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Disciples of Darkness

   (9 reviews)
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Four challenging, limit-removing levels for Doom 2, inspired by various authors and maps (see the bottom of this file for further informations).


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Psilli

  

Quite an excellent short collection of maps. The monster encounters were good and definitely required some thinking to figure how to complete in order to advance to the next segment. All in all, great work.

 

Played with:

GZDoom

Hurt Me Plenty

 

 

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NuMetalManiak

  

this is a generally well-done four-level set. the gameplay scales well, the monster placement is devious and encounters are made for both enjoyment and nastiness. the level design definitely echoes that of Death-Destiny, and really tough encounters with arch-viles are abound here (there's also a really close-quarters fight with one cyberdemon somewhere in the last map). the layouts are not too big either. it's actually not gonna stand up to the other mapsets with better gameplay and design, but doesn't fall into the average category by any means.

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Roofi

· Edited by Roofi

  

doom1111.jpg

 

With only four levels, Paul977 managed to show his aspirations and mapping skills. Disciple of Darkness is a rather revealing title. In spite of the diversity of references according to the text, Paul977 is mainly inspired by the works of Death-Destiny and more particularly by  Disturbia, Elysion or Beesong. The wad is rather substantial by offering four levels of medium size but quite consistent thanks to the very tricky nature of his maps. The ambushes are legion, to the point of being on guard all the time. This kind of gameplay contrasts greatly with the arcade style found in Iwads for example. You're a real adventurer and Paul977 has reinforced this by adding a mystical theme with ruins and vines. Moreover, this theme is quite alien to Death-Destiny, so I think Paul977 managed to distinguish himself and offer his vision of doom mapping.

 

doom4915.jpg

 

I liked this mapset very much, especially because it is a good reference in terms of effective monster placement. Each level is difficult but contains few monsters. I like mapmakers who have their own style. On the other hand, I also like mappers who try to perpetuate the style of a mapper who is no longer active and whom I like.

 

doom4910.jpg


Favorite map : Map 04 - "Return to light"

 

Here are my playthrough demos done on UV , on each map.

 

DEMOS

 

Now , I'm waiting a map heavily inspired from Nochance.wad

 

You can read detailed reviews each map here  (in french) :

 

http://doomfrance.forumactif.com/t4691-review-maps-de-paul977#143924

 

 

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SP_FACE1

  

A four level mapset utilizing heavily all the green textures and floors from the original IWADs plus an additional green tinted sky. The second level adds the black rock texture to the mix. All levels have some basetech parts here and there too but the mapset is predominantly green. I like maps that have their own visual style and consistently follow it.

Flow is pretty good, I always knew where to go and didn't have to wander around. The medium size maps helped this too.

There were some nice traps and monster fights were tough but fun. I liked the area in the first map where you got to choose which pillars to lower and see which monster were inside them. It was a bit like Monty Hall except none of the pillars had a car!

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tourniquet

  

The influence of Death Destiny's works is very apparent yet it contains quite a lot modern aspects mixed together with Pauls own style. Alltogether a very delightful combination and accordingly 5 well deserved stars.

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Player177

  

This is good. Small mapset stylistically certain may be brutal on UV in some locations and you would feel the tension be sure. Paul will try to scare you a little sometimes and warn about coming event. I enjoyed  it like a short story.

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Killer5

  

Sick wad.

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Gallic00

  

I liked this quite much.  Very clean visuals an fun fights.  HMP wasn't too hard.

 

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Zalewa

  

4 stars for 4 maps, but when going in to this, keep in mind that it indulges/awakens masochistic tendencies. Oil your F3 key well, lest it will squeak.

 

Visually the maps are green and based on pillars - the architecture serves the purpose of building arenas to fight the monsters in. The low monster count of each map is deceptive, as they are used in a way that maximizes hurt. Expect all rooms to contain arch-vile & cyberdemon invasion. At least on UV. I don't know how are lower difficulties.

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  • File Reviews

    • By dei_eldren · Posted
      The keyword to summarize this E1 WAD would be 'consistent'.  All the maps, save for M8, are identical in terms of aesthetics, size, and progression - and each took for me, who plays perhaps slower than average because i tend to explore (and managed to get generally 80% of the secrets), somewhere over 30min to complete.  This isn't to say they are repetitive, as the same concepts are used in different ways.   The levels were more complex than original E1, but with the help of automap i never got lost, and i was never left wandering around not knowing what to do.  It really is always a matter of getting the keys in order and progressing linearly, except for the fact that there is some necessary exploration as the layout of the maps does not, thankfully, follow that order. Difficulty is somewhat above Doom.  i died only once, on M1, because it is quite a long time before one gets a shotgun on HMP (unless you find the secret), and simply ran out of ammo in a critical place as i tried to pistol myself through Imps.  On next attempt i made sure to use fists more..  At least on continuous play, the next levels didn't present this problem. There are quite a few nods to the original levels, and the secrets are all in classic John Romero -style - which i liked a lot here.   There are few factors why i can't give this full five stars.  There's sometimes an overuse of darkness and flashing lights, which is fine sometimes, but when overused, as in my opinion here, it just isn't any fun.  That said, the maps are very atmospheric and frightening Also, i did not like M8 at all.  The idea is not bad, but there is for quite some time pitch darkness, and then a horde of Spectres is released in it, and only luck helped me survive - still i have no idea how it should have been handled.  It seemed not only mean, but an exercise in outdoing the old Marquis in sadism just because one could.   Still, i found this set extremely enjoyable, and played it through in one day (HMP and continuous).  My favourite map was definitely the secret level M9, which in style is not different from the others at all, but to my liking had the best layout.  By way of comparison i could say that whilst i did enjoy DTWID as one of the first PWADs i played, this is much better (i haven't played enough of E1 replacements to say much more than that.)
    • By Doomkid · Posted
      God-tier work. Never has a Doom wad reeled me in like this before. Move over, Memento Mori!
    • By VanaheimRanger · Posted
      I have played this, and I plan to play it again.
    • By Ashurion Neonix · Posted
      Valiant is one of those rare megawads that gets the difficulty balance just right. It's able to create a challenging experience whilst not being difficult to the point of being unbeatable. Valiant features several custom monsters which all fit in well and compliment the already existing ones. There have also been some changes to the pistol and chaingun making them more balanced (the chaingun is no longer a direct upgrade from the pistol) as well as more satisfying to use. The sprite work, texturing and levels are all very pleasing to look at. Valiant is divided into five episodes each with their own distinct themes ensuring that the gameplay doesn't dry up. These episodes include: Techbase, Catacombs, Industrial, Helltech, and the moon   Overall, I highly recommend valiant and I consider it to be one of those wads that everyone should try. Favorite maps: Almost all of them, but especially the ones in episodes 1 and 5
    • By Li'l devil · Posted
      So this is the kind of map that I got to like from just how it looks. The screenshots alone sold it for me and gave a good first impression. And the map has a lot going for it, it's one very large, rather non-linear level with a distinct setting and tone. The setting is great, actually, there was a lot of work put to make it feel like a real place (there are distinct building like a church, a supermarket, etc.) and it excels in this regard, and I also like the depressing tone it has.
      Unfortunately, after replaying it thoroughly (I didn't give it a proper go the first time I played it years ago, and just assumed it's great throughout), it didn't really live up to expectations. It's not bad, but it's not remarkable (except for the good things I said about it above), and it has shortcomings. My main gripe is that, despite exploring seemingly everything, eventually I reached a point where I didn't know where to go, and the computer area map didn't help either. After over 1.5 hours of playing I just gave up on it. The other complaint is music: it's too repetitive. This is bad considering you'll definitely be playing this map for at least an hour, and the music will become annoying. As for the difficulty, can't complain. It was rather easy on ITYTD, as it should be. Tho there's a rather difficult platforming segment, at least if you aren't good at it. One more thing: this map had FPS drops for me, even tho I played on Eternity, and it seems to be the problem with the map, not my computer.
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