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The Revenant Problem

   (9 reviews)
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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?


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Solmyr

  

I tought it would become boring and repetitive after the first few 10 levels,but it suvberted my expectations, it remains clever and entertaining all the way down, i also enjoyed the trolley puns.

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pc234

  

A damn good wad, it actually made me think about my actions and how it affected everything. Recommended if you like a good dilemma or 31.

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Lifeform

  

One true AWESOME Wad wish an AMAZING concept, i really LOVE the idea behind this wad this was done

Superbly Fantastic !!!

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Yugiboy85

  

Had a go at this once. It is funny for sure but, I think it starts to get a tad boring after about 5 minutes. Cool concept though :) 

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geo

· Edited by geo

  

As a person that doesn't like comedy with my games, this was laugh out loud funny. The premise is simple, make a choice between who dies. A revenant moving on a track will kill whatever choice you make thanks to its shoulder rockets and barrels surrounding the victims. As an example, a zombie soldier or a chain gunner, a single chain gunner or a group of chain gunners, an arch vile or a group of big enemies.

 

Pull the switch and the group on the right dies, don't pull the switch and the group on the left dies. Its a simple premise that did what it could to stay fresh for 30 levels to think outside the confines of a simple switch pull, but it does overstay its welcome. The major issue is how slow the revenant is on its path. It gives you a lot of downtime.

 

Once the revenant is dead, the barrier will open allowing you to exit to the next test chamber. If you deviate, there will probably be problems.

 

The megawad is punctuated by some kooky music choices that add to the silliness. Its a great play through for anyone with 20 - 25 minutes to kill.

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princessyiris

  

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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Prologue-9

  

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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Bauul

· Edited by Bauul

  

"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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  • File Reviews

    • By Classicgamer6 · Posted
      An amazing hellbase style level mixed with a bit of cave exploring, utilizes ZDoom effects to create a nice atmospheric environment to play in. I played on UV and found the difficulty to be fair while still presenting a challenge in a few spots. Overall it's pretty good but could of ended a little better as I am not a fan of arena endings.
    • By Classicgamer6 · Posted
      Rather alright but nothing too special besides the spectral enemy gimmick and the marble theme.
    • By Classicgamer6 · Posted
      Hangar is a single GZDoom level that has one of the best uses of 3D floors I've seen. There really isn't much I can say about this level except that is just really solid.
    • By Classicgamer6 · Posted
      I have a soft spot for levels set in somewhat realistic facilities that also feature a light horror theme, however, what I don't like are levels full of what can be surmised as annoying monster encounters. Specifically what I find annoying are the monsters placed on UV which lead to rather poor level flow. This level does look good and has a nice custom song playing but the stock scream sound effects that play somewhat frequently do detract from this. Overall this is an okay level that could very easily be made good if monster flow was made better and the screams were played less often.
    • By Figgy McSquiggins · Posted
      I was loving it, had a fair bit of challenge. Every fight really put you to the test. Excellent map design, too. You clearly worked hard on it, and that is not lost on me. That being said, as soon as it hit whispering winds, I instantly hated it. It just devolved into finding one of 20 invincibility power ups, and spamming the bfg. Took all the fun out of it when you're backed into a corner against 100 barons, 100 revenants, 100 cacos, 5 cyberdemons, 600 imps, 250 zombie gunners, a spider mastermind, and 20 arch-viles that revive the fuckers, and all you can do is spray the bfg and hope invincibilty doesn't run out.
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