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Greymood

   (5 reviews)
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About This File

This is my first map added in idgames database. Main layout was made in one day and after that I polished everything and fixed main issues.

I tried express my depressive feeling through grey, brown and white textures. Music choice was accident, which perfectly fitted in this kind of map. I recommend turn off infinite height, but it's not important.


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xvertigox

  

The map description states that Haruko tried to express his depressive feelings through the texturing and that came through. The dim lighting and midi went a long way in helping it to sell the depressive feeling.

 

The geometry was solid with some particularly nice detailing here and there but the actual layout was really good. The central hub worked well with keeping you on track.

 

The monster placement was on point and led to interesting fights - particularly the ones involving archviles. I really found the difficulty to be just about perfect on UV.

 

The crescendo at the end worked very well where it was tough but understandable and beatable. At first it's a chaotic mess of monsters, archviles and an Icon of Sin but as you work your way through the madness it starts to make sense.

 

It takes care and attention to try to express something as abstract as an emotion (other than rage) through Doom wads and I think Greymood did that with the gameplay to back it up. I'd be interested to hear from Haruko if any particular set-piece or element was representative of anything.

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Zalewa

  

"Layout done in 1 day". Not bad, not bad at all.

 

The map is short and it gives you all weapons and ends in a massive monster slaughter invasion and an Icon of Sin monster spawner. It might sound difficult, but it's not due to invulnerability spheres.

 

The mood is indeed "grey" here, both literally and metaphorically. Despite the use of mainly grey colors, the visuals are still decent and create a gloomy theme.

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Dedalus 80

· Edited by Dedalus 80

  

I liked this map: not a masterwork but it's funny and visually well made.  

Unfortunately I could not finish the final battle: my pc was throwing flames and screaming!

My advice: give it a try.

Screenshot_Doom_20170817_131805.png

Screenshot_Doom_20170817_131939.png

Screenshot_Doom_20170817_132146.png

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NuMetalManiak

  

the feel in this map holds quite the dreadfulness, as it is for this very map. what we deal with here is modern-style combat in a gray moody layout, expecting some pretty hard matchups against several difficult encounters. it certainly hits its stride in the final area, where the slaughter is, though getting two invulnerabilities helped as I thin out the hordes. of course, always be careful of both the snipers and the enemies coming from the monster spawner. not a whole lot of hint as to how to defeat the spawner, but i managed to figure it out after getting rid of the cyberdemon threat. a fun but hard experience.

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CzechMate29200

  

I really like this level. The dreadfulness here is really nice. Detail is pretty good, although some places could've used more. The level is fucking hard (which I like) and definitely is fast-paced. Overall a really cool level. 4/5 :)

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  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
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