Oscillation

   (6 reviews)

Author

Forli

About This File

9 boom compatible maps of increasing difficulty

Credits

Realm 667, Afterglow, cc4

Base

New from scratch

Build Time

6 months

Editors Used

GZDoomBuilder, Slade


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Gallic00

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

Very good mapset!  There was epic battles and the atmosphere was a bit like eternal doom.  Difficulty and ammo/hp was nicely tuned.  Very nice work.

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galileo31dos01

  • 5
   3 of 4 members found this review helpful 3 / 4 members

(posting this to show viewers this is good shit)

 

Done on HMP/continuous/saves.

 

Really fun maps! Aesthetically they are all very pleasant, I liked the detailing put in every map, particularly the "mushrooms" in map 03, and also the pitch black void as background, adding a feeling of mystery. Good usage a lot of circle stairs which is cool, and I liked other stuff like barrels and pots. 

 

In terms of monster placement and traps, all good, I like this style, sometimes the player is locked in temporary or via switch-hunting, and sometimes they don't, and I liked this variety. Each type of enemy is used to be real dangerous, and I appreciated it didn't border on revs and archies insanity. Slaughter is present in the last maps, but in general they are more about crowd control and massive infighting. Some cool set pieces: a cyber-trio ring; enemies coming out from waterfalls; archviles used in creative ways such as a ring of snipers that raise each one temporary, or locking them to prevent them instantly killing you; controlling nobles with the rockets; a ring with spiders and revenants; and many more.  

 

Some gorgeous midis, Death Bells is present yay!. Secret wise, some very useful ones. I liked that there are computer maps in some of the levels, it's not very common in modern wads so I really appreciate that. 

 

Overall, very recommendable, I'll give this a 9,5/10.

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Zalewa

  • 5
   3 of 5 members found this review helpful 3 / 5 members

In accordance to its name, this WAD oscillates between excellent gameplay and killing your ass with army of whatever the hell will squash you up against the wall + arch-viles + infinitely tall cacodemons raining at you from High Heavens if you play with infinitely tall actors. To be precise, maps 07 and 09 do that. Other maps are nice. Architecture shows plenty of effort and imagination.

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A7MAD

· Edited by A7MAD

  • 5
   1 of 2 members found this review helpful 1 / 2 members

Just Beautiful , everything including hard difficulty as well as map architecture was brilliant 11/10

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cannonball

· Edited by cannonball

  • 4
  

An interesting wad with each map taking on a specific theme for the most part. The visuals are generally good with some real epic moments littered across the wad, that start warehouse room and some of the later maps are good examples. The gameplay is pretty forgiving for the most part but there are some moments which will bring some moments of panic. Some ofthe fights are a little hit and miss at times with some which can be neutralised fairly easily. Overall a really pleasant surprise and a great effort, especially as the author is still in the process of honing their own style. I really look forward to future releases from Forli.

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NuMetalManiak

  • 5
  

this one is really well done. plenty of variety here, mostly large maps that are expansive but not extremely heavy on the monster count. i imagine this is what Sunder would be if it wasn't a slaughterfest wad. certainly recommended, fuck dem haters.

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  • File Reviews

    • By Zalewa · Posted
      This is a really beautiful map divided into about 7 sections which each have their own distinctive flavor, though they keep the same theme. Sections are interconnected with lots of corridors, somewhat building a confusing layout that might not be easy to navigate. However, the sheer level of detail polish, the texturing and the intriguing ways in which everything is connected here easily conquer that little inconvenience. While the fights doen't belong to the more unforgiving ones, you will find lots of health and armor to help you pull through. Definitely recommended.
    • By Zalewa · Posted
      A hub-like MAP containing 7 separate levels, each is completely separate and each must be completed for the exit to become available. You can complete them in any order, though the final one offers the most noticeable step up in difficulty. Each section has the same level of quality, polish and good design.   Each completed section gets marked with a green slimefall texture (incompleted are red bloodfalls), though each section requires you to push a switch to exit. If you miss that switch you will have to return to an otherwisely completed section. It would probably be better to just use walk-over lines for marking sections as completed.
    • By Meril · Posted
      Map made in 1995, typical for that era. You can find mazes, square rooms etc. But few rooms are better with some details and more intresting. None of teleporter flat is correctly fitted to grid. Gameplay: Monster placement is not bad except two rooms. First when you teleport into small room tightly filled with pinkies. Second is the worst of the worst. You are teleported into big square room crapped with pillars and monsters including archville where no place to hide. Backtraking is present, but not disturbing. Overall: Ok, but some places are very bad designed.
    • By Meril · Posted
      Like most of '95 maps, low details, square rooms etc. You can find here some weird use of textures and walkthroughalbe bars. In gameplay side, map is ok. No challange, but not boring neither. Overall is barely below average. 3-/5*
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   A super solid mapset I had the pleasure to play. This one felt like a modern adaption to the old known Scythe, while bringing its own personal style: it is divided into episodes, difficulty progression is highly notable between them, but monster density remains on the low side. Visually remains on the classic side, starting with tech bases, always indoors, then slightly pushing the player into open spaces connected with caves and lava, and more fleshy/spooky environments nearly the end of the set. Personally, I really liked that purple sky in mid maps, an unusual color in the game. While the author kept it simple with texturing, there's a lot of work on atmosphere and connection between levels. More specifically, in most maps the starting place is the previous map's exit room. If not then you'll know where you'll going to be, again because of the theme's consistency, which I liked a lot. One thing to point out is the usage of darkness in at least one piece of every map, something that always gave a sense of insecurity, as monsters had an advantage I lacked, which was pretty cool and tense (map 25 last room is dark and brutal, one of the most memorable moments of the set imo).   The combat and layout are the most consistent and interesting sides of this wad. Monster count might not be too high, but the author worked it out in way that little can still be brutal. The first and second episode are very low-key, with some surprises to introduce the player into what's coming. Third and fourth are more trap-based and also introduces serious (but simple) platforming/chasms. Last two episodes are what Moonblood as been anticipating so far, all of the previous but in a much brutal and unforgiving way, also including hectic starts. On par with this difficulty progression, there's monster progression, this means that each monster is introduced in an old-school iwad way, only barons appear much later than I expected. In terms of layout progression, non-linearity is what rules, excellently done btw. The maps will give you the opportunity to choose your way to find resources and deal with monsters. Despite playing on continuous, I payed attention to the weapons placement: it's not your usual classic megawad, there's place and time for each weapon to be the star of the map, usually provided near the starting spot, so the player has an idea of how's the map going to turn out. This kind of pace was really appreciated, since I enjoy variety. A final boss is included to give a conclusion to the story (quite a nice story, if you want to understand the author's view it's here), always nice to see custom endings that don't have an IoS, always nice.    Secret-wise, these are not just your typical misaligned texture, with usage of the automap and a good ear you can find them all, but they usually take an extra effort to find, more often related to audible clues. They don't give you much in general though, this is probably the only downside as sometimes I found single medikits and I didn't need them at all, but perhaps pistol starters might appreciate them more... My favourite maps are from the fifth and sixth episode, the secret maps too, since there were more open layouts and mixing of every monster/weapon. I think there was no map I disliked, well maybe map 26 which was quite good except for the many imps on ledges lol.    Overall, I dig this gameplay, very exciting, recommendable for anyone looking for classic adapted to nowadays perspective, if that makes sense. Uh just try it, Scythe and Jenesis fans can't miss this, my rate is 9/10.