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Dark Covenant

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12-level episode for Doom 2, with new graphics and music. Starts out in a small suburban neighborhood and takes you from demon-infested cityscapes to deep inside the earth, and finally into space...


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Unknown date

  
Some of the best levels I've ever played. Awesome work! 5 stars.

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Unknown date

  
Amateurish maps, ugly design. 2/5

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Unknown date

  
One of the first wads I played when I got into Doom in the late '90s, and I remember thinking of how awesome some of these levels were. Nowadays maps of these quality are quite common but still some of them (3, 7, 10, 12 come to mind most) stand the test of time amazingly well. All of the maps are acceptable, even if some border on ugly. A very good wad, arguably a classic. Would probably be a true classic if the other 8 maps were just as good. One not to miss anyways.

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Unknown date

  
Beautiful mapping, innovating design, and a fraggin' good time to play, I love it. -CMK(aka Comiclez)

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Unknown date

  
great 5/5

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Unknown date

  
Yep, this was one of my first PWADs too, apart from the Aliens TC. I remember the first map with the Hexen red sky and the Metallica midi, oh how long since we've changed hehe. 5/5

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Unknown date

  
awesome 5/5

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Unknown date

  
Long time I was dissapointed by map01 (hate "my home" style levels with lots square rooms, boxed beds and stinking wc-pans) and not played this wad any further. That's a mistake! In overall, it is very solid wad, in true-good-old doom2 style. Maps 07, 08, 09 are just beautiful. **** /hth

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Unknown date

  
This is the best thing i ever played NICELY DONE MAN!!!! 5/5

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I remember playing this along time ago. Unfortunately, some of the levels didn't age too well.

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The more unusual the levels get, the better the architecture is, but in the generic base levels it can get pretty drab. However, map01 and map03 are brilliant maps that must have been very difficult to optimize for Doom2.exe. The music is awful, but you'll be too busy gawking at the skyscrapers to notice. 4/5 --Woolie

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  • File Reviews

    • By Catpho · Posted
      Super Mayhem 17 was a fun ride from start to finish. Its a varied mapset, plenty of different and interesting gameplay styles, very doom like while doing a excellent tribute to super mario series. A team of talented authors, a space limitation actually worked to its benefit, unique and distinguishable aesthetic is what makes it a endearing project. If you enjoy community projects, doom in general (or maybe a mario fan who also loves doom), you are gonna love every second of this.
    • By Anidrex_1009 · Posted
      Quite satisfactory with simple but entertaining representations of the levels, with a good plan that manages to fulfill the idea of '' reinventing '' the original Doom 2 bases, entertaining and nostalgic, I like it a lot.
    • By whirledtsar · Posted
      Very visually-appealing and fun to explore level, with good balance. It creates a good sense of scale to really feel like a walled city, and uses some neat tricks like holes in the road that silently teleport you to the sewers. It takes about half an hour to explore every nook & cranny. However, there's pretty much zero sense of progression or purpose to anything you can do - you can simply walk straight to the exit in a minute or two if you know where it is. Every building and area besides the path to the exit is optional, and there is no puzzle-solving beyond assembling the quietus. However, in my playthrough the very last thing I found was the final fourth weapon piece - after killing every enemy in the level! So definitely don't expect a linear or puzzle-heavy experience, because it's all about exploration for the sake of it.
    • By Deadwing · Posted
      Played on UV, with saves and continuous.

      Valiant is one of these mapsets where people will always refer as a major influence, such as the ones like Hell Revealed, Alien Vendetta and Scythe and many others. Is it as good as them? Honestly, I didn't like Hell Revealed and Alien Vendetta at all, and Valiant thankfully has nothing compared with them: The levels are more robust, featuring much more refined visuals and gameplay. As for modern standards, I thought that Valiant would be hard as fuck, but instead I got something that was really carefully balanced, being a really tough but also very fair experience. Also, I was surprised of seeing no slaughtermaps at all. Instead, there's some slaughter-lite sections, which are much more accessible, IMO. 

      Anyway, I think these are the two biggest quality of that wad which surprised me a lot: The very-well crafted architecture and how well the balancing was done.

      The architecture focus on creating a really detailed environment, but at the same time there's a lot of care to keep things very clean and easily readable. It features a lot of modern trends, where the textures are not only well aligned, but with the limits being also respected vertically, so you don't get that "cut-off" texture that we usually see when there're different ceilings and a wall texture that doesn't really match the difference. As for the themes itself, the tech-bases are creative and easy to identify as something from Valiant. The same goes for the last moon-based episode.

      As for the gameplay, the mapset reminded me a lot the process of mastering a song. For example, you want to keep the volume of the song loud, but at the same time you take care to avoid going too much (and then the clipping happens). Same could've been said about Valiant, where the player goes through really tough setpieces, but they're still always fair. Most of them I've died once or twice (if it happened), but after the "surprise" effect, things went a lot smoother. I believe that a more skilled player than me (especially because I suck badly in doom lol), wouldn't have much problem in these setpieces and at same time would enjoy a lot the experience.

      The monster placement is also really well done, and never did go into full slaughter territory, also keeping the grind level very low while forcing the player to use more interesting strategies instead of just circle-strafing or cover-fighting. The new bestiary and the new Chaingunner definitely gives more intensity and increases the pace of the gameplay. Thankfully none of the new beasts are bullet-sponge, although I don't think all of them were really necessary, but a fun addiction anyways.

      For the negative aspects, there's some stuff that annoyed me, which I think wouldn't mind other people, though.

      My main complaint would be that a good number of levels are similar to each other, which few exceptions (and some exceptions gets its concept repeated, such as MAP22 x MAP23). The mapset follows a very popular modern trend that is that mix of outdoor areas with some indoor sections, which creates some really beautiful landscapes, but at the same time some levels ends up being unremarkable because you've already had a similar experience, which gives the player a feeling of "padding". This is also increased by the fact that most levels from the same episode shares a similar textures set, so they end up having a similar look. Furthermore, episodes 1 and 3, and episodes 2 and 4 shares similar visual elements, which also enhances that feeling.

      There's also "two major" set of levels, which is the more linear approach and there's the hub focused maps where you have to find all the 3 keys to reach the exit. Some levels go away from that trend, though, featuring cool gameplay gimmicks (the 14 arch-ville ones and the first of the 4th episode, for example), which is a really good way to refresh things out. In the end, there's lots of really cool and unique setpieces, but I don't really remember from what levels are they from.

      As for the gameplay standards, the use of sniping monsters got me annoyed on some levels. Some of them are placed in odd angles and/or far away which makes them hard targets to kill, so I ended up ignoring them and kept running around. In one hand, this is good because the player has to keep moving and avoid using simple and boring tactics (cover shooting, circle-strafing), but at the same time this reduces the room to breath, the player ends taking hits from random places and sometimes the sniper is placed between cross-fires, which makes taking them down an even more annoying task. The first levels from the last episode were also a bit disappointing since I didn't find any SSG in the way and that slowed down a lot the gameplay in a not good way.

      At least, not but less important, the soundtrack is really well done, with some tracks making me think if they were actually MIDI's or not. They are really energetic, featuring lots of layers, complex sections and effects. My only complaint would be that they have similar style to each other (very energetic rock songs, usually featuring the "power drum kit" with multi-layered synths and guitars everywhere), so you don't end up remembering its melodies or sections because the song of the next level has also a similar feel. I believe that some less percussive tracks between the energetic ones would help pace things better and it would make the more energetic ones shine more.

      Still, apart for these annoyances, I don't think you can go wrong with Valiant, and the quality material surpass by far the few annoyances. Definitely a wad worth checking out, if you haven't done yet for whatever reason lol.

      9/10
    • By Gato606 · Posted
      Overall, a nice and enjoyable megawad
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