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Fordham Doom

   (1 review)
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The layout of this WAD for the Ultimate Doom is *very* loosely based on Keating Hall and the Walsh Library, two buildings that Fordham alumni will recall with varying degrees of fondness. Personally, I think both buildings look like Castle Frankenstein, so I amalgamated them. The theme of this level is vaguely medieval or sword and sorcery, so most of the monsters tend to be Imps or Bull Demons. (After the largely tech-oriented levels of Gatchaman Doom, I needed a little change of pace. ) I like making WADs with labyrinth components, and this one has a maze in the flooded basement. This medium-sized WAD is very nonlinear (in fact, it doesn't matter what order you get the keys in) so enjoy!

Incidentally, the real-life Fordham Campus is not far from where Edgar Allen Poe wrote "The Raven."

Most of the new textures contained in Fordham Doom were really just existing Doom textures combined in new ways courtesy of NWT. (The SKY2 texture was taken from a photo of my own that I scanned in). For those of you into elaborate architecture and special effects, this is a rather modest WAD, mainly deep water and window-above-window. You won't notice the special effects unless you actively seek them out. As far as deathmatch goes, I've included deathmatch starting points, but this level really wasn't designed for deathmatch.


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This is dated December 1998. Based on what I have just played, Len Pitre is not the supreme playtester; he is mediocre. The level is a fairly unremarkable castle-style map that smells of 1994; it's not bad, just very anonymous. 72 weak monsters plus a pair of boss barons beg for and receive your bullets. The design is crude but competent, except for some bits in a slime maze that should hurt you, but don't.

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  • File Reviews

    • By StevenC21 · Posted
      Umm... this isnt Doom 64? Or even remotely related to it?   In addition, its a shitty wad. You are expected to fight 2 arch-viles with a pistol, and then a cyberdemon witha  chaingun in an enclosed space.
    • By Nems · Posted
      Should have been called "Doom 64 for Boom".   I really wanted to like this more. I mean, I do like it but I feel like the gripes I have regarding it just bring my overall rating for it down too much.   It was interesting to see how, at first, the authors recreated the Doom 64 levels in Doom 2 with just vanilla assets. You can still see some of that in the Boom levels like how revenants and arch-viles are used in place of where traps where. That was an interesting touch and I liked that.   As I got further into it though and more of the Boom tricks were used my thoughts wandered from "hey this is a nice vanilla interpretation" to "man I could be playing Doom 64 EX or Doom 64 Retribution". I really wish they would have stuck with vanilla constraints for this reinterpretation. I would have liked to see how they would have handed nightmare monster placement (would a nightmare imp be worth two imps or three, for example). I feel like using Boom and DeHacked cheapened the experience, like they were trying to replicate Doom 64 as close as possible rather than doing a vanilla Doom (2) interpretation.   Additionally, map 30 can fuck right the hell off with that puzzle bullshit.   Anyway, if you don't mind any of the complaints I made, you'll likely have fun with this. I got some fun out of this as well but to me it feels like it's trying to be exactly like Doom 64 rather than simply a vanilla Doom 2 interpretation of Doom 64. In trying to be exactly like Doom 64, it just makes me want to play that more than this.
    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
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