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SERENITY III aka INFINITY (v1.2)

   (38 reviews)
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About This File

This set of 8 levels has been made with the word quality in mind. It's Mind here, not Muscles! We have tried to find a good mixture of action, architecture and adrenaline. Some of the levels may be a breeze, others may be a real pain in the *ss. But remember one thing: YOU DON'T HAVE TO USE THE CHEATS!!! There are a few very though places, but they can be done. When it seems you can't get around them without using the cheats, you may be doing it the wrong way and/or you may have missed something(s). Hidden entrances to rooms can always be recognized in some way (different texture, different light-level, etc.).


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Argenteo

  

The last chapter was the one I had less memories, perhaps because it's tough. A good time playing.
Beat it. Everybody frag now. Vangelis. Cool midis.

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P41R47

  

The final episode of the Serenity saga, and this is Infinity for sure.

The design is excellent for the time it was made.

Awesome layout with enough action and interesting sights even.

This proves that the authors were aiming for greater challenge and they improved a lot their mapping style since the first maps of Serenity. Even though, the Eternity episode is by far the best of the saga.

And this episode awaken again in me the fear to the shotgunners, damn i never was scared of them since i was kid. 

 

Thanks for these 3 episodes that make your own Doom, Bjorn Hermans and Holger Nathrath.

I really love it!

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aargh

  

Pros: Straightforward, lot of action, no button madness. Plays smooth. Classic Doom feeling.
Cons: Lots of invisible lines blocking monsters. Lots of hitscanners and not enough health packs.

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Meril

·

  

Overall pretty good map set. Nice design and well textured. BUT playing this wad is sometimes annoying. Many hitscanners, not much cover. Litterally each corner has own exploding barrel. Every sector in secret area is marked as secret and is average of 20 secrets per level. Some secrets are needed to progress, but they are extremely obvious. Difficulty is kinda hard. Healthpacks are rare, hitscanners are not and slowly draining your precious HP. As wad from 95' really not bad. 4/5*

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NuMetalManiak

  

definitely my least favorite of the trilogy. there's tons of hitscanners, secrets that are required to pass through the level, and if it wasn't annoying it was actually boring. the maps are thankfully not too big. really did not like E1M2's stupid maze with lifts either. and there does need to be health as well, many of the secrets lacked health in place of monsters and such.

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Tristan

  

Make a normal map, balance it accordingly, then replace 95% of medikits with sergeants and you've basically got my experience of Infinity. My overall view of this wad is that it's just annoying. It's definitely more difficult than its predecessors, but for all the wrong reasons IMO, which include the overabundance of sergeants combined with a real scarcity of health, with forced nukage runs coming later on; I had to put give health in the console at one point because there was no other way past it. E1M2's narrow corridor/lift maze was the first sign of trouble where sergeants could kill me before I even saw them, but after decent maps in E1M3 and 4, it started becoming a major issue again, to the point where I pretty much never had over 20 health and was getting increasingly irritated. Quit about halfway through E1M8 because it was just doing my head in.

 

While the progression through levels wasn't as obscure here as in some of the maps in Serenity and Eternity, some of the secrets were even more nonsensical, and the general design of this WAD felt like step back from Eternity, but still quite a way better than stuff like Serenity's E3M6 and E3M7, it's just a shame that the actual gameplay here was a royal pain in the arse most of the way.

 

Interestingly, I come away from this trilogy with the opinion that the weakest episode is the one not made in 1994. Eternity was definitely the best of the three, Serenity was ok, I could happily replay those two. Infinity? I'm glad it wasn't.

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Guest

Unknown date

  
The visplane error in E1M4 was not fixed, especially when you viewed as much of the maze as you could, but now there are source ports. Apart from that, this episode is excellent with the levels concentrating on a more wood, metal and grey theme. Some excellent design and lighting effects. Not as good as Eternity but still Pretty good. 4/5 -PC

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Unknown date

  
pretty cool wad for its age, very repetitive design and gameplay tho 3/5 - Peroxyd

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Hitherto

Unknown date

  
Maps 1,2,8 are bad, 3-7 are good. General flaws are the same as other trilogy's parts: excessive usage of monster block lines, nonsensical secrets marking and often lack of health & armor compared to amount hitscanners. So except for those who played it at the beginning of their doom experience, there is nothing special or even replayable.

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Unknown date

  
Starts with a good level, but e1m2 is annoying because of that maze lift. The rest is fine except for those windows in e1m8 where you can't see what's shooting you. The music is crap in some levels... 80s pop is not for DOOM! *** 02/12

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Guest

Unknown date

  
I didn't like this nearly as much as its predecessors. Maybe they got lazy or ran out of ideas. Still not bad. *** -sargebaldy

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Guest

Unknown date

  
^Totally wrong. This is from 1995. Give it some slack. It's not bad at all anyways, in fact it's a good cap to a classic old series.

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Guest

Unknown date

  
4/5 There's a lot of excellent gameplay here, even moreso considering the usage of OG Doom monsters. Some nice lighting, which I initially noticed in E1M5. The only decision I really feel like questioning is the elevator maze in E1M2. E1M7 is likely my favorite map - kind of rough but plays incredibly fast.

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Guest

Unknown date

  
In my opinion, it's much better than Serenity and has awesome gameplay. 3.5 out of 5 stars

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Guest

Unknown date

  
My favorite episode of the series. Level design is right up with Eternity IMO and this has even fewer truely "ugly" spots. A worthy final third of a classic series.

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Guest

Unknown date

  
i'll play this with freedoom since i have shareware doom. 4/5

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Guest

Unknown date

  
Last in the Serenity, Eternity, Infinity series
and as good a wad as its predecessors!

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Guest

Unknown date

  
Quite nice!!

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Guest

Unknown date

  
Ok, I had a storm and played all three series in a row. Now I feel very tired and I need to sleep. This is with as crazy gameplay and ideas as the others but better designs and funny music. There are some levels with great inspiring architecture too and shadows in minimalism that are so great even for today. 5/5 - Optimus

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Guest

Unknown date

  
Awful indeed. The first level is a pain, with low health and painful floors galore, including in front of doors, guaranteeing you get hurt. Very strange use of secret tag destroys motivation to look for any. almost everything's on a 90 degree angle making for dull visuals. the only nice thing is the lighting. not worth your time.

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Guest

Unknown date

  
Best of the Serenity trilogy, though the theme is a little repetitive this time. The detailing and overall polish are a huge step up from Infinity, and the lighting effects were great for its time. 4.5/5

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Guest

Unknown date

  
Not bad. 4/5. My favorite wad from Serenity, Eternity, Infinity is Eternity.

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Guest

Unknown date

  
Gameplay is cool and it keeps you near your computer. Levels, otoh, are too similar to eachother (thus predictable.) Much of the new music is downright stupid, especially D_E1M3 and D_E1M6 (yuck,) but there are also a few good choices (D_E1M7 reminded me of Hell Revealed MAP18's music - great last-before-last level too.) Generous 4/5 -- Ebon

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  • File Reviews

    • By Obsidian · Posted
      This is a bit of an interesting one to revisit for me: Whispers of Satan was a mapset I played fairly early in my mapping career and it's influenced my approach to level construction and visual design more than I initially realized. At the time I ran out of steam around MAP22, but recently I decided to take another stab at it and finish all the levels. Which I did! Having done so, these are my thoughts.   Gotta start with the big one: Whispers of Satan is a damn good-looking mapset. Excellent texture usage and attention to detail were big draws for me when I first played this years ago and I ended up mimicking it a lot in my own work: to some degree I still do, honestly. Maps like MAP10, MAP16 and MAP28 stand out as particularly good examples of this school of design, with all the detailing work coming together to craft an excellent sense of place. This is bolstered by the custom soundtrack, which has some absolute bangers in it (in my decidedly unmusical opinion :P).   I also gotta shout out the fact that Paul and Kristian undeniably had fun putting this together, as can be evidenced by the silly little easter eggs and gags that are present throughout. There's the secret and super secret maps of course, but you can also spot a little bit of silliness in the main lineup and it's a touch I appreciate in the way that it gives a mapset life and charm. Again, it's something I was inspired by in my early mapping career and you can thank WoS for any gaff or joke you find in my own maps.   There is however an elephant in the room that I have to address and that is the map design itself. Other reviewers have pointed out the excessive symmetry that plagues a lot of the map architecture, but there is also a general sense of formula that can wear on you as you progress through the megawad: by the time you're in the final third of the main block of maps, you can distinctly see them falling into the same gameplay pattern and it starts chafing in a big way. MAP25 and MAP29 are two big culprits in my eyes, but there are plenty of early maps that follow the same formula and get a pass simply because of their placement in the megawad and (relatedly) the length of those experiences. This formulaic approach also creeps into the gameplay and monster usage and serves to make the latter half of the megawad something of a slog to get through, which explains why I didn't progress past MAP22 all those years ago.   I ain't gonna say that it doesn't deserve its Cacoward or anything though: I can appreciate the work that went into creating Whispers of Satan and the influence it had on what came after. It definitely has its flaws and as a gameplay experience it doesn't really hold up, but I can still admire it as a piece of Dooming history and I wouldn't be the mapper I am today if it didn't exist.
    • By Walter confetti · Posted
      Take a shot at this editor on dosbox and it's pretty impressive for such a old editor! Pretty easy and competent program, looks like a ancient version of the most popular Doom Builder editor.
    • By Maribo · Posted
      Heaven, with a blue coat of paint.
    • By JudgeDeadd · Posted
      A 10-minute long map with fairly unremarkable gameplay. As is the case with many old maps, its main strength is the visual variety of the different locations. Still, there's not that much in terms of exploration or branching paths; a good part of the map is just going from room to room and shooting at the anemic groups of monsters. Not terrible, but not a classic. 
    • By Dexiaz · Posted
      A surprisingly good map (especially for the date of release), which is actually a regular Doom 1 map with spicy content in kind of "secret" areas. The funny thing is the difficulty due to the readme info. Play it on UV, today it's a pretty easy map for Doom players.
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