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Deadly Standards

   (5 reviews)

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About This File

A community made Episode 1 replacement for Ultimate Doom. The only limit given was to use the stock IWAD resources (graphics, sounds). The exception being a new midi/soundtrack.

A list of maps with author descriptions and other info is at the bottom.


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riderr3

  

This wad played in DWmegawad Club at the april of 2019. Despite some flaws (or features) such as the lack of medikits on E1M2, the puzzle progression on E1M3 and the overly ambitious E1M8, the whole team of mappers did a good job. Also Deadly Standards 2 is on the way, so stay tuned.

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NuMetalManiak

  

we have so many E1 replacements it's hard to keep track of them all. Deadly Standards adds to that pile with these maps, most of them are pretty short and fairly servicable. it's not too amazing but it doesn't need to be. E1M1 is a good starting level, E1M4 I didn't like all that much, and E1M8 was psychotic and I loved it. as with any multi-authored level set, this obviously is a mixed bag of sorts.

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Roofi

· Edited by Roofi

  

I just finished the whole episode in one sitting. It was great. I had a lot fun discovering each mapper's style in relatively classic Ultimate Doom limit-removing maps. Indeed , each mapper offered more detailed and more complex maps than the original IWAD. Whereas the three first levels were rather classic (good but not really interesting) , the later levels were more unique , especially the last ones.

 

Here is my personnal top 3 maps :

 

 

1) E1M7 - Eden Log by @Angry Saint

 

A really intriguing and unusually curvy tech base. It reminds me of Nicolas monti's maps but with aligned and carefully chosen textures. It was the most beautiful map for me . I really liked exploring it despite the fact that the gameplay was very basic. A few more secrets would not have been too much too. By the way , I loved this map because I saw you tried something new.

 

2) E1M8 - Obliterate Anomalies @Spectre01

 

Hum... That map was just completely chaotic and psychedelic lol. I really loved the visuals , you definitely have an unique style. You have the best representation of hell : A mess of nonsensical textures but with a massive and detailed architecture. I found your map diabolically beautiful. I liked the gameplay but I was not really prepared for slaughter. It's bad you gave up your map for Deadly Standards 2.

 

3) To The Surface by @riderr3

 

It's maybe one of the only maps I liked more for its gameplay than its aesthectics. The level was quite beautiful but I above all enjoyed the progression and especially the part with the huge elevator. This map has a more pronounced adventurous aspect due to fact you must go up to the surface. It's a good gimmick to make more height variations in a Doom map.

 

Honorable mentions

 

E1M5 - Third Moon Lab by @CarpetolA : An aesthetically pleasing level with light gradients and fine details. I only regret that some brick textures are poorly misaligned.

 

E1M6 - The Inner Port by @mrthejoshmon : A quite short level which manages to give a creepy atmosphere. The lack of armor (except in the secret) keeps the player on stress

 

E1M4 - Research Station by @The_SloVinator : An interesting mixture between action and darkness. teleporting lots of different monsters to the same place is simple but effective !

 

You can watch my demos : HERE

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The_SloVinator

  

Fantastic! Quite lovely detailed & challenging maps!

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geo

· Edited by geo

  

Put on your sunscreen and get ready for the startan, because Deadly Standards is a quality, community project replacement for episode 1. The problem is its a mixed bag between long and confusing levels that hinder the experience to enjoyable levels of the right length.

 

The levels look good, they play good with balanced health and ammo for the most part, but some of them get confusing, especially the third mission in a mostly outdoor military base. Its a true puzzle where you can see the keys, get to the keys, its just a matter of getting through the doors to get to the keys. That's not the only stumbling block for the episode, a few have darkness, but its still manageable via the map or bumping around in the darkness. Other than that, there's a good use of heights, lifts, stairs, near enemies and far enemies in each level.

 

The theme of startan and tech base overlaps a lot of levels as its an episode 1 replacement. It wouldn't be that big of a problem if each level didn't sprinkle them throughout. While each level is its own unique snow flake, there sure are a lot of brown and silver snow on the ground that took me 10 - 30 minutes to shovel each level. Multiple play throughs would of course reduce the time.

 

Another issue is the length of each level versus the variety of enemies. Playing the first 5 levels of the episode for 80 minutes, I had seen enough shotgunners, imps, zombiemen and pinkies to last me the next year. There are specters and caco demons here and there, even a sparse baron, but they are rare. If the levels were shorter, it wouldn't be as noticeable. I begin to feel the excess of hit scan snipers by the first and second level, even if other authors don't use the hit scan snipers nearly as much.

 

The secrets are worth mentioning as there are a lot and a lot of good ones too even if the items inside aren't a big deal. New music and what felt like remixes of the original songs were nice, even if they were getting a bit old by the completion of some levels.

 

Overall, the maps would be better off alone or to feel fresh and could have dealt with making things less confusing or shorter to not be as redundant with their theme and lack of enemy variety. You as a player can take it one or two levels a day so they stay fresh.

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  • File Reviews

    • By UnknDoomer · Posted
      Wad begins in a sense as a sample of the idea "let's do it as Id did" and, perhaps, analogs comparable to him in terms of such level will not be easy to find. In subsequent episodes authors deviate from this idea and it's already acquires his own style. Contain 4 episodes, each of which are lesser or greater extent copies the general bypass that was laid down in the extended version of the original Ultimate Doom. Revenants and elementals of pain here, respectively, will not available. Such an approach, on the one hand, will appeal to those who miss exactly "that very style", on the other hand, even supporters of such will face the fact that it was interesting "then" and today it has become anachronism thing in case of game mechanics and is objectively inferior to options which are typical for less "old-school" wads.   Settings and other:   * GzDoom. * Mod Complex Doom. * 38 levels, 6 of them secret. * The plot of E1-E3 covers events similar to The Ultimate Doom, E4 - Doom II. classic bosses - 2 barons of hell, cyberdemon, mastermind, which, in this case, instead of E2, is located at the end of E3. * Cunningly hidden secrets. For this reason I missed the bulk of those, as well as in general, in terms of knocking out numbers close to 100%, here I have made the least progress against the background of the previously reviewed creations. * As in the original Doom episodes are not loaded one by one. Each must be passed separately. * The monsters are also arranged according to the spirit of the original, even if you play with Complex Doom. For example in E1, until the finale, you will only meet ordinary zombies, imps and pinkies. * Difficulty - "Ultra-Violence". * There are false trap exits on a number of levels. * Plasmagun can be picked up on E2M1. To take it use the switch to the right of the exit - to the right of the place where the blue key was a section with a red one will open. This key in turn allows you to open the door which leads to the desired weapon. * Often a checkerboard black-and-white floor acts as a decorative element.   Secret levels.   ? 1. On E1M9: Quarantine Silos I did not find a way out, but judging by the video from YouTube it is nothing interesting. ? 2. E1M0: Tom's Halls. Also did not step in. It looks more interesting, but, again, nothing special. The name reflects the spirit of the map - many long corridors. * 3. E2M9. Castle of Illusion. You can get here from E2M5. To do this you will need to find the blue key in a small secret behind the wall, not far from the switch which is relatively close to the main exit. A red key can be found behind the blue door, which will lead to a secret exit. The main feature of the level, as the name suggests, is the fact that it is largely based on the idea of expanding the level from the same episode. * 4. E3M9. Lake of Fire. Oddly enough, the usual exit from the E3M4 leads here. The level is rather not a secret, but a bonus one. ? 5. Exit to E4M9: Vile Cross is on E4M2, but I have not figured out how to get there. Judging by YouTube the secret map itself is quite ordinary, nothing interesting. ? 6. Exit at E4M0: RGC Alpha is behind the exit on E4M8: No End In Sight (note: not sure about that it was the last level, perhaps forgot the right name), which is a huge complex map with a lot of masterminds and cyberdemon. I only collected 4 out of 15 local secrets and could not find a way to exit. E4M0 itself is a sufficient compact map, playing on the theme of mechanisms and gears.   Pros:   + The spirit of "vanilla". + E1M5 - Warehouse. A classic warehouse with lots of pitfalls to accompany a long-familiar melody. + E1M8 - Enigma. A direct reference to the E1 finale. + E2M3 - Contagion Engine. + E2M5 - Deep Storage. Wisely designed warehouse combined with sewerage system. + E3M9 - Lake of Fire.     + E3M7 - Netherworld Citadel. A huge complex map on which there are 747 enemies, many dangerous zones and switches, as well as as many as 20 secrets, among which there are notable ones, such as     what can come in handy after visiting a local attraction - cemetery.     Go down and the barons of hell will rise from the graves in an attempt to stop the player from entering the crypt, where the red key is hidden. Will you be able to cope with those by fighting the last battle on the level, or escape with the key, leaving the summoned demons alone?... I chose the latter, stopping the counter of killed enemies at 716/747 and collected secrets at 10/20. Even with the BFG in the arsenal dealing with around 30 barons proved to be a daunting task. As well as being able to contemplate the entire map, collecting leftover secrets can also be time consuming. + E4M3 - Square Zero. A compact location with a yellow key hidden in secret. Can assume that it opens an exit to the secret level? It's not - it's frees the cyberdemon.     + E4M4 - Wartorn Precinct.     + E4M6 - Sanctuary of Filth. + E4M7 - Vacuum Consortium. An arena with a large number of enemies, caves and cacodemones, an oval-like location with many barons, imps and lost souls in combination with extremely thin paths for movement, then a few more small arenas with different opponents in an abstract space. In my case, the counter froze at 541/546. It seems that not all demons were able to cope with movement in such kind strange structures.     + E4M8: No End In Sight. The last level directly refers to the epilogue of Doom II. There was also a place for two easter eggs, one of which plays up the last screensaver of the original.   Contras:   - Directly opposite to the first point from pros. If you are not a supporter of this then a significant part of the maps, especially in episode 1, will seem terribly boring for you, or, like they said, "boring as hell".
    • By Ofisil · Posted
      Great use of scripts to surpise you in all sorts of ways, and to keep you on your toes, and the detail is top-notch. Sadly, gameplay wise it leans more towards annoying rather than challenging, with rooms that leave little to bo breathing room, and a couple of encounters that are straight up unfair. Plus, the almost-way-too-happy power metal tune playing along feels completely out of place in here. The creator clearly has skill. This just isn't that enjoyable - at least for those looking for sth more closer to classic doom action.
    • By UnknDoomer · Posted
      Officially recognized but boring wad of 9 levels with large-scale maps. Nothing similar with original E1. The number of enemies grows as you progress - combinations of 200+ / 400+ / 500+ opponents vary.     Settings and other:   * GzDoom. * Mod Complex Doom. * 9 levels, 1 of them secret. * Difficulty - "Ultra-Violence".     * The exit to the secret level is on M3. You will need to find the blue key to open the door, which leads later to the secret exit. Before walk to another location, which opens with a secret red small switch.   Pros:   + M8. + Soundtrack.   Contras:   - Quite a standard set of mediocre maps. Nothing remarkable against the huge background of the mass of other wads. - Perhaps I missed something, but on the M8 one of the switches may not work and it will not be possible to enter the location in the south. So. Noclip. On the same map there is a strange separate square area with 2 mastermaydans in the west of the map.
    • By DoomShark · Posted
      - Old school map design from the 90s - Small maps - Easy to beat - Many unpleasant design features like uncomfortable narrow passages, many unnecessary switch flipping and boring repetitive actions,...      
    • By P41R47 · Posted
      To play this mapset properly on vanilla setting i use these files together: batman.wad vbatman.deh original molotov behaviour   I was a kid of around 9 or 10 years old when i first saw images of Batman Doom on some magazines and i rememer thinking ''holly heck, its surelly looks amazing and a Doom clone of Batman surelly will kick-ass''. But for some reason, when i finally got it on a bootleg wad CD-rom, i couldn't play it as intended as it was a break behaviour on vanilla, so i just played it on a source port, zdoom, like ten years after it original release. Be it the port, be it i didn't get much into it at that time, but i didn't enjoyed it much and i quit playing it just when i reach map21.   Now, i replayed it completelly. And certainly, this mapset is pretty advanced for 1999. Maps varies from being pretty short, to awe inspiring big. The texture work is amazing with tons of midtext usage for amazing effects. Every map has it merits, so i will showcase them a little:   -map01: we start on a rooftop, as our dark night is shown on every issue cover since it first appeared. After that, we jump to the street level and after taking some thugs, we take a subway to a different part of the city. The subway effect is just amazing, making you really feel like taking a train. After that we take down the gang leader and the maps ends. -map02: this is one of the most innovative things i've seen, especially made on a mapset from 1999, and this is non less than a Hub map. Yes, we see here the next objetive, take some health some ammo, a little secret, and then we go out onto the next crime thug on the run. Here start the episode of Killer Croc. More mapset needs something like this for awesome inmersion. Only other one i know that use something similar is Back To Saturn X made almost 13 years later, so yes, this was pretty advance for the time. -map03: we go down the sewers following the trail of Killer Croc, and we found some thugs down there, too. Theare are a lot of neat tricks in here. Thugs coming out of water and spilling it around, flowing water sound, raising water, some of the best looking fake 3D bridges. But there are also a few flaws, like an unobtaibale secret near the start, and some bumpty walk through the sewer area. -map04: is a Killer Croc's chase through some building complex and into the forest. Killer Croc fight is an outstanding moment, as it can really take the rocks from the ground and throw them to the player. Amazing dehacked work.   -map05 we returned to the batcave for the next mission briefing, and it seems Tally Man is on the loose. -map06: we are now in Chinatown and we are able to look at first hand the warring conflict between two gangs groups. It ends with a colloseum fight with two gang leaders. -map07: Tally Man is escaping on a helicopter and we need to find our way to chase him. There are a lot of verticallity in this map, and its quite awesome at the end how we board a helicpter and have to fight our way with a lot of minions on a really tight space. -map08: we reach Tally Man's hideout an its non other than an abandoned factory. The map is big and there are a lot of interesting sights for sure. The combat is tighter and difficult here, too, with not only hitscanners all around, but also incoming projectiles from different sides. The fight with Tally Man at the end is just awesome.   -map09: we are now again at the batcave, and we notice that the Penguin has a big criminal output. -map10: Oswal Cobblepot's casino is full of thigs and corrupt gaming, and after making some thugs speak, we found that the Penguin has taked hostage a whole hospital. We need to rescue them. -map11: but it was a trap!!! There is gas leaking on the whole hospital, and there are automated bomb penguins setting everything on fire as we move on. -map12: we finally found the trail of the penguin, but we reach to late to the rooftop, he already boarded the hellicopter. To our surprise, he challenge us to a fight. Exploding penguins around and a flying machine coming for us with only a thin spot to cover.   -map13: we return to the batcave after seizing the penguin, and we found that the Scarecrow is rampaging through the city tunnels. -map14: we are on abridge leading to the tunnels of the city, and there are TNT bundles all around, destroying walls, and a lot of deadly traps taht can kill you on the spot. Scarecrow certainly is making his trail hard to follow. -map15: we reached a house of fear, and the scarecrow is hiding on it, but he also take Mayor Kroll as hostage and we need to rescue him before its too late. There are really awesome dehacked trick here. Like firebreathing walls that hit really hard, and the final fight against the Scarecrow with the Mayor in the middle, if he dies we lose. -map31: We defeated the Scarecrow but as soon as we are returning to the batcave there is call for help. The scarecrow escaped and is hiding on the city. We need to find him, but he is trickier than the last fight, he spreaded his confucing gas all around and we are under his illusion. -map32: we fall under the illusion of the Scarecrow and we are now being attacked by strange creatures on a surrealistic landscape. Awesome sight for sure, but really short map. -map16: thats it, we finally snaped from scarecrow trick and we follow his trail through a cornfield. But at last, we finally seized him.   -map17: we return to the batcave just to learn that Two-Face has breakout from Blackgate prison and we need to stop him. -map18: difficult ramp from here and on, tighter spaces, island prison, new flamethrower enemy. The area is full of really neat sights, unfortunatelly we are late, Two-Face already escaped into the city. -map19: We arrive too late to the city, Two-Face already robbed a bank and go away with all the money. -map20: we are on the trail of Two-Face and we are up to catch him once for all. After fighting some thugs through the city, we caught Two-Face red handed and he face us with his rocket launcher. Fortunatelly, we made him explode himself.   -map21: the crime lords are getting tougher, and we found at the bat cave that the Joker is planning something big. We need to find out what.
      -map22: gigantic abandoned factory map, awesome sights, marvelous details, and an ending that just made my jawd drop. At the end, we have to detonate a TNT to cross, but the chain reaction is bigger than we though and we need to reatreat hastly before the explosion kills us. Just amazing use of the IOS explosion effect. -map23: the Joker seized a whole mansion and is having fun there, we need to stop him. -map24: We found that the Joker has taken a whole theatre for his own amusement, and at the end we fight him but we are not able to seize him as a lot of thugs jump into the fight to stop us. -map25: the Joker run away into the Gotham Cathedral, and at last we are able to seize him once and for all.   -map26: we return to the bat cave and found that Bane has breaked into an armory. -map27: the armory hit was just a decoy, we are now to late for the bigger treat Bane is planning. -map28: Bane break into the Arkham Asylum and let loose all the crime lords we captured, so we face Killer Croc, Two-Face and Tally Man on a rematch. -map29: we continue throught all the destroyed corridors of Arkham Asylum and we fight the Penguin, Scarecrow, and The Joker once again. -Map30: Bane break through our mansion, he knows who we are, and he challenge us to a final hand to hand combat. He is fierce and deadlier as a raging bull, but after a long fight, we defeat him.   From the description we can see that maps are mostly linear, but there are too many neat details and secrets that let us spend time exploring around that we doesn't feel at all the maps being linear. In fact, there are a lot of interesting details to look into that we can lose a good chunck of time on just one map, even when it is kinda short. The sense of adventure on this mapset is something that must be experienced. All the changes make for a total inmersion like just a few other mapsets offer.   After all, this is an amazing Total Conversion, and it surelly deserves to be among the best outputs from this community. 
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