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The Ultiamte STARWARS DOOM.

   (18 reviews)
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STAR WARS DOOM!!! Based on blueprints of sets built for the movie and as well as information contained in the SW RPG. These are four of Star Wars levels as well as new sounds and music and sprites to replace just about everything.


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Doomkid

  
The lightsaber is better in this than in STARDOOM, the slightly older version. This is a tad better, but less assets are replaced.

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cs99cjb

Unknown date

  
More Doom than Star Wars. Why are imps and shotgun guys wandering around? The map design is good but the texturing doesn't stand up to inspection (in some cases being comically bad). Unfortunately gameplay is downright terrible. There's no variation in pacing and NO HEALTH except concentrated in one room that you may or may not stumble across. Combined with the non-linear layout, you spend a lot of time nursing 7% or 4% health. Sound fun? It isn't.

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Guest

Unknown date

  
replaced monsters, millions of doors, symetrical layout, bad item placement. It's a classic wad, but not good.

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Guest

Unknown date

  
One of the best TC I have seen. Darkest Hour is much better, but this reminds me more Dark Forces. 4.5/5

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Guest

Unknown date

  
Very good job. The stages are much like the movie!.-Raccoon Officer-

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Guest

Unknown date

  
I could not find that turbolift.

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Guest

Unknown date

  
Funny mispelling in the title :) The emulation is great, it almost feels like a Dark Forces work with all those stormtroopers and interrogators coming from everywhere. Imperial guards with Vader voices add to the mix. Even the guns are taken care of: no hitscan weapons. The bad: besides the fact the author didn't care replacing UACs and TEI TENGAs, there's poor care for balance. Every level has an excessive supply room. It gets 3/5 for this. IC

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  • File Reviews

    • By chowbar · Posted
      Possibly my favorite Ultimate Doom megawad. Although its first half feels like DTWID, it quickly becomes a much more twisted and demented take on the familiar techbase/hell aesthetic. Expect well hidden secrets, tight corridors, and some tough encounters in large, complex levels. In keeping with Ult Doom's tone, NaturalTvventy layers the atomphere on thick to create levels that feel genuinely hostile and evil, even more so than in the original.    If you have a soft spot in your heart for the original Ultimate Doom, this megawad is a must play. NEIS makes you realize how rock solid the original Doom formula is, even without the SSG and revenants. 
    • By whirledtsar · Posted
      An odd wad in which you play a Hexen class while fighting Heretic monsters in Heretic-textured levels. Surprisingly, it works pretty well, and is an interesting change of pace from either game. It retains Hexen's hub design, although it's not at all puzzley, just a "go and collect 3 items and return to the hub" quest. It's very combat-focused (there's almost 400 enemies in the final level), but unlike some Heretic maps, it doesn't end up feeling like a slog. Perhaps Hexen's weapons are just more powerful than Corvus's. The level design is very good, besides a couple of sore spots (the cramped areas of the lava level, the metal maze in the final level). The boss, D'Sparil, is much easier to kill than he was in Heretic; he probably should've been modded to have a better chance against Hexen's warriors.
    • By Philnemba · Posted
      A fun heavily modified tougher version of Doom 1's E1M6 dated back in April of 94(yes same month of origwad). Its starts a bit hectic but with so many shotgun guys and plenty of health throughout the map, its actually not that hard to go through. However like any 94 wad, it has typical misaligned textures, a few HOMs, and had to use noclip cheat to grab the last card key due to ceiling being too low to pass under. Despite its age and a few minor stuff, its a fun wad from 1994 and I would recommend to give it a try :)
    • By whirledtsar · Posted
      Excellent wad for Hexen fans. It stays true to the style/spirit of the original game while introducing new ideas. The level / hub design is interesting, the combat is well-balanced, texturing is well-done and well-aligned, and there are plenty of interesting scripted events. The wings are used in a very smart way - you're able reach many previously unreachable items and paths. The only thing I disliked was the "boss" of the final level. I won't spoil it, but it's quite disappointing.   Unfortunately there is a bug in The Castle Of Fluft - the flame mask switch is not set to "repeatable", so if you try to use it without the prerequisite mask, you won't be able to use it again when you do. If you encounter this bug, type "puke 10" to activate the script the mask normally would.
    • By Lane Powell · Posted
      This seems like a semi-hidden gem. The author's other WAD Crimson Canyon won a Cacoward, though I prefer this one.   It certainly lives up to its namesake. The textures are all Hell's green marble and blood, supplemented with custom textures including some modified Giger designs and some creepy sprites I recognize from Monolith's Blood. The map designs are seriously contorted. It's probably a divisive aspect of the set. In some levels the angular layouts wrap around themselves in a jagged mesh, creating devilish mazes with slightly obscure progression, and where fireballs can fly at you from different parts of the map. Other parts are darker and more claustrophobic. It's all a totally hostile atmosphere.   There are some common themes gameplay-wise but you'll know them by map 2. A big one is ammo constriction, especially on UV. Certain maps seem near unbeatable without finding key secrets.   This was actually one of the first WADs I completed a few years ago, and on revisiting it it feels very fresh. Like most memorable WADs, it rides on strong concepts and some devilish gameplay while targeting a distinctive theme.
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