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Requiem

   (285 reviews)
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Erick

  

Played through GZDoom V3.7.0 on Ultra-Violence in a continuous playthrough, how does "the last great megawad", Requiem, hold up today? Sadly, not really that great. I never really played much of the megawad then and playing it again now reminds me as to why that is. Requiem is an odd megawad to have the title it was given, as when comparing it to other 90s classics like Hell Revealed and Eternal Doom, the WAD is unpolished and boring even. For every upside, there are one or two downsides that drags down the experience, and it's a shame because when the levels are good, they do still hold up and stand out from the bunch.

 

To get this out of the way, the music is pretty good, a lot of tracks fit well in the levels they play in and they do help provide atmosphere in some of the better looking levels. Some of my favorite tracks are "Under Death" (MAP08 and MAP30), "Last Resort" (MAP15), and "The Everlasting Negative" (MAP21). Some tracks may not hit as good as others and some do get reused, but otherwise the music is one of the best aspects of the WAD and I don't know what reason you can have to not use the separate music WAD file.

 

While Hell Revealed may have aged in its gameplay, you can still play it from start to finish without running into too many issues. Requiem however, you can find yourself getting stuck sometimes, you can't get 100% secrets on all maps due to some mapping oversights, and some maps are filler and not always the good kind. Some maps have deathmatch arenas separate from the main map with items not flagged as multiplayer only, so you will never get 100% items on them (assuming you care anyways). No matter the length, some levels are just not interesting. You have your typical MAP07, short levels that end faster before you start enjoying them, and map tricks that can't really save levels that are really just boring to put it simply. I found myself snoozing on maps like MAP11 and MAP16 and just feel like playing something else. Finishing the levels out of obligation left a kind of "nothing" taste on me, and it certainly doesn't help when for a second I thought I was playing a SLIGE level (MAP18 start rooms)! There are surprises in some levels like the Arch-Vile ghost bug on MAP23 and numerous uses of fake 3D bridges, but not a lot happens for the most part, if that makes sense.

 

Some of the level design just feels needlessly annoying. MAP06 and MAP08 are the two maps that come to mind for me, and being on the first episode, they can leave an odd impression in what the remainder of the WAD will be like. MAP06 has this one room where some metal bars will lower and you have to wait for them to raise again so you can access the switch you need to press to continue the level. Of course, you can skip that since the switch you need to press is way above your head so you just press the use key where the switch is and there you go. The wait isn't necessary since by then you killed all the monsters around you, making the whole room wait pointless. MAP08 has those slow elevators when you get into the caves, especially near the end of the level where you have to wait around 30 seconds just to reach the exit switch. Wouldn't it be better to just have some stairs or making them lifts instead, it doesn't bring any immersion to the level, and when replaying this level you'll start to really dislike these elevators.

 

Secrets mostly consist of similar looking walls that you press use on or shoot at, and when I say similar I mean walls that don't look any different to surrounding ones. Sometimes what you think is a secret is not actually one and might even be required to finish the level (MAP15 as an example), and sometimes what you think isn't a secret is actually one. There are times where secrets don't have you guessing on walls, but they are uncommon. Sometimes I have to look inside a map with a map editor just to know how to finish a level (again, MAP15) since some maps don't do a usual switch hunt as you may think, and that's just not fun. There's also a lack of ammo on some maps, especially early on. Sometimes you may have plenty of bullets, other times you are down to your fists to survive.

 

Overall, Requiem is not a bad WAD, but among the 90s classics, it aged poorly and the lack of polish made some maps a chore or stop you from progressing in unexpected ways. There are maps I liked a lot, such as MAP05, MAP17, and MAP27, but having to play some "meh" levels on the way got me uninterested in finishing it. The "last great megawad" could have been much more, but instead it's more average than anything else. Might be good to play out of curiosity or playing some specific levels, but not much else.

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seed

· Edited by Agent6

  

Having just finished the wad I figured I might as well share my thoughts on the experience. This is the second custom wad I have played after Memento Mori, on UV, in GZDoom 3.2.4's Software render.

 

First of all, the levels. I think that they are superb and of high quality, and the vast majority of them use custom textures, occasionally reminding me of some maps from Quake, but that's a good thing in my book. The action takes place in multiple areas, some Earth bound, including some arctic looking zones at the beginning which are later never revisited, and of course later in Hell. Some of the later levels tend to have a medieval feeling to them, such as MAP24, or so they felt to me anyway, I'm not familiar with the vision the authors had for these particular levels.

 

Moving on, there seems to be quite a bit of emphasis blasphemy, making great use of switches with inverted crosses and other, bigger, iron crosses during maps and there's even upside down crucified marines in some of them, such as the aforementioned MAP24, as well as executions. I must say that the amount of dead marines in this wad is surprising, at the very least.

 

Bugs are something I did not experience a lot, and nothing major. There's some problems with the textures in some maps, I remember seeing some odd, "hanging" textures under some walls in the Quake styled levels, but aside from this, I didn't run into any other kind of issues, be they graphical or enemy related.

 

The major problem of this wad is related to the gameplay. Some maps simply force you into using specific guns. Both in the early and later levels I found myself running out of ammo more than I'd like to, being required to resort to either the fist or the chainsaw. Fortunately, when this happened the enemies had the tendency to be either Pinkies, Imps, or other, weaker enemies. This does impact the overall experience and in a negative way from my point of view, feeling almost cheap, it's best for a map to let you figure out what weapons are best to use for different scenarios, instead of forcing you to use something.

 

Despite this, the gameplay is solid most of the time, challenging, and fun. The wad does rely a lot on Revenants, Chaingunners, and Mancubi later in the game to the point they are essentially overused, but not to the point of being outright tiresome to fight them, although it does actually tend to feel this way on a few occasions. On the contrary, enemies such as the Hell Knight are underused, which feels like an artificial method of increasing the difficulty instead of doing something interesting with the maps themselves and the enemy placement within them to spice up the gameplay. Talking about the placement of the enemies, I'd say it's pretty good most of the time, but the maps themselves lack in enemy variety sometimes. On a few occasions however you end up with powerful enemies in either closed or very narrow areas/spaces, which is not fun at all, basically forcing you to take damage. One very interesting thing to point out is that the wad does feature Nazis in at least one map. The element of surprise is most certainly there, and it did take a bit to figure out how they're actually supposed to be killed since there seems to be only one way, or in only one specific spot anyway. I don't find any map in particular to be bad, but I do find at least one of them to really drag on, that being MAP27. While this map has some pretty good gameplay, it becomes tiresome after a short time due to its challenging nature and especially great length. On the other end of the spectrum, some levels are very short, compact, perhaps even fast, and straight to the point, such as MAP25 and MAP26.

 

All this being said, I think that's about it.

 

Is it overrated or underrated? I don't know, and I don't think I want to anyway. It's up to everyone to figure things out on their own and make up their own minds, these are my thoughts on the wad.

 

Will I change my mind later, after playing more wads? Possibly, I don't know the answer to this question either, and even if I do, this review will most definitely not be updated/changed, because for one, I write them very shortly upon their completion, when they're still very fresh in my mind and I want the reviews to reflect the thoughts and feelings I had at the time, and two, I want each one of them (the wads I mean) to stand on their own and not compare one with the other.

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Zalewa

  

Between the time when the oceans drank Duke Nukem and the rise of the sons of Modern Warfare, there was an age undreamed of. And unto this, Requiem, destined to bear the jeweled crown of Doom megawads upon it's troubled file extension. It is I, its player, who can tell thee of its saga. Let me tell you of the times of high Dooming.

 

Doom doom doom doom, doom doom...

 

This here is the crowned jewel of Doom, showing the pure creative force of this fandom. The WAD that was to mark the end of the modding scene, now shines as its achievement, whereas the successing games faded into obscurity. Who would have thought that the simplicity of Doom's geometric shapes will beat the complicated brush mapping of later titles?

 

Is it flawed? - Yes, a little. Does it have technical derpiculties? - Yes. Is it awesome? - Fuck yes.

 

Straight from 1997 comes a mapset of excellent design. You will never notice a misaligned texture, you will never find yourself prolongly stuck, you will never think that the fights are boring. Instead you will find masterpieces such as MAP21, where the Doom engine was pushed to its limits. Or MAP06, which is another take at the famous "'O' of destruction". Or the city-like MAP22 and MAP27. Or the eerie MAP24. It's funny, because when you look at the automap, the shapes are almost always rectangular and bending on right angles. This is something that the mapping community has strayed from nowadays, and yet, in this WAD, it is absolutely not detrimental. There is great variety between the levels. You never feel like you're playing a rehash of a previous design.

 

The combat never stalls and there is right balance between the difficult fights and the monsters placed there to keep you engaged. Sometimes, after a particularly engaging map, the WAD will give you a respite and the next map will be a low monster count, light-play game. This improves the pacing and makes you want to play just one more map, even when you know that it's time to take a break.

 

Initial maps will give you plenty of shotgun and chaingun ammo but very few rockets. This balance changes in the latter half of the WAD and you will have to choose between your weapons more carefully, albeit there will also be plenty of rockets and cells. Whenever a large pack of Barons is thrown at you, it's almost certain you will have enough of BFG ammo to dispose of them quickly. This is very good as it maintains the pace of the game.

This WAD has not aged a bit and if you haven't played it by now, you should give it a try.

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Nazgul9

  
Old school goodness... must play!

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Killer5

  
Pretty darn good.

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Spectre01

  
Eh, it's alright. A few good maps but the rest of the set is either mediocre or filler. Cool use of 3D floors and whatnot but visually inconsistent with some maps looking good while others kind of crappy. Combat is easy and boring.

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Zapzop

  
A timeless classic.

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Combinebobnt

  
I've never gotten far in this wad without falling asleep

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Argent Agent

  
An okay pack. Not very challenging though a lot of the maps look nice, though quite a few of them feel weak or like filler maps. I prefer Memento Mori over this.

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Guest

  
A legendary WAD

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Guest

  
Superior for the time.Liked a lot.

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JudgeDeadd

  
A good mapset; despite some dud levels (MAP12, MAP27) it shows a good variety, and most maps look and play at least quite well. It doesn't really live up to megawads such as Memento Mori but is a solid, fun set in its own right.

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Guest

  
Difficult to rate. Obviously it's made in 1997 thus needs to be rated as such, but IMHO most of the maps are simply not worth a play. And the better ones are, except for a few maps, lightyears behind that other 1997 wad which *did* set standards: Eternal DooM, so it definitely is not 5* legendary. Very small 4* because of some good ideas and the effort, but overall it's just plain legacy.

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NuMetalManiak

· Edited by NuMetalManiak

  

*UPDATED LONG REVIEW*

 

every time I look back at Requiem, I still find myself liking it. the maps in Requiem are always charming to play, regardless of the nowadays all too common opinion of "did it age well" which I think is a stupid argument to make since I don't care about the age of a project. the maps in the set were a final curtain call for many when they all decided to mod for Quake or otherwise, with known names like Jens Nielsen and Thomas Moller (sp?) making their final maps for this set.

 

not every map in this set is flawless and perfect, and none of them need to be. Iikka Keranen's memorable maps all use fancy tricks for vanilla, but gameplay-wise he tends to not do so good. MAP13 completely lacks hitscanners for example, while a lot of others, including my personal favorite map MAP16, all have quite a lot of claustrophobia in them. Anthony Czerwonka's maps are well detailed but often starvation maps, while Adam Windsor's short romps don't fit too well with the end of the megawad. regardless, none of the maps are truly awful awful. the worst ones would be MAP06 (hitscanner heavy, has some stupid 30-second door thing that's unnecessary), MAP12 (mishmash map, several unreachable secrets), and MAP21 (impossible to 100% all categories due to numerous bugs), but even these maps have plenty of good moments that prevent them from being truly sore thumbs. you can say it aged in whatever way you wish, but the bottom line is, playing this wad will not make you go "this is complete shit" unless you're not into any sort of Classic Doom gameplay.

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Guest

  
Maps from Matthias Worch, Thomas Moeller, Adam Windsor, Eric Sambach, and Dario Casali are worth playing. Adelusion's and Iikka Keranen's maps all fall into the "style over substance" category, and have aged poorly because of it. Mixed bag, and doesn't quite hold up to the likes of Final Doom, and the Memento Moris

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Guest

  
Probably the most aesthetically impressive mapset from the 90's. Too bad the level theming is inconsistent (in the case of map12, inconsistent within itself), and Gameplay is largely hit and miss. I recommend playing 4, 6, 9, 11, 14, 15, 17, 18, 19, 23, 24, 28 and 29, and giving the rest of the megawad a skip. Memento Mori 2 is overall better.

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Guest

  
What you get when Memento Mori and Dystopia have a baby. Though the gameplay isn't quite as consistently good, with some maps coming off as boring. That said, Dario Casali's Hatred is among my favourite 90's maps, so that gives the megawad an extra point.

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Guest

  
"Considerably better than both MM wads" Really? Because I thought Requiem was more of a mixed bag. The only maps in Requiem I felt were just as fun as the MMs were D Casali's, T Moeller's, and Worch's. On the other hand Keranen's maps come off as graphics over gameplay(ie, they look good, but are boring), and Windsor's maps are too fillerish. Do I think Requiem is bad? No. But better than the MMs? Hell no.

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Guest

  
Considerably better than both MM wads. REQUIEM should be on everyone's 'must-play-this-befo re-I-die' list.

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Guest

  
I'd give this a minimum of 4*. It has several flaws. But it's a really strong wad for its time. The Demonfear like maps are filler, but IMO they don't really disrupt the game enough to take any points off, I don't see why people are obsessed with these. The main cons are a lack of any real thematic progression (but the MMs were the same) and several maps that inevitably hold up marginally by today's standards. Still I think even for 2015 this would be 'average' and the date bumps it up a point.

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Guest

  
A spiritual successor to the Memento Mori duology. While the maps are prettier and showcase some cool vanilla tricks, the gameplay itself falls a bit short compared to MMs. The demonfear-esque maps from Adam Windsor don't help, either.

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Guest

Unknown date

  
Pretty 1337 if you ask me. Maybe even 1338

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Unknown date

  
Requiem and eternal doom are IMO the best 2 megawads of all time. Stuff like AV, Cchest, NDCP, and all those megawads just don't hold this one a candle. And this was made in '97! A minor complaint: It's a curious fact that the 2nd half of the set has some obviously misplaced, thrown in levels, however the first half is practically faultless, the maps are just perfect.Period. When someone makes this good a mapset, I'll be glad to play it, until then, it remains an unbeaten full megawad!

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Unknown date

  
First two thirds are mostly good. Final third is hit or miss. Map 20, 26, and 32 seriously feel like the authors ran out of ideas, so they took some deathmatch maps, added in keys and monsters, and hoped for the best.

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Unknown date

  
Pretty good for the most part. Level designs are top notch, and pretty fun to have a blast in. You can tell they were influenced by the Memento Mori's and Plutonia Experiment. Unfortunately there are a few maps that are disappointing. maps 20, 25, 26, and 32 for example, are far too small and short for my liking, and probably would've better suited being much earlier in the megawad.

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  • File Reviews

    • By guitardz · Posted
      Some very cool techbases with a nice texture set and pallette.  The music is pretty epic.  And it all runs in vanilla! (Or so it is said, I played it in GZDoom)
    • By Philnemba · Posted
      I honestly can't believe that this whole megawad is 100% vanilla compatible and its only the first of THREE episodic megawads! Esselfortium and her team of creative energetic mappers has done an amazing job from the unique texture set, the music, the maps & even the tweaked color palette that fits the mood of the whole thing.    100% highly recommended! 5/5 
    • By Erick · Posted
      A pretty straightforward map to run through, packing in tons of enemies in rooms both big and small. Most of the monsters you'll be killing are E1 monsters such as Zombiemen and Imps, so while there isn't much in monster variety, there are plenty of ways to get them to fight each other which I like. It might be better to try and get as many monsters to start attacking at the same time since once you get the Chaingun, not even the groups of Spectres are much of a threat. Overall though, the map is still fun to blast through if you just want to kill tons of monsters in packs.
    • By NuMetalManiak · Posted
      this is a strange wad, with assets similar to Darkest Hour and other Star Wars-themed wads, many of the maps focus on small killings, as most of the maps are actually small. Pinchy's finale sure makes this worth it. oh yeah, quite a few custom stuff was done. the flamethrower marines were quite annoying, while other monsters gained multiple attacks, new ones, it's all so zany. the maps are pretty well done overall and this is worth a try.
    • By Doomkid · Posted
      Okay, I get it, it's a megawad mainly for speedrunners who are intricately familiar with the mechanics of the game down to the nitty-gritty. A series of challenges/obstacles that, for the most part, seem to be possible but are generally ludicrous (and sometimes outright laughable, in a good way).   This was is not a "pile of junk" as a few have said however it's really, really lacking in a lot of ways. I get that the wad is meant to have a fun-and-not-serious tone despite it's overall extreme difficulty but the texturing looks like the insides of a toilet bowl after a Taco Bell buffet. Seriously, these maps are jealous of how beautiful and futuristic maps like UAC_DEAD look. The DWANGO series looks like fucking Ancient Aliens compared to this.   The MIDIs are lighthearted, silly and fun, which adds a layer of appeal for me personally. I loved seeing Patrick Stewart at the intermission too, rofl   I had some fun with this IDCLEVing through the whole wad and giving each map a try or 2 before moving on to the next but I seriously doubt I'll ever be back. The same idea with better texturing and overall taking itself just a tiny bit more seriously would warrant a higher rating. Ass-ugly texturing, silly MIDIs and a silly titlepic/interpic are fun in their own right so don't take me the wrong way but a lot of it crossed into "looks like the authors gave 0 fucks" category and I just have to take points away for that.   Also,   lol wtf is this bullshit is this a terrywad or somethin i mean jeeeezus   Overall, this is worth a peek just for some fun but unless you're a highly skilled speedrunner that also doesn't mind looking into a crapchute map after map, this probably doesn't really have much for you.
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