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.


4 people like this


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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 Eye del Cul · Posted
      Interesting, but I'm not a fan of hidden buttons and convoluted gameplay. 

       
    • By Nine Inch Heels · Posted
      This is one beautifully crafted piece of well orchestrated torture.   UV-difficulty is by no means suited for players inexperienced in the slaughter genre, and even on HMP you're expected to get the very basics right.   What starts as a series of smaller, moderately difficult, albeit punishing encounters in seperate areas of this map evolves into a full blown fight for survival that takes place almost across the entire map once you unleash the final wave of enemies.   The layout of this map is nothing short of effective. By the time you got your first set of guns you will already have several revenants, a vile and more coming for you, while at the same time this map manages to deny you any sort of comfortable "cubby" that you can start working from at your leisure. Unless you really cleared out an area in this map you best keep moving, because something will shoot at you from somewhere and when you get hit hard anywhere down the line it's probably gonna hurt a lot in the long run. But don't be fooled into thinking you're simply going to carve out some space where you like and it'll just stay that way, that's not how this map is going to play.   If you plan on beating this map on UV, you're gonna have to do some very careful planning in order to not get blasted from seemingly out of nowhere at the most inopportune moments and have enough resources left to deal with the final wave of flyers in a "safe" fashion, relatively speaking. Situational awareness at all times, and a proper route is key here.   This was a tough nut to crack, but I had a good time with it. If you're anything like me, and you like to play maps you need to sink your teeth into, this little gem here is well worth downloading.
    • By Agent6 · Posted
      So here goes yet another wad, still played through GZDoom's Software render like everything else.   What do I think? Well, compared to the other Doom wads I've played until now I must say that this was honestly the most fun and exciting of all of them. The levels have a great layout and good enemy placement. Although some maps, especially towards the end seem to go full b*llshit with the enemy count they were still really fun to play, quite unexpected to be honest since the difficult parts in the previous wads I played had the tendency to be really frustrating and often unfun, but for some reason that's not the case here.   Most levels don't rely on lots of textures but they're still pretty beautiful, and none of them drag on or are longer than they really should be, with easy to find secrets, some of them being out in plain sight and very easily accessible, which is a bit questionable indeed, and the most difficult levels seem to typically take place in red, hellish, cavernous areas. There aren't any maps that I dislike, probably because the gameplay is solid all the time, and they give you just enough resources, no war of attrition to be found here. My favorite level is going to be MAP11 Sneak Peak, I've seen maps and areas that make punching fun and satisfying, but so far none did it better than this one, just pure enjoyable punching to be found here, and the best part? Enough resources so the game doesn't descend into madness territory, or perhaps it does, in mad fun if you know what I mean. I must also admit, I did not expect to run into slaughter levels at all, but they were pretty nice and not insanely cruel, yet this stuff is way beyond my league. I managed to finish them after a number of failed attempts, but I'll likely not get serious about playing slaughter wads in the future, it's just neither my thing nor is it for me and my skill level. No shame in admitting this.   My only gripe would be with the last map. And I thought post-MAP24 levels in Memento Mori 2 were annoying with their enemy counts and scarce resources, but since this one is a slaughter level as well just like the few ones that came before, and unlike the typical Icon of Sin kind of final maps, it's full of waves of Revenants, Cyberdemons, Barons, and other strong enemies, a really, really difficult and tricky map which can be confusing and frustrating at times, but it doesn't mock you with giving you few power ups and ammo and let you die in agony. I'm just so damn glad to be done with it, I don't want to ever see something like this before me again, the horrors of hell will haunt my dreams forever. I also think that forced pistol starting levels wasn't a bad idea at all, but rather an interesting concept, with great balance, and definitely much better than making maps with crap encounters, tons of traps, scarce resources, and so on just to provide an artificial challenge to the player. They can be a bit difficult, but you only need to be careful, and fast sometimes, they're very far from insane. The timed level Run from It was just as interesting, but I had to Google a little after I died a few times because I couldn't understand what's going on in this map and why I keep dying out of the blue.   The music is also fantastic, the songs which play on MAP19 3000 AD and MAP20 The Starport being my favorite of all. Bit of a shame that it doesn't feature a complete replacement of the vanilla Doom music though. Other than this, to sum things up, this wad should definitely be considered a classic from my point of view, it's a fine candidate to the title, damn fun and solid, I loved it.
    • By Meril · Posted
      Only first map is good, where you must run away from cacos. but when you get ssg everything becomes bad. Visualy this wad is below average (from 1995) missaligned textures, very big square rooms. At least no maze included. Maps 01-03 have a lot of backtracking, and switch hunting, but they are easy to find. Map 04 has INSANELY high lift. One way lasts so long, that you can go make dinner, clean your room, drink some beer, and still wait for it.  Overall waste of time, but not terrible. Just below average of 95 wads.
    • By TheV1perK1ller · Posted
      Pretty decent WAD by UltimateLorenzo. Overall I really dig the use of custom monsters and the addition of the Plasma Shotgun and Nailgun - they fit in quite nicely.   As for the maps themselves, I love the detailing put in each level. A lot of hard work has been put in to make these levels pop. The first five maps were excellent, the next three were tedious in that you pretty much have to shotgun everything pretty much (if done on Pistol-Start), and the final five was also quiet good, taking on a more 'Quake' style in appearance.   What's the deal with MAP13 though? No weapons to take on 250+ monsters? Obviously not meant to be Pistol Started. Good if this was made into a full-fledged megawad, but this is still certainly worthy of a playthrough.