The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..
For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]
but yeah.. great wad overall...
Amazing episode, some custom decorations and good care to lights and shadows. I like how he uses the playing space (wide corridors) and how it affects the combat. Despite her beautiful voice, you gotta kill her. Burning trees.
Nice, tight level design. E1M8 was an amazing puzzle map.
It's surprisingly difficult for a Doom 1 WAD, but for wrong reasons: constant ambushes, monsters teleporting right behind you. Also, there is a serious lack of medikits. Fights with 5 % health and hitscanners all around are common.
Still, it was quite fun.
Seriously underappreciated WAD. If you've played the Japanese Community Project, Manbou (burabojunior) was the most prolific contributor, and without his nine maps, the JPCP wouldn't have the same reputation for fun and artistic flair. He announced Water Spirit in the text file for JPCP, and released it a year later. These are three somewhat challenging maps with high enemy counts and visuals even more stunning than his JPCP maps. Manbou is probably my favorite visual artist in Doom. My only complaint is that the PWAD as a whole is really short, consisting of only three maps that are about ten minutes of gameplay each. It leaves me wanting a lot more.
Big non-linear tech-base with no music replacement (D_running ad-eternum).
I know there's a more polished version in an unfinished megawad, with a lot better combat and navigation.
Cool idea, not sure about the execution. I recommend playing the reworked one.