Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

The Terraces

   (3 reviews)


About This File

Classic Doom 2 city-style map originally designed for the cancelled "Plain Ol' Doom 2" community megawad. Originally designed as a Map 20 replacement. Level layout is a homage to "Central Yharnam" level from From Software's Bloodborne.

User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



I think I like the unique feel of this level. While the textures consist mostly of brown bricks with some green thrown into the mix, the city itself is constructed in an odd way that makes you feel like you're inside a great aqueduct. The map is expansive, it will take about 20 - 30 minutes to beat and the ammo is a bit scarce (though should be sufficient) so mind your shots. Other than that, the progression pacing is very smooth and an average player should be able to beat this level without sweat.

Share this review

Link to review


I should warn you that I haven't visited Yharnam before, so if you're reading this review in the hope of finding some cool Bloodborne puns then you're shit out of luck. Sorry, pal!


This is a very good level. That it was sitting for nine months on Bauul's harddrive is pleasantly surprising, also, because it means that it was made roughly three months after the release of his debut map and troubled magnum opus Foursite, reviewed here. In that short span of time he must have been putting on some sort of clinic, refining his skills in preparation for the Plain Ol' Doom 2 community project. Are we seeing the emergence of another strong talent so soon?


Comparisons with Foursite are few, although honing in on any one of the quadrants in that level — which is deliberately sectioned and advertised as a four-in-one proposition — does bring into focus a few similarities. The broad, abstract approach to scene-setting is again at play, but whereas that level's direction was confused by the fusion of disconnected ideas, here is it delivered singularly and in quite an attractive way. In fact, everything from the appearance right down to the mix of monsters and the way they're used suggests that while Bauul's interest in building big, believable spaces is the same, his methods have shifted positively, prioritizing gameplay as the biggest factor when it comes to appreciating the mood and feel of the world. In this case, that world is a city; a medley of mortar and scattered guts. A little spartan in places, maybe, but you can definitely feel the vibe.


Combat is guerrilla. What the level lacks in set piece encounters it mostly makes up for with tricky, messy street fights that increase in intensity as you push through the wide boulevards of brick, wood and metal (it's quite a linear layout). The way the light provisions, decorations and monsters are spread out around you also helps to maintain this impression of a broken city that's perhaps already been purged, and is now just choked with renegade demons. No doubt the empty appearance of some of the areas — as well as the sound of Message for the Arch-vile playing in my ears — assisted my imagination, here.


If this level were about five to ten minutes shorter it may have snagged a fiver. It's slightly let down by an unwillingness to divorce any one part of its admittedly fun union of ideas for much longer than a few moments (though the nukage fight and ending setup are very welcome). A few distinctly scaled areas with a different look or dynamic would have gone some way to making this experience the complete package, at its current length. All up, though, a recommended download if you can spare twenty minutes.


Bullet-points of Interest:

  • A fun, skirmish-filled level that keeps the player wary of health and positioning.
  • A great sense of place that's aided by a liberal plastering of decorations and a limited texture set.
  • Slightly under-cooked in places, visually, despite the coherence.
  • A little more diversity would have gone a long way!
  • Reminded me of Romero's design in places, which makes me biased. Thanks, D_MESSAG.

Share this review

Link to review


I knew I recognized the Yharnam feel from somewhere!


Great map, fun layout with good progression, and it feels a lot like classic Doom2 city gameplay. Ending is a little wonky, but other than that it's a super solid level. 

Share this review

Link to review
  • File Reviews

    • By Chipchase · Posted
      Superb firework display of thousands of fireballs seeming in slow motion because of the vastness - mostly avoidable as they land where you were ages ago; but worth playing just to see it. A HUGE square surrounded by tiers with hundreds of imps and a few others, plus a blockhouse you can enter first to collect ammo.  Fighting through the hundreds of monsters when you get onto the tiers is another matter, overwhelming at UV. I cheated to finish so at least I could review.  Some HOM bugs.
    • By CountArchvile · Posted
      Terrence For fucks sake...
    • By Yura04kizel · Posted
      Laggy hell with 32k monsters and too much invulnerability spheres. Just... total vomit.
    • By Chipchase · Posted
      Insanity, with voodoo dolls (see second screenshot).  I get the idea of a shooting gallery if that rocks your boat, but 6000 monsters behind railings- as far as the eye can see, FFS! My PC crawled when I looked towards the invuln spheres (someone said 32 k of them and you can't avoid picking up thousands at a time). In the end I cheated with god mode and no-clipping, and waded in among the chaingunners until I got bored.  
    • By Chipchase · Posted
      Simple, clearly a first wad.  All on the flat with big, brightly lit, and architecturally implausible rooms. The first map has two rooms, the second map one, and the third map one plus a kind of exit lobby. You can do one of two things - just run past the monsters and finish (I did it in 35 seconds), or have a bit of fun killing the monsters first. No noticable bugs. I hope the author will go on (or went on) to greater things.