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Woodcraft

   (3 reviews)
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A big exploration in a forest mixed with moutains.


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LadyMistDragon

  

One of Roofi's first released maps, this shows the signs of one who's been honing their craft for sometime. Roofi utilizes his penchant for minimalist texturing to create this series of caves and trees guaranteed to make your life a living hell. Fairly difficult, if the HR2 track written by Sam "Plagbolist" Woodman is any indication. Roofi is far more restrained in his sadism however, thank god, but there's still more than plenty of it to match. Ammo availability is a strange thing. Sometimes, there will be lots while at other times, there's hardly any. Case in point: the large open area towards the end where 4 Cyberdemons appear after hitting a nearby switch which opens a cave. I believe you're supposed to get the Manicubi located some distance in to infight with the Cyberdemons, but the thing is, 4 Cyberdemons almost guarantees crossfire. Roofi does provide a decent amount of supplies but he doesn't take care of you like he ends up doing in future projects like 180 Minutes Por Vivre. Still a strong map, but perhaps with just a slight touch of balance missing.

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Zalewa

  

Built from Doom 2 resources, this maps packs a surprising difficulty level. You may get caught off guard several times. Expect some Arch-Vile fights. While the visual design is simple, the areas feel distinctive, though quite cramped which further bumps up the difficulty.

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sluggard

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Simple forest themed map, visually It's not mind blowing but the progression is alright for the most part and the encounters are balanced and fair, except for the Final area with the telporting arch-vile, died twice there because the map didn't let me adapt to the situation, you just can't expect which pillar is he going to teleport to and the monsters blocking your way prevent you from taking cover before the archvile attacks you, but other than that It's a solid and fun map.

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  • File Reviews

    • By TheMagicMushroomMan · Posted
      5.5/10   The problem with DTWID is that the same concept has been carried out by countless WADS already - they just didn't draw any direct comparison to the original DOOM. So what you get here is a set of competent-but-generic maps that follows the same beat-to-death techbase>hell progression of DOOM. Just like 10,000 other vanilla style megaWADs. In the end, that's all this is - a WAD that attempts to mimic (not always successfully, as there are some questionable maps here and there) OG DOOM. Without the awe that comes with experiencing the original game for the first, you're left with a bunch of generic maps. The inspiration that ended up leading to the creation of this project causes the WAD itself to feel uninspiring. It lacks memorability and soul.
    • By printz · Posted
      A pretty tough level with an unusual design. There's no exit; your goal is to defeat all monsters. Good luck.
    • By printz · Posted
      Mostly a flat maze level full of illusionary effects. It's not a very complex structure overall, but pretty challenging. The exit is randomly hidden somewhere.
    • By Lol 6 · Posted
      For a wad made in 1995 it's a pretty convincing church, I like how detailed it is, as well as the graveyard, too bad it is quite short because it's fun (Although I understand that, as a deathmatch level, making it too large can make it unfun to play). The exit gates are an awesome detail too. Definitely check it out 5/5 stars   - xX_Lol6_Xx
    • By VoanHead · Posted
      Upon the release of The Ultimate Midi Pack for Doom 1 that replaces all midi slots w/ original compositions, I thought to myself "Hell Yeah, now I have an excuse to play DTWiD!". Besides the shameless plug, I would recommend everyone to give that pack a listen and perhaps a spin w/ this wad b/c god damn does it go together like peanut butter and nutella.   Onto DTWiD: Well, the people behind this wad accomplished the goal of mimicking the style of John Romero, Sandy Petersen, and last but not least Tom Hall. Every level breathes like it was made by any of the three gentlemen, and god damn I had a blast w/ this one. While certainly not as hard as your Plutonia, Rowdy Rudy 1+2, Hell To Pay, or even Good Morning Phobos, it has its own moments where it doesn't pull its punches. However, one of my main gripes w/ this wad is that there's a lot of secrets to find if you're a completionist like I am, as some of them are a bit tricky to hunt down. The maps are way bigger than the OG John, Sandy, and Tom Hall levels, and while it's great to mesh some good fights here and there, it at times felt like a slog to go through b/c of the size of some of these maps. E1 was the weakest in terms of fights here, as expected that you won't be fighting anything tougher than hitscan, imps, and pinkies. While the design was great, I admittedly got lost a few times trying to get my bearings and know just where the hell I need to go. E2 was a bigger improvement upon E1, and had a few moments where it was spooky, like things are really beginning to hit the fan. E3 (which unironically in the OG UD was my least fav episode that I couldn't even bring myself to finish) was probably the best episode of the bunch, everything was oppressive and coming for you, luckily there was an abundance of ammo to help you out in messy situations, more traps and better set ups than what E2 had and a way better episode than E1. The secret levels of all 3 episodes are the highlight of the wad.   While I wouldn't say that this wad is a "must play" b/c over time I started to get a bit exhausted on the size of some of the levels and figuring out where I need to go, and especially since I binged E1, E2, and E3 3 days each respectively, I had my moments where I was like "Please God let this be over". Overall, I would say this is more of a wad that if you really wanna check out, go for it, or a good recommendation for people who are just beginning their journey of playing community wads and want something ez to play.
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