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JOW: Jason Wainman's 30 Levels of Doom II

   (30 reviews)
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About This File

These levels, which were the results of four months of work from October 1995 to January 1996, are some of the hardest ones you'll ever experience.

However, I did notice a few things that I felt needed improvement. I made the textures more realistic to the surroundings of the boards, eliminated some unwanted items, and installing walls where open space once was -- this would sometimes make the levels too easy to play.

Also, on some levels, I changed the passageways from the original blocky style to curves. As for keys, I redid the placement of the keys to make the level playing more realistic to its level of difficulty.

NOTE: These levels replace the original JOW.WAD, since this is a major redo of this package.


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GuyNamedErick

  

I've seen better maps generated by SLIGE, because I find it hard to believe that these maps were made by hand. You get generic room after generic room with some possessed zombies and SS Officers scattered around. The SS Officers are common enemies too, with Wolfenstein textures and doors all over the place too. You'll be playing the first map thirty times here (as in all the maps feel the exact same), of which all the maps are long, boring, and frustrating to go through, not worth your time.

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Cell

  

Too many Wolf3D textures, too rectangular architecture. Also quite a tedium, given the size and length of even the earliest levels. Too bad not a single mappixel within them craves for a minimal amount of replay value. Some okay fights can be pulled off here and there, but it's literally all and everything remotely nice about it.

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Mason.

  

Hard to believe these maps were hand-crafted. 

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Guest

Unknown date

  
I hereby award this map the prestigious "8 Gorilla Anuses" award. Thoroughly enjoy it.

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Guest

Unknown date

  
Authors may NOT use any of these 30 levels as bases to build additional levels. Why would anyone wish to build off of this junk is beyond me. Not to be inpolite, but I've seen SLIGE levels that are better. Also, you are correct about the hardest ones part. Execpt it's "hardest ones to not quit before it's over". Still, try again later and you might do better. Gave you a one because you still tried.

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dg93

Unknown date

  
'A' for effort. 'F' for Design. 'D' for Gameplay.

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Guest

Unknown date

  
After I passed through all twenty six levels, my life changed. I do not play Doom. I broke computer, sold my house to buy a maze. Now I live in it, and all day long I walk through rooms and corridors. For lunch, I often open the doors and kill useless monsters. I do the same for breakfast and dinner. P.S. Author, build for me more mazes. P.S.S. Allah Akbar.

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Guest

Unknown date

  
The first pwad I ever played

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Guest

Unknown date

  
I'd rather play nothing but SLIGE maps for an entire year than play this again.

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M4rk3dF0rD347h

Unknown date

  
This is a horrendous megawad. All of the levels are plagued with simplistic layouts, repetitive textures, constant backtracking and possibly the most annoying enemy I've encountered in Doom (Nazi soldiers that can resurrect fallen enemies). Apparently, the author does not know how to mark secret sectors, because not a single level has any secrets. I see the author hasn't made a new wad in 16 years. I say that's for the best. 0/5

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Guest

Unknown date

  
yes, it looks like a bunch of slightly modified slige-levels

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Guest

Unknown date

  
All 30 levels have little varience in them. They are all textured the same, use the same themes and enemy usage even though their layouts vary. There is not one secret at all in any of the levels. This is just a boring piece of shit from start to finish. There is some gameplay at least but it too is all the same. For boring people only. 1/5

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Guest

Unknown date

  
i liked this!! lol top marks

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Guest

Unknown date

  
Shit-o-meter of this wad... off the scale. Must... reach... bathroom! *Barfs all over the floor*

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Guest

Unknown date

  
Felt like playing wolfenstien but with worse level design.

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mrthejoshmon

Unknown date

  
welcome to my 100 worst wads!

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Guest

Unknown date

  
I only played the first 2 maps. They are quite repetetive and low on detail. Some strange texturing. Weapon and monster placement seem random. Many rooms make no sense at all. I gave up after 2 maps. Sorry.

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Guest

Unknown date

  
I hereby dub the author of this map .. THE HUMAN SLIGE.

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Guest

Unknown date

  
Best wad ever. 0/5

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Guest

Unknown date

  
that's really goddamned lousy :)

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Guest

Unknown date

  
Another one of those annoying wads that is obviously intentionally bad. There should really be a folder for "real" megawads only and put this type of sh*t in a different folder (Arcade, BCSM, Doom Jr, etc. are also examples). This isn't saying a "real" megawad has to rock the boat, but it needs to have at least some evidence of effort. Which this doesn't.

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Guest

Unknown date

  
This made me nausiaus. I do not want to have to
see it again IN MY WHOLE LIFE.

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Guest

Unknown date

  
The only thing I like about this wad is the fact that the Wolfenstein SS are featured as a regular enemy.

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Guest

Unknown date

  
absolutely terrible

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  • File Reviews

    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.  
    • By Zalewa · Posted
      If you want something that looks uncomplicated but fair looking, easy but not uninvolved, non-linear but small, somewhat blocky but still good architecture and very quick to beat without ever saving throughout all 9 maps then this is your WAD. I played it, I liked it. Design themes stray towards the original E4, but are not exactly the same.
    • By Copenhagen Bram · Posted
      This is the first non-Euclidean doom wad I've ever seen! And it's done right! That must've been some project. Well done.
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