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Ol' No Name

   (3 reviews)

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4 levels for boom format using Darkening 2 textures


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SP_FACE1

  

This is a four level mapset with mainly an alien base theme and a little bit of open sky caverns at the end. Detailing is top notch, texture choices please the eye, level design well thought and monsters are a plenty. First and last map are smallish or standard size but the two levels in the middle are large.

 

Map01 begins as a pretty straightforward techbase. You start in the middle and have to travel to both ends to finish the level. Detailing is modern and you'll immediately get a feeling of the author's style - the rest of the levels must be worth checking out too. The level has a nice outdoor opening at the eastern end but otherwise it's a closed base. There are a couple of secrets and they are quite logical to find. The size of the level is on the smaller side so finishing up doesn't take that much time.

 

Map02 is my favorite one. It's huge and non-linear. I see two themes in this level. One side of the map is rusty dark metal with lava and slime, the other side is more light with beige panels and desert rock walls. I'm not sure if the author has made some new textures or if it's just a mixture of the originals, the Darkening, and some others I don't recognize but the texture combinations are very pleasing. There's a lot of impressive detailing on this level. I think I stopped at least twice to just look at stairs, how the author used lighting and textures to make them stand out from just another set of regular DooM stairs. I also liked the rocky outdoor opening with the lavafalls. Had to stop again and just look at it. And there are other similar details almost in abundance. Some are not even visual details but functional ones. Like the way the blue key opens up. Or the dysfunctional crusher ceiling in one of the secrets. Speaking of secrets there are a whopping nine of them so that brings replay value to the level too. Even though the level is large and non-linear switches usually open something quite close and there's not much wandering around but you do have to travel from the other side of the map to the other end.

 

Map03 continues the base theme. Light gray is the dominating color here. This map like the previous one is large and non-linear. Though this felt much less straightforward than map02. I had to wander a while to find the door in the corner that leads to the first key (blue). But after that I didn't get lost again. This map has a few floors that you run up and down. The floors are connected by circular rooms that lead to stairways. In addition to the base theme there are some dark brownish caverns with hanging vines which is a hint to the next level. Overall this level was much darker than the previous one. There were several almost pitch black areas in the map. There are six secrets. I was not able to find them all. I liked the underwater crossing secret the most, it was a nice detail. Also I found myself often looking at the ceiling and sky for nice details - like in the previous level.

 

Map04 is an open sky cavern with watery floor and vegetation hanging here and there from the ceiling. There's a central area and the main action in this level is jumping through the center from rock formation to another to reach the blue key. I don't usually like platformer scenes in DooM because falling usually leads to frustration but everything was executed so well here that I didn't fall even once. The center hub leads to another descending area where there's a Cyberdemon fight and after that you can reach the exit. So this level is short like the first one and is a perfect relaxing ending to the WAD.

 

One remark about the skill level. It's noticeable harder than average. You should definitely lower your skill level by one when playing through the first time. Ultra-violence feels like nightmare because enemies are constantly teleporting to places you have already been to.

 

Also note that this is single player only. No multiplayer starts but despite that I was able to successfully play this in coop, i.e. no showstopper traps. However I think there are not always enough items for coop but it's manageable.

 

Overall this is a beautiful quality WAD and I definitely want to play more levels from the author.

 

My rating: 4.4/5

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Gallic00

  

Challenging and well made maps.

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Zalewa

  

I have played at least 2 of those maps before, but I don't know where I got them from. This wad will tear you apart, tear you down and tear you to pieces and then it will leave you in tears. The maps are good, but I'd recommend cautious expectations or using lower difficulty levels.

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  • File Reviews

    • By guitardz · Posted
      Some very cool techbases with a nice texture set and pallette.  The music is pretty epic.  And it all runs in vanilla! (Or so it is said, I played it in GZDoom)
    • By Philnemba · Posted
      I honestly can't believe that this whole megawad is 100% vanilla compatible and its only the first of THREE episodic megawads! Esselfortium and her team of creative energetic mappers has done an amazing job from the unique texture set, the music, the maps & even the tweaked color palette that fits the mood of the whole thing.    100% highly recommended! 5/5 
    • By Erick · Posted
      A pretty straightforward map to run through, packing in tons of enemies in rooms both big and small. Most of the monsters you'll be killing are E1 monsters such as Zombiemen and Imps, so while there isn't much in monster variety, there are plenty of ways to get them to fight each other which I like. It might be better to try and get as many monsters to start attacking at the same time since once you get the Chaingun, not even the groups of Spectres are much of a threat. Overall though, the map is still fun to blast through if you just want to kill tons of monsters in packs.
    • By NuMetalManiak · Posted
      this is a strange wad, with assets similar to Darkest Hour and other Star Wars-themed wads, many of the maps focus on small killings, as most of the maps are actually small. Pinchy's finale sure makes this worth it. oh yeah, quite a few custom stuff was done. the flamethrower marines were quite annoying, while other monsters gained multiple attacks, new ones, it's all so zany. the maps are pretty well done overall and this is worth a try.
    • By Doomkid · Posted
      Okay, I get it, it's a megawad mainly for speedrunners who are intricately familiar with the mechanics of the game down to the nitty-gritty. A series of challenges/obstacles that, for the most part, seem to be possible but are generally ludicrous (and sometimes outright laughable, in a good way).   This was is not a "pile of junk" as a few have said however it's really, really lacking in a lot of ways. I get that the wad is meant to have a fun-and-not-serious tone despite it's overall extreme difficulty but the texturing looks like the insides of a toilet bowl after a Taco Bell buffet. Seriously, these maps are jealous of how beautiful and futuristic maps like UAC_DEAD look. The DWANGO series looks like fucking Ancient Aliens compared to this.   The MIDIs are lighthearted, silly and fun, which adds a layer of appeal for me personally. I loved seeing Patrick Stewart at the intermission too, rofl   I had some fun with this IDCLEVing through the whole wad and giving each map a try or 2 before moving on to the next but I seriously doubt I'll ever be back. The same idea with better texturing and overall taking itself just a tiny bit more seriously would warrant a higher rating. Ass-ugly texturing, silly MIDIs and a silly titlepic/interpic are fun in their own right so don't take me the wrong way but a lot of it crossed into "looks like the authors gave 0 fucks" category and I just have to take points away for that.   Also,   lol wtf is this bullshit is this a terrywad or somethin i mean jeeeezus   Overall, this is worth a peek just for some fun but unless you're a highly skilled speedrunner that also doesn't mind looking into a crapchute map after map, this probably doesn't really have much for you.
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