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IDITAROD.WAD

   (11 reviews)
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About This File

IDITAROD.WAD is 10 complete well designed levels for single player play. This wad is a reflection of a lot of hard work and dedication. This copy is an exclusive release. When QUAKE comes out, many DOOM 2 players will spend the next 12 months figuring out deathmatch strategies on it so this is my TRIBUTE to the beauty, wonder, fear, challenge, and just plain fun game of DOOM 2.


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Argenteo

  

Some maps are fun, others have some weird switch combinations to put pressure in the player, I didn't have a good time with these maps. Just read vdgg review.

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vdgg

  

This mapper did create good stuff, pazuzu, diabolos and odyssey. This is way, way below these WADs. I am the first reviewer to mention massive (but massive) HOMs on MAP10! 2 stars for:

- awesome grey blocks area in motion in the middle of MAP08

- some occasional decent moments, I guess MAP03 is fine, MAP04 is okayish.

- visually it is not bad for 1996.

But come on. One motif is: "press switch A to lower a lift, press switch B that opens a door somewhere far, but press it a bit later, just to get in time to the lift, not too early as the door will shut". After that door you often have a wall of monsters, so sometimes you retreat and repeat. This motif is used over and over and over again. You also experience cramped mazy hallways quite a lot and lots of damaging floors. Some of these damaging floors are used for extra spice during combat, but most of them are there to make you think faster about the puzzle solution :) It is not easy for me to pick the worst map, MAP05, 07 and 09 set the bar quite high. And it is me who is writing this, I enjoy cleim20, odessas, some cryptic stuff, but I just can't stand >80% of this creation.

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lupinx-Kassman

  

10-map episode by Myscha, one of the authors behind Unreal. Remember Unreal? Big open levels with expansive vistas. Its the polar opposite of IDITAROD. Its still a cut above the crop for the time if you can get past the claustrophobia. Boy he wasn't kidding about the difficulty spikes. Not sure how you pistol-start MAP07.

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Guest

Unknown date

  
prity good the gameplay is allrite and the overall dezine is prity good the new sounds are prity cool to but thair is only won thing i dont get.... what the hell dus this have to do with the iditarod?... 4/5 -simon cowel

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Guest

Unknown date

  
Cool '96 wad. I liked the switch puzzles. Helps to listen and look at the automap to see what does what. I didn't pistol start the levels, except map01.

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Guest

Unknown date

  
This is a solid set of levels, especially for 1996, from a designer who went on to work for Epic Megagames (Doomworld has an interview with him at http://preview.tinyu rl.com/38hxj7 ). Tough and a bit switchy, simple design, a few design tricks. Too many maps rely on you flicking a switch and then running to go through a distant door, e.g. Map05, which is irritating. Map10 starts crap but has a nice finale. Good sound replacement, inc. new rocket whoosh.

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  • File Reviews

    • By erzboesewicht · Posted
      Really good puzzle map in a big dark metal/stone building. It catches the atmosphere of Bob Evans' Eternal Doom stuff, and I think there are even some homages to some other Eternal Doom maps as well (for example, the big two-layered outdoor area looks a bit like the "amusement park" in MAP26).   In my experience the puzzles were a bit easier than in "Silures" or "Excalibur", but it's possible that having played a lot of puzzle map stuff since I played Eternal Doom, having played through the whole canon of Bob Evans and Jim Flynn, and liking to search for Doom secrets in every map has made me recognize certain tropes better. The puzzles I liked most were (the spoilers only give minor hints):
          Gameplay is good too, at the start ammo is scarce so the chainsaw and berserk are your friend, and midtiers say hello from the start on, but hitscanners are the biggest threat. Rockets should be saved for archviles until you find the first larger cache.   9,5/10
    • By Somniac · Posted
      Fun, challenging set of maps that looks much better than you might expect for the time it was made. These maps will still slap you around a bit on HMP if you're not staying sharp. The author is fond of Chaingunner ambushes which keep you on your toes. I didn't find the SSG until around MAP05, which was cool, I like when its not given out too early. Pistol-starting the last two maps is pretty tough, but doable.   The map designs do a really good job of letting the player see crucial areas from different angles through progression and the layouts are really tidy overall, and feel a bit more modern than a lot of other 94/95 maps I've played. There are some really nice large-scale vistas (like the start of MAP06), nice uses of verticality and a good mixture of tight and more open combat.   Recommended!
    • By Darman Macray · Posted
      Spectacular visuals and engaging combat make this an absolute must play. There's a puzzle with a "Shoot the thing" answer that kind of comes out of left field and can be an easy place to get stuck if you're not on your toes, but that hardly stops the map from being a thrilling masterpiece.
    • By Darman Macray · Posted
      E3M9's refrain of back-tracking to a church for keys is a little tedious, and there are a few moments where things can become a frustrating key/switch hunt as you figure out what to do next, but aside from that, this an intense and rewarding adventure with beautiful lighting and architecture.
    • By JKWAD · Posted
      This actually Reminds of Me Epic 2
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