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Waste Abandonment

   (2 reviews)

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About This File

Scour the corroded and desolate halls of abandoned waste. Rusted, leaky barrels of toxicity are your only friends here. The acidic stench of nuclear pollution fills the air as the demonic mother-lode awaits your challenge. Will you survive?

"Waste Abandonment" is a single map replacement for Doom 2, slotted on MAP08. This is my take on a pure tech-base styled map, and it utilized only stock Doom 2 resources to create its aesthetic.


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Denim Destroyer

  

Waste Abandonment is a medium sized interconnected level full of challenge that at first feels fair but becomes annoying towards the end of the level. The only fault with this map is how after the blue key is picked up the level turns into a light slaughter map with swarms of light monsters with the occasional revenant and archvile. The only improvement I could think of would to decrease the size of the late level monster swarms and add more mid class enemies like mancubus or cacodemons.

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Zalewa

  

This level is like a spider web of connected openings with very short corridors in-between them. The layout feels open as you can roam through the nodes of this web freely. This level has all the elements that a good level should have. The only detriment is the terracotta-army placement of some enemies, especially towards the end of the level. There's also plenty of ammo to go around, but moderate amount of medikits.

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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