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Shadows of The Nightmare Realm

   (8 reviews)
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About This File

Hell was defeated by a lone marine. But what no one knew was that there was a far greater and nigh inconceivable evil lurking beyond our realm: the Elder Gods. They saw how Hell had failed and felt it was now their time to succeed. They knew of the Doomguy's strength, and decided to attack him in the one place he's vulnerable: in his nightmares.

Shadows of The Nightmare Realm takes place within the dreams of the Doomguy, each one manipulated by the Elder Gods.


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Zalewa

· Edited by Zalewa

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

What a bloody good map set. Excellent use of GZDoom visuals. The maps are atmospheric and gloomy, they have great architecture, there's good use of GZDoom features and high difficulty. Top WAD!

 

Multiplayer could be made to work if respawn scripts were present to reassign PlayerTID after player death.

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Count651

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

A very flashy map set that sadly lacks a lot of substance. There's a lot to like here, but also a fair bit to dislike. The theme and aesthetics are nice if not a bit too dark and detailed at times, and I actually enjoyed the narrative. Lovecraftian themed wads and mods seem to be pretty popular lately, and with good reason. The music was pretty fantastic, I especially liked the E1M5 " Suspense " remake. The boss fight was also pretty interesting and fun, but it did tend to over stay its welcome.

 

Now to discuss what made the wad more of a bad experience than a good one sadly. What brought this map pack down for me the most was the lack of any fluid gameplay and some honestly very tedious custom enemies. A lot of time is spent camping doorways and thinning out the horde before you can enter a room. Once you clear the big baddies out and proceed into the room you can expect to do the same again, as every key and switch you press results in a very predictable monster ambush. The custom monsters for the most part were fine albeit a bit repetitive ( too many different lost soul-esque enemies that fly about and spit projectiles at you ). The biggest offender for me was the Hell Archon. This guy was a big meat wall that takes a lot of time and rockets to bring down. After the first couple encounters with him I had lost all interest in fighting him. Unfortunately for me, I had to deal with his tanky ass most of the time as a lot of scripted sequences in the map couldn't be completed until he was dead.

 

Pros:

 

-cool theme

-great atmosphere

-very pretty and colorful maps

-great soundtrack

-good boss fight concept

 

Cons:

-slow tedious gameplay

-repetitive maps

-irritating/unnecessary custom enemies

-boss fight last a little too long

 

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Anidrex_1009

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

Play this map a while ago and then I will make this clear with a few simple words:

 

 

It's unique, I've never tasted anything so exotic and fantastic. Incredible and outstanding, a masterpiece.

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Voltcom9

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

This was an incredibly immersive and excellently polished mapset! This is very visually striking and provides enough new content that it makes it feel like it's own game rather than just another Doom wad. 

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trrobin

   1 of 2 members found this review helpful 1 / 2 members

Very nice GZDoom mapset with more strength/emphasis on creating a dark and moody atmosphere than on pure gameplay mechanics.

Well done lighting, with nice monster surprises and cruel traps to boot, and a Blade Runner-esque soundtrack running throughout.

Reminds me fondly of some of Dutch Devils best Zdoom maps.

Recommended.

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Bauul

   1 of 3 members found this review helpful 1 / 3 members

A tense, smartly designed mapset that's absolutely dripping in atmosphere.  This basically feels like a Quake mapset (albeit much more colorful), and that's no bad thing.  Level are compact, moody, and make great use of GZDoom's 3D floors to give a sense of vertical space not found in most Doom maps. 

 

The mapset's atmosphere dovetails well with the gameplay: extensive use of colored dynamic lights against dark interiors, creepy custom ambient sounds and an extremely moody soundtrack compliment the close-quarters, high-stakes combat.  Apart from the final boss arena, you'll spend little time running full speed anywhere.  There are precious few wide open spaces, and YukiRaven much prefers to surprise and alarm the player with up-close ambushes of few monsters rather than giant battles.  

 

Whether you like this style of gameplay or not is entirely a personal preference.  Personally, I loved it, but I also played the wad on HMP, so perhaps experienced fewer of the annoyances other reviewers did (not nearly as many meat-shield Hell Archons for example).  For first time players, my advice would be to play with the lights off, headphones on, and take it slowly: lap up the atmosphere, read the intermission screens, and be ready to take things a little more cautiously than the usual Doom map.  Presuming that appeals to you, there's a lot to like here.

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YouAreTheDemons

   3 of 13 members found this review helpful 3 / 13 members

Just like every other map. No amount of shiny visuals or shallow gameplay can make this thing anymore than what it really is: A boring gunfight that feels like every other boring gunfight out there. Nothing new, nothing different, not even a bit of creativity. Any pretense of originality is just window dressing for the same thing every other wad gives.

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NuMetalManiak

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

great visuals and atmosphere, levels can actually be done quickly. custom monsters and ambushes are fine. I wish the boss map was a bit better to understand though, since I took like 15 minutes to figure out how to lower the barrier before figuring it out.

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  • File Reviews

    • By TFK · Posted
      This fills up my retro glass!
    • By The_SloVinator · Posted
      EDIT: It appears Tag 666 doesn't execute properly in some source ports or if complevel is below 3.   Let me get E1M8 out of the way first because it's the most confusing thing I've witnessed in a Doom wad. So, you got four switches that kill four barons outside of the map, to make two walls & four marble cubes lower. Basically, a special tag 666 situation. I press all four switches & nothing happens after I wait for awhile. I tried with PrBoom 2.5.1.4., PrBoom 2.5.1.5., GzDoom 2.4.0 & on the latter, only worked once. I looked up the walkthrough of it & there is nothing I did different from the people playing it but they got it to work somehow. It's very strange. If anyone knows what's up, I'd like to know.   The rest of the wad is alright. Maps are way too lengthy and forgettable & just cluttered with too many enemies. Traps are fairly challenging & were the best part of the wad.   But all that wasn't worth it for the last map of the wad to crap on me.   Totally not worth a Cacoward 2011.
    • By damned · Posted
      All the maps are above average, but this is Legendary wad because of Ty and Map10, which is true masterpiece of art. 5/5
    • By Agent6 · Posted
      And thus, Stardate 20x6 is finished.   Stardate 20x6 is a 8-level wad consisting of challenging levels with enemy placements and encounters in the vein of slaughter, with an actual slaughter level featuring 1000 enemies at the end.   The wad is centered around the color purple. This means that a number of textures and effects have been replaced and purple plays a major role in creating the mood and atmosphere of the levels, but isn't overused so that it becomes an annoyance. Besides a new set of textures it also features a new soundtrack similar to the one heard in Sunlust, but with a slightly more emphasis on the atmosphere rather than epicness while still very much keeping you and the action going (Sunlust did include a few "battle" songs which were used in a few levels, and in another megawad as well, I think), a new menu background, and intermission screen. It does not feature new enemies, weapons, or sounds.   Considering these levels have been created by Ribbiks, there are many similarities in terms of gameplay and design with Sunlust. One of the easiest similarities that is immediately noticed is the enemies who are in plain sight in a couple of levels are in a sleeping/unalerted state with their backs to the player. As I assumed in the case of Sunlust, it was likely done in order to allow the player to observe his environment and create a strategy of sorts before jumping into the action. The difficulty is also designed the same way, with UV being reserved for veterans and highly skilled players, while everything else is for less than stellar players. I have completed Stardate on HMP.   The maps are solid, combining challenging gameplay with good architecture and atmosphere, and also include a few ingenious traps which are less cruel than what could be seen in MAP29 of Sunlust (or should I say the Arch-Vile room instead?). The action takes place mostly on various space bases and every now and then a breathtaking sight might catch your attention when you find yourself outside. My favorite level is going to be MAP03, and the trap with a Cyberdemon on one end and Revenants on the opposite was damn fun. It might look threatening at first, but really, all that needs to be done is avoiding potential damage caused by their infighting and taking care of the incoming waves of Imps and Hell Knights until they're done slaughtering each other. As about design flaws, there are some dark rooms in certain levels where it's pretty difficult to navigate. The enemies are always visible so the problem is not that you don't know where you're taking damage from, but rather the room itself because it's so dark it's difficult to see what's in front of you sometimes. I did manage to hurt myself with the RL as well as get killed by a Cyberdemon because I accidentally ran into a wall. I would not advise using that weapon in these rooms. Use the Chaingun, SSG, or Plasma Gun instead, and always be aware of your environment. It's always good to rely on the environment as much as possible to make things more interesting and challenging, after all, many of the later levels also include some really tricky platforming sections, but the use of lighting could be more efficient. For this reason I would definitely not advise using the Software of your port of choice either.   The final level, as previously mentioned, is once again a slaughter map with a couple of nasty but highly creative enemy placements. Ever seen pyramid-like structures with Chaingunners on them? Me neither, until now. No Icon of Sin boss, and once everyone's dead you have to destroy a reactor (or, I think it's a reactor anyway) which ends the journey. A great level, but the existence of the said reactor is a bit questionable considering the location. I think it was just fine without it.   And I think that covers everything. It's short and sweet, go check it out, it's worth your time.
    • By Summer Deep · Posted
      A very well put together mapset. Excellent layouts, spectacular graphics and testing gameplay (which includes five archviles in a lava pit at one point...). Level three is perhaps the standout, but really there are no duds.    If I had to nitpick, I'd say the authors could have made a concession to exponents of continuous play by consistently placing a couple of 25% healthpacks and a green armour near the start of each level (try doing some of these if you finish the previous one with 20% health and no armour!). Also the ending of the game is a little weird and something of a letdown in my view.   9 out of 10.
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