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Dark Covenant

   (54 reviews)
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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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dylux

·

  

** Dark Covenant Review **

 

- Played all 12 levels on Ultra Violence

 

Pros:

 

- LOADS of Ammo, Health, Armor, and everything else you need to succeed.

- Great monster placement.

- 90's themed and well done with that!

- Smooth maps. Nothing fancy, yet nothing bland. Map rooms ran seamlessly together. I didn't encounter any bugs or HOM whatsoever. Bravo on that!

 

Cons:

 

- I love Metallica, but, UGHHHH!! Enough already! LOL!!! At least do the actual songs instead of the "elevator music" tracks.

- This game could have used more puzzles. This made the Maps quite a bit linear. 

- Very few secrets. I would have liked to have seen more. The secrets didn't exactly slap you in the face, but if you pull up the Auto Map, you shouldn't have too much difficulty.

- Chaingunners galore!!!

- ANY final boss would have great. Just seems anti-climatic without one...or two or three...

 

All and all, I must say Dark Covenant is not the worst game I've played nor was it the best. I admit I had a bit of fun with this. 

I liked Map 3 the best. I don't recall the name of it, but it takes place "Downtown." None of the rest of the maps are as good as this one.

If you are looking for 90's style maps with emphasis on combat, rather than puzzle solving, then this WAD is for you. I would recommend HMP (nothing easier) or UV to appreciate the game.

 

Definitely some nostalgia there. Thanks!

 

Overall 3 out of 5 stars.

 

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Gallic00

  

Not great but the combat is fast and straitforward.

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Summer Deep

  

Excellent, no nonsense wad. At 12 levels this is an ideal length, something to get one's teeth into but which doesn't outstay its welcome, as most megawads do. I wish more wads would just keep things moving along like this one - straightforward blasting action, going from A to B to C without being waylaid by pointless, timewasting puzzles and gimmicks at regular intervals. Despite its essential simplicity, in no way is it boring: the combat is involving and the architecture and scenery are well crafted. Probably needs to be played on UV difficulty to be a decent challenge for anyone but a novice.

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Guest

  
Rather impressive considering its age. Great gameplay, great variety between maps, and some surprisingly good architecture.

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Guest

  
Huge work. For a 1996 attempt, it offers a lot of nice long adventures. But a more modern eye sees that the texture use is far too limited, the map layout is based on quite simple scenes, and the monster placement is totally predictable. Which gives playing the feeling of over and over and over again walking in the same scene doing the same fights, making it dead boring. But rated as 1996 wad: obviously 4*, because in that time it would have given a lot of fun.

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Guest

  
simple level pack/episode. Not expectional, but of fairly even quality. Not too difficult. The early levels set in urban terrain are best; After that quality drops. Pretty rudimentary graphics-vice, but the wad is quite old.

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Guest

  
Very good.

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Mason.

  
Actually one of the first mapsets I ever played. It was also thanks to this wad that I became obsessed with Thrash Metal when I was a little kid, too.

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NuMetalManiak

  
it certainly has the gameplay to make up for the apparent design and linearity. in fact, it was a really fun wad to play. on the other hand the author must really love Metallica.

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Guest

  
It is downright baffling that this didn't make it in the 10 years of of DOOM Top 100. Excellent stuff all around for its time.

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Guest

Unknown date

  
This wad has a very good style with good fights throughout. Perhaps the first level is a bit silly (though not unfun) but it certainly starts to pick up from there, both visually and in respect to action. The only (small) drawback may be that it relies a bit much on the SSG and too little on rockets and plasma. Perhaps it's an injustice that it didn't make it to the Top 10 for '96 here in Doomworld's "10 Years" feature. [4/5] ~Chain Mail (11/2007)

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Guest

Unknown date

  
It's ok. It does get better as you play through the later levels. 3.5/5

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Guest

Unknown date

  
There are a handful of great maps in this old PWAD, but unfortunately the crappy filler outweighs the brilliance. I suggest you just play MAP03 and MAP07 because they're amazing, and all the maps after 7. The rest of the levels just don't hold up well. 3.5/5

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Guest

Unknown date

  
an awsom set of levels two thumbs up

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Guest

Unknown date

  
this f**k*ng RULLEZZ!!!

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Guest

Unknown date

  
Very nice !!! 5/5 - alien111

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NightFright

Unknown date

  
It's actually really not bad at all. Maybe it's not the best map set of the world, but later levels have interesting design. Not as coherent as other projects, but still quite enjoyable as a whole.

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Guest

Unknown date

  
Quite Good for a 1996 Wad Give it a try.

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Guest

Unknown date

  
This is a creative WAD with many pretty large atmospheric maps. I like the music even though I am not a Metallica fan. (Doesn't sound too bad once it is digitalized and the vocals are taken out (:) A challenging WAD with more than a few greater demons on each map. Be ready to be engaged in a lot of fast paced battles against small hordes of revenants or barons. The map styles change as you progress through the MOD which adds a nice feeling of travel. This definitely deserves a 5/5. -VonWolfenstein

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Unknown date

  
This is one of the few wads that is as good as everyone says it is. Don't let the age of this WAD fool you, its very nicely done (especially when you consider the time frame). Some of the best looking (and most convincing) looking city maps ever made for Doom 2. This is a true legend that all other maps should be judged by. Simple yet stately architecture delivers where pointless details do not. 5 Stars.

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Guest

Unknown date

  
It's the best mod I've ever played!Yeah:)

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Guest

Unknown date

  
Classic !!! Loved playing this as a kid and still do now at 27

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Guest

Unknown date

  
Meh! Amateour maps, ugly design, zero atmospheric! - Mr. Sz.

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Guest

Unknown date

  
THATS FUCKIN' AWSOME !°

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Guest

Unknown date

  
This was one of the first pwads I played back in 1996 and it is what inspired me to get into doom mapping in the first place. Legendary! //Erik Alm

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  • File Reviews

    • By tempdecal.wad · Posted
      Um lol the TITLEPIC, also this wad lets you shoot crates to lower them and get ammo, and I like how the Minecarts puzzle was recreated using only Pain Elementals, however I have to say this isn't really well done, the puzzles are weird and you're expected to hug, shoot and press walls and some weird "Dormant" monsters, I applaud the effort that went into recreating the layout of the level, could use some 3D Floors and some Slopes though, but the visuals aren't all that great and the puzzles are somewhat different so if you haven't played the original level this will confuse you even more than their Decay counterparts, partly due to lack of hints and the weird and confusing visuals (I keep using the word confusing but there's really no better way to describe it).   1 star for the layout Faithfulness (barely), 1 star for naked Rosenberg.
    • By BaraKornel · Posted
      Fun map, with some decent design. I don't get the last teleport though, where the player can use the teleport to teleport to exactly the same place.
    • By Nine Inch Heels · Posted
      I've never done a review for a rocket jump WAD, so this might turn out somewhat like a ramble. Apologies in advance if it does.   I picked up RJSLOTH while learning the most basic things about rocket jump maps. That said, I really should have waited with this WAD until later, when I'd be more consistent with basically everything this genre entails. For those of you who have never made contact with this genre I'll have a short description in the spoiler below:

          Even map 02, in spite of being dated in the sense that it was made prior to some discoveries in rocket jumping, turned out to be somewhat demanding at first. However, as is the case with many ToD maps, there are consistency checks here that really helped me to get some moves into my muscle memory with brute force. Especially things that require precise timing are something that you either learn to do properly while you play this, or you give up trying. The map also features some "combo-jumps" in places, basically as "highlights" of a given section to round off the package. I'm glad I didn't give up. Beating map 02 felt really good.   As for map 10, which is a brutally tuned up version of map 02: You're looking at something that seems to have been built in a laboratory with a calculator. Each one of the jumps there requires extreme precision, and if you're anything like me, which means you're still looking to become consistent with the techniques for "(relatively) modern rocket jumping", you should only attempt this map during a weekend or so, because it could take you "some" time to nail these trick shots perfectly. I didn't manage to finish this map yet, but from the obstacles I have made it past I can tell that this map, as well as map 06 of this WAD, is aimed at people who can do certain tricks of ZDaemon rocket jumping blindfolded. Being able to build maps like this, so precise and unforgiving without feeling totally unfair is an impressive feat for sure, but for my tastes and current skills it is almost impossible to "digest", also due to the sheer size of map10. I will come back to it eventually though, because I wanna see the end of it.   The only reason I'm not putting down 5 stars here is that these maps are a little bit too repetitive for my liking in places. Obviously that's an easy impression to get when I can't do things very cleanly, which results in repeated attempts, so take this reason with a grain of salt and you'll be fine.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. complevel 9
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - Saves every 10 minutes or so.   This is a slightly improved sequel of a mediocre megawad. It has no story whatsoever, not that it needs one, it's practically designed without an overarching theme and focused on Boom compatibility, something that the prequel didn't communicate very well. Although you rarely see tricks like conveyors and silent teleports put to specific purposes, they're mostly for the atmosphere. A couple of maps use custom colormaps in particular setpieces. One is to simulate immersion in toxic, and the other in blood, or perhaps portals to hell?. Anyway, Community Chest 2 has some nice visuals using stock textures. While not every map looks great, a bunch are simply awe-inspiring because of the author's creativity. I dig the idea in "Death Mountain", the sinuous terrain with mounds everywhere is very neat, as it's theoretically a mountain floating in the air. My only gripe is the trees are placed to get stuck in. Other locations are plain techbases, brown caverns, wooden complexes, Inferno-styled hell and unknown places. Most of the music available are tracks from other wads and games, with only one self-made piece for map 24 by the same author, an amazing melody by the way. I would suggest to add your own tracks for the maps lacking them, for a stronger experience if it helps.   For those who have played the prequel first, and I'm sure everyone did, there are quite a few familiar names to be found, some of which contributed with more than one map. Gene Bird cooked around five for example, evoking a conservative "rooms with monsters" 90's style. His maps don't vary in any aspect to each other, nor to his previous works in Community Chest 1 unfortunately, but they blend well enough with the tone of the mapset. The first map is already by Erik Alm in his well-known Scythe fashion. Then we have individual entries from Andy Leaver, Kaiser and Use3d, the latter came as an improvement to be honest. On the other hand, a big portion of the people involved were completely new to me, and that's when I had to expect the unexpected, sort of. I'd say the maps had their ups and downs, generally enjoyable if some exceptions. They were also organized in a very random way, but that's no news. Just like a traditional community project, this megawad features a wide range of concepts, layouts, and forms to entertain the player, for better or worse. Fans of old-school and/or adventure maps will be delighted, as there are a lot of them in all sizes and difficulties, even several inspired by the original Doom levels. The obvious standout is "The Mucus Flow", a brutal map that can only be understood with patience and dedication, mostly the former one, and heavy chainsaw practicing. Besides, its curvy "mint-chocolate" design is beautiful and unique, or used to be, since tons of future releases found inspiration from it (e.g. Speed of Doom). A shame it has glitches in the sky. There are other remarkable moments to be experienced, such as to explore a city in depth to figure out the secret exit, or to fall in a sequence of fake exits that only exposes you in circles of chaingunners. I'm not sure how others will take it, but I couldn't hold my laugh after the second time.   Secret-wise, the first thing to know is that PRBoom users need to activate the "Linedefs w/o tags apply locally" option to enable access to some ZDoom-only secrets in maps 06 and 24. There is also a secret in map 20 that requires an archvile jump, but it's not possible to reach it outside of ZDoom versions. Other than those, hope your sense of exploration is wide awake, as there is plenty to locate and highly appreciate. I'm thinking of the standout map, of course. For favourite maps I will pick 19, 24, 27, and 31. Some others like 06, 13, 23 and 32 were entertaining for the most part, but not convincing as a whole. The rest range from good to dull or tedious, like the final map.    Overall, it's certainly an upgrade in quality, and I'm inclined to believe the successors are much better. Still, it's nice to traverse the history of the community chest projects. If you and I share similar tastes, then you'll probably find content to enjoy here, and if not, well, skip the unnecessary. My rate is 6/10.  
    • By tempdecal.wad · Posted
      It's bad because it's hard.
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