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Exomoon Megawad

   (4 reviews)
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About This File

Exomoon (aka Moonblood X) is a megawad for Doom 2. The levels are a mix of the original Moonblood with early BTSX levels. It has the ruins/temple theme with some exotic natural landscapes. Scythe and Mano Laikas also are a strong influence. It has been tested on ZDoom 2.8 and PrBoom+ 2.5.1.3.


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SilverMiner

  

One level megawad? What? (Who don't believe in what I say, just download this and you'll see)

 

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Psilli

  

Good megawad! Great map designs and the flow of gameplay felt really good and balanced.

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N1ck

  

Its pretty ok. Decently impressive but in the first level there is a hall of mirrors effect for the sky. It sort of feels like plutonia at times with  some of the monsters.

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NuMetalManiak

  

Exomoon is a 24-level megawad slated to be the successor to Moonblood, so if you are expecting to see some similar styles of gameplay here, well, you'll find some. but for the most part Exomoon is quite different. it takes after Plutonia, but instead of giving us loads of small but difficult levels to play through, the majority of maps are actually medium-sized, somewhere around the length it would take to finish The Sewers (Plutonia MAP28).

 

and of course, it's certainly on the level of something just a tad above Plutonia, like early AV, BTSX, or mid-UR difficulty. the monster placement centers around the ones who are of the biggest annoyances, like mancubi, chaingunners, and arachnotrons, also throwing in multiple new ones like arachnorbs (tougher than Valiant) and terrors (faster lost souls). there's even a few boss fights. layout-wise, these medium-sized maps are all non-linear, with action right from the start in most cases. trying to get a feel of where you are in the level and where you're supposed to go can lead into some trouble in some cases, but overall, the experience of playing through each map is still enjoyable, hard, but enjoyable.

 

because i'm personally not a fan of these boss fights, or even MAP18 which took way too long, i'm giving this four stars. it's worth at least one go just to see what has been accomplished. tackling all these settings feels like such.

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  • File Reviews

    • By smeghammer · Posted
      errrmm... Yeah. They really don't. Its not as if they are dormant - they follow you. Even the archvile. It's slightly surreal having a mob of doom monsters following without attacking.   If that was used effectively, it might be cool. But to misquote Wolverine - it's a big square room...
    • By smeghammer · Posted
      Definitely plays a lot like E1M1. Not a bad quick play at all. I like these short-n-sweet ones!
    • By Argenteo · Posted
      Demons on fire, two-headed chaingunners riding arachnotrons, flying barons, resurrecting imps, the f***  y** demon, helicopters with plasma marine and great music by Mark Klem. Unique gameplay, tons of fun. 
    • By marco.nadal.75 · Posted
      This map will take as long to complete as an episode of original Doom. It is VERY ornate and convoluted, and somewhat directionless. I played with latest Guncaster (1.777) and latest stable GZDoom (4.5). It took me nearly 2 hours. I still don't know how to get the yellow key without jumping.   I recommend using a gameplay mod with double jump and mantling, like Project Brutality, or D4D or Guncaster. There are no new monsters or weapons, so you won't miss out on original content if you use a gameplay mod.
      There is a cool boss battle in the end. All the areas are nicely designed and detailed, and the final area looks cool. The exit area is central North, by the way. Beware, there are some inescapable traps if you play with jumping, so save often.      
    • By Argenteo · Posted
      Early M. Krause map. Through some catacombs, a cemetery courtyard, electric compounds and radioactive pools. Dark, cool detailing.
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