Blasphemous Intent

   (0 reviews)

Author

Jay X Townsend

About This File

Maps I made in 2001 that I never thought I'd see ever again -- made a throwaway comment and shot in the dark question about them on a DoomWorld forum thread and, long story cut short, they're HERE - in their unedited 2001 glory!

Credits

Jon Dowland, for being the best archaeologist this side of Indiana Jones and retrieving these!

Base

New from scratch

Build Time

(not known)

Editors Used

WadEd 1.71

Bugs

It's possible to break the blue key trap in E1M2. Just go with it, man. Let it happen.




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  • File Reviews

    • By Dedalus 80 · Posted
      The map is a pleasant, detailed and HUGE structure.  On the other hand it is too labyrinthine and the fight are not engaging. Things I hated: two little buttons (too difficult to find) and the mice (they don't blend well in the futuristic/nightmarish setting of Doom). Things I loved: vehicles/aircraft and the wide variety of textures.   P.S. For a first map this is absolutely stunning. My compliments...    
    • By silentzorah · Posted
      Pretty solid ZDoom megawad.  Very few maps that I found poor in quality.  Challenge level is acceptable, secret levels are pretty fun.  Wished more ZDoom wads were like this.   I would have rated this five stars, but failing to credit me for the boss music in E1M9 merits four stars.
    • By The_SloVinator · Posted
      Played on UV.   The Good If you need more of a classic Dos DooM from 93, then look no further. This was done brilliantly, especially the Cyberdemon & Spider Mastermind battles.   The Bad Nothing.   In summation Don't miss on this one. Three episodes of goodness!  
    • By Summer Deep · Posted
      This is a strange mixture. A more 'hellish' and, overall, more difficult version of the maps it's based on. Nonetheless, the consistency varies widely.    I didn't die or save once in the first five levels, but then the fun starts. Level six is much tougher, with a crazy finale featuring instantly respawning arachnotrons - one of them revived itself five times before it was permanently extinguished. Level seven, based on 'Dead Simple' of course, presents an archvile-based encore which will cause most players considerable frustration.    Things then settle down again: maps 8 and 9 are not notably harder than the originals, and map 10 has plenty of health and ammo (plus two invincibility spheres). The final level is a somewhat challenging one, in which killing everything, certainly if playing on the top difficulty setting, is probably impossible, most obviously in the exit room.    This is an attractive mapset, visually pleasing and imaginative, and with generally solid gameplay. I just wish the author could have achieved a more evenly graduated  difficulty curve, and maybe toned down the occasional excesses. Overall I'd give it 4+ out of 5.   Played on UV, continuous, GLBoom+.
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   This is a very nice megawad dating from last 90s. It consists of moderately short maps, starting with simple compact tech/rocky layouts, extending to bigger open areas, from a forest to hellish environments as far as progression goes. In combination with standard Doom aesthetics there's a set of new good-looking and odd textures, some of them stood out to me like the suffering baron of hell, grey skulls in the icy map, the rotating spawn cube, the vines in the forest map, and the sleeping babies, that one was creepy. I must add, that lava texture is gorgeous, and the way it was used not only on the floor but behind enemies in darkness, very neat imo. There are some special effects, in earlier maps you can hear former humans dying behind walls, I guess that simulates other marines dying in combat, it basically tells the story while you're playing, really cool. And, custom sounds, for your marine and monsters, the imp's new sound was obnoxious, I liked the zombies new low voices though. Honestly, visuals and also music are the standouts, not that combat is bad but that depends on your expectations if you have never heard of this wad before.   And well, this is a megawad for relaxing combat, consistent difficulty and moderate progression. I'd say it's on par with Icarus and Evilution, probably similar to other wads of the same style, in terms of monster placement. Sounds easy? Well it is, technically, maybe much easier, but it all depends on your skills. There's not a lack of challenge, but there aren't any gotcha! moments if you exclude a few surprise archviles or some sneaky shotgunners. You usually get your weapons and ammo early, health and armor supplies aplenty, it really isn't tricky to maintain yourself far from death. Plus, monster count rarely exceeds 100, with them being mostly low-tiers. Don't be surprised if you find a BFG and don't have anything worth to use it lol.    When it comes to secrets, usually they are behind walls with a different or misaligned texture. They are generally very easy to spot and the rewards can be too very high.    Not sure which are my favourite maps, but the ones from map 10 are what I liked the most. Well map 10 is a case of nice spooky atmosphere but a feel of loneliness, because it's dark and big yet almost no monsters. The IoS map, with the boss called TCHERNOBOG, was surprisingly entertaining somehow, even if it was a bit anticlimatic before I got to his heart.    So, as an easy set, I like how it played. Probably not appealing to skilled players looking for extreme carnage or multiple traps, but if you are new to Doom and/or love vanilla gameplay, this is a candidate not to ignore. For what it provides, I consider it a success, personally talking, and so my rate is 9/10.