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Eternal Doom

   (348 reviews)
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Eternal is complete. 32 single player levels including six new levels and two bonus levels. Includes a powerful shell. Final DOOM compatible. Download this, unzip it in a new directory and type ETERNAL. Full instructions are in INSTALL.TXT inside. By Team Eternal. http://www.teamtnt.com


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spd7693

·

  

I played the wad when Altima recommended it to me since I told him I love big complicated levels. I wasn't disappointed. Except... Map 26. Map 26! The reason I'll never play this pack again! So sad, because the first release has some great maps, especially map 12 Darkdome. It contains one of my favorite cyberdemon encounters. 19 sucks as a level as well and 20 is... weird. These three maps drop one star and the other drop is because of the lack of secret levels in the progressive run. The only secret map must be put as a map 1 replacement and I'm not a fan of that. Some encounters aren't fun, some required lots of infighting. Overall, the wad is tedious. Another reason for me to never play it again is that I no longer will have half a year free time. Yes, that's how long it took me to beat it. Anyways, a fun wad overall with great final map, some other strengths as well. Only if it had its secret levels the proper way and if it was vanilla compatible... 

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Juza

· Edited by Juza

  

Just awesome. The best 90s Doom wads had to offer, but certainly not for everyone.

 

Gameplay is fun. Very fun and well-thought out. Some maps can be a bit too easy, but mostly, Eternal Doom certainly doesn't lack in challenge. There is no "shooting huge walls until the sun begins to shine", only well-made, dynamic encounters, with well-balanced ammo for your entire arsenal, so you can get to use the right guns for the right guys, when it's time.

The action, however, is sometime given a break for the sake of puzzles, and while sometimes -- so few that it's excusable -- they rely more on sight than smarts, they're certainly acquired taste. You have to expect a few certain tricks, and this adds to the megawads' overall timeless uniqueness; it doesn't take more than it gives.

 

The levels look absolutely gorgeous, and this fact is made even more impressive considering this is work made to be in line with the original engine limitations. Some areas can be pure eye-candy, you can tell these maps were given much attention to, in all aspects. Is this really a 90s wad?

 

Featuring one of the best original soundtracks made for a Doom wad. When music is so good and fitting for the setting it's put in, and there's not much more needed to say other than "It's great", or, "Amazing".

 

As I said in the first line of this review, this megawad is certainly not for everyone, and this is fault of its puzzles -- Still, I'd say it's a must-play, for anyone to at least try. Skilled Doom players won't have a problem with most of its puzzles; such tricks are something expected, that such have grown accustomed to, and it's experience acquired from having played hundreds of levels. You have to go in with a certain mindset, more alerted and attentive than usual.

I'd say, it's not a bad thing for a video-game to try to get the best of your skills in more than just the combat aspect.

 

5/5.

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- Crispy Doom 4.2

- Ultra-Violence.

- Continuous combined with a pistol start mindset. Actual pistol start on the bonus maps.

- Saves every 10 minutes or so.

 

This is a massive megawad that stands for its name. Indeed, an eternal adventure through some of the most complex maps I've ever played. Quite enjoyable, sometimes, and quite suffering too. The overall visual theme is medieval castles under a beautiful dark blue sky, including a few futuristic and tech maps, plus some nice music and sounds that you'll hear repeating again and again due to the length of the levels. Textures are super neat, particularly the combination of grey and brown bricks with Heretic/Hexen windows, plus water and trees, which are not in the middle of the way!. There are tons of cool details to take a look, such as fire to indicate the presence of archviles, or a TV revealing the path to a hidden switch. The imp also suffered a few transformations, though it's still the same monkey. In addition, with the new textures there are new switches, like a camouflaged X or a wheel, and some shootable stuff like windows and walls with cracks. Eventually, these kind of details can become key for progression, so I strongly suggest not to ignore any sort of visual clue you may find on your way. 

 

Back to the progression topic, a couple of things are what make this infamous mapset an utter nightmare for the ones who played it: cryptic puzzles, and/or intricate linearity. After playing several wads from the 90's, it's clear that was the attraction in that era, but nowadays it's hard that those two features call someone's attention, specially the second one. I liked the actual puzzles of this wad, those where you have to connect the clues provided to solve it, like the hidden red switch in map 31, that was quite satisfying. Another plus was the special textures used to indicate something, map 05 has a lot of computer panels to read and understand better what's going on. Unfortunately, across the maps I stumbled upon a lot of stuff that was completely unintuitive in some way or another: unmarked walls that hid keys, unmarked lifts too, switches that opened other switches placed somewhere in the map, obligatory secrets(!). It's not impossible to find out progression when these things are involved, since areas are connected for the gameplay to be pretty straightforward, but it can be painful and distasteful sometimes, specially when you're constantly meant to explore in portions of the maps that would logically be actual secret areas. I reckon I had to use walkthroughs as guides for the later maps, because I was suffering too much with them lol, and this comes from someone who's very open to exploration in Doom. On a different side, the combat was much more palatable, incidentally a positive contrast in the majority of the cases. Despite the massive size of most maps, monster count isn't very high (for a vanilla wad it could be), and they can be found in different ways depending on the authors, for example Couleur's maps are very spacey so monsters will be wandering freely (cacodemons aplenty, woo!), usually repopulating after some exploration is done. Other maps are more trap-based in tight quarters, gimmicky setups too. You'll rarely find ambushes, though infighting is highly possible and even a "scripted" show in some cases. One of the things I really appreciated was that almost every map has berserk pack(s), which allowed me to have another weapon option for many cases. 

 

Secret-wise, well I mentioned before the existence of mandatory secrets. Clearly the mappers wanted to encourage exploration before anything else, and that's something I personally find positive, if only many areas weren't marked as secrets, because you're obligated to find the goodies inside them to exit the level. Whatever... there were also your typical optional regular secrets, behind marked walls, megaspheres on top of pillars, plasma weapons, etc. For favourite maps, I'll pick 04 (yay crates mazes), 05, 08, 12, 17, 22 and 23. I'll also include the bonus maps for an extra quote of fun. I didn't like map 13 at all, and map 30 was a nightmare, not fun when you don't know what you're supposed to do 90% of the time.  

 

Overall, not to misunderstand my review, the megawad provided an unique experience I'll never forget, confusing maps can be good sometimes. I'd only recommend it for puzzle lovers, or people who are keen to eccentric progression developed in a past era of Doom, seriously don't even think of trying it if you don't have a minimum sense of direction. Also, don't forget to check the bonus maps, Cybersweeper is really cool, and the extras that the authors provided, I didn't but you might find them useful. My rate is 6,5/10. 

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Cacodemon9000

  

On one side it has really nice visuals and many levels have good atmosphere, but on other side it's insanely complicated in path finding and sometimes it goes really too far. As for example: on map 20 there is a yellow key lies on open area but on UV it's IMPOSSIBLE to obtain and to complete level you need to lower secret lift which you cannot see or hear and fast path to it is also hidden behind secret door which looks like normal wall. And map 30 is probably worst thing in terms of switch/key/linedef hunt I've ever played which seems impossible to complete without examining each linedef and sector in editor. As opposite, map 29 is huge and requires running from one side to another but it's not hard to understand where you need to go next. At first I wanted to give it 5, but closer to the final map I got too frustrated from switch hunt nightmare on some later maps, especially the last one, so I give it 3.

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Voros

  
Awesome design. Nice mugshot. Confusing maps.

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Spectre01

  
Eternal BoreDoom. Another overrated ghetto 90's WAD with plenty of terrible design decisions. 1/5 for, uh, effort.

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Guest

  
The puzzle elements may be an acquired taste, but its pretty much the best megawad from the 90's. The music and textures really add to the atmosphere.

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mdmenzel

  
Very fun to play. I can't say enough about the gameplay and the intricate level design. There are A few cosmetic issues with the presentation: 1. The installation does an iwad merge, so if you are running it in a source port, you may want to run eternal.wad through slade or something to remove the duplicated iwad graphics. 2. Most of the replacement sound effect replacements sound worse than the originals. 3. The sprite and fireball replacements for the Imp are very ugly.

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Guest

Unknown date

  
If it were me, I'd give it Five Cacowards instead of five stars.

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Guest

Unknown date

  
One of few wads which really can bring me back to playing doom :P

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Guest

Unknown date

  
Eternal Doom is the BIGGEST Doom megawad ever. The levels are absolutely huge and have fantastic atmosphere and details. On the other hand, hunting for switches in these vast levels can be a HUGE pain in the ass sometimes. I remember that I had to resort to a level editor to figure out how to proceed in one level and still couldn't do it, so I cheated... You probably shouldn't try to play Eternal too much at a time to avoid frustration. It'll take you an Eternity to complete :-)

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Guest

Unknown date

  
You'd have to be ludicrous aswell as biased not give this sexy behemoth an automatic 5. Yes the puzzles will irritate and really challenge your depth of perception but the gargantuac, expansive, non-linear design coupled with the first use of huge, immersive, illusionary architecture was an unprecedented expection for 1997. Eternal isn't just a highly ambitious megawad, but an entity of it's own. Not to mention it'd be awesome in 'Survival Coop' with the amount of space. 5/5 - B.Krypto.

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Guest

Unknown date

  
5/5, especially seeing as this came out in '97!!!

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Guest

Unknown date

  
Phew! These levels are complex! I mean, do you need to be a mathematician to finish map 20 or what? Despite the fact that the levels will exasperate you with puzzles you'll have to admit that the design and complexity are nothing short of breathtaking! This and requiem (both created in '97!!!) are still for me the role-model megawads which the creators of modern day projects could only dream of making. Who needs community chest?

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Guest

Unknown date

  
an awsome level set! truely classic, and the final level, level 30 is incredibly long, it took me over 2 hours to beat it! the music is good too, but the only problem is that the length of each music track is an average of 2 minutes. since the maps are so big, i think the music should've been extended to be longer. that still doesn't hurt the raiting for this megawad. this is THE best work on a megawad. 11 outta 10 stars!!!!

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Guest

Unknown date

  
Not bad, but it can be really frustrating at times. My time went well over an hour in some levels because I was pressing switches and had to run around the whole place trying to find out what it did, and some of these levels are massive. Also, some of the things you have to do to progress in a level would be considered a secret in any other WAD. But I will give credit for some very nice looking maps, some clever puzzles, and good fights. 3/5.

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Guest

Unknown date

  
Excellent level design but too many times switches are hidden either with confusing textures designed to camouflage them or in some case, hidden in areas which would normally be considered secret areas. Too often you get "trapped" somewhere and spend a long time walking around looking for a hidden switch which takes all the fun out of it. Unless you either watch the demo's or have a WAD editing tool, chances are you'll have no clue what to do.

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Guest

Unknown date

  
I've got 512 characters to warn you that in many levels you'll spend more time banging on random objects trying find a route to the exit than actually fighting demons. You HAVE to find false walls and shoot/hit concealed switches. The wad is beautiful, but many designers didn't know where to draw the line when it came to gimmicks and concealment of requisite areas, thus interrupting and annihilating gameplay. Nagel's soundtrack, though, is top notch, so play it for that. You're in it for the long haul.

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Guest

Unknown date

  
Easily the best of the best, TeamTNT does it again. Some of those techniques were excellent -- how did you get that bridge to work in MAP31?? --MechWarrior Jake Pryde

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Guest

Unknown date

  
Extensive and well designed, but a little dated. Also, the new sounds are annoying. I suggest using the Doom3 sounds wad to fix this problem.

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Guest

Unknown date

  
Hauntingly beautiful, you can really achieve total immersion in its' world.

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Guest

Unknown date

  
level desin is ggreat, but custom monsters and hud sucks.

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Guest

Unknown date

  
I used to really hate Eternal Doom for being so fucking huge. I look back now and I really appreciate the size of it as well as the exploration and non-linear aspects of it. I wish there were more megaWAD's of this size and magnitude. I'd give it 10 stars if it were possible.

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Guest

Unknown date

  
This is the awesome.

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Guest

Unknown date

  
Massive! 5/5

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  • File Reviews

    • By RonLivingston · Posted
      I have to say this, But this is the most scariest wad I've ever played, you know the yuri battle before all of those pictures came up, the super scream sound nearly made me have nightmares!
    • By TheBoltDoomer · Posted
      It has some good construction's for '98 but nowadays is not so good compare to other maps. One of his good aspects is that it has an RNG system for Teleporters making for each reset a new encounter variation but the areas are too dark forcing you to change the Gamma Correction.
    • By spd7693 · Posted
      I played the wad when Altima recommended it to me since I told him I love big complicated levels. I wasn't disappointed. Except... Map 26. Map 26! The reason I'll never play this pack again! So sad, because the first release has some great maps, especially map 12 Darkdome. It contains one of my favorite cyberdemon encounters. 19 sucks as a level as well and 20 is... weird. These three maps drop one star and the other drop is because of the lack of secret levels in the progressive run. The only secret map must be put as a map 1 replacement and I'm not a fan of that. Some encounters aren't fun, some required lots of infighting. Overall, the wad is tedious. Another reason for me to never play it again is that I no longer will have half a year free time. Yes, that's how long it took me to beat it. Anyways, a fun wad overall with great final map, some other strengths as well. Only if it had its secret levels the proper way and if it was vanilla compatible... 
    • By Juza · Posted
      Unquestionable classic, and one of my favorites.    The only wad I know that implements switch-hunting as the gameplay progression basic without ever making it confusing. Unique for its unorthodox design decisions, its work with the original base textures, and handing a feeling of obvious progression to the player, as the layouts and gameplay get more complex with each map, while still holding episodic themes and its distinctly identifiable design choices throughout the entire trip.   Gameplay can be a bit too easy, but it's not unenjoyable; it's certainly grand amounts of fun, for it's impressive how creative and consistent it is. Don't be afraid to try it on UV, the scaling of the wad's overall difficulty is very smooth, and the entire wad has a really good flow overall. Amazingly, makes good use of backtracking: It adds to the certainty of obvious progression. The switch-hunting will never leave you wondering where to go, for it'll be largely obvious where you must head to. That's honestly impressive.   Music is entirely original, and boy is it good -- and especially -- memorable. You'll be thinking about some of its tunes for weeks, while reminded of the map they're associated with.   Looks are the comfiest there could be. Modestly simple: limited to the base game textures but doing amazing work with them, and a lot of contrast with its use of lighting.   5/5. SOULFUL. The most fun I ever had in cooperative multiplayer, and highly satisfied while in single-player.
    • By Juza · Posted
      Just awesome. The best 90s Doom wads had to offer, but certainly not for everyone.   Gameplay is fun. Very fun and well-thought out. Some maps can be a bit too easy, but mostly, Eternal Doom certainly doesn't lack in challenge. There is no "shooting huge walls until the sun begins to shine", only well-made, dynamic encounters, with well-balanced ammo for your entire arsenal, so you can get to use the right guns for the right guys, when it's time. The action, however, is sometime given a break for the sake of puzzles, and while sometimes -- so few that it's excusable -- they rely more on sight than smarts, they're certainly acquired taste. You have to expect a few certain tricks, and this adds to the megawads' overall timeless uniqueness; it doesn't take more than it gives.   The levels look absolutely gorgeous, and this fact is made even more impressive considering this is work made to be in line with the original engine limitations. Some areas can be pure eye-candy, you can tell these maps were given much attention to, in all aspects. Is this really a 90s wad?   Featuring one of the best original soundtracks made for a Doom wad. When music is so good and fitting for the setting it's put in, and there's not much more needed to say other than "It's great", or, "Amazing".   As I said in the first line of this review, this megawad is certainly not for everyone, and this is fault of its puzzles -- Still, I'd say it's a must-play, for anyone to at least try. Skilled Doom players won't have a problem with most of its puzzles; such tricks are something expected, that such have grown accustomed to, and it's experience acquired from having played hundreds of levels. You have to go in with a certain mindset, more alerted and attentive than usual. I'd say, it's not a bad thing for a video-game to try to get the best of your skills in more than just the combat aspect.   5/5.
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