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Noctambulist

   (4 reviews)
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A set of 3 rather difficult maps designed to be played from pistol start, each one approaching said difficulty differently. What these maps have in common is Quake-influenced visual appearance, though once again, the actual themes vary from map to map.

01 is an aggravating gimmick map where I was experimenting with annoying things, so I don't expect for many to like it (thankfully, it's fairly short). Moreover, it's very different from the other two, and is also a rather misleading opener, yet for my own obscure reasons I have to insist on leaving the map order as is.

02 is notably easier than the previous one, and it's also as close as this mapset gets to "normal" contemporary maps, relatively fast pace and some upbeat moments throughout but overall this map's rather lenient and generous with all kinds of supplies.

03 is essentially 02 on steroids, more open-ended and free-form, yet it's also notably harsher, with several moments of slaughter-grade goodness, even though the majority of the map is still dominated by low-key "incidental" encounters. The secrets also contain optional battles and powerful goodies.

PROTIP: I quite like using candles and various "showy" decorations (demon faces, altars etc.) purely for the sake of atmosphere and environmental detailing, so if you're hunting for secrets - these aren't really going to lead you anywhere, you should look for other clues. Apologies for the confusion.


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NuMetalManiak

  

this was fucking fantastic. one very good three-map set from Demonologist that evokes a very dark and brooding atmosphere while at the same time, providing lots of meat to slaughter. it's all very well balanced too. that first map did make its mark as a gimmick opener, but even it is better than some other gimmick maps. the other two maps were more my style, the last one has some very good key fights.

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Scotty

· Edited by Scotty

  

A trio of increasingly tricky maps; bleak canyons link decrepit structures and create a wonderful atmosphere when allied to the music of choice here. Gameplay is mostly set pieces strung together really - fine by me, they are the most memorable part and were well executed, varied and required some thought rather than mere straferunning around the perimeter. The finale of the wad was my personal highlight.

 

In parts i felt Archviles were a bit of a crutch and sometimes took away from encounters. That said, the wad is pretty manageable on UV and does not require god-tier ability to beat. Lower difficulties appear to knock the harshest edges off while retaining the spirit of the maps.

 

Overall, recommended and worth an hour or two to check out.

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trrobin

  

A solid set of 3 dark and atmospheric levels. Nice difficulty progression and intense music to boot.
I've played many of these dark & metallic quake-style wads and these levels are up there with the best of them.
Recommended.

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Stige

  

Amazing map! I like the design and visual.

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  • File Reviews

    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
    • By geo · Posted
      Believe the hype, Sand Chain is indeed a terrible map. Not terrible like oh this must be someone's first map or designed by a team of kinder gardeners and their friend in second grade who can use DoomBuilder, I'm talking hall of mirror walls, coupled with the fact you can go through the game's exit switches. The map is short and sweet, which only adds to how terrible it is. The level is a single hallway with... get this... a bend! Oh stay with me here... and then after that bend, there is a bank of switches! Yeah, that's it. The level isn't meant for Nightmare, but it should become everyone's first accomplishment of, "I can beat this level on nightmare."

      I suppose in an artistic way, the hall of mirror affect on all walls is to disorient the player, so they miss the big twist at the end. Thus costing speed runners valuable seconds on their first play through. The big twist being the bend. Other than that, there are plenty of shotgun shells, shotgun troopers and health to ensure you make it to the end of this brutal and rigorous test of endurance over the course of 5 - 30 seconds.

      This is the level that has become famous, because everyone needs to play it themselves to add their two cents of "it's crap" to the pile of reviews that will no doubt entice more people to play this game. It's a gorgeous display of everything wrong without the annoyance of having to play it for longer than a full minute. Complete with someone from an aol email to spice up it's true 1995 feel... despite being made in 2009.   * slow clap * You've done it. You've found a new twist on terrible.
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