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   (19 reviews)


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.

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· Edited by seed


"In this great solar eclipse all light shall starve and perish,
As phantoms of the astral abyss drain the cosmic life force
... " - (Demoncy - Opening the Lunar Bloodgate)


Therefore, Moonblood has been finished, played through the Eternity Engine 4.00.00 Voluspa on UV difficulty. Interesting to see where the so-called overhaul of old levels led to, but we'll get to that in a moment.


So what's this about? Moonblood is a 32-level megawad consisting of gameplay focused maps with puzzles and nonlinear progression in mind, featuring new textures, music, menu background, status bar, intermission screens, and one boss enemy. It is divided in 6 episodes, and similar to Plutonia in terms of difficulty and enemy count, but much less generous with the ammunition, while being similar to the early levels of the original Scythe in terms of design and aesthetics. In fact, conservation turns out to pay off greatly in most maps, since, despite being pretty accessible, it's very easy to mismanage your resources and end up in awkward positions against few or mid-tier monsters. The enemies are generally placed in strategic positions, thus taking a moment to look around (or in the distance), or listen to the sounds in the environment can prevent some stupid deaths (or being sniped by a random hitscanner in the distance, be it through a window or out in the open). It takes place almost exclusively on techbases, with a more natural-looking or hellish map here and there.


As implied, the difficulty curve is traditional, starting easy and getting more difficult as you progress, with a (surprising) slight increase with each episode. Surprising because, on a surface level, all of them start rather easy, but don't let the guard down as there are a few surprises on the way, likely to keep the player focused and not fall into boredom. Indeed, if it looks easy, then it probably isn't, although after a while the traps do start becoming predictable (and irritating) as the formula doesn't change. After all is said and done, the journey ends with a battle against a re-imagined Mother Demon (Doom 64), firing Mancubus and Revenant fireballs, as well as rockets. A fitting conclusion, but the maps don't really anticipate the end since the difficulty doesn't get any noticeable ramp up, and neither does the enemy count nor the landscape changes dramatically.


What Moonblood appears to do very well is providing a nonlinear and generally puzzley element to its maps, and neither ever becomes an issue since the levels don't involve excessive backtracking or have cryptic progression, so you don't end up running from one side of the map to the other and still not find the way, or spam Spacebar on the walls or shoot them until some random door or switch triggers somewhere, a problem other wads/maps that offer both elements easily end up doing, becoming painfully confusing in the process, and losing all the fun they could offer otherwise. They're also not dragging on or have complexity for the sake of having it.


Perhaps the biggest problem of Moonblood lies in its roots. According to the description, it began as an overhaul of the author's older maps, and this is especially noticeable early in the game. The earlier levels have a dated look, not too dissimilar from those found in Doom 2, and yet, less impressive than them, giving the impression of belonging somewhere in the mid '90s, but aging relatively poorly. The gameplay is thankfully engaging and fun, so this does not become a very apparent problem that ruins the experience, and the more progress you make, the better the maps get. My favorite maps are those from Episode 5 and 6. In conclusion, Moonblood is a fun "little" megawad which manages to deliver a fun and interesting experience that doesn't last very long, but suffers from featuring revamped levels which don't end up standing out (or even look modern) despite the author's efforts. It could have been better if they were ditched in exchange for something entirely new. Do check out Exomoon after you're done with Moonblood as it lacks the shortcomings the original had, and brings both new and old things to the table (you'll have to discover them on your own, no spoilers).

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Overcomplicated piece of garbage. Avoid it at all costs, unless you're a fan of puzzley pwad, all the gameplay revolves around it every map. As I don't like very confuse levels my rating is 1 (I'd volte 0 if I could).

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- Played on zDoom

- UV Difficulty




·         Plenty of ammo, health packs, and everything else you need to succeed

·         Not sure if this is a good thing to some players, but it’s very non-linear, which means Auto Map is going to be your best friend at times

·         Very subtle difficulty progression

·         Mostly medium-sized maps. But don't let that fool you: These maps take longer to complete than usual.

·         Not a slaughterfest

·         Lots of clever and not-so-clever secrets, in which most are rewarding

·         Episodic – and most MAPS begin where the last one ended

·         Plenty of puzzles

·         More traps than you are usually accustomed to. If something seems to good to be true, beware!

·         Fitting music

·         Very cool Final Boss


The BAD:


·         I think it was the lower teen Map that I finally found a Backpack. But in all honestly, you’re really not going to need it until then

·         A bit more ambushes in the later MAPS than I liked, especially with the multiple Arch Viles and Chaingunners.



In Short:


You have to respect any quality 32-Level Megawad created by just one author. One can tell endless hours went into creating this and it certainly paid off.


Moonblood will exercise your mind as well as your trigger finger. And you’re going to be switching weapons often, as the virtual distance of the monsters (as well as the monsters themselves) varies from room to room – which I like as well. One word of advice - check every nook and cranny with caution.


This game was fun and it sure as hell lives up to the non-linearity description by the Author. Even the secret bonus levels were great. Nothing fancy, yet nothing bland. The latter levels are filled with the more “difficult” monsters – these latter levels are challenging, yes, but certainly not a slaughterfest.


An excellent balance of puzzle solving and dogfighting. Great quality WAD with definite replay value.

Recommended. Bravo!


4.5 out of 5 Stars.

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· Edited by galileo31dos01


Done with these settings:


- GLBoom+ complevel 9.

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so.


A super solid mapset I had the pleasure to play. This one felt like a modern adaption to the old known Scythe, while bringing its own personal style: it is divided into episodes, difficulty progression is highly notable between them, but monster density remains on the low side. Visually remains on the classic side, starting with tech bases, always indoors, then slightly pushing the player into open spaces connected with caves and lava, and more fleshy/spooky environments nearly the end of the set. Personally, I really liked that purple sky in mid maps, an unusual color in the game. While the author kept it simple with texturing, there's a lot of work on atmosphere and connection between levels. More specifically, in most maps the starting place is the previous map's exit room. If not then you'll know where you'll going to be, again because of the theme's consistency, which I liked a lot. One thing to point out is the usage of darkness in at least one piece of every map, something that always gave a sense of insecurity, as monsters had an advantage I lacked, which was pretty cool and tense (map 25 last room is dark and brutal, one of the most memorable moments of the set imo).


The combat and layout are the most consistent and interesting sides of this wad. Monster count might not be too high, but the author worked it out in way that little can still be brutal. The first and second episode are very low-key, with some surprises to introduce the player into what's coming. Third and fourth are more trap-based and also introduces serious (but simple) platforming/chasms. Last two episodes are what Moonblood as been anticipating so far, all of the previous but in a much brutal and unforgiving way, also including hectic starts. On par with this difficulty progression, there's monster progression, this means that each monster is introduced in an old-school iwad way, only barons appear much later than I expected. In terms of layout progression, non-linearity is what rules, excellently done btw. The maps will give you the opportunity to choose your way to find resources and deal with monsters. Despite playing on continuous, I payed attention to the weapons placement: it's not your usual classic megawad, there's place and time for each weapon to be the star of the map, usually provided near the starting spot, so the player has an idea of how's the map going to turn out. This kind of pace was really appreciated, since I enjoy variety. A final boss is included to give a conclusion to the story (quite a nice story, if you want to understand the author's view it's here), always nice to see custom endings that don't have an IoS, always nice. 


Secret-wise, these are not just your typical misaligned texture, with usage of the automap and a good ear you can find them all, but they usually take an extra effort to find, more often related to audible clues. They don't give you much in general though, this is probably the only downside as sometimes I found single medikits and I didn't need them at all, but perhaps pistol starters might appreciate them more... My favourite maps are from the fifth and sixth episode, the secret maps too, since there were more open layouts and mixing of every monster/weapon. I think there was no map I disliked, well maybe map 26 which was quite good except for the many imps on ledges lol. 


Overall, I dig this gameplay, very exciting, recommendable for anyone looking for classic adapted to nowadays perspective, if that makes sense. Uh just try it, Scythe and Jenesis fans can't miss this, my rate is 9/10. 

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Very solid maps. Not incredibly fond of the ambush-y stuff, especially towards the end when it started to get tiring. The map layouts were superb, and the music choices were fitting. Good effort.

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Summer Deep

· Edited by Summer Deep


I played this on UV difficulty and it was okay, if a bit repetitive, until the final episode (4 levels). At this point it became seriously frustrating with contrived ambushes at regular intervals involving revenants or archviles (3 or 4 at a time, even 6 on one occasion). "Expert placing" of enemies is all very well, but when done so perfectly and artificially, creating endless crossfire and triangulation situations, it just becomes tedious. In level 29 you are faced with three cyberdemons and a spider mastermind in a cramped inescapable arena, with inadequate ammunition and 30-40 revenants at the perimeter firing homing missiles. In the unlikely event that you survive this, there's an almost impossible 'timed lift'  gimmick to exit the arena. Might have been alright as a 12-15 level game without the stupidly difficult finale.


Edit: Tried level 29 again five months later (pistol start, UV) and this time found it quite manageable, Cyberdemons, Spider Mastermind and Revenants included, finishing with 97% kills and a fair bit of ammo remaining. Clearly the issue was that I needed to improve my gameplay, and there was nothing wrong with the design of the map. Level 30 is tough as well - the boss will kill you with a single direct hit, but at least it doesn't take an inordinately long time or tons of ammo to defeat it.


Original rating was probably unfair, 3.75 out of 5 stars is closer to the mark.



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This is how a wad with smaller maps should be done. Smaller? Sure. But With purpose. Each one has it’s own personality while sticking to a recognizable style alongside great visuals, fun challenges and thoughtful presentation. Then, later not being afraid to go a little bigger with maps and concepts.


Original music is a lot of fun, can be out of place on some of the darker levels as they repeat themselves after the mid way point but are still amusing none the less.


Gameplay is a mixed bag of really good stuff. Most of it is through the use of hiding enemies which is expertly done like no other I've seen. It keeps you on your toes while knowing when to turn the difficulty up with some harder encounters from time to time. That can be hit or miss depending on what style you prefer as a player but have no doubts, it is well done regardless.


The maps themselves are beautiful, but in a simple understated manner. There are a few stand outs that are very memorable but overall I felt like the main goal with this wads maps was to just "be good" and good they are.


Check out the DWmegawad Club play thread for an in depth look. 


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Played this through DW Megawad Club!
Overall verdict, pros and cons:
+Non linear layouts
+Proper monster placement
+New music
+Good final boss idea
-Lack of "scenic" locations
-Some levels lacks of medikits
-Not many of Boom features used

So I rate this megawad 3.8/5

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Although there's nothing new to be found here, the good old fashioned meat and potatoes doom gameplay is done well and with mostly stock textures, but with the added difficulty and surprise towards the end.
The music tracks are very pleasant and also adds to the fun. Recommended.

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i had a fuckin blast shooting my way through this one.

some texture choices are a little confusing, but that didnt change anything for me...im nominating for a caco. its not mind blowing...its just EXACTLY what i want from a map pack.


download it, you wont regret it.


hows that for a review?



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· Edited by NuMetalManiak


more or less another standard Doom 2 megawad, with mostly standard gameplay. the things you must watch out for are how some of the encounters are laid out. things can get quite sneaky, like when a monster opens up a closet on its own to attack you. not a whole lot of this megawad is memorable to be honest, as most levels took between 3 to 6 minutes to play and most got down quickly. but it's fine. you can get mixed up with some puzzles, be sure which lift does what when playing. and definitely mow those chaingunners down because they will make your life a mess here.

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Is amazing with project brutality + PSX Doom Music Mod .... Thanks.

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Hells Kitchen


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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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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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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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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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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Incredibly, amazingly, furiously, unbelievably boring.

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

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  • File Reviews

    • By yuakuru · Posted
      This is a damn trainwreck.
    • By Juza · Posted
      Great visuals, creative layouts with unorthodox and challenging gameplay, while still holding those 90s vibes. Although sometimes it can get stressful due to the high influx of monsters in massive areas while giving you no time to rest (edit: though, some will probably enjoy the execution bit more than me -- which is why I changed it from 4 to 5 stars), it's essential for every vanilla lover, and a good trip as well.
    • By [Vitz!] · Posted
      One of the best wads I've ever played, has a great and memorable soundtrack while also having a nice and difficult (but satisfying) level design. To me a nice step up from the original and a way more balanced map pack overall.

      Highly recommended to people who want a nice and difficult wad to play.
    • By MuratMikal · Posted
      I generally like city maps on DOOM but this set of maps are one of worst I've ever played. Extremely confusing maps, obtuse progression and on top of that there's no enough ammo on UV to kill the monsters. Gave up on MAP 06. It's utter garbage really, you should avoid it.
    • By Loud Silence · Posted
      Creative, fun, entertaining and challenging levels, very cleverly hidden secrets, some butt-kicking ambushes and traps. Ammo balance is pretty tight in some maps with pistol start, but everything is possible. A must-play WAD.