Moonblood

   (14 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


8 people like this


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Zalewa

  • 5
   4 of 4 members found this review helpful 4 / 4 members

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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NoisyVelvet

· Edited by NoisyVelvet

  • 5
   3 of 3 members found this review helpful 3 / 3 members

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

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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StormCatcher.77

  • 4
   2 of 2 members found this review helpful 2 / 2 members

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

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riderr3

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

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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trrobin

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

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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cortlong50

· Edited by cortlong50

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

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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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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Demtor

  • 4
   2 of 3 members found this review helpful 2 / 3 members

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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  • 2
   0 of 8 members found this review helpful 0 / 8 members

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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  • 2
   0 of 8 members found this review helpful 0 / 8 members

Incredibly, amazingly, furiously, unbelievably boring.

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Summer Deep

  • 3
  

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.

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NuMetalManiak

  • 4
  

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.

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Bellaco

  • 5
  

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

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  • File Reviews

    • By felgro · Posted
      The good far outweighs the bad. Short and sweet maps that are relatively crap free. With one exception - map 18 has one of the dumbest and most annoying teleport puzzle/traps ever, with no way of knowing how to solve it other than moving in random directions. No shame in noclipping past it - it is a game ruiner, a spanner in the gearbox of an otherwise fun time. So bad I'm subtracting a star for it.
    • By Glaice · Posted
      Full of action but other than some aesthetic issues (misaligned/pegged(?) textures), it's not terrible.
    • By Summer Deep · Posted
      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.
    • By AsianMammoth · Posted
      mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm...