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Doom II: Dark World [v1.0]

   (10 reviews)

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


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silentzorah

  

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.

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Nems

  

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

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Dedalus 80

  

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

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Summer Deep

  

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+.

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KVELLER

  

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.

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Zalewa

  

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.

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NuMetalManiak

  

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.

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jwilliams051197

  

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

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jwilliams051197

  

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

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Classicgamer6

  

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.

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Kaitocain

  

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

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  • File Reviews

    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
    • By Summer Deep · Posted
      Played on UV, GLBoom+   This is a very decent map for its era, but is not without its flaws. Plenty of enemies and traps, but more than enough health, armour and ammo to deal with them. The trickiest bits are the section near the beginning, where a couple of the chaingunners appeared to be able to shoot through solid barriers, and an 'infinitely tall' imp can cause problems, and the encounter with a couple of archviles later on, which needs to be dealt with promptly and effectively.   The lyrically-related puzzles are an interesting element and work pretty well. The elevator device near the end is clumsy though - it takes an eternity to go up and down, and the situations it engenders are predictable and tame.   If you want to experience a more challenging and polished map by this author, try his later Hidden Mountain Factory wad.   Around 65/100 for this level though.
    • By pritch · Posted
      I can't in all conscience not give Sunlust 5 stars.   This was my first run through, I'm late to the party but don't have as much time for Doom nowadays. But if something like this were released every week, I'd probably never play any other game again.   I've gotten so used to playing such great maps and megawads created by this community that I can honestly say commercial games routinely feel lacklustre in comparison. And these are free - the best things in life truly are.   Sunlust isn't perfect. I dislike the glut of killed-to-end maps in the late teens and twenties - I think once an episode is enough to rebuild from a pistol start, especially when most of the weapons are given to you anew quite quickly due to the difficulty. I do get it though - the mappers want that BFG back at times, to force you to do it the hard way. I personally don't like too many maps that prevent you backtracking for health or armor that you save for later. Some of the later maps are, in my opinion, a bit too hard, and a bit too hit-switch-for-slaughter, too soon. Some of them are only average for design and visual appeal and I dropped below 60fps in places with a relatively fast CPU.   These, though, are minor niggles in context. This is a great mapset, and in particular one of, if not the best map 30s I've ever played. Map 30s are usually so constrained by the need to have a demon spitter - it's just not a very good final boss and we've seen every variation on a demon spitter map under the sun now. Far better to do a grand set piece finale with a four figure monster count - and that's what we get here. The final arena when the lost souls spawn above the main battle is visually one of the most impressive experiences I can remember in years of playing thousands of wads. It's not just the final arena - the entire map has a deeply impressive and imposing ambience and deceptively simple yet awesome architecture. It was a fitting end to a great set.   Too many good maps to state them all. I guess a special mention to map 13 - I love the flow and feel of this one, and it has a banging track. The music is very good throughout, and feels tailored to a lot of the maps. They modified one of the PSX Doom tracks for map30 and it is just perfect.   4.9/5 then - I wish they'd do it all over again...
    • By yourusernamee · Posted
      the whole package is pretty great. the progression of themes, the music, weapon and enemy replacements. i'll remember this one for a long time. 
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