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The Becoming

   (9 reviews)

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Only the best vanilla throwback episode I've ever done


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chowbar

  

It's tough, moody, and vanilla-compatible. Excellent use of IWAD textures and a nice soundtrack make this Episode 2 replacement very compelling and definitely worth a play for vanilla purists. E2M3 is a particular standout although I really didn't care for E2M8. That said, totally worth a download.

 

Played in PrBoom+ (complevel 3), UV, pistol starts, with saves.

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Barefootstallion

  

I've only made it up to map 3 so far.  But dayum!  I gotta say!  This is a totally cool set of maps!

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NoWits

  

Awesome E2 replacement. Very atmospheric, great use of stock textures, especially in the transition to the hell theme. Had some unique moments, like the path leading up to the exit "teleporter" on M4 or the whole of M3, which was a very cool concept. Cool music too.

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NuMetalManiak

  

this is a pretty nice E2 replacement, difficulty remains consistent and the fun factor is definitely there with the non-linearity of the levels. also the wad and its levels are titled after NIN songs which is cool, and the soundtrack actually is unique. E2M3 is pretty unique and so is E2M8. worth at least one go.

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Mk7_Centipede

· Edited by Mk7_Centipede

  

I played a few minutes of e2m3 and nearly had a heart attack. This looks right up my ally. Thanks.

 

Oh, and the music is flawless. Much obliged, yall.

 

edit: This is really more of an E3 replacement than an E2 replacement. The familiar visages is a trope to E3, and the total lack of crushers sorta defies what I think is elemental to E2. There is some Beserk idolization early on, and familiar map layouts later on. I have yet to beat the boss stage, but generally this is pretty stress inducing without being too difficult.

 

A Good Cyberdemon is Hard to Find.

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quasiotter

  

Still fairly new to Doom, but I've gotta say that this was incredible. Loved the interconnectivity that was memorable to keep it from being byzantine. Favourite is E2M3 by far. Didn't care for E2M8. The rest I really dug quite a bit, though.

 

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trrobin

  

A pretty good episode 2 replacement with a few minor niggles here and there, that thankfully doesn't stray too far away from the essential nuts & bolts gameplay that we know and love doom 1 for.

I will definitely keep my eye on this authors future work.

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Dedalus 80

  

Nice vanilla maps with fantastic music. You captured very well the atmosphere of the original Doom. Bravo!

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Zalewa

  

Doom 1 with challenging but fluent action is always something that's difficult to achieve. There are some moments here that are too aggressive in mauling you with pain and death, but in overall the WAD is excellent with visuals barely, but still, surpassing the vanilla E2. Despite some use of high HP enemies there's always either enough ammo to kill them, or enough of space to skip or postpone the fight.

 

The last map, though, is something really, really stupid, as felgro has already stated. It seems it was supposed to be extra-hard, but actually it just makes your left hand twitch into a gesture that can press ALT+F4, and then you press ALT+F4.

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  • File Reviews

    • By Roofi · Posted
      Clearly not the best work from Didy but a good level after all. The map is short and has no secret. The totally brown techbase and the brown landscape were not really memorable but I loved the beach and the underwater area near the end. The gameplay frustrated me a bit because of the abuse of sniping enemies at the beginning and the also the lack of armor. UV-max is impossible too because an enemy is stuck.   My usual french detailed review : http://doomfrance.forumactif.com/t4690-review-maps-de-didy#140928   FDA Demo : Here
    • By NuMetalManiak · Posted
      apart from the maps in Dark Resolution 2008, I really am not familiar with Death-Destiny at all. when I played this, well, I gotta say this is one peculiar map. a lot of maps got inspiration from one of the most memorable maps ever, which was BPRD's The Mucus Flow, but this one is perhaps the most inspired by it. the way things are laid out here makes it feel like an unofficial sequel to that level, ammo depots and weapons that require keys, continuously respawning enemies (that if you can find a certain secret, you'll crush all reinforcements completely), and the overall design.   this is a very rough level though, one that certainly shows in how difficult it is. the respawning enemies are in red zones, and this includes a turret embankment with a cyberdemon, another with a spider mastermind, and several other ones, many of them being imps. the idea of Disturbia apparently has you going through the level finding each individual key, then removing the next barrier and moving on, getting progressively harder until you finally "disturb the land", then you backtrack, fighting off big hordes of enemies until you go through this huge mouth, this is where the exit will soon loom, but there's several arch-viles along with a couple or so cybers to contend with before making the land calm again, with that final switch being the swan song for this map. it's quite a creative premise, too bad the level is insanely tough and tedious to pull through so I have to dock off for that.   also, I hate to say it, but this chaingun is ugly as sin and is too large for its sprite. yeah, liking the doubling of ammo and fire rate, but Valiant's super chaingun was much slicker than this. it also has a weird sound. having no SSG or shotgun (or even shotgun guys) was an interesting touch, but it doesn't really make the level better.
    • By seed · Posted
      "In Aeternum in triumpho tenebrarum... " (Forever in dark triumph)   Over the wad, what else? Aeternum has been finished, played through ZDoom 2.8.1 on UV difficulty. A rather short, 3-level wad.   So what's this... Aeternum is a short wad with skill-based gameplay, heavily inspired by the classic Alien Vendetta. It comes with new textures and energizing, action-oriented music. The first 2 maps appear to take place on Earth, while the final one exclusively in Hell.   The difficulty is not high, and it would be somewhere around the end of the first half of AV, with tricky traps but nothing too intense, therefore it's pretty accessible. It's also short, being easy to beat in one sitting as it takes little over an hour or so, depending on your speed. The second map however is the longest, being noticeably lengthier than the other 2, but it doesn't necessarily drag on as it gets better as you progress, and more fun. Although the first half of the map might be a bit underwhelming. Everything culminates with a short but more intense final level with slight slaughter tendencies, and an IoS awaits at the end.   There isn't much else to add, and it isn't as impressive as skillsaw's other works such as Valiant, Ancient Aliens, Vanguard, or Lunatic. His style is unmistakable but here it doesn't do a whole lot to catch anyone's attention. Thus, Aeternum can be seen as a sign of things to come, primarily due to its gameplay which would further evolve in the author's subsequent releases, in addition to his maps becoming much more impressive visually. It's a fun little wad to try out when you want to play a Doom map or two.
    • By seed · Posted
      "Get out of the way!"   So that you can watch me kill your brethren before I get to you. You can't stop the killing. Newgothic Movement 2 has been finished, played through GlBoom+ 2.5.1.5 on HMP difficulty. Or is that HMP? I'll get back to you in a moment.   First things first, Newgothic Movement 2 is the sequel of the short slaughter megawad with the same name. It features a new menu background, end level stats picture, textures, and music. The gameplay is pretty much identical to the original, with large enemy counts, enemies placed in strategic positions, and emphasizing skill. This is pretty much all it has in common with the original, as the maps are generally very different and exploring more themes and locations, on Earth, Hell, and space, however, various ideas from the original have been recycled into the sequel, such as the tunnel sequence with the Cyberdemons underground, now taking place in a pyramid and more difficult, as it plays a much more important role as opposed being and area you could simply ignore by going straight to the right drop point. Additionally, there are no more levels that do not serve any real purpose in the megawad, unlike the original did with MAP03 and its Cyberdemon fest in the middle of nowhere. The progression between levels is also much more logical so it feels like a more coherent package and "actual" megawad, as opposed to just a collection of random slaughter maps.   Compared to its predecessor, the sequel has much higher difficulty, emphasizing foreknowledge in many of its maps in order to get the full, enjoyable experience than just jumping into it and hoping everything goes well for the most part. Therefore, it involved quite a bit of trial and error in some of its maps to avoid making crucial mistakes than could bring your progression to a half. Moreover, items, such as Invulnerability spheres, are now sometimes put in secrets, some of them being mandatory if you plan on making the enraged wave of enemies calm down quicker, and with much less frustration. The difficulty curve is nonexistent as almost all levels start somewhat easy (apart from MAP02 and a few others) and the difficulty increases dramatically as you progress, but the following map with not be necessarily easier or more difficult as you'd normally expect. There are also crazy parts in some of the levels, particularly on the aforementioned MAP02, which has a really rough start with lots and lots of mandatory damage (no wonder there's health potions at every step), with waves of Imps at both ends of the tunnel and Chaingunners shooting you from their alcoves. This is going to be the only map I did not like in the entire megawad, simply because it's all about damage and challenge, but zero fun. It's best to try to speedrun this map instead of maxing it out as that needlessly complicates everything (as if it wasn't already complicated). Due to the drastically increased difficulty going in blind like I did will prove to be a challenge in itself as traps and ambushes are much less forgiving than they are in the original. I would not say you need to know the maps inside out, but it will absolutely make your life much easier in some of them if you have some knowledge before playing them, so that you at least know where the nuttier parts are. There are also no difficulty settings, so despite choosing HMP, what I actually got was UV, so you either deal with its difficulty the way it is, or skip it.   When it comes to locations, it unfortunately does not explore cities. MAP13 was easily the one map that really stood out from the crowd in the original, despite not doing anything particularly mind-blowing. But it had an amazing grim atmosphere, and it was impressive both visually and gameplay-wise.   All in all, Newgothic Movement 2 is a definite improvement in all areas over its predecessor, but also a significant departure, as while still preserving the core essence of the original and being much more coherent with its design, it places much more focus on difficulty and foreknowledge, something the original did not do, therefore it is going to be more challenging than it, and more frustrating in parts. As a result, it is good for veterans and demo recorders who have the time to analyze the maps carefully and fully, but not a very good candidate for more casual players who just want to play some slaughter. It's also not a good introduction to the genre for newcomers due to its high difficulty and lack of skill levels, so it's best to check this out only after you have familiarized yourself with the genre and have some experience. Otherwise, you might get your ass kicked on many occasions.
    • By Doomkid · Posted
      The monkey on a trike will always be Krawa to me
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