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Odyssey

   (8 reviews)
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7 challenging DOOM 2 levels


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NuMetalManiak

  

decent '95 set with no major setbacks. look out for the teleport traps though, there are a lot of unfair ones.

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Summer Deep

  

Played on UV, ZDoom.

 

A pretty decent 7 level early Doom 2 wad. Not spectacular, but well put together and quite tough in places. I only came across two green armours in the first four levels, and ammo could get tight as well - I found myself having to use the chainsaw a fair bit, including on Cacodemons and Pain Elementals at times. I did accumulate 500 plasma cells before finding anything to fire them with though, this being the BFG near the end of level 5 (maybe missed finding the regular plasma rifle earlier on). The wad's creator also opted to end with an Icon Of Sin, which is often a dubious choice, but is well done here, with a simple but clever and  effective take on the concept.

 

Three stars is maybe a bit harsh, 3.5+ probably nearer the mark.

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Doomkid

  
I think they're darn fun.

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Guest

Unknown date

  
A nice mishmash of doom-esque levels. Some are like E1 & E2 or E3 and some like E4. All in all nothing spectacular but nothing wrong either. 3/5 for its time 2/5 for 2012 -Ofisil

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Unknown date

  
A great episode by 1995 standards. The maps aren't pretty, but they're loaded with challenging battles and interesting traps. The only flaw is that the first two maps are boring. 4/5

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Unknown date

  
A levelset from 1995, coincidentally the same year as Van Halen's "Balance". This set of levels is really good. It gets off to a dull start - Map01 is a bit E3-esque, Map02 has a pleasing E2 style, but they aren't anything special. It picks up greatly with Map03, which is excellent, a tough E4-style map. Map04 is pretty good as well. Map05 is a bit ropey (a techbase) but Map06 and 07 are solid although they don't hit me. Worth it for Map03 alone.

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Unknown date

  
prity good stuff give it a play 4/5

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  • File Reviews

    • By whirledtsar · Posted
      It's okay. Quite easy due to the abundance of artifacts, mana, & health. The level design is fine, nothing special. The only truly bad part was the unmarked puzzle bookcases, forcing you to wallhump the entire library as a last resort. Otherwise it's pretty simple stuff, running around finding keys and smashing monsters. The texturing and lighting aren't fantastic but aren't noticeably bad either. The only glaring issue is that many windows just show a wall textured with the sky texture rather than an area with a sky ceiling. Yet there are perfectly normal outdoor areas. Perhaps the author only figured it out skies halfway through development? Anyways, this is worth your time if you want an hour or two of simple Hexen fun.
    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
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