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DIABOLOS.WAD

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About This File

DIABOLOS = Greek word for the devil. This level will test your awareness and of course, pit you to survive in many different and confusing 3 Dimensional environments. As you explore the complex of chambers and sewers, you'll find that areas are organized in an intelligent composition. when you see a bloodfall, you can track it to its source. Areas provide visual clues as to what's ahead and what's living there (eg)

DIABOLOS is intended to be very difficult and extremely challenging for even the finest of movers. Ammunition and health are sparring so make every dodge and weave count as if it were your last.


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Ajora

· Edited by Ajora

   1 of 1 member found this review helpful 1 / 1 member

Wasn't impressed by this map. I know it touts itself as being extremely difficult, but I didn't find it too hard on Ultra Violence. The map's difficulty stems from constantly putting you in very cramped locations, and often teleporting monsters right behind you. This is just annoying more than anything. Ammo is stricter than it should be, but if you make an effort to use your fists on most of the Pinky demons, then you should be okay. 

 

The replacement sound effects are all highly irritating and often make no sense. Why do the Chaingunners sound like they're firing shotguns at me? Why does my pistol sound like it's farting? Why aren't some of the locked doors properly labelled?

 

Not recommended. 

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Guest

Unknown date

   1 of 1 member found this review helpful 1 / 1 member
Good map. BTW, the author later worked for Epic in Unreal.

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NuMetalManiak

   1 of 2 members found this review helpful 1 / 2 members

not bad, somewhat difficult sometimes due to teleporting monsters but good reflexes prove that this is a fun, decent map.

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doomedwarrior1981

   0 of 1 member found this review helpful 0 / 1 member
tbe txt file says it's very difficult it isn't kidding very brutal I'm not a Doom veteran so I wasn't able to finish it without cheating great architecture and music

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Guest

Unknown date

  
Fun level from '96. The architecture has a nice natural feeling to it unlike other wads from the time. Make sure you save ammo in the beginning by causing infighting, because those Pain Elementals forced me to restart. 4.5/5

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Guest

Unknown date

  
good but i wish tere was a way youcould put diablo himself in

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Guest

Unknown date

  
Try this map out; its design is original carefully done, and it plays well.

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Guest

Unknown date

  
This is from April 1996. It's a small, intricate level with a lot of close-in fighting. It's well designed and fun to play, although it's a shame there wasn't more ammo; the toughest baddies are pain elementals, not because they're killers, but because the lost souls eat up your ammo. There's a good hard bit with the red key, but again the lack of ammo is extremely frustrating. Just as you're getting into the groove, you have to run back and scrabble for shells.

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Unknown date

  
(http://liandri.beyo ndunreal.com/Myscha_ the_Sled_Dog, he made Bluff eversmoking, the temple/water levels). The author didn't use the lightweight concrete or superstone hence the supporting arches and walls. The scale (and material use) is realistic. Being cramped and health/ ammo being tight makes this very hard to finish in a first run and hard overall. This (+ the other one) level is designed from 3D which sets it apart from almost all others. But doom isn't 3D, 5/5 because the author is, coldfusio.

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  • File Reviews

    • By GuyNamedErick · Posted
      Short bite-sized maps, each of varying quality, although never to anything below average, at least for 1994. The first map is rather short, with a bit of rooms to go around in but otherwise can be beaten in less than 10 seconds. The second level is longer although still short, does have a few tricks up its sleeve but nothing too engaging. The third and last level is the longest and packs the most action and exploration out of the three levels, such as a small maze of Lost Souls and a way to a secret exit switch to enter E1M9, even though there isn't any secret level included in the WAD.   Texture variation is pretty low and on Ultra-Violence is pretty alright, if a little standard. Ammo for the first two maps is pretty strict but manageable, whereas the third map gives you more than enough, even Cell Ammo which might be a bit of an overkill given the low-tier enemies you'll be facing. Map layouts are simple despite the attempts to keep things refreshing and overall the WAD is pretty average. Flaws aside, it is a decent time killer so it may be worth playing for a quick set of levels to blaze through.
    • By NuMetalManiak · Posted
      an excellent continuation of Shadows of Destiny, felt very much like a WSJ set in how it played, very difficult but fun.
    • By galileo31dos01 · Posted
      Done on UV/continuous/saves.   This is a fine story-telling megawad. Aesthetically, I don't have much to complain, the new textures, while not being the best looking, succeed in their context, and I was more fond of the second episode (newer maps) where I noticed an advance in terms of visuals. Tons of eye candies, such as frozen or burning marines, waving flags, boxes on false conveyors, portraits of monsters, and much more. All these little details are rarely seen in other wads, one just doesn't see a machine that produces cacodemons every day, that's one the funniest things I've ever seen in a Doom wad. About light variation, the author played a lot with darkness, most if not all the maps have various sections where it's quite dark to see what's going on. This can be a disadvantage against enemies, particularly hitscanners, caution is suggested in these cases, or gamma correction. However, darkness in caves was visually pleasing, personally speaking, and you'll probably deal with it better than the poor marines that hold the candles. The music selection is generally cool, but some midis are way too loud.    On a gameplay side, unless you check the release date, this could totally pass as a wad from the 90s. What I mean is, there's clearly a focus on adventure+action, and while I'm not very familiar with old FPS games, this felt at times like playing a total conversion. Your objective is to punish the scientist for bringing hell into earth, so this guy is the new enemy, which you'll meet at many points and will teleport out of the place upon killing him. The combat is mostly incidental, a great portion are hitscanners of all sizes, plus a few traps here and there, either with monsters or things. The thing is the pistol starts, more often you'll start with shotgunners or chaingunners in front of you, which you'll have to trade guns with first, something very common in old wads. It's not always easy to find important resources, like armor or blur spheres, and ranged weapons usage is limited overall. I had no issues with grinding through tanky monsters with only hitscan weapons, but that may not be suitable for other people. About the weapons, I mostly liked the flamethrower and crossbow (plasma rifle and rocket launcher respectively), the AK47 was cool too, but the sound was kinda annoying at times. Double shotguns were awkward to use, due to the sprite frames being mirrored shotguns. Last but not least, the flamegrenades, these weren't as bad as others implied, I found them powerful, much like rockets but faster and effective at close range, perhaps they should have been way more potent, to one-shot barons or archviles for example, given they occupy the seventh slot... Anyway, the maps are built so progression goes on par with the story, there's linearity above all, but an interesting side of it is how the layouts lead the player to previously explored territories, nothing about going from one extreme to the other, except one or two maps. The rest is to recognize the switches and doors, which aren't always so obvious.   The secrets are very important, like I said before, when there are tons of hitscanners, the best shield is a blur sphere. Unfortunately, it's hard to spot a single secret in this mapset. Some are hidden behind random non-hinted walls, others via crossing certain linedefs, which then have you backtracking all the way to the start. A few maps have unreachable sectors marked as secrets for whatever reason. Whatever, no favourite maps this time, since I liked and disliked them all pretty much the same way.    Overall, not too exciting, or recommended to everyone. I had fun probably because of playing on continuous, which made the starts more bearable against hitscan attrition. So, if anything I said above sounds good for you then try it. My rate is 6/10. 
    • By Meril · Posted
      Design and archiecture - wow! But gameplay is a bit worse. Map is large and confusing. Cyberdemon in dungeon part is in my opinion imposible, becouse you need to go back there, and then he waits in front of elevator... Minor issue in room next to exit door, if you get in there and don't have key, you are stucked. Difficulty is HARD. I had problem to finish it in HMP. Overall: Good visuals, gameplay ok, but with minor issues, good 1995 wad!
    • By Walter confetti · Posted
      A really extremely useful little wad patcher from the 90s, still using it for compiling many wads in one single file, works great for dosbox, it not works on more modern "dos" versions, like windows prompt command. A must in for everyone!
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