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Thirtythree wad (for Doom ][)

   (5 reviews)
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About This File

March, 1996 Decent sized, around 1400 vertices and 400 objects. Called complete because I attempted to put as many functions (lifts, doors, raising floors, crushing ceilings, lights on, switches, etc.) as possible (more than 50 separate tags). There is a lot to do in this level and a lot of passageways and rooms. Mostly it was designed to look good and be fun. Tell me what you think. Originally this wad was called complete, but one of the same name was just posted. So to avoid problems, I renamed this one. Its called 33 because I think (lost count) that it is the 33rd level I have made and posted.


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Memfis

Unknown date

  
Nice map and good challenge, better watch out for health/ammo and try to maximize infightings. Copy-paste might annoy you though. Unfortunately the author often sacrificed fun for the sake of realism.

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Unknown date

  
This is dated March 1996. The author points this out in his readme; and I point it out as well, so that you can tell I'm taking account of the level's age when I write my review. This is a good fun tech/castle-style map with 219 monsters. It's refreshingly tough - not hard by modern standards, but there's only a small amount of health, and the baddies grind you down. Very copy-and-paste in the second half, and the exit comes out of the blue, but I liked it.

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  • File Reviews

    • By NuMetalManiak · Posted
      yeah I gotta admit, this one's pretty good too. apparently it's not a speedmap, but it damn sure got inspired by a lot of hard levels we all know and love. if it attempted only to do that and make a hard level that has similar aspects to those many maps, it succeeded, even though the level itself isn't gonna be as memorable, it is still a fun, tough challenge map. hone your skills with this map.
    • By NuMetalManiak · Posted
      rather oddly, this short map ends up being my favorite from Didy. it's not confusing at all at least until you try to find the red skull key, and the pacing is pedestrian. the setting of the beach and the underwater stuff feels amazing, and the preshow at the beginning plus the interior parts weren't too bad either. all in all, pretty neat for once.
    • By NuMetalManiak · Posted
      well, it's a speedmap alright, but those familiar with the magnum opuses that DD has already given will obviously not like this one as much. atmospheric? somewhat. nonlinear? that's great. tough? not as much as the other ones. basically, this is forgettable by DD's standards but is still miles ahead of other speedmaps I've played.
    • By NuMetalManiak · Posted
      as usual, Death-Destiny draws inspiration from The Mucus Flow, with greenery and silver turret embankments. only it's not as complicated, as this is actually a speedmap. little health at the beginning makes this part really hard, along with the secret plasma gun chambers. the crates are cute at times, the ambushes actually are kinda annoying, especially with how pop-up monsters are used. definitely look out for the spiderdemon reveal, that will likely be a jumpscare when the arachnotrons show up. the red skull fight that follows is hard as hell too. worth checking out, it's much shorter than Disturbia, but doesn't follow the same mechanics.
    • By NuMetalManiak · Posted
      "Slaughter. Fun slaughter."   yeah, no. this pales compared to the first Newgothic. the maps here are less memorable and more painful than playful. there's no difficulty settings, and ZDoom will lag on MAP09 and MAP16 mostly due to the items present (a real hassle for MAP16). the cyberdemon placements in these maps in particular really bugged the hell out of me and these maps are less speedrun friendly than the original as well. favorites were MAP14 and MAP15. MAP02 is just unbearable. I prefer my slaughters with difficulty settings, thank you.
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