Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Deplorably Vile

   (1 review)
Sign in to follow this  


About This File

I made most of this map a year and a half ago, before finishing it off with a bit more detailing over the past few days. This map is a large improvement upon the 3 maps in my first wad, with significantly more detailing, well thought out cover, weapon and ammunition balance, and no missing textures/non solid linedefs. The map takes place inside of a small, partially underground facility in the side of a closed off canyon, and the difficulty could be best described as akin to a typical doom 2 level. You start off beside the locked off exit, and you need to find the red keycard in order to escape. Getting the BFG before opening the exit is highly recommended.

User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

baja blast rd.

· Edited by rdwpa


This map is a tale of two design ideologies. Its larger areas are home to decent setpieces in varied styles. The first of these pits you against a single archvile with low-tier fodder as a distraction, 32-wide pillars as cover, and a shotgun as your weapon -- a bold decision this early, implemented well, that gave me a good feeling about the rest of the map. After that, you navigate a corkscrewing 128-wide hallway packed with meat that I assumed was placed to prevent you from fleeing the opening fight. Issue? Do the first fight, now you have to shotgun and a hell knight and two spectres and chaingun a baron, among other hall-mopping duties. That gave me a bad feeling.


It turned out neither feeling was "wrong," really. From there on, the map alternates with shocking consistency between dynamic combat and dull corridor filler. Most of Deplorably Vile's strengths and weaknesses fit this binary mold, but there are other, smaller issues: 1) Visuals can be rough. 2) In map that previously exhibited only vanilla-like behavior, access to an important pickup is directly tied to a monster's death. That monster and pickup are a cyberdemon and a prominently placed BFG. And yeah, I'd expect to use the BFG on the cyb, so a futile search began -- and thankfully didn't last long, because I know inexperienced mappers will mess that up sometimes in ZDoom. 3) You need to use Doom.wad as a pwad for textures, which is a sloppy packaging choice. (Bundling the pwad resource "Doom Textures for Doom II" would be better.) 

Share this review

Link to review
  • 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.