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The Garden

   (6 reviews)
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About This File

The Mission is to find and shutdown the UAC Comm Center.

You begin pinned down in the entry room overlooking the Bosses Garden.Stay alive until you are able to move out into the Garden.

Even though there is lots of ammo shoot straight and Don't waste it, (e.g. don't use all your rockets & plasma) when other weapons will serve , You will need it later.

The same for health , eat it when you need it. Remember where you left it.

Experienced players seem to need about 50 to 70 min. to finish the mission. Since its long, we save the game (F2) as each area is secured ?? .

If you are playing fast monsters using F3 to load a saved game will crash doom2.Be sure that DOOM2 is restarted with the -FAST parameter.

Your shell: DM , D! , etc. can probably do this. You can do it manually, (See Example command line at bottom)

Play it however you want to but this wad is intended to be played Ultra Violence , Fast Monsters. You probably will need to learn it on lower vio. levels with slow Monsters before Uv & Fast are possible to do. There is a demo included ( single player , fast, Uv , Standard Guns) Demo note: Doom2 ver. 1.9 only

There are large amounts of plasma & rocket ammo for the benefit of those with out a weapons patch.

Remember its nightime so don't crank the gamma levels (brightness) levels too far . When looking out into the garden from the entry room windows you should see areas which are flickering from the torch light and the floor of the raised area (with the trees) should look like a green pool table top would appear in torch light. Enjoy ,JB


" Just play the game with a ( REALISTIC ) guns patch ,like the superb " ROSSGUNS ".

Use ultra violence,fast monsters , and don't die or cheat. If you can do these things, even though you have no friends you can still be considered cool and feel safe and secure in the knowledge that you really are better than someone at something and you have my blessing.

God help you. Sincerely, DJ "

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plays at map 7 and a useless+irrelevant ultra fast gun shooting deh.file... in-distinctive and complex design...at times feels dynamic..286 baddies+tons of lost souls most of which uv..uncertainly and constantly teleported at most area...for 96's its a considerable effort...but i got an odd feeling about it...

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Unknown date

heck yes epic map - i didnt use deh either

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This is dated June 1996. It comes with a dehacked patched that I didn't bother with. You fight 300+ monsters in a randomly-themed tech-castle thing, which sits on the cusp between being pleasantly non-linear and just amorphous. Despite the large monster count and the then-fashionable random monster teleports it's easy, because you have loads of health and ammo. The ending is nicely moody but I couldn't stand the switchhunting.

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  • File Reviews

    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.