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  • File Reviews

    • By Gato606 · Posted
      This IS NOT your regular Doom 2 magawad mapset.  Maps are small and very few monsters. The big difference is every map was created with a theme or challenge in mind, usually puzzle like, like using archvile jump in order to get over high steps or obstacles.  Even though I didn't enjoy it much, I recognize the effort put on it
    • By Lol 6 · Posted
      This is and will always be my favorite map, awesome levels, textures, music and two new monsters!   It really makes you think you're in the moon.
    • By Roofi · Posted
      Thank you for protecting me from Covid 19
    • By rd. · Posted
      since this came out, the moon look has been explored with more ornament and grandeur to it. (examples are Valiant by the same author and the single level Man on the Moon by Yugiboy85.) it's easy to write off Lunatic as slightly dated, with its sparkly clean CC4-tex look feeling like a design relic of the time.   imo that would be a mistake. Lunatic has a great trick that the secret mysterious Doominati wants to charge you recurring payments of $19.99 for. throughout, there are a lot of cool, memorable "events" that I'd describe as cinematic. they are kind of like cutscenes, telling a ministory through motion and change, without of course stealing the controls away. their periodic appearances give Lunatic the vibe of a lived-in movie -- which, as an incidental bonus, meshes super snugly with the "action caper" pitch of the combat. "The Final Countdown" is basically a cinematic event from start to finish, along with being arguably the most iconic arena map ever and a preciously rare musical gimmick/pun map.    I think it's telling that Valiant's "Rocket Zone 2" would have been highly recognizable as a remake of Lunatic's "Rocket Zone" even if it had a completely different theme and gave the architecture a substantial overhaul. the sense of identity transcends the things that most commonly produce identity. combine that with essentially the perfect musical fit -- the cheesy, synthy jams of '90s arcade games and of course...that other one -- and a great skybox and props.   Lunatic's combat is defined by its unification of "challenge" and "fun" (not the way I classify things, but I've seen it often and it works here, so I'm rolling with it). basically, the parts where you plow down lots of fodder with powerful weapons -- in a way that might read as comic relief -- are also arranged to be the most dangerous fights, instead of serving as pure low-stress interludes. that danger comes from a wider range of powerful attacks (no surprise that both new monsters are zombies with hard-hitting non-hitscan attacks) and from the constant worry of the weakling mobs infiltrating your space. the result is a sort of hedging against either part not translating to a given player: if a fight is too easy to be exciting purely based on its threat-resolution arc or if it's frustratingly hard (not that the latter is likely in Lunatic), it can still redeem itself with raw components that are inherently satisfying.    skillsaw is also dogmatic about placing the needed parts of your progression goals in convenient sight -- a key might be hoisted on an unreachable platform, reached from somewhere else, with the matching key door adjoined in the same room. that both makes it hard to get lost and gives the action an undercurrent of psychological momentum. it is a pageturner in Doom format, in a way. having a clear picture of what's next encourages you to see it through, to tie the loose ends you've been handed. nothing's wrong with intentionally cryptic maps that refuse easy progress, but provided one wants super smooth flow, wads like Lunatic make a great study for avoiding the occasional hitches that often surface in maps that are 95% of the way there.    9/10 or so. improved on (nominally) but still indispensable.    /still not a reviewer. I don't do it often enough to count!
    • By Gottfried · Posted
      It's hard to rate Requiem fairly for simple reason - inconsistency - it contains levels in range from bollocks to flawless. Some levels got as few as 30 monsters and can be completed < 1 minutes in first run (and it's not one of the first 2-3 levels, lvl 26 got 21 enemies on UV). Some levels are just blatant showoff of what super cool features author can work out for the level, but then he forgets to build actually nice level and play is boring to painful (I'm looking at you, level 21, I didn't hate a Doom level like this for a long time). Bugged triggers, unreachable secrets, plain openable walls that are no secrets, but you need them to complete the level.. Requiem has it all. Should the editor dedicate more effort into playtesting and polishing maps (and probably also putting them in different order), result could be easily nearly perfect.
      All-in-all, the bad levels are no more than 1/3 of the pack and other parts will provide you with tons of fun, challenge and some breathtaking design. My special praise goes to levels 3, 6, 13, 22 24 and 28).
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