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Witness Of Time

   (4 reviews)
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After some time far from the doomworld I return with this episode, it is like favillesco alpha regarding to visuals mixed with mano laikas gameplay with its doom2 bestiary and rocket launcher induced combat, I'm kind of addicted to those alpha textures so I made 9 more maps with them and also allowed myself to make some theme variation like the tunnels of map03 or the tech neighbourhood of map07. Next time I'll make something completely different, I hope it won't take much time.


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MuratMikal

  

If you don't like confusing maps you should steer away from this one. I will give one star though only for the combat because it's challenging but not unfair at UV

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Zalewa

·

  

If you know Erkattane or Road to Gamzatti, you will know what to expect. Architecture that drags and snakes around like intestines on cramps, monster placement that sends death at you like shooting squad with you put up against the wall, traps that are metaphorical middle fingers, pop music as MIDI with vocals replaced by flutes and lots of running around searching for keys. This is a severe upgrade from Erkattane, but a downgrade from Gamzatti. This is also the last WAD by Nicolas Monti that I will ever play. I just don't dig that style.

 

The metro tunnels on one of the early maps were pretty rad, though.

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NuMetalManiak

  

the description of this wad pretty much says what to expect, especially true if you have played his other maps. fun for those who like his maps.

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Deadwing

· Edited by Deadwing

  

Another awesome episodic wad from nicolas monti! His maps is alreadly known by the community, so if you enjoyed them, you'll certainly appreciate this too! For this one, expect for a spiritual sequel of Mano Laikas, but with new textures which creates some more moody landscapes than usual. Difficulty-wise is also a bit harder than is previous works, normally finding +1 boss in each level.

If you're not familiarized with his work, expect some 20 min-long levels which are normally non-linear and have quite peculiar room-shapes (which are easy recognizable from his work). The monster placement here is very strategic, maximizing damage while keeping very low monster count (never above 200) and low amount of health. There's also lots of secrets, normally dealing with timed or hidden switches. It feels a lot like classic doom but with some abstraction added in, especially due to his architectural choices. They are normally based on alfa-Doom or 90' wads: Very few to almost no texture alignments.

It's definetly recommended for those looking for interesting gameplay with lots of exploration and very well designed encounters. However, if you're more into standard detailed landscapes, or linear/easy-to-navigate maps, this might not be for you.

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  • File Reviews

    • By TheMagicMushroomMan · Posted
      5.5/10   The problem with DTWID is that the same concept has been carried out by countless WADS already - they just didn't draw any direct comparison to the original DOOM. So what you get here is a set of competent-but-generic maps that follows the same beat-to-death techbase>hell progression of DOOM. Just like 10,000 other vanilla style megaWADs. In the end, that's all this is - a WAD that attempts to mimic (not always successfully, as there are some questionable maps here and there) OG DOOM. Without the awe that comes with experiencing the original game for the first, you're left with a bunch of generic maps. The inspiration that ended up leading to the creation of this project causes the WAD itself to feel uninspiring. It lacks memorability and soul.
    • By printz · Posted
      A pretty tough level with an unusual design. There's no exit; your goal is to defeat all monsters. Good luck.
    • By printz · Posted
      Mostly a flat maze level full of illusionary effects. It's not a very complex structure overall, but pretty challenging. The exit is randomly hidden somewhere.
    • By Lol 6 · Posted
      For a wad made in 1995 it's a pretty convincing church, I like how detailed it is, as well as the graveyard, too bad it is quite short because it's fun (Although I understand that, as a deathmatch level, making it too large can make it unfun to play). The exit gates are an awesome detail too. Definitely check it out 5/5 stars   - xX_Lol6_Xx
    • By VoanHead · Posted
      Upon the release of The Ultimate Midi Pack for Doom 1 that replaces all midi slots w/ original compositions, I thought to myself "Hell Yeah, now I have an excuse to play DTWiD!". Besides the shameless plug, I would recommend everyone to give that pack a listen and perhaps a spin w/ this wad b/c god damn does it go together like peanut butter and nutella.   Onto DTWiD: Well, the people behind this wad accomplished the goal of mimicking the style of John Romero, Sandy Petersen, and last but not least Tom Hall. Every level breathes like it was made by any of the three gentlemen, and god damn I had a blast w/ this one. While certainly not as hard as your Plutonia, Rowdy Rudy 1+2, Hell To Pay, or even Good Morning Phobos, it has its own moments where it doesn't pull its punches. However, one of my main gripes w/ this wad is that there's a lot of secrets to find if you're a completionist like I am, as some of them are a bit tricky to hunt down. The maps are way bigger than the OG John, Sandy, and Tom Hall levels, and while it's great to mesh some good fights here and there, it at times felt like a slog to go through b/c of the size of some of these maps. E1 was the weakest in terms of fights here, as expected that you won't be fighting anything tougher than hitscan, imps, and pinkies. While the design was great, I admittedly got lost a few times trying to get my bearings and know just where the hell I need to go. E2 was a bigger improvement upon E1, and had a few moments where it was spooky, like things are really beginning to hit the fan. E3 (which unironically in the OG UD was my least fav episode that I couldn't even bring myself to finish) was probably the best episode of the bunch, everything was oppressive and coming for you, luckily there was an abundance of ammo to help you out in messy situations, more traps and better set ups than what E2 had and a way better episode than E1. The secret levels of all 3 episodes are the highlight of the wad.   While I wouldn't say that this wad is a "must play" b/c over time I started to get a bit exhausted on the size of some of the levels and figuring out where I need to go, and especially since I binged E1, E2, and E3 3 days each respectively, I had my moments where I was like "Please God let this be over". Overall, I would say this is more of a wad that if you really wanna check out, go for it, or a good recommendation for people who are just beginning their journey of playing community wads and want something ez to play.
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