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Illuminatus v1.0.0

   (10 reviews)

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About This File

This is my first megawad Illuminatus. It took me a while to get the full version out due to problems with the beta testing as well as some personal things, but now I finally got the full official version out. I did release a beta of the Doom WAD, but it wasn't finished as it also had many problems. In the future, I might update this WAD with bug fixes when it comes to playing this WAD with DOSBox and classic source ports. I do hope you all enjoy this megawad.


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dylux

· Edited by dylux

  

Illuminatus Review

 

Let's start with the Cons:

 

-        Almost too easy combat, even on UV. If you die playing this game, then you must be drunk. TBH, I don’t think the author was going for dogfighting in this wad as much as he was into problem solving.

-        (Almost) Every monster fight comes in pairs. You enter a room, and whatever enemy is on the left, will almost certainly be mirrored to the right.

-        You activate a switch and you’ll find yourself running around finding out what this switch did. I’ve seen HeXen games with less “switch resulting.”

-        Loads of backtracking. Loads of it.

 

Now the Pros:

 

-          Loads of ammo, health and everything else to assist you.

-          Large maps, especially after Map 23.

-          Virtually flawless seamed architecture. Nothing fancy, yet nothing bland.

-          Most importantly, Illuminatus was fun.

 

To me, no matter how well a game looks, no matter how well map is made, no matter how long/short the level is, NONE of these compares to whether the game is actually FUN or not. And I admit I had fun with this wad. Definitely a 90’s feel, which isn’t a bad thing if done correctly - which Illuminatus does.

 

There’s definitely more exploration and/or problem solving than combat with this wad. The later levels are huuuuuuge and will take up to an hour each to complete because you’re going to be running all around the map finding out what each switch you just activated did. If you like exploration/puzzles more than combatting, then this is the wad for you.

 

Overall, Illuminatus is not a fantastic wad, but far from terrible as well. I think I liked this wad more than Zalewa did, and I am a huge fan of his map work. Worth checking out at least once. I liked maps 24 and 25 the best. I would definitely play it again after a few months of playing others.

 

I give this wad 3½ stars out of 5.

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Gato606

  

Really interesting megawad from Aquarius199, I enjoyed to play it using weapon mod "DudeThe4th" and playing on Doom Touch on cellphone.  It was entertainig that the maps are non-linear and very focused on exploration, you got to check every corner to realize what changed after you activated a switch, can be a bit repetitive, but I like exploration.  The architecture and design, I find it very nice, specially focusing on a tech-like design which is my favorite theme, there was also some interesting puzzles around.  The only downside was I found too many ammo on HMP, I found several times shooting pointlessly just to pickup more ammo.  It was kinda annoying the area on "Six elements" level where you had to deal with a toxic floor and a number of radiation suits and monsters breathing on your neck, lol.  Also, I am not sure if it was a good desicion to put archviles by pairs on the last 3-4 maps and two cyberdemons when dealing with the Icon of Sin ^^;

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Zalewa

  

This is a WAD full of conflict. The good meshes with the bad and the average and it creates a soup with a bitter taste. This is something that I've managed to complete thoroughly in coop, but it was an experience that could only be described as mediocre. If you want to see what's the best this WAD can offer, go play MAP25. Every other map will be worse than this one.
 

The Good

 

It must be noted that the WAD is correct in nearly every technical aspect. The architecture is of standard Doom proportions, there are only few mistakes and there isn't a place here that would indicate that the mapper lacked technical knowledge on Doom mapping. This isn't perfect, though. One thing that bothered me were the hanging corpses, strewn in some places above otherwise unobstructed floors where, if you play with infinitely tall actors, they will block you. This makes me doubt if this was tested thoroughly in Chocolate Doom, because this problem should've been caught and fixed.

 

Another good thing are the ideas - at least for some of the levels. The Trench is a level that shows an interesting idea but with mediocre execution. However, this point is also disputable because there are many levels that are just the same as the other levels stuck in their map index vicinity. There's much repetition in gameplay.

 

The architecture, from visual standpoint, is decent. There's not much detail but it is there and it does its job nicely. The visuals are sufficient.

 

The Bad

 

The layouts. By Crom, the layouts are fucking sadistic. Not only there's lots of backtracking involved, ALL levels consist of running around hunting switches. When you find a switch, you are doubly screwed because now you don't know what it did. More often the switch will trigger something on the opposite end of the map. And the maps are HUGE! I used "turbo 255" console command for MAP28 and MAP29. Sometimes there are many potential places that can be triggered (almost always these will involve metal bars), and you will find yourself thrashing from one place to the other, growing more and more aggravated with each passing second. More often than not the layouts will either consist of room-corridor-room progression or huge, empty landscapes (or very long corridors).

 

The fights. It can be noted that the fights go in unison with the layouts and the repetition. When you walk into a room, and look left and see a chaingunner, it's highly probable that there will be another chaingunner to the right, mirroring its colleague, both of them ready to strike you in a scissor-like fashion. Arch-viles will very often pop out from the ground and usually be completely threatless. There are very few fights here that can be actually dangerous to your continuous play and if you die it will probably be because you lulled yourself into auto-pilot gaming.

 

The Summary

 

This WAD could be considered as a treatment for insomnia, or as an example of very problematic layout design. If you're a mapper and you want to know what to avoid, you can use this WAD to learn.

 

However, on a more positive note, if the author were to design the layouts differently and the fights weren't so easy, I'm pretty sure his maps would be more than decent.

Screenshot_Doom_20171027_220611.jpg

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dankbooty

  

A masterpiece of Doom mapping.

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wolfie3dfan

  

Nice megawad. I like exploring more than shooting but I did find these maps to be of enough variety to keep me entertained. Still playing about a map or so every few days. Thanks for making it.

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NuMetalManiak

  

having played the previous two episodes, I knew what to expect, so the secret levels and maps 21-30 are all new stuff. anyways, what I expected from this one-man megawad was pretty much the same thing as before, mostly classic gameplay that is marred by some rather bad decisions in pacing. the biggest issue is, of course, the backtracking. there's tons of it throughout the set, some are considerably more blatant than others. most players including myself are not fans of backtracking at all unless you can make it interesting by adding plenty of combat opportunities or perhaps some extra shortcuts for getting back where you need to go. as a result many of the levels tend to take longer than intended and will likely bore players who prefer the more fast-paced stuff.

 

for the new maps, MAP31 appears to be a Cyberden-inspired map with spiderdemons at the core, not to mention a death exit coming before a secret exit which is certainly something not seen before. and MAP32 takes after Go 2 It with a few other map homages for some slaughter goodness. many of the later maps from MAP21 onwards provide some similar combat experience to the previous episodes, although MAP23 and its voodoo doll puzzle-centric aspect is surely unique. thankfully each puzzle has their own solution shown so its possible to screenshot each one for reference. loved MAP25, didn't care too much for the wide open spaces in MAP28 and MAP29, the big spaces make dodging really easy. MAP30 is mostly standard for an IoS fight. so if you are looking for some unique things, this level DOES have some of them, but it's more or less standard Doom combat and design with a lot of backtracking. it may not suit your taste as much as you would expect. by modern community standards this would be an average wad, some will like it, some won't. i tried to be neutral in this grading.

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Nems

· Edited by Nems

  

This was a pretty fun megawad. I died a few times but I didn't really have any issues with it. I wasn't a real fan of the backtracking of many of the levels and after going through about the first five maps I could see certain mapping and set piece patterns repeated in later maps but those are just personal niggles. It didn't stop the fun I had. Four stars from me. <3

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tempdecal.wad

·

  

Such Quality, very wow.

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Doomkid

· Edited by Doomkid

  

A fun treat worth giving a whirl for lovers of oldschool map sets, probably not too interesting for those looking for highly detailed maps and landscapes choc full of custom textures.

 

Texturing reminds me very much of the techbase maps in the iwads and generally retains that "quality wad from 1995" feel the whole way through. The level design features a few too many cramped hallways for my liking, but this is only an issue in certain areas as there's a good mix of large rooms and outdoor areas as well. Unfortunately it can get repetitive as the wad doesn't really deviate from the E1 techbase theme all the way up until map21, unless you find the two particularly enjoyable secret maps. Level aesthetics remain interesting enough for those who still love the 90's feel but will probably not be enough for those seeking something new or innovative.

 

The music consists strictly of tracks from Doom1 and Doom2. Enhances that 90's feel, but a part of me would have enjoyed custom music instead, although I understand that it can be hard to find music from other sources that fits well with Doom so it's not really an issue. If you're like me and still enjoying this after map04, you're probably not the type of player who minds reuse of iwad content anyway. I can't comment on compatibility as I tested this in ZDoom, but I can't imagine anything here realistically needs more than Boom compat to work properly.

 

Regarding difficulty, I found I had an abundance of ammo and health throughout the entire wad, more or less. This is the one area the wad let me down - Some of the later maps require you to focus a bit, but overall this is not for those seeking any kind skill tester or hardcore challenge. Difficulty rarely goes above anything that Doom1 throws at you, despite this mapset (obviously) featuring Doom2 monsters.

 

It looks like Aquarius199 made this entire mapset himself which is impressive in it's own right. I know from experience how difficult it is to make one-man megawads - My largest mapset is 21 maps and that took what felt like an eternity to make, so a full pack of 32 must have been pretty damn intensive. As far as multiplayer goes, this would probably be too cramped for co-op unless you enable the "players can pass through eachother" DMflag.

 

If you like OS stuff and aren't bored of the 90s Doom feel, I urge you to give this one a spin. It even features and ENDOOM screen, I thought that was a really cute touch that put the bow on a nice oldschool package. If you're looking for something with fancy, brand spankin' new visuals such as Ancient Aliens, BTSX, Stardate etc etc, you're not going to find it here.

 

I'd give this wad a 3/5 overall, mainly because I would have liked something that asked more of me as a player on the UV difficulty, but I have to bump it up to a 4 for all that effort coming from one Doomer alone. Well done.

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Krih Gamer

  

This Is Not That Bad But In Some Levels You Can Lack Ammo But Still Its A Great Megawad And I Recommend It

i Would Rate it 4.4/5

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  • File Reviews

    • By whirledtsar · Posted
      It's okay. Quite easy due to the abundance of artifacts, mana, & health. The level design is fine, nothing special. The only truly bad part was the unmarked puzzle bookcases, forcing you to wallhump the entire library as a last resort. Otherwise it's pretty simple stuff, running around finding keys and smashing monsters. The texturing and lighting aren't fantastic but aren't noticeably bad either. The only glaring issue is that many windows just show a wall textured with the sky texture rather than an area with a sky ceiling. Yet there are perfectly normal outdoor areas. Perhaps the author only figured it out skies halfway through development? Anyways, this is worth your time if you want an hour or two of simple Hexen fun.
    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
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