Illuminatus v1.0.0

   (8 reviews)

Author

Cory Scott (NiTROACTiVE)

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.

Credits

Read 'credits.txt' for credits.

Base

Modified

Build Time

About two years (the map construction before beta testing)

Editors Used

Doom Builder 2, Slade3, Gimp, Paint.net

Bugs

Might find bugs in MAP21-MAP32 when playing in classic source ports or MS-DOS/DOSBox.


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Doomkid

· Edited by Doomkid

  • 4
   6 of 8 members found this review helpful 6 / 8 members

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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Zalewa

  • 2
   1 of 2 members found this review helpful 1 / 2 members

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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wolfie3dfan

  • 4
   1 of 2 members found this review helpful 1 / 2 members

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

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

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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Krih Gamer

  • 4
   2 of 7 members found this review helpful 2 / 7 members

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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dankbooty

  • 5
   0 of 1 member found this review helpful 0 / 1 member

A masterpiece of Doom mapping.

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Nems

· Edited by Nems

  • 4
   0 of 2 members found this review helpful 0 / 2 members

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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dmg_64

· Edited by dmg_64

  • 4
   0 of 5 members found this review helpful 0 / 5 members

Such Quality, very wow.

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  • File Reviews

    • By Killer5 · Posted
      The following review is comparing Combat Shock 2 to today's slaughter wads.   A pretty good wad overall. There are some design decisions made in the larger maps that make sense from an open-endedness design perspective.. but honestly I decided that it really detracts from the experience.   The following descriptions are from my play through on UV, using pistol starts, and no saves.   Map01: One of the best maps in the wad. There is very little downtime on this map and there is almost no tediousness cleaning up any of the fights. There are some filler moments but that is to be expected on Map01 I guess.   I wont talk too much about Map01 because there isn't much that I really dislike about it. It is Map01 difficulty.. but still threatening (albeit not lethal) and has a great start and a great final fight.     Map02: This map is quite slow in comparison to Map01 and introduces some of my complaints about the design decisions made in some of these maps. It seems a lot of maps follow a design decision which gives the player complete control over how the player wants to play the map. Unfortunately if the player is playing blind then the player will most certainly not be running around trying to aggro everything with reckless abandon.. but instead trying to survive. This means incredibly slow gameplay.   My first experience with this map was quite a stale one. I had plenty of room to move around at all times.. and was able to take every fight one at a time (none of the fights are really threatening on their own save one which I will get to). This one fight involving tons of pinkys, a cyb, mastermind, and hks can be cheesed completely but simply running out of the area. It is quite obvious that you can leave the area immediately so I can't really say it is cheese.. just a design decision to allow to quicker play if the player wants. I think this is fine if you want to open the map up for speedrunning or something.. but it is something that really made a poor experience for me when I didn't go into the map with a mindset of aggressive play.   The final fight is really great. Making 3 monsters threatening is kinda hard and Danne pulls it off well with 2 viles and a cyb.     Map03: Incredible map. I really enjoyed how my experience was made harder or easier depending on the decisions I made at the start of the map. Sure you can get rockets early.. but that rocket fight is quite hard because of specters, and viles in a close quarters fight. I found that I could actually get plasma first.. and then return to the rocket area with plasma. This made the area easier and gives the player something to think about when playing the map. Great stuff.   There are these groups of lost souls that appear when you raise the platforms leading to the final 2 arenas.. all they did was make it a bit more annoying to kill the hks (I just took an extra 30 seconds to kill the lost souls prior to dealing with the hks).   Final two fights are fun. Especially the final area.. pinkys + cybs is always a fun combo.     Map04: This map is half good.. half incredibly tedious cleanup.   The first half is fun.. you get an awesome fight with imps/mancs/cacos/cybs in a medium size area. Very easy to get blindsided by fireballs/rockets here. The following bfg fight is also really great. You need to sort of figure out how long you can be aggressive vs the viles while still finding room to escape so you dont get cornered. The mastermind usage during this fight is insanely good too. Probably one of the best wandering masterminds I have seen in a map.   Unfortunately the map slows to a crawl after getting to the next large area. While it is INCREDIBLY easy to eat errant cyb rockets at the initial reveal of this room.. it is complete circle strafe for your foreseeable future. I assume this area would be fun to speedrun.. but again casually this room is kinda meh in my book. The vile horde at the end is also quite stale since there just arent that many and the viles just sort of funnel towards your bfg. ezpz.     Map05: Another map which falls victim to the open ended gameplay trope. There are many fights here which would be fun if you were going to play the map fast.. but playing slow it is an hour long map consisting of a long grind with almost no threat.   The start is full of areas with very low threat and a very high monster count.. I don't really have much to say about them individually except that they didn't kill me. Eventually after grinding through many nonthreatening fights you get to the bfg area. This area looks great and has some great platforming to get the bfg. Unfortunately the bars which prevent you from leaving open immedately. I don't really understand this design decision unless you are just trying to allow people multiple ways of playing.. if you want you could just jerk off and spam rockets until you win. Hardly any threat in this area and almost no reason to use that big fucking gun you just grabbed.   The final fight is also a slog playing casually. The meat of the room is triggered by a switch.. but if you dont want to hit the switch then you can just circle strafe for days while the center of the room kills and mancs on the outside of the room kill each other so then when you hit the switch.. you have almost no threat from the group of monsters which are spawned from the switch press.   Quite an easy/grindy map. It overstayed its welcome. But it looks phenominal.     Map06: My favorite map in the set. Almost everything in this map is good. There are a couple incredibly trivial fights later on if you know how to use bfg well.. but luckily these fights don't last long. The finale is kinda meh casually.. but it still isn't free so I ended up liking it. Great map.     Map07: Bonus incidental combat map. I enjoyed the larger area around the yk door.. but everything else is whatev. Not really a fan of this map.     Overall: A solid slaughter wad made in the vein of Sunder. C-shock 2 is definitely easier than Sunder and in some maps outmatches Sunder in gameplay and quality (Maps 01, 03, 06). C-shock 2 is also completely void of incredibly offensive maps such as The Cage. As far as slaughter wads go c-shock 2 is a must play and is a huge improvement over the original c-shock. 4 stars.   Also.. it is really fun seeing wads made from 1/2 of the Sunlust/Italo team. While I think Danne improved a lot as a mapper his early maps still pack quite a punch.
    • By Cacodemon345 · Posted
      Pretty solid megawad. Everything about this wad is simply excellent.
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   Ever wondered what is that "slaughter" thing that everyone talks about?... Here it is! Well, a part of it, and if you are totally new to this genre, you came to the right place. This is a very fun wad in many aspects, not just the slaughter component but also visually, almost every map is placed in a different theme: starting from ruined techs entering to snowland, then arriving to a gothic fortress and, well more gothic/hellish environments, culminating into a massive dark underground (gothic of course) citadel, which has top notch detailing (and no, details do not interfere with gameplay, I assure you). I quite appreciated this variation, and I have to admit that hordes + gothic textures are a great combination. Plus, the soundtrack is amazing, some strong and some smooth tracks depending on the case, I particularly loved maps 08 and 12 midis as they are more quiet yet fitting.    The combat component is pretty consistent, usually offering hordes to slaughter in multiple ways, with a moderate demand of crowd control, trap-based or not. One of the most common ways to handle the situations Rush provide is via circlestrafing + infighting, periodically removing what gets in the way. I preferred the occasions in which you must shape the scenario to be able to control the herd, which required some quick reactions and movement skills. In terms of progression, save for maps 06 and 12 that are more complex, the maps are fairly linear and easy to understand. As far as monster placement goes, revenants can be nasty in this wad, in companion to hell knights for your typical infighting shows. Yeah, mid and high-tiers in the majority, and rare presence of former humans, leaving the hitscan action into your hands, and a few spiders scattered in the set. Plus, there's a new mancubus a bit tougher and creepier than the ordinary, not an outstanding addition but something to be alert of. Archi made good use of the areas to put pressure not only from the monsters on the ground but from a considerate number of turrets. He also didn't abuse of lock-ins, so don't be surprised if you can leave and camp behind a hole, but expect to find more stuff ready to punish you for cheesing. When it comes to my personal highlights, I share some of Alfonzo's ones, particularly his last point, that was hilarious as one second I was exploring all cool all relaxed and the next one I was running in panic on lava like oh shit!. I'll also add that part in map 10 where I was pushed against my will into a room with monsters on grandstands, it was so funny.    Secret-wise, they are the usual different/misaligned-texture with a power-up or weapon inside, but there are also secret telefrag chains to save ammo, and secret fights!. The most complex map (12) has the hardest-to-find ones, so pay attention.    For favourite maps I'll pick 01, 06, 10 and 12. Unfortunately the last one has a bug that prevented me from exiting, otherwise a gorgeous map. No disliked maps.    Overall, I found it pretty accessible to anyone with enough experience in the game, so give it a try, at least on HMP, it's fun and worth of replay. Of course, avoid it if you hate hordes, after all, it's not the author's fault if you don't take a second to read the description ("boom-compatible slaughterish maps", yeah it's pretty clear to me), or play something else... My rate is 8/10.
    • By Bauul · Posted
      Four small, slightly surreal maps from Obsidian.  Similarly styled, these are short, taught, oppressive experiences where you navigate around the small (often vertical) areas finding switches to expand the play-area.  Each new lever introduces a new hostility to the area and requires a new strategy to beat.  It's not a hugely dissimilar experience to the more creative constructions found in various Confinement wads.   What really lifts this mapset is an excellent adhesion to a strong, well-realized atmosphere.  The maps give you the sense of being part of some strange experiment, with the small maps feeling at times like some kind of hellish test chamber.  The music, textures, architecture and even difficulty settings all come together with strong cohesion, and lend the mapset a personality that's only emphasized with it's well-suited name: who are what Tink is remains an unanswered question, not helped by the slightly creepy final epilogue map.   Some of the fights don't flow quite as well as they could do thanks to the small play space, but overall a very enjoyable little collection.  
    • By Fonze · Posted
      Adorable is a word I'd agree with for this wad and will start my review with for the purpose of extending the power of the subliminal advertising here.   Unfortunately, this wad is small and limited in resources, so even trying to look at this in the light of wads that don't contain maps still has this wad coming up short. Would love to see the author take these assets, add some more, and learn about map design in the advanced GzDoom engine, as this has potential and it would be cool to explore some more areas with this going on.   Definitely give it a download and a quick look, if just for how cutesy it is :D