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.

Demonastery

   (4 reviews)
Sign in to follow this  

Guest

About This File

A medium sized, architecturally detailed single-player map which twists back in on itself several times, set in a crumbling monastery made of marble and corpses.


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

VanaheimRanger

  

Nice gory castle aesthetic.  Not overly challenging.  A solid map, akin to Brigandine.

Share this review


Link to review
Erick

  

Architecturally solid level with loads of detail right from the start to the end of it. While it is a big level, it never feels too confusing to navigate so the interconnected level design flows well. You get the Super Shotgun and Rocket Launcher early on so you never feel unprepared for what you'll be facing, although a good chunk of them are mid-tiers ones like Revenants and Mancubi. There are small arenas as you go for the keys, and personally I kind of like how they differ from the monastery as instead of exploring for secrets and going from place to place, you stay in one room against some tougher monsters like the Barons. The final arena is packed with detail and a nice challenge, assuming you don't pick up or use the BFG anyways. Health can be a bit scarce though if you don't rush things out or have ill-timed shots the map is pretty fair.

 

Excellent single-map, lots of little setpieces to keep things interesting.

Share this review


Link to review
NuMetalManiak

  

Demonastery is an architecturally superb level that honestly wouldn't feel out of place if it were in Hellbound or something. the overall interconnectivity is alright, with three fleshy areas dictating where the keys are, and each with their own little setpieces. look out for enemies when you backtrack though, and try to find the eye switches to get the BFG secret. LOADS of detail went into that final arena and it is amazing, not to cut out the actual monastery itself which is also pretty rad. combat is...honestly a lot easier than expected though, but it's a fine level.

Share this review


Link to review
holaareola

· Edited by holaareola

  

A great opening view first of all. This is like a PhD in midtex, where they are deployed so abundantly and skillfully that you're almost fooled into forgetting Doom's inescapably rectilinear nature.  Everything is quite interconnected, and I liked the incremental expansion of the central play areas.

 

The level is mainly occupied by mid-low tier enemies and you're tooled up with SSG and RL fairly early on, so it never feels grindy. It also flows really well-- there isn't a huge reliance on arenas here, probably in part due to the complex, overlapping paths through the map. It means you're usually free to move and still getting attacked from multiple dimensions and oddly it reminded me of E1 in this flowing, exploratory feel, despite the vastly different theme. Right up my alley anyway, I feel like the arena is a little overused these days.

 

As for the secrets, they were mostly overtly flaunted right in your face, as they should be. Unfortunately for me, the BFG was flaunted right to the end -- never got those fleshpoles unlocked.

 

Architecture. If I didn't stop to look at it so much, I'd have been done in a third of the time. Amazing. The huge outer walls and vista outside the monastery give it a great sense of place, of being situated in something bigger rather than just being a potemkin village play area.  The use of midtextures, as mentioned before, is incredible.  So's the geometry -- usually you can see Doom's natural constraints written into the architecture all over the place, especially with the weird tallness of many maps, but here the architecture looks totally coherent and natural.

 

Put it all together with the excellent detailing (blood running between the cracks of tiles, the fleshy core of cracked green brickwork) and only some real thinking would betray the engine's 2.5D nature.

 

Inspiring work, enjoyed it loads.

 

EDIT: The doomworld link is broken, actual link is: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/demonastery 

Share this review


Link to review
  • File Reviews

    • By Kain D. · Posted
      I think should write something here, since some of the sounds are used in my recent wad.   Although, everything relevant has been said already. Here's "golden star" for proving, that even dubious mods have something intresting.
    • By Cottonmouth0309 · Posted
      One of the more underrated doom mods out there. The levels have a lot of detail and great use of 3D sectors, used for railings and other things. Not a lot of mods that I know of has these attentions to detail back then other than KDiZD. I like how the first gun, not weapon, first gun in the mod is a quad barreled shotgun. This might be bias but I don't see any other mods or games give the player a quad barreled shotgun as a starter weapon.

      The cutscenes and artwork used for them are REALLY well made. I like its story and the protagonist John Logan. His design looks like a cross between Daniel Garners from Painkiller and the Doom Marine from well, Doom 3.

      Speaking of Painkiller, the mod uses tracks from Painkiller, which is a nice touch. Admittedly, there are things in Legacy of Suffering that I don't like, such as the Painkiller/Serious Sam arena wave sections. Not all of them are bad, but the later levels that uses them are the worst offenders. Often spawning mancubi, pain elementals, and revenants that just makes the fights more tedious.
      DISCLAIMER: SPOILERS AHEAD
      END OF SPOILERS:
      In conclusion, Legacy of Suffering is a really well made mod and I really want other people to try it out. I would suggest to start on the easiest difficulty, do NOT get fooled by the normal difficulty Ultra Violence, it will kick your ass, and anything higher will probably break your soul. Other than that, I would highly recommend you to play this mod. It can be played on GZDoom, Zandronum, and Skulltag. That is the end of the review, have a nice day :)
    • By Bitofu · Posted
      Enigma is not exactly my cup of tea; the mandatory secrets are a bit annoying and the confusing layout of the maps doesn't help much. Still, the maps are fun to navigate and they feature some great architecture that lead to unique gameplay encounters. Overall, it's decently fun.
    • By Bitofu · Posted
      Nothing better than baiting the Bazooka Man into blowing himself up! Obituary doesn't pull any punches; you'll be facing tons of hitscanners and plenty of nasty traps, but you'll get to appreciate the fine work the Möller brothers did with this WAD. The maps are intricately designed with a judicious use of textures, some of them custom-made. The new array of weapons is great, especially the flamethrower, which can shred down a cyberdemon in seconds! The low point might be the plain secret map and icon of sin fight, but overall, Obituary strikes home more often than not.
    • By Michael Jensen · Posted
      In recent years, general opinon of MM seemed to move towars negative, moreso than any other classic 90's megawad. It's nice to see it recieve some positive attention and even though I'm not exactly a reviewer, I figured I'd join in. Aside from couple rough maps, it remains a great experience today. Generally good and varied vanilla visuals with beautiful highlights like Maps 05, 13, 14 and 21, certainly helped by some great, really cool custom textures, which fit in with the classic ones incredibly well, much better than any other 90's custom stuff (aside from Eternal Doom, but that's a completely different aesthetic). The maps are quite varied without the whole thing becoming incosistent/all over the place and the variety really helps blaze through the whole thing. In comparison, while I prefer MM2 in terms of individual levels, it has a ton of long or similar maps back to back, which can get tiring and take much longer to geth through. Another aspect of MM I really like is some really, unique and fun design choices, or even whole map designs that you don't see much these days for some reason. The Innocent Crew's maps especially are very creative in fun and refreshing ways. Incredibly underrated mappers. Literally everyone knows this already, but Mark Klem's music is amazing. 
×