The Revenant Problem

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Author

Revenant100 aka Marphy Black

About This File

There is a runaway Revenant barreling down the teleporter track. Ahead, at the main teleporter's destination, there are five Imps trapped by explosive barrels and unable to move. The Revenant is headed straight for them. You are standing inside the nearby STARTAN2 viewing chamber next to a switch. If you press this switch, the Revenant will change to a different teleporter. However, you notice that there is one Imp trapped within explosive barrels at this side teleporter's destination. You have two options:

1. Do nothing, and the Revenant fires a rocket which explodes the barrels, killing the five Imps at the main teleporter.

2. Push the switch, diverting the Revenant onto the side teleporter where it will kill one Imp.

Which is the most ethical choice?

Credits

Jesse Prinz - Trolley problem drawing Anonymous - Sprites Mike12 - Sprites Chris Schnefke - Sprites Mark Lovegrove - Intermission music sgt_napalm - Testing and suggestions

Base

New from scratch

Build Time

4 days

Editors Used

GZDoom Builder v2.3.0.2975, SLADE v3.1.2, WhackEd 4 v1.2.0

Bugs

If you press the Switch Teleporter button at a very specific time, it is possible for the runaway Revenant to get stuck on the stop gate. This is not actually a bug but rather a demonstration of the fact that, in a scenario in which there are only two possible choices each with their own pros and cons, there is always a third better choice that has none of the cons of either.

However, despite not being a bug, the runaway Revenant becoming stuck exhibits an issue strikingly similar to (but not actually) a bug, rendering the level unbeatable. At that point, you must restart the level manually, but again not because it's a bug.




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Bauul

· Edited by Bauul

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

"Time to choose!"

 

32 amusingly self-referential moral dilemmas, ranging from the genuinely difficult (do you let a BFG be destroyed, or a Megasphere?) to the hilariously obvious (do you kill a dozen monsters, or one Arch-Vile)?  To begin with you might wonder whether an entire megawad of such a simple premise can be enjoyable, but rest assured sticking with it reveals there is slightly more potential to this setup than the first few maps suggest.

 

With genuinely ingenious use of the Boom feature set, this wad makes for an enjoyable 20 minutes of surreal Doom-related humor.  It's something you can only really play once, but it's definitely going to stick in the memory.  

 

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Be sure to check out the original forum thread for more videos and information by the author:

https://www.doomworld.com/forum/topic/98433-the-revenant-problem-a-philosophical-doom-2-map/

 

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  • 5
   1 of 1 member found this review helpful 1 / 1 member

One of the funniest wads I've played. Knows when to play itself straight. Knows when to throw some hilarious curveballs at you. The moment you think you know what direction it's going in, it hits you with things you never saw coming.

This wad is criminally underrated and underplayed.

 

Revenant100, you have my kudos. This wad really made me think.

🤔👌

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Walter confetti

  • 4
   1 of 1 member found this review helpful 1 / 1 member

A pretty funny megawad!

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Prologue-9

  • 3
  

An amusing WAD, though the joke got a little old after the first 10 or so levels. Aside from that though, it's easy to play through, and has quite a few fun surprises up its sleeve. 

 

All in all, it's alright.

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  • File Reviews

    • By dmg_64 · Posted
      Great re-imagination of Doom 2, the levels look and play good with each having they're own theme and different progression style, keeping things fresh, definitely recommended.
    • By silentzorah · Posted
      This is okay.  Some unused beta content, lotta console content.  I can appreciate the increased difficulty, but some of the texture and music choices early-on kinda put me off.  Didn't much care for E5M4.   It's not terrible, but it isn't hard to see why the beta maps were scrapped from the final version of the game.  Give it a try, if you're feeling bold.
    • By Agent6 · Posted
      Alright, so, what can I say about Memento Mori 2 after finishing it and the first one?   Well, first of all, the levels are more beautiful, visually it aged noticeably better than the original and uses more custom textures, some already seen in the original. The music is on par with the original.   The levels themselves are overall better designed for the most part, but here is where the problems make themselves known. MM2 is clearly designed more for co-op than single player. This starts getting very noticeable after MAP24. Whereas the original had a few maps that dragged on, particularly at the beginning of the wad, this one drags on extremely bad after MAP24. Not just that the maps are starting to become huge and with hundreds of enemies and very annoying traps, it also starts becoming more confusing and tiring, MAP27 being the worst offender. The main tower in MAP28, or rather the overall level, is unfun as well, doing a poor job at keeping you entertained for the most part, save for a few areas where you also get an Invulnerability, but not on the edge of your nerves like MAP27 does. Eh, the traps don't go crazy at least.   Post MAP24 levels simply become tiresome and no longer bring much pleasure. The war of attrition also gets real in some maps, MAP27 still being the best example, giving you lots of rockets and some health to recover from the orgy, if you manage to find the secrets, but not much else. Without locating the secrets it can be extremely infuriating and especially difficult to finish, hence me actually forcing myself to finish the wad, it was very tempting to just can the whole thing after reaching MAP24 because it ceases to be fun at that point, turning instead in a struggle for survival. Like I said, MM2 makes it very clear that it's more co-op/multiplayer oriented and not very suitable for solo, or not on UV anyway.   Unlike the first MM, I managed to locate both secret exits and I must say that for secret levels, they're pretty easy, which is very surprising. I can't compare them to the ones from the original MM because I failed to locate any of them there.   I also don't have any favorite maps to my surprise, I like most of them, and even the maps that drag on like hell are not bad themselves, just not suitable for playing solo, but can't exactly pick any, whereas City of the Unavenged from the original was easily my favorite, here? I'm not sure...   Either way, all things considered, it's a solid wad and a great sequel to the original. Worse? No, but then why the lower rating? Well, simply for not providing a solid experience in SP towards the end, so if you want to play it solo like I did, it doesn't really work anymore when you're about to finish it. It drags on and the difficulty also spikes nastily.
    • By Nems · Posted
      Sometimes, after playing through a level set that stomps your balls in, you want to relax with something a little more laid back. This is that megawad. Highly recommended. <3
    • By Summer Deep · Posted
      This is okay for a 1995 Doom 2 mapset. The action and the environments vary between humdrum and pretty engaging. It's not particularly difficult, even on UV, if played in continuous (weapon carryover) format, as it was apparently designed to be.   Nonetheless it could have been a tougher challenge but for an over-provision of health and armour at certain points (a recurring element in wads of this era), and also some bizarre game mechanics - for instance a Spider Mastermind decided to walk under a crushing ceiling in level 3, just when it had me in a bit of trouble. Then a Cyberdemon, which was occupying a threatening position at the beginning of level 5, suddenly disappeared and its remains later turned up in another part of the map: I can only assume it was telefragged or something.   Still, this is a great improvement on this author's earlier ASDOOM.WAD for Doom 1, that's for sure.