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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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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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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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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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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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· 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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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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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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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
      A strange huge manor to explore with some sexy secret pics and many baddies. I didn't found this level really fun to be honest but it has many creatives ideas for a limit-removing map and a very obscure progression. Totally not recommaned for beginners because of the mandatory sr50-jumps and very limited resources on UV. PPPP has many vanilla tricks , especially the deep water effect when you walk in the water.   Detailed review : http://doomfrance.forumactif.com/t3832p50-boom-eternal-slumber-party#139129    My UV saveless demo (must be launched with ESP.wad) : DEMO    
    • By Roofi · Posted
      Grime looks like a more hellish version of Scythe 2's map 25 mainly because it uses an altered and darker version of the music "Intolerance" from Seiken Desentsu 3 and it was heavily inspired from Scythe 2 Map 23-25 . I actually found Grime way easier than Erik Alm's map . The health and ammo were indeed quite plentyful and above all Grime doesn't have those annoying and overpowered space marines. Inversely , Grime has more high-tier monsters but you can make them easily infight.   It doesn't figure among my favourite maps from Death-destiny but that remix of "Intolerance" is fucking awesome. :)   Detailed review : http://doomfrance.forumactif.com/t4688-review-maps-de-death-destiny#140845   My UV saveless demo : DEMO
    • By Roofi · Posted
      A tough speedmap made by Death-destiny with many questionable textures choices but I really enjoyed the moody atmosphere thanks to the music. However , this map is not as tough as others death-destiny's works even if a lot of monsters encounters happen in cramped spaces.   Detailed review : http://doomfrance.forumactif.com/t4688-review-maps-de-death-destiny#140845   My saveless demo done on UV: HERE
    • 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.