UNCONDITIONAL ELIMINATION Replacement of the Final Map (Icon of Sin)

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Andy Badorek

About This File

Unlike most other Final Maps (including the original) where you end up *IGNORING* the monsters and concentrate on shooting rockets at the final enemy, ZAP30 makes you remember the point of the game and *FIGHT* against those baddies (and for your rockets).

This level is over a year old now but still awesome! If you can't figure out what to do, watch the demos. It's designed for Co-op play but single player is likewise possible.

Don't waste rockets against ordinary monsters. You need them against the final enemy to end the level.


migru for play-testing Ben Morris for DCK Ron Rossbach for IDBSP id Software for the game

Build Time

18 hours

Editors Used


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Pure Hellspawn

  • 5

enjoyed this map. not easy and requires skill. use your rockets wisely!!

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Unknown date

  • 5

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Unknown date

  • 1
I hate boss shooter maps! There is no gameplay, but a nightmare, and no pleasure but stress. - Jive

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Unknown date

  • 4
Just about the best map 30 clone there is, with the same looks and feel as the author's other work in the zap series. Beating the map requires strategic playing, since the rockets needed to finish the map are in short supply. Overall though, the level of challenge isn't too high, as you're flooded with powerups and other ammo. Great fun. The only downside is that I've never cared much for boss shooter maps, even good ones. --4/5

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  • File Reviews

    • By Zalewa · Posted
      I believe this pack sets a new standard for this series - this is the best one with all maps pulling through. Maybe I wasn't fond of the endless "Living End" tributes, but the maps are nicely twisted to not feel like a repetition of the old map.   Some maps can be lengthy, but the entire pack shouldn't take an hour to beat. Difficulty is moderate.
    • By trrobin · Posted
      Excellent re-imagining of Doom II's last episode. Some levels are noticeably close to their originals but with so much more detail and depth to them. I thought the gameplay was really good too. Amazing all around.
    • By xvertigox · Posted
      The map description states that Haruko tried to express his depressive feelings through the texturing and that came through. The dim lighting and midi went a long way in helping it to sell the depressive feeling.   The geometry was solid with some particularly nice detailing here and there but the actual layout was really good. The central hub worked well with keeping you on track.   The monster placement was on point and led to interesting fights - particularly the ones involving archviles. I really found the difficulty to be just about perfect on UV.   The crescendo at the end worked very well where it was tough but understandable and beatable. At first it's a chaotic mess of monsters, archviles and an Icon of Sin but as you work your way through the madness it starts to make sense.   It takes care and attention to try to express something as abstract as an emotion (other than rage) through Doom wads and I think Greymood did that with the gameplay to back it up. I'd be interested to hear from Haruko if any particular set-piece or element was representative of anything.
    • By dmg_64 · Posted
      Great re-imagination of Doom 2, the levels look and play good with each having they're own theme and / or different progression style, keeping things fresh, definitely recommended.
    • By silentzorah · Posted
      This is okay.  Some unused beta content, lotta console content.  I can appreciate the increased difficulty, but some of the texture and music choices early-on kinda put me off.  Didn't much care for E5M4.   It's not terrible, but it isn't hard to see why the beta maps were scrapped from the final version of the game.  Give it a try, if you're feeling bold.