Doom II: Dark World [v1.0]

   (10 reviews)

Author

J2DG Team

About This File

Replay the original eleven maps from Doom II in a more hellish, harder state. Made from scratch while referring to the original maps.

Base

New from scratch

Build Time

2 Years

Editors Used

GZDoom Builder, SLADE, WhackEd

Bugs

None


4 people like this


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

Zalewa

  • 4
   1 of 2 members found this review helpful 1 / 2 members

There's a nasty increase in difficulty in the latter maps, but in overall this is a good "reimagination". All levels are instantly familiar, but also changed in ways that make this a fresh experience.

Share this review


Link to review
jwilliams051197

  • 4
   1 of 2 members found this review helpful 1 / 2 members

A pretty well done wad. Can't wait for other versions.

Share this review


Link to review
jwilliams051197

  • 4
   1 of 2 members found this review helpful 1 / 2 members

A pretty well done wad. Can't wait for other versions.

Share this review


Link to review
silentzorah

  • 3
  

Great concept, but I felt the execution was a bit lacking.  The maps aren't too detailed compared to today's standards, and I felt that for a wad called "Dark World," the maps were actually quite bright.  Maybe darkening them a bit could help mask the lower detail.  Difficulty was good, some decent traps here and there.

 

Not awful, but not stellar.  It's a thing that exists, I guess.

Share this review


Link to review
Nems

  • 4
  

This is a very fun, albeit tougher remix of the first eleven maps of Doom 2. The design is familiar enough to be recognizable while still doing its own thing. I just wish there was more than just these 11 levels because I would have liked to see what they would have done with the other levels.

 

I'd still heartily recommend this. <3

Share this review


Link to review
Dedalus 80

  • 4
  

Beautiful, demanding and engaging mapset. The difficulty level is (too?) high in the latest maps. Recommended.

Share this review


Link to review
Summer Deep

  • 4
  

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+.

Share this review


Link to review
KVELLER

  • 3
  

I think I like the concept of this more than the maps themselves. There are some HUGE difficulty spikes, and sometimes it may even come off as unbalanced (although that's kind of subjective).

 

MAP07 has an over abundance of Arch-Viles IMO (seriously, how many did you put in there??) and it gets old really damn fast.

 

And the end of MAP11... A small arena with a Mastermind, surrounded by Revenants behind fake walls and with most of the area covered in damaging floors, with a few safe spots to walk on. That's when I gave up. I probably could have beaten the map anyways, but I just couldn't be bothered. I had stopped being fun, for me at least.

Share this review


Link to review
NuMetalManiak

  • 3
  

this is the kind of wad that is like if Doom 2 Meets ZDoom meets Doom II: Hellscape, with some Switcheroom dashes to it (especially since there are some Switcheroom 2 maps that are made to be hellish). mostly good maps, EXCEPTING MAP06 and MAP07. god, MAP06 was unbelievably fucking frustrating to play through. the crusher doesn't even work right when i was there, and i spent the good time believing i was stuck. also, there's a number of permanently missable secrets too, and the ambushes are EVIL. MAP07 for some reason glitched out with one of the 667 tags, meaning i had to cheat my way out of that one, oh and fuck that cyberdemon.

 

but otherwise, the rest of the maps played out just fine.

Share this review


Link to review
Classicgamer6

  • 3
  

The idea behind of this set of levels was to remake the first eleven episodes of Doom 2 but to be harder and have a hellish landscape. While the mapper did an excellent job in making nice looking hell inspired levels they did not do as well when it comes to the overall difficulty. This won't be a walk in the park for less experienced Doom players, but will be easy for those who know the vanilla maps and are used to the more difficult user levels. Recommended for those who want to see a nice hell level inspired rendition of early Doom 2 levels.

Share this review


Link to review

  • 4
  

The Difficulty is a bit out of wack, but outside of Map06, the entire mapset was well done and quite entertaining to play.

Share this review


Link to review
  • File Reviews

    • By Nems · Posted
      I see the phrase "mixed bag" a lot when it comes to describing a lot of megaWADs. Hell, I've probably used the term a few times myself. However, I try to reserve it for when it truly is such.   This megaWAD is really one of those cases. For every good map in this megaWAD, there's one or two that just absolutely take the piss. If it isn't some kind of technical fuckery that can make some maps unbeatable and force you to start all over again, it's maps that well overstay their welcome with some of the most wonky and convoluted progression I've encountered. A big "fuck you" goes to map 21 for devolving into a switch hunting clusterfuck if you're trying to play the damn thing correctly. Otherwise, do like I did, say "fuck it", and jump across the gap to the exit door instead of finding all of the switches to raise the floor high enough to go across.   It's certainly possible to play through the entire thing and beat it. How much you'll want to will depend on how forgiving you are when it comes to the stuff I pointed out in my last paragraph. I guess play this to see what mappers can do with ten sectors and then decide for yourself if it's something you'll want to come back to.   I know I'll come back to this but it'll be a while, at least until the bad taste of map 21 goes away.
    • By Zalewa · Posted
      I believe this pack sets a new standard for this series - this is the best one with all maps pulling through. Maybe I wasn't fond of the endless "Living End" tributes, but the maps are nicely twisted to not feel like a repetition of the old map.   Some maps can be lengthy, but the entire pack shouldn't take an hour to beat. Difficulty is moderate.
    • By trrobin · Posted
      Excellent re-imagining of Doom II's last episode. Some levels are noticeably close to their originals but with so much more detail and depth to them. I thought the gameplay was really good too. Amazing all around.
    • By xvertigox · Posted
      The map description states that Haruko tried to express his depressive feelings through the texturing and that came through. The dim lighting and midi went a long way in helping it to sell the depressive feeling.   The geometry was solid with some particularly nice detailing here and there but the actual layout was really good. The central hub worked well with keeping you on track.   The monster placement was on point and led to interesting fights - particularly the ones involving archviles. I really found the difficulty to be just about perfect on UV.   The crescendo at the end worked very well where it was tough but understandable and beatable. At first it's a chaotic mess of monsters, archviles and an Icon of Sin but as you work your way through the madness it starts to make sense.   It takes care and attention to try to express something as abstract as an emotion (other than rage) through Doom wads and I think Greymood did that with the gameplay to back it up. I'd be interested to hear from Haruko if any particular set-piece or element was representative of anything.
    • By dmg_64 · Posted
      Great re-imagination of Doom 2, the levels look and play good with each having they're own theme and / or different progression style, keeping things fresh, definitely recommended.