all to see if Moonblood will accommodate that type play-style.

 

very good mapset.

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leodoom85

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

Deadwing knows my rating already and I did a playthrough of the entire megawad on YT. So, yeah. Recommended in every way. The game has a Doom 1-esque feel than a proper Doom 2 megawad. It has the right amount of monsters, medium-sized maps, difficulty is on point, great music and an unexpected final boss.

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Zalewa

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

The maps here are quite long, or rather I should say that they take longer to beat than expected when you notice that the monster count never goes above 150 (I think). Despite the low monster count, the maps can be challenging to beat. It's not the quantity that matters here but how it's used (she never said that, though). Layouts feel very organic, but not in a chaotic way that would spell "hey bro, let's make some interconnected layoutz out of random geometry". The maps are very coherent and good looking and they play very, very well and despite some unobvious triggers you rarely feel lost. A great WAD.

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Count651

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

Loved it from the beginning to the end. This one's earned itself a nice little spot in my favorites folder.

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StormCatcher.77

  • 4
   1 of 1 member found this review helpful 1 / 1 member

Cool megawad with a strong atmosphere of Final Doom, moderate difficulty and thoughtful arrangement of enemies.

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  • 2
   0 of 1 member found this review helpful 0 / 1 member

Gameplay consists of getting ambushed by Revenants flanked by Archviles and Pain Elementals while chaingunners chip away at you through windows and on ledges. 

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AnonimVio

  • 2
   0 of 2 members found this review helpful 0 / 2 members

Incredibly, amazingly, furiously, unbelievably boring.

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  • File Reviews

    • By Zalewa · Posted
      Was there a texture limit imposed here or what? It's all red rock. Shooting is straight forward, geometry is the same irregular shapes with height variation that only slightly goes up and down. The map is very short and not boring, but it's very, very basic.
    • By Zalewa · Posted
      Nothing spells meh like recycled IWAD geometry. And it's recycled a lot. The level is crampy, plain in visuals and the combat stalls at times.
    • By Zalewa · Posted
      A graveyard/mausoleum level built only out of Doom 2's stock textures. Weapons stop at chainsaw, shotgun and chaingun - there's no SSG as far as I know. The level is short and mostly not difficult. A nice map, all in all.
    • By CapnClever · Posted
      Playability notes: The mapset appears to have been tested only in ZDoom, so use that (or ZDoom-derived). Pistol starts are recommended.   Confinement 512 has a number of fun encounters and difficult matchups, but lacks the refinement to do so over its entire length. Veterans will immediately note some missing textures and odd handling of monsters under the floor, laying bare the inexperience of the mapper during this creation, though it doesn't significantly impact the gameplay. Aside from one or two major stumbling blocks, however, I consider this a good first attempt and it shows considerable thought put into the set's progression.   Much like the binary-powered iterations before it, the limitation of this mapset is to only allow the player to move within a 512x512 square, a mere quarter the size of more typical 1024 projects. This tends towards very small arenas  in which fights can take place, but with the right mindset it can be to the mapper's advantage. For example, a map can focus the player into one or two well-designed encounters instead of drawing itself out with numerous mediocre ones. Such appears to be the philosophy behind these maps.   The first four of seven maps are quite amusing, with the player bombarded at every turn. Even barons manage to become semi-interesting at such close range! Maneuvering against various enemies is a challenge unto itself, and yet there's still plenty of action through the progression of a map. Skipping a bit, the sixth map is very rough in its start, but with a few attempts you learn how to play along and it ends up an exhilarating choice of combat.   The biggest issues here are the fifth and seventh maps, for very different reasons. MAP05 is simply too constrained: there's basically one streamlined approach and it ultimately depends on luck. (I'd like to think it was me simply not learning the level well enough, but it's a really awkward map regardless.) MAP07, on the other hand, tries Dead Simple and, while the first half is actually a decent fight, the teleporting of Arachnotrons is completely trivialized (keep in mind this is ZDoom, and berserk fist is quite manageable against large opponents).   It's a small set, and its amateur placements are refreshing under the self-imposed conditions. My recommendation: try to get through it all, but feel free to skip MAP05 if its challenge isn't to your liking.
    • By CapnClever · Posted
      Playability notes: Designed for vanilla usage, so take your pick. Play with pistol starts.   Congestion 384, though quite small in stature, is solidly refined in both aesthetic and encounter design. While no level is all that hard, each one fits an interesting fight into the space available, and I can't ask for much more.   Inspired by Congestions 1024 and 64, this limitation is something of a middle ground, only allowing for the player to navigate within the confines of a 384x384 block. Needless to say this is very small, and at its very boundaries the player can only move within 12 widths of one's self along either axis. Still, it's enough to fit a fight or two, as this mapset eloquently shows.   The encounters really are well-handled, perhaps due to the limitation itself: each level has to pull its own weight, lest the entire mapset come across as filler. There are a couple stumbling cases wherein an otherwise difficult enemy can be skipped by exiting a level early, but played as-is they would be a fun challenge. The aesthetic also plays enough of a role to benefit encounters, stealthily giving the appearance of a full map but eventually revealing a new group or two.   I'd mention highlights but in the time it would take to read one you could finish its respective map, so instead I'll mention my favorites: MAP03, MAP05, MAP08, MAP10, MAP12-MAP15, MAP18. It's a fun little mapset worth a quick playthrough and an excellent primer for those just stepping beyond the difficulty of Doom1 or Doom2.