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The Deimos Incident

   (6 reviews)
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About This File

//*********// This is my whole Episode 2 replacement, packed together. The secret level (e2m9) is a new one.

The levels, wich can be found individually on /idgames, included here are:


I have made a fistful of tiny modifications here and there [notoriously the name of the first level ;)], but "the song remains the same".

Have fun, Carlos.


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Summer Deep


Played on UV, continuous, GL Boom-plus.


This is definitely more challenging than the episode which it replaces, with some well designed traps in tight spaces where Cacodemons in particular can be more threatening than usual. If you're a Caco fan, you should definitely play these maps, as there are serious numbers of them! 


The episode does tend to run out of steam after three or four levels though, as the maps all tend to look pretty much alike with little to differentiate them - I found it very easy to lose track of where I'd been, or even which level I was on, though maybe that's a penalty to be paid for playing the entire episode through in a single evening. 


Sort of recovers towards the end. Level seven is tough and quite memorable, and the finale with the Cyberdemon and associates shows some imagination.

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Salt-Man Z


Just a masterfully done E2-style episode.

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Great design overall but for the end, I don't get why (which is a nitpick) it doesn't immediately go to the end episode 2 text but goes to the intermissions screen followed by the graphic seen after you pass the end text. Played with GZDoom 3.2.1.

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Bland, jumbled architecture. About as fun to play as Lose/Lose.

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mostly standard E2 mapset done modern style. nothing major sticks out but there's nothing here that is really bad with the exception of one hallway in E2M5 being horribly screwed up (a monster is also outside the map there). really unique E2M8 map too.

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Incredibly good and imaginatively looking mapset, made using only stock Doom resources. Have you played "Warp House" by Ed Cripps? That's the closest comparison in its looks that I can come up with. There are no slopes though, so the mapset will not ruin the performance of your old PC.

The difficulty is a bit higher than The Shores of Hell episode that this wad replaces, with combat mostly happening in semi-tight halls and corridors with your usual traps and ambushes that are although expected in this kind of environments but are never frustrating.


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  • File Reviews

    • 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.
    • By mArt1And00m3r11339 · Posted
      If it were renamed "Garbage Dump," I would have given it a better rating.
    • By StormCatcher.77 · Posted
      A large, but not very prolong map, which is interesting to explore. I liked the author's strategy to place strong weapons in well-protected places. To get them the player need to pass a kind of test. The difficulty depends on the player's luck. It is important not to miss the shotgun at the very beginning, otherwise entangled corridors can lead the player to a situation in which he will be easy prey, left without ammo. Visually, the map looks neat, another good example of using standard textures.