Shadows of The Nightmare Realm

   (8 reviews)
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Author

Alexa "YukiRaven" Jones-Gonzales

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.

Credits

Nine Inch Heels, MrGlide, Fonze, everennui, and all the other playtesters for their invaluable time and feedback. Thank you all <3

Realm667 for their repositories.

Additional credits are listed below since they're pretty long.

Base

New from scratch

Build Time

A bit over a year, on and off

Editors Used

GZDoomBuilder, SLADE, GoldWave, Reaper, Renoise, The Gimp, Blender, some custom tools, and probably a few others.

Bugs

None that I'm aware of


2 people like this


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Count651

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

· Edited by Zalewa

  • 5
   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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Anidrex_1009

  • 5
   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

  • 5
   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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Bauul

  • 5
   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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Doominer991

  • 1
   3 of 11 members found this review helpful 3 / 11 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.

2 people like this

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trrobin

  • 4
   0 of 1 member found this review helpful 0 / 1 member

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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NuMetalManiak

  • 4
   0 of 1 member found this review helpful 0 / 1 member

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 an_mutt · Posted
      For a first map this is pretty impressive. I could definitely identify the influence of No Rest for the Living, a mapset I really enjoy and would love to see more maps in the vein of. My main complaint for the map is that - until near the ending - pretty much all of the monsters are placed in front of the player and the gameplay consists of simply moving forwards and clearing out what's in front of you. The combat picks up slightly near the end, with the fight just after the blue key door (of the Hell Knight, along with a Revenant that teleports in just as you're getting started) is the highlight.   The layout is fine, with progression naturally looping from key pick-ups to their corresponding doors. The most exciting part of the progression is dropping down into a nukage pit near the end of the map to make your way to the blue key, although - and again I have to mention the limited gameplay here - it feels like the mapper doesn't take advantage of the player's vulnerable position when they're down in the nukage as there isn't enough exciting gameplay to raise the tension.   Aside from those complaints, I think it's pretty good! The map is quite well-made from a technical standpoint and I found the visuals to be decent enough. Wasn't a fan of the music though, unfortunately. I'd love to see the mapper play around with the visual style of No Rest for the Living and give us some more maps, with spicier gameplay and perhaps a little more space in which to play around in and explore - I definitely think this wad shows a lot of promise!
    • By Scotty · Posted
      Absolutely top notch. Fun to explore, great combat, and amazing to see how this incredibly intricate level unwraps itself as you progress. Vanilla compatibility just makes it even more impressive.
    • By NuMetalManiak · Posted
      we need more good Ultimate Doom wads. this was nice, plasma gun combat at first, when it opens up, it's chaotically good. the three keys weren't that hard to figure out, although the puzzle for the red key stands out the most. some nice and sharp (yes) ideas overall.
    • By NaturalTvventy · Posted
      Xaser mastery of the highest order, demonstrating his command of architecture, texturing, (sharp) angles, lighting, and mood.
    • By NuMetalManiak · Posted
      well, combat may not be so bad, but there's a surprising lack of variety. this starts off in a mostly pistol-oriented map, where you get a chaingun at the end, and then the next two maps are moderately long. the final three maps can put some of the ones from Eternal Doom to shame, with some puzzling to do, some of it actually more frustrating than I would be led to expect. there's many dubious design decisions that simply must be pointed out. the final secret area in MAP02, what the FUCK? and another secret area in MAP05 with crushers whose sole purpose is to troll you. MAP06 is the best map in a number of ways, feels eerie, has lots of things to it (oh, and lots of items for the item count for each of the maps too). but one particular switch (Linedef 4962) does not work. I actually felt more and more frustrated the more and more I played this, it wasn't challenging, but it sure got me annoyed with how things were laid out.