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THE AWFUL MONASTERY

   (12 reviews)
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About This File

Welcome to THE AWFUL MONASTERY. This level is made intentionally for single player. At the beginning I wanted to make a multiplayer game-level but I have taken so much monsters in this level (e.g.: 110(!) Cacodemons at the final of the level in UV) and it's size is so big, that, when I added some more monsters, the programme did crash everytime (486 DX2-80 / 8MB). Nevertheless this level gives great fun in multiplayer mode. Deathmatch is possible, of course, but this level might be a little too big for this. Recommendation for rookies: Take skill 1! It's hot enough for you! I prefer skill 3. When I tested my wad, I had to save very often and I needed 1 hour to reach the exit.


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Guest

  
Very good map: large, difficult, manly!

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Guest

  
Early castle-type slaughtermap with a lot of traps. The read bricks style looks ugly, but add to the on points tense ambiance. Around 1995 mazes were popular, so this map also has one. Gameplay @ UV does offer some fights too hard for the casual DooMer, but die-hard SM fans would like. Has a bug which might cause ZDoom 2.7.1 finish the map after killing Johns head. Overall, rated as 1995 map: has some interesting scenes, and playing it gave some fun, so overall 3*.

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Memfis

  
Well... Not AWFUL but holy christ, what a level. It's a big red castle with lots of deadly traps and very very confusing progression. It's just so crazy I found it mentally exhausting. Quite epic for a late 1995 map but... oh my poor head... For playing in prboom-plus use the -blockmap parameter btw.

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Unknown date

  
In the beginning you must not save the game - it will crash. First kill some monsters, after that saving is possible.

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Unknown date

  
It's a killing floor styled map. A nice maze in it. Too many Cacodemons, and it uses in my opinion the worse music included in Doom 2. The level design however was better than what I expected from a map in 1995. Not too blocky, but still the rooms are square. SQUARE! ***

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Unknown date

  
This is dated November 1995. The name bugs me; it sounds too weak. It should be THE KILL FLOOR OF THE DEPRAVED HELL BEASTS OF SATAN'S MASTER. Still, for the period it's unusually large, with almost 250 baddies, although it's very mazey and feels like a slog, at least as far as I could play it; the map continually crashed v1.1.06 of GZDoom near the beginning. Obviously deeper magic from before the dawn of time is at work.

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Unknown date

  
This is my masterpiece. Try it only, if you have big eggs! ;o) Greez, Gereon.

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Unknown date

  
This level not only blows up normal Doom ][, but blows up Zdoom 2.0.63a... and at the very beginning, no less. Feh. Take this one back to the shop, Gereon.

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  • File Reviews

    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
    • By Summer Deep · Posted
      Played on UV, GLBoom+   This is a very decent map for its era, but is not without its flaws. Plenty of enemies and traps, but more than enough health, armour and ammo to deal with them. The trickiest bits are the section near the beginning, where a couple of the chaingunners appeared to be able to shoot through solid barriers, and an 'infinitely tall' imp can cause problems, and the encounter with a couple of archviles later on, which needs to be dealt with promptly and effectively.   The lyrically-related puzzles are an interesting element and work pretty well. The elevator device near the end is clumsy though - it takes an eternity to go up and down, and the situations it engenders are predictable and tame.   If you want to experience a more challenging and polished map by this author, try his later Hidden Mountain Factory wad.   Around 65/100 for this level though.
    • By pritch · Posted
      I can't in all conscience not give Sunlust 5 stars.   This was my first run through, I'm late to the party but don't have as much time for Doom nowadays. But if something like this were released every week, I'd probably never play any other game again.   I've gotten so used to playing such great maps and megawads created by this community that I can honestly say commercial games routinely feel lacklustre in comparison. And these are free - the best things in life truly are.   Sunlust isn't perfect. I dislike the glut of killed-to-end maps in the late teens and twenties - I think once an episode is enough to rebuild from a pistol start, especially when most of the weapons are given to you anew quite quickly due to the difficulty. I do get it though - the mappers want that BFG back at times, to force you to do it the hard way. I personally don't like too many maps that prevent you backtracking for health or armor that you save for later. Some of the later maps are, in my opinion, a bit too hard, and a bit too hit-switch-for-slaughter, too soon. Some of them are only average for design and visual appeal and I dropped below 60fps in places with a relatively fast CPU.   These, though, are minor niggles in context. This is a great mapset, and in particular one of, if not the best map 30s I've ever played. Map 30s are usually so constrained by the need to have a demon spitter - it's just not a very good final boss and we've seen every variation on a demon spitter map under the sun now. Far better to do a grand set piece finale with a four figure monster count - and that's what we get here. The final arena when the lost souls spawn above the main battle is visually one of the most impressive experiences I can remember in years of playing thousands of wads. It's not just the final arena - the entire map has a deeply impressive and imposing ambience and deceptively simple yet awesome architecture. It was a fitting end to a great set.   Too many good maps to state them all. I guess a special mention to map 13 - I love the flow and feel of this one, and it has a banging track. The music is very good throughout, and feels tailored to a lot of the maps. They modified one of the PSX Doom tracks for map30 and it is just perfect.   4.9/5 then - I wish they'd do it all over again...
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