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POST...The mini-episode

   (13 reviews)
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About This File

This is the sequel to Debut (debut_ep.zip), which was a full episode replacement for UDoom.

This is 11 new levels from scratch for Doom2 versions 1.7 - 1.9. It contains a new exe, new sprites, new floors, new walls, and a whole hell of alot of other new stuff.

Like Debut, most of my time on this was spent, working on the levels. Lighting, "fancy" archetechture, and other fun little things are present throughout the WAD.

Although everyone who mailed me about Debut said they enjoyed it, a few people said it was too easy, so...this one isn't (if it is then i suck!).

NO CHEATS are needed to complete these levels (if fact, hehe) there are different skill levels so choose one that suits you.

Stop reading, and download it, you won't be sorry, Oh yeah, just 'cause it's not a monster doesn't mean it can't be shot!


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roadworx

  

this really deserves much more attention than it gets! it definitely has its fair share of negatives like cryptic progression, symmetry, etc, but for the time it's actually very good. the visuals are very nice with interesting architecture and good lighting, and despite not being balanced for pistol start very well the combat is great fun nonetheless.

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Argenteo

·

  

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.

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NuMetalManiak

  
has some dubious design decisions here and there but otherwise quite solid.

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Dynamo

  
Don't make the mistake of overlooking this oldie because it's a heck of a lot of fun. Excellent architecture and awesome level design, POST really hits the sweet spot when it comes to classic doom gameplay. Each level offers a different theme, from brick castles to caverns to techbases there is always something new to see. Add to this very good gameplay and you know that it's because of wads like this that doom is as amazing as it is. 4.5/5, pity it wasn't longer!

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lupinx-Kassman

  
One of my favorites. Atmospheric levels with clever layouts, and a touch of goofiness with the storyline. Wish the author had chosen music for the other maps besides the final one, but its not such a sin to listen do doom2's soundtrack again. Worth checking out debut.wad as well.

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Doomkid

  
pretty good architecture for such an old wad.

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Memfis

  
It's a mixed bag that had a pretty decent day. The author was way too obsessed with symmetry and non-SSG combat, however POST has a lot of character, which is created by the new textures, sprites, weird map names and of course the stylish design. I had a good time with it, some fun tense moments due to low HP as well as mysterious moments of confusion. Nice work for 1996.

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Guest

Unknown date

  
starts slow, but gets better, looks nice

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Guest

Unknown date

  
This episode is amazing. It looks excellent for a 1996 wad and it also has an amazing story. You're basically kicking yourself in the nuts if you don't play this. 5/5

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Guest

Unknown date

  
Not bad - a decent challenge. A few weird ideas here and there.

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Guest

Unknown date

  
Indeed very well done but not as good to be in the top ten of 1996. Therefore it lacks a little bit of detail. But I agree with the poster from above about nuts and kicking. Coldfusio.

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Guest

Unknown date

  
Worth the d/l and playthru.

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Guest

Unknown date

  
more maps plz

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  • File Reviews

    • By Mizuki_Jun10 · Posted
      It turned out to be a surprise for me because I didn't expect it to be such a fun level, when he said he wanted a lot of monsters in his level I didn't imagine that amount of monsters, but it was definitely fun.   I consider it a very good map, for its time, for a first map made by him, for a very humble map.   But overall I don't consider it a great or extraordinary experience, I don't see myself revisiting Crusher, but I can't call it Average because what he did is super interesting.   And it's a long level, which I also didn't expect, but to be more precise, the exploration is interesting, the layout was a little diverse, and the action on the map kept me focused and entertained, some rooms had poorly aligned textures and didn't seem to have been looked at at the last minute, which is a bit strange because he said he spent a lot of time developing the map, but I imagine why since at that time there wasn't an "Ultimate DOOM Builder" with automatic texture alignment, or maybe there was one automatic alignment?   And the maze everyone mentioned was annoying, yes I admit it lasted a lot longer than it should have, and I feel like it could have been shortened in Wad's release, it made the level feel longer than it is too, but I don't feel so much that the level it got worse because of it.   The positioning of enemies isn't that great, but they make you take cautious measures at times, but at times I was like... "It could be better..."   But that's it, it's a good level, it hasn't aged well, it could be better, but I feel like it would be unfair to call this level average, it's a level that I enjoyed, did things that weren't that common at the time, and seemed to use of resources that at the time many used wrongly, I don't feel like I wasted my time. I deserve to see more from the mapper.... (If he released something after that of course...)
    • By Mizuki_Jun10 · Posted
      Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
    • By Mizuki_Jun10 · Posted
      I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
    • By Mizuki_Jun10 · Posted
      Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.).   Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately.   The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work.
    • By Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
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