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CROSSING ACHERON

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About This File

As in my first level -- DANTE'S GATE -- I have tried in CROSSING ACHERON to achieve a gaming atmosphere that is not only fast-paced (once the fur starts to fly), but just plain creepy. Once again, I went for the aesthetics (you know: The Look); but this time, I also tried to keep the game from being too easy. I think once you get inside, you'll find that CROSSING ACHERON has been fully optimized for DEATHMATCH. But it's just as enjoyable (if I do say so myself) in Single-player and Coöperative modes.

CROSSING ACHERON (pronounced 'ak eron) is a sequel to DANTE'S GATE -- thematically, anyway. (It's an E1M3 only because I thought the music was more appropriate than M2.) For any of the two or three of you out there who have read Dante Alighieri's THE DIVINE COMEDY -- or even only "Inferno" -- I'm sure you've been able to appreciate the many allusions to this work in DOOM. I have tried to take a tack of my own along the same lines. (I do this not only because I think the idea is neat, but so that people will think that I'm very clever.) I'm not so naïve as to expect everyone to rush out and get a copy of "Inferno" (I mean, it IS pretty tedious stuff, at times), but it's well worth the read -- and a little patience is a virtue that is often well-rewarded.

(By the way: Acheron is a river in Hell (basically). But don't look for any rivers in here: I tried it several different ways and just wasn't convinced.)

I thank those of you who sent me mail on my previous effort, and I hope to hear from more of you about this one. (Just a line would do: "It's great!" or "It sucks!" or "Now I know what John Cormack MEANT to do in "Unholy Cathedral.")

Thanks. Hope you like it.


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MoreMending

  

Quite barren even on UV, and the bfg secret was a pain.

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Azuris

  

So this Wad was on one of the dutch Mega Doom CDs i came across yesterday and is the first i have played from them.

To my surprise, it is a pretty good and fun Level! (I mean, i expected the worst from such CDs)

It has a really nice Layout and Church like Design, compared to newer Wads it feels very much like on of the Temple Levels in Doom 64 (i mean that in a very good Way!).

 

There is some nice Teleporter Trickery, that gives you the feel to have been send to a small part of Hell.


 

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reignof2k

  

kind of dissapointed, not much variety

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Roxor ViceCity

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Rating 3/5 stars.

Playtime: Average for a single map(around 10 minutes)

Completed to 100% in: 11 minutes

Difficulty: Easy 

I really love this map for the placement of its enemies and traps. The design is absolutely gorgeous and he did good to choose E1M3 because it's song fits perfectly.

Now, the biggest problem in this map are the freaking teleporters around everywhere. They are extremely confusing and if you go for a 100% they will give you a minor headache, especially because lost souls can teleport through and wander around the map aimlessly. Seriously, if it wasn't for the teleporters I would give it a 4/5.

Do I recommend it?

Yes, even for the teleporters, this map is a short but sweet one and I think you should play it!

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Stale Meat

  

One of Dr.Sleeps earliest works, Crossing Acheron is a simple but atmospheric map made in a time where mapping tools were both simpler and more user unfriendly than the Doombuilder of today.

 

Gameplay wise, it is quite subdued compared to his later maps in the Master Levels and Thy Flesh Consumed, with an enemy count and difficulty on par with most of Doom 1. The action is fairly brisk save for a few more intense areas, leaving the player a good bit of breathing room between fights to take in the sights and decide how to proceed. It is fairly nonlinear and doesn't give you a strong sense of direction other than searching around for more bad guys and bigger guns. It isn't enough to be completely lost, but you may want to keep an eye on the automap to figure out where to go next. You can get the entire arsenal in this map, but chances are you will probably kill most everything by the time you get it all. There is definitely enough ammo and health to take care of things with a good margin for mistakes anyways.

 

Layout wise, it looks its age but not necessarily in a bad way. There are some not so obvious lifts, a few spots where sectors are angled oddly, and the texture placement is a little rough, but otherwise it is pretty close to the standard of Id's own levels at the time, all with Dr.Sleeps signature emphasis on ambiance. His choice on E1M3 for the music fits well with the level, and combined with the sky and temple-like architecture it leaves a sort of eerie serenity as you wade through the chapel and surrounding open ceiling hallways. Compared to many WADs of later years it certainly pales in almost all aspects, but by even today's standards it is a fairly solid if simple level that can very well be a good standard to compare ones own early works.

 

Overall it is neither a spectacular experience or a particularly flawed one. You could probably skip it if you aren't attracted to its history or care much for shorter and simpler levels. But if you are interested in studying Doom history, making levels yourself, or even just want a fairly quick and laid back experience, I would recommend you check Crossing Acheron out at least once.

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Guest

  
well made

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Guest

  
Great for '94 and not too typical of it's era. Still fun to play now. Give it a quick play. -TRRobin.

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Guest

  
Overpraised. Unlike other great levels from top'94 it has no style or concept at all. Except a cathedral part (which executed quite poor even for '94) design here is just a room-by-room 2D drawing. Texture choice is very poor too, most of level consist from green stone without much differencies between walls and floors. Gameplay is average but those countless teleporters are real annoyance. /hth

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Guest

  
Actually not too bad but quite overhyped 1994 level. All-over a bit simple and sometimes chaotic, but has beside a lot of typical 1994-type flaws, some nice ambiance and @ UV gameplay with a few amusing moments. Rated as a 1994 map: 3*. BTW @ all 5* raters here: there are a sh*tload of 1994 maps which blow away this one completely on all aspects, so 5* is obviously ridiculous. /nofi

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Guest

  
I always like a delightful challenge on Ultraviolence, and this WAD offered just that. It presents itself as a classic style DOOM map, as the atmosphere of the map is quite flavorful and faithful to id's depiction of Hell. Play it, you'll die! -Amphedark

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Guest

Unknown date

  
For it's time.. and still today, unbelievable. A must have for everyone who calls themselves a doomer. -Fusion

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Guest

Unknown date

  
Even today I still love playing this map I just like this one alot, an nice old school map and in some cases even better than maps you see today 5/5.

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Guest

Unknown date

  
classic ***** -sargebaldy

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Guest

Unknown date

  
Very good map, the teleporters and key locations kept it a challenge to find the exit. 4/5

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Guest

Unknown date

  
I like Dat Shi

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Guest

Unknown date

  
Dante fan? Good job

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Guest

Unknown date

  
I wouldn't call this the best release of 1994 (Eternity or TEU, as those are whole episodes), but as far as level design is concerned this is remarkably close in quality to the original and more or less the best you'll find from '94. I'll even sneak a 4/5 from today's perspective.

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cs99cjb

Unknown date

  
All doors have bad ceiling textures and it's easy by modern standards (how many soul spheres?!) but never ugly or boring. This is mostly about puzzles not slaughter. Best just to go with the flow. Completed in 18m. 4/5.

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Guest

Unknown date

  
It's awesome, but it doesn't seem as creepy as I thought it would be but it's still a good WAD. Indeed a worthy download.

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Guest

Unknown date

  
One of the old classics. On par IMO with his TFC maps.

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Guest

Unknown date

  
A true classic. I got so much of my inspiration from Dr. Sleep. It deserves no less than 5. -PC

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Guest

Unknown date

  
Amazing, a great old school style with nice clean map design

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Guest

Unknown date

  
Updated version here: http://www.doomworld .com/idgames/index.p hp?id=13978

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Guest

Unknown date

  
Gameplay in singleplayer is good, so its hard to think that he designed this with deathmatch in mind.

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  • File Reviews

    • By DoomShark · Posted
      7.0/10   If you're a UV player just skip to map 25 as previous maps are only good for HMP or lower players.  
    • By Book Lord · Posted
      Stephen Clark, a.k.a. @The Ultimate DooMer, is one of the key figures of the Doom community in the early 21st century, an author that is best known for his important ZDoom contributions and for amazing creations in the worlds of Heretic and Hexen. I had no chance to examine his extensive body of work, but his Boom-compatible entries in the Community Chest series allowed me to experience his technical competence and design habits. When the DWMC chose his first vanilla megaWAD for March 2023, I approached it with a mix of curiosity and concern.   Fragport was Clark’s debut on idgames, and it was no humble beginning. Not only it was a full 32-map replacement, but it also included custom sounds, additional textures of practical purpose (most notably the revolutionary ALPHABET used to write signs and marks in maps) and sector tricks that must have been innovative for their time. Another exclusive feature was the seamless progression between levels: the starting zone of the next map was always seen before hitting the exit line or switch, and in the same fashion the player could turn around from the start and get a glimpse on previously traversed areas. Surely it was an expedient to break maps that were too large for the vanilla engine, but it also improved immersion and storytelling.   The player impersonates the top marine Jody Russell, sent to the remote city of Fragport to investigate after communications with the local military bunker suddenly ceased. His ‘call sign is 'Kill Crazy' because (he) kill(s) like crazy and love(s) every minute of it’, so he was the best choice for a dangerous mission into the unknown. The protagonist is shot down by demonic alien invaders, is captured and moved to a desert prison, presumably for execution. He escapes instead and begins a long trek through the brown stone mines and wastelands surrounding Durncrag town. He leaves with a motorboat and manages to sink an ironclad ship carrying monster reinforcements. After a detour on a remote island, Jody crashes his second boat on barren shores and slowly approaches the military installation, disarming the demon-operated defence system and then navigating the sewers into Fragport. Fighting from district to district, he discovers that the invasion started on an artificial moon hosting a tech city, which he promptly reaches by boarding on a spaceship. He resists the assaults of the hellspawn and their vicious traps, until he finds the reactor core and blows it up. He barely escapes the moon and returns to Earth to be celebrated as a hero.   I could not omit a plot summary when presenting Fragport, since the unfolding story and the adventures of Kill Crazy were a prominent feature. A lot of effort has been put in creating a plausible journey, building varied places to explore, and providing realistic connections between them. I admire The Ultimate Doomer for the method, the rigor, and the creativity he put in his Doom efforts: the progression in his maps tends to be a little obscure, but ultimately it becomes clear thanks to the visual hints, achieved by writings and colour codes. Nevertheless, Fragport could not cancel my bias against his lack of restraint. Sometimes he could not realise that too much was too much, and that a stale part of a level could act like a ball and chain.   The megaWAD had a few exciting combat moments and an outstanding construction for 2001, but for the most part its gameplay was grindy and repetitive. Despite a brown palette dominating 20 consecutive maps, there was enough variety in the environments and nice Doomcute props to make the exploration interesting, but when I reached MAP13 I was sick and tired of searching for three keys in every level. The mechanic stayed firmly in place until the end, with coloured switches being added to string out the progression even more. Maps tended to last 18 minutes on average for less than 10 hours of total completion time, placing Fragport in the vanilla age that preceded the sprawling limit-removing creations of the following years.   I played continuous on Ultra-Violence, with savegames mid-level (not during encounters to cheat the RNG or to facilitate anything), and I spared myself the ammo deprivation issues reported by pistol starting DWMC members. Still, I found myself nearly out of ammo at the end of MAP24, and levels like MAP30 did not accommodate for a wasteful behaviour. Besides a resource distribution favouring continuous play, the difficulty seemed rather flat throughout the megaWAD, with only a few harsh monster deployments taking place in the third episode. I felt more challenged by the exploration and the occasional puzzles, especially on MAP29-30 and during the unconventional trial that was MAP32.   The author invested all his skill in the super-secret level, based upon a British gameshow and reproducing both its challenges and settings with the Doom engine. It must be noted that Stephen remade this map for GZDoom in 2016, inspired by “The Crystal Maze” new live attraction in London, and that it counts as his last submission to idgames. This meticulous undertaking perfectly represents The Ultimate Doomer as a mapper, showing his pros and cons, and it aptly stands as the current alpha and omega of his successful career. If the secret levels were worth seeing, and their uncovering process on MAP15 was one of the nicest moments in Fragport, the standard secret compartments seemed casually placed. The statement ‘for those of you who like secrets, there are at least 3 in each level’ confirms they have been added just for completeness, and it surprised me that some were nearly mandatory in the later maps.   The original megaWAD used stock music, but I chose to play it with FragportMidiPack_v1.0, released for the 20th anniversary. The compilation included popular songs, mostly rock and heavy metal music that predates Fragport’s release, with only a few tracks being an exception. I do not mind the soundtrack very much, except when it feels created exactly for the maps, but I generally enjoyed @P41R47’s choices. They usually matched the pacing of the map or had a thematic connection with the environment that got a smile out of me.   Fragport was a bold experiment in 2001, an attempt at bringing Doom on the same level of more advanced games like Quake 2 and Half-Life. Stephen Clark compensated for the engine shortcomings with his own creative solutions, bringing a huge one-man project to completion where most people would have given up. A 32-map megaWAD is an exhausting effort for a single author though, as confirmed by the lack of fresh ideas in some parts of the second and third episode. In retrospect, the boxy level design, the monotone texturing of large areas, the repetitive mechanics, and the copy-pasted encounters caused the experience to become less and less engaging as Jody Russell progressed towards his objective. This should not discourage vanilla enthusiasts from giving Fragport a try, since there are small wonders to be seen in addition to the highlights listed below. A super-solid first submission from a staple of the Doom community, after more than 20 years it shows its age and limits but also the power of method and resolve, two qualities that The Ultimate Doomer possesses aplenty.   Best maps: MAP 11 – Military Bunker MAP 13 – Pipe Factory MAP 15 – Freight Depot MAP 23 – Monad   Other standout maps: MAP 01 – Desert Prison MAP 19 – Dockside MAP 22 – Tech City MAP 28 – Sub-Level 05   Special mentions map: MAP 32 – The Crystal Maze   Detailed commentary of each map can be found in the March 2023 DWMC thread.
    • By RonLivingston · Posted
      One problem about this, is when I played those 2 levels speaking of stupid and blue radishes with herpes is it caused massive lag to my computer, and the secret exit in omg counterstrike leads back to level 36 instead of going to the 4 or 5 portals.
    • By Osmosis Bones · Posted
      This is ridiculous, everyone knows sex isn't real!
    • By DELTA256 · Posted
      I took a little looskie at the mod just now and the only two things that I hate are the fact that the porn in hand is low-les, and also that there is no cuntboy dragon bdsm hentai. A sarcastic 5 stars, In reality, probably 0.000000000000000000000001 out of 5 stars...     Pretty sure I can do a better porn-themed graphics replacement... CUM to think of it, I fucking will >:D
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