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Umbra of Fate

   (6 reviews)

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About This File

A man is on vacation and is out enjoying a day of hunting while his wife and infant son are at home. After a long and boring day, he starts walking back to his car, only to discover a ravine that wasn't there before. Feeling an unusually strong urge to find out what lurks beyond the ravine, he jumps down into it and heads out into the dark, foggy forest night.

Umbra of Fate is something of a personal experiment where I try to push the type of gameplay I enjoy to the limit.


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Zalewa

  

Even though I agree with other reviewers that this map is not flawless, it still gets plenty of stuff exactly right. The truly dark and gloomy atmosphere (instead of Doom64 crap), the architecture, the dynamic lighting, the journey, the story bits, the action packed gameplay that still does fit the theme of the level and the great soundtrack.

 

I've went through the map on normal difficulty and I think that it's fair. It's not exactly easy, but except for the second cyberdemon fight (in the moving lava room) I rarely had problems. I can agree with other reviewers that the map could offer a bit more rocket ammunition, but I exploited the respawning ammo during the fight with the first cyberdemon to stockpile.

 

Anyway, this now becomes one of my most favourite WADs. I would use it to show a non-doomer what the GZDoom engine and the mappers are capable of.

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NuMetalManiak

  

Umbra of Fate is an example of a story-driven single map. it's very interesting to see the story unfold in media res as you go through, although some are probably gonna be inclined to skip the story scenes for the gameplay. well, the gameplay is good enough, enemies spawn in ZDoom style and are generally challenging in most cases, look out for the pyro-succubus enemies as well as several more ambushes around. the secrets are something else, got 12/16 so far but I'm not able to document all of the non-sector ones. the boss fights, like the two cyberdemon ones, are pretty good. and the final fight with the Avatar is certainly challenging, but in a way not unlike fighting Hexen's Heresiarch (he even has an invulnerability move, souped up to just summon four bruiser demons into the map making life really hard). the boss honestly is the biggest highlight of the whole map, and is one of the harder boss fights I've seen in a ZDoom map. add to it the brooding atmosphere and detail, the linear but still workable combat, and you got yourself something well done.

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faad3e

· Edited by faad3e

  

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Denim Destroyer

  

Absolutely amazing looking level that manages fuses Quake and Doom aesthetic into one colorful yet gloomy nightmare. The music and detailing is outstanding however, like other people, I managed to get stuck on a piece of trim or oddly placed pillar that almost ended in my death.

Gameplay wise this level can be rather challenging in a few spots. Few of the custom enemies present can drain massive amounts of your health in one or two shots which would not be an issue if those particular monsters were placed with less monsters around them. For instance the Pyrosuccubus can drain massive amounts of your health in one shot and they are never by themselves. On the topic of monsters, the Hell Knight and Barons have faster moving projectiles which is an unexpected change that proves to be annoying in a few instances. The last topic I want to touch upon is the final boss. Without spoilers I will mention that I had to enable cheats in order to kill a supporting enemy allowing me to defeat the boss. The reason for this usage of cheats is that the supporting enemy was stuck inside a pillar causing it to not take damage.

Overall I give this four out of five stars due to the graphics, music, and the level being a decent challenge. The reason it isn't a five is the couple instances of annoying monster encounters and the issue with the boss, I do concede that last part isn't necessarily the mappers fault but is something I found annoying. In spite of the few issues present I still highly recommend Umbra of Fate to any person looking to see what GZDoom could do.

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Nine Inch Heels

  

Four stars (Read: 7/10) and here's why:

Aesthetically, this is as good as you would expect after Shadows of the Nightmare Realm: Dense atmosphere, fitting soundtrack, detailed environments and striking use of colours create a place that is both believeable yet surreal. There really isn't anything else to say other than it looks spectacular.

 

Unfortunately some of these details come with a cost of their own: There are several occasions in which details or placed objects are either mildly annoying or even dangerously intrusive at the worst possible time. I think that some "smoothening" here and there would have helped.

 

The gameplay marches to the beat of its own drum, whether for better or for worse is definitely subject to the eye of the beholder. There are some things that just don't work with my "palate", because quite frankly some encounters overstayed their welcome a good deal. So much for the TL;DR, here's some things that sprung at me:

The lack of higher grade ammunition over certain stretches in this map, especially on the higher difficulties, is something I find hard to digest. Whenever you get your hands on some rockets or cells, think twice about using them right away. The "player output" to monster health ratio leans a lot towards meaty and (borderline) grindy situations in spite of the relatively low monster count. SSG fights against (slightly buffed) Barons of Hell at varying distances, chaingun-tap-sniping at distant enemies, and the occasional cornercamp are something you're gonna have to deal with. For the purpose of seeing all the content in a timely fashion, I ended up trying to skip basically everything that wasn't a hitscanner, and also most other things that aren't tied to a "kill trigger" whenever I could. It saved me some higher grade ammo for when I actually could make good use of it. If you're a die-hard completionist, you will need to love the SSG even more than a decadent breakfast in bed. Personally I think the higher difficulties here are asking for some more rockets in order to make shorter work of the trivial albeit meaty fights.

 

There are some conceptually interesting fights in this map, in particular the first Cyberdemon and the actual boss come to mind, and there are some setpiece-based fights which have a nuance of their own.

 

As for the first Cyberdemon: That one I have really mixed feelings about. It's sort of like a "miniboss" fight that has two phases to it which loop. The first phase you get to fight the Cybie (watch out for the faster rockets), and during the second phase the Cybie becomes invulnerable and you have to deal with "fodder" instead. Kill all the fodder, and then get back at the Cybie.

 

The idea is cool, because -conceptually speaking- you get a fight that basically shifts between one larger threat, and several smaller ones. The problem I have with the fight is that the time at which the Cybie warps away is based on a timer, rather than on damage dealt by the player. If you play this one too defensively, you're in for a lot of meat, and to make matters worse there is a chance the Cybie warps out and turns invulnerable shortly before you deal the death blow, which happened to me the first time I played this map. Depending on how ballsy you are or how merciful the Cyberdemon is, this fight can either be over really quickly, or you're gonna be dealing with the fodder more often than you may enjoy.

 

The actual boss fight lends itself to either playing it safe at the cost of grinding (unfortunately repetitive) phases, or perhaps taking some minor risks here and there in favour of point-blank BFG action. In a way it's somewhat similar to the first Cyberdemon. Not gonna say more about that, you'll see it when you get there.

 

If you wanna see the latest hotness in terms of GZDoom based detailing, this is where you can get your fix, just don't be surprised if you can hear the rhythm of the SSG for the next several days no matter where you are and what you do.

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Kristian Nebula

  

Great map, stunning visuals and very atmospheric music! Played it on hard and the boss proved a bit too much... so I IDDQD'd it after a few tries and saving in the wrong place to have a try to BFG him down right in the beginning. :D MDK was also found a good use there...

Well done!

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  • File Reviews

    • By PsychEyeball · Posted
      One of the earliest community projects to be compiled, Community Chest is a 32-map joint effort from many mappers in 2003. The rules: use only stock textures. The sky is the only limit. (Ok, or Boom's engine limits)   This WAD is a good time capsule to be reminded of what the Doom community was cooking in the time, but for many, including myself, it will not be a good Doom experience. These maps have not aged gracefully for the most part and favor long, sprawling and obtuse switch hunts where the goal is figuring out what exactly the author of the map wants you to do. With a few exceptions, the combat doesn't pop in a satisfying way and when it brings up the heat, it oftens does in an unfair manner.   The number one negative of this WAD is that maps are often way too long and outlast their welcome. It feels as if many mappers wanted to deliver their magnum opus and go for the giant, epic level with many different paths and things to do, but sadly, these levels do not know when to quit and they progressively get more and more aggravating. Use3D (Maps 12, 13), Kaiser (Maps 10, 15, 26) and Sphagne (Maps 21, 23, 27) are likely the prime offenders of this rule, the latter of which also loves to include extreme resource depravation to the mix to make the proceedings even longer than they need to be.    Unfortunately, not even the smaller maps can lift the WAD above mediocrity for a single reason: a lot of the smaller maps fail to leave any kind of impression to the player, as they are a little too by the numbers and forgettable. Most of Bad Bob's output feels interchangeable (Maps 4, 8, 9), I can't remember anything about Alex Parsons' levels apart from them being short (Maps 3, 11) and Gene Bird's maps, while mostly inoffensive, look outright primitive even for 2003 (Maps 7, 32, 19, 28). This would be forgiven if the levels had good action, but the encounter design mostly feel random and scattershot, killing any chance they will stick in your memory for a good reason.   Sometimes, the WAD decides to get a little more quirky and maps decide to do their own thing. This leads to either successful moments or disaster. Ultimate Doomer's map 1 might be the single worst way to start a megawad, leading you on a mostly pistol-only journey where one will be expected to pistol cacodemons and mancubi to death. In Map 20, the purpose of invading a demon base to plant a bomb and escape in 2 minutes is very tantalizing, but Ultimate Doomer's random use of voodoo dolls standing around the base partially ruin what could have been a great level. Metabolist offers the finest slice of action in the whole WAD, filling up a micro-map with no less than a demon army. (Map 14) The proceedings only take about 3 minutes, but the carnage leaves you refreshed. Archvile46 offers the most explosive map opening in the WAD (Map 25), but the infinitely tall monsters make this first fight utterly miserable to get your footing on, all while having minimal weaponry and ammo. Elsewhere, Thomas van der Velden goes for a more charming approach, with a laid back romp through a quaint and nicely decored police station (Map 2) and a cordial Icon of Sin fight with a cute gimmick (Map 30). Magikal (RIP) serves us Map 6, which is more of a "puzzle" map. However, the solution to most of the "puzzles" revolves around pushing everything until something happens, then find out what happened.   Speaking of Magikal, we now have to adress the elephant in the room: Map 29 - Citadel At The Edge of Eternity.   Many maps in CC1 try to be a magnum opus and fail miserably. However, this map is 100% deserving of the moniker; this is a painstakingly crafted level which is gargatuan, breathtaking, and also completely infuriating. No part of Citadel is obvious or easy; you're thrown in a world where most of Doom's rules don't apply. Anything can be a switch leading toward the next step and the encounters are brutal, especially on a pistol start. The citadel and the outer mountains are full of monsters who will constantly hound you no matter where you are outside. Revenants hide inside guard towers spread all over the citadel. Highlights of the map involve: a giant tunnel with stealthy chaingunner hideouts, a daring strafe-run sequence where you must run amok the entire side rempart, the agonizingly slow elevator puzzle room and the impressive, yet buggy 3D bridges that spiral upon themselves. The most impressive combat showcase happens once you use the red key: you're set upon the bottom of a massive fortress rempart filled with countless hitscanners while sideways cages of hell knights and revenants pelt you with projectiles. It's like fighting a major war all on your own and even if you had super weapons (which you won't have on a pistol start) they'd be useless against the fortifications the demons have set. Progress in this map is often glacial, with you having to give your all to gain every inch and it'll often come to a complete halt as you're stuck figuring out what the next step is. Like in Map 6, Magikal has many diabolical "puzzles" that will leave you scratch your head pondering how would anyone find this naturally. It took me almost 4 hours to beat this map on my first try on UV difficulty, with gratuitous saving and reloading. By the time I was done, I was tired, exhausted and filled with a certain form of impotent nerd rage as I was pondering what the hell I just played. I can't help but be amazed at what Magikal accomplished, as this map is definitely a one of a kind that no one has come close to match in terms of overall scope (Eviternity 2's MAP 36 might be the closest sibling this map has). On the other, I didn't enjoy playing most of this map and I can't imagine anyone will enjoy it either.   So in the end, many of CC's maps are unecessarily bloated, some are featureless and in this 32-map pack, I can say I liked about 6 maps in total. Many of these maps have a certain hustle that warrant respect, but respect doesn't always translate to fun gameplay. If you like your maps to be on the exploratory side, you will likely find something to like in this map pack as many maps fill this bill. But the action in this WAD is either turgid or way overclocked for the common Doom player. Approach at your own risk.
    • By video_ouija · Posted
      Simply put, masterpiece.
    • By Cruduxy Pegg · Posted
      This wad is different from any other mapset you'll play. some maps are very good with gimmicks and creativity you won't find in other mapsets.. other mapsets are  the most annoying puzzle hunts in gigantic maps you'll ever see as well. actually the bigger maps were usually easier to finish quickly than smaller ones, the small ones were usually padded to high heaven with stupid progression, keys and annoying as hell build the stairs switch hunts. If you want to play it I highly recommend just using a guide or cheat using doom builder as the dumbest puzzles in this wad are usually switches you don't even know exist (like an x on a random wall on a gigantic castle to continue).   I didn't play this mapset to the end either, the last third of this mapset is very annoying and I only enjoyed like 2 of those maps before quitting on that almightly annoying map26 which goes on and on and when you think you finally found the exit it takes you to a trip in time to what seems like a re-imagination of the most annoying map in Enigma (I don't hate Flynn's maps, actually I like his master levels and a lot of maps in engima).   Sadly I didn't get to experience the legendary reputations of map27 and 30 but I don't think I want to even try.   Note: This isn't the first time I played the first half of this mapset, previously it was in multiplayer and it was still very annoying to play and most players gave up in the last third of this as well.
    • By costadevale · Posted
      It may not have that "id essence" the original DTWID has, but it has a level of abstractness that I really like. Kind of like a 1994 wad, but miles more polished. This is not "below amateurish". RIP phobosdeimos1.
    • By Walter confetti · Posted
      What a cute small level, a little relic from 30 years ago! This map is not perfect, i know, but it's a fun small map (except for the asshole-ish secret spider placement) with many new graphics and a silly jazz tune that i heard already but i don't remember the title. There's a Doom 2 version of this map? I remember the greetings graffiti at the end of this map used elsewhere, It was such a nice touch that i did the same thing in one of my early maps (We Are 183 iirc)
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