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The Darkening

   (97 reviews)
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About This File

It has been 3 years since the destruction of the huge demon that masterminded the invasion of Earth. Your journey back home was almost as difficult and bloodthirsty as your journey into hell, but you made it. You had expected to be made a hero; after all, you had saved Earth and all it's worlds from a fate worse than death. But it was not to be that way.

Upon your return, you discovered that things had begun to change. The UAC, deprived of some of it's key personnel, had become more secretive and shadowy. You could swear that the Mars station's light levels were lower than you remember them. . . Instead of briefings by the top brass, troops were given datapads for their missions. Sometimes people would go missing. . . Some of the other marines decided that they would leave. Their ship blew up shortly after departure.

Recently, things have gotten worse. All remaining marines have been confined to quarters for weeks, and contact with Earth has been cut off for months. Some of your closest friends have started to disappear Perhaps hell won the fight after all. . .

Then, one night, it is your turn. Your dreams suddenly turn to nightmares, a Spider Mastermind strafing your body, it's manic laughter the only thing you can hear ... As the last bullet pierces your skin, your eyes blink open. Something is wrong. . . it seems even colder and darker than it did before. . . Suddenly, everything goes black. Fearing the worst, you reach under your bed for the pistol you always keep there. Your chaingun and shotgun are in the other room, but it is too late and too far.

Your sight begins to return to you. But where are you? You are in a tiny brick room, a silver door the only way out. Tightening your grip on the pistol, you open it and step through and prepare to discover the purpose of this ... this Nameless Project.


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Gato606

  

Cool wad to play, enjoyable, short maps with nice design.  Really interesting use of Quake I textures.  Sad it's a short mapset

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Spectre01

  

I didn't really enjoy this wad; compared to the IWADs or other 90's PWADs that I've played. The visuals were 90% brown brick/rock. Pistol Start balance sucked. And the gameplay/map progression was mostly uninteresting. I'll keep the negativity to a minimum so - overall score: 1/5.

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Obsidian

  

A nice little collection of well-made (albeit remarkably brown) maps, with a DM set coupled alongside as a nice bonus. I can't really comment on that seeing as I don't DM, but the SP maps themselves are really nice and the added textures compliment the stock ones used quite nicely. And above all, it's fun. 4 stars!

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ditchdigger

  
...not sure why anyone would want to make an exe a batch file.

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Guest

  
excelent

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Guest

Unknown date

  
Proof that they just don't make classic wads like this anymore. This wad is perfect in its simplicism and atmosphere. Certainly the best from 1999. I hate those modern wads with their over-the-top map deisgn and unplayably challenging gameplay. Oldies like The Darkening (and its sequel) shit all over them. 5/5

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Guest

Unknown date

  
I started it up in Zdoom and there are no textures showing for the first map. Otherwise, the level design is interesting and all that. 4/5 Good

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Guest

Unknown date

  
Simply amazing. Looks good, plays well, fantastic map flow, great ambiance. 5/5

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Guest

Unknown date

  
Flawless. Just flawless.

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Guest

Unknown date

  
Beatiful looking, but in some places poor balanced maps. ****

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Guest

Unknown date

  
Meh. Cramped, confusing, poorly-textured artifacts from the days when "kewl" gothic detail was new and amazing. A few nice maps here and there, but prepare your idclev cannons.

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Guest

Unknown date

  
Great effort, very fun to play through... 5 stars

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Guest

Unknown date

  
it sux

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Guest

Unknown date

  
Awesome mapset! It's the perfect fix for the Doomer that wants a fun map set that won't frustrate, but isn't easy either. The theme is top notch, using Quake style brown tones, but they actually fit so much better in the Doom engine, and provide an excellent basis for this episode. Favorite map is #9, which is actually an Episode One style map, but it fit perfectly.

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Unknown date

  
^ I agree, the architecture is particularly good, but is nowhere near as beautiful as my ex-girlfriends (even the fat one when I was desperate). I remember playing this back in '99 when it was new and shinny and it still glistens today (06/2007). The only fault is that is is not actually a complete megawad. Still gets 5/5 from me...

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Guest

Unknown date

  
A story to remembe as the others, its the best ya can find!

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Guest

Unknown date

  
Stands the test of time. Both episode are good but with smaller levels this one actually has arguably the lower chance of falling into repetition. I'd say anyone should play it at least once. Very solid overall.

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Unknown date

  
Very well made levels, clean detail, good textures, good use of monsters. Lots of fun, I recommend it.

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Guest

Unknown date

  
pretty good wad, at first i didn't know how to run it but it's simple, just hold control and after you select darken.wad and then hold control and then click resource.wad. then run it via prboom or glboom

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Unknown date

  
A awesome set of levels I'd recommend for any serious doomer. The levels are very quake inspired and there is a lot of detail throughout. The episode left me wanting more. Not more maps, it's just that I felt that the maps were, generaly on the short side, and were perhaps not challenging enough for me on UV (and believe me, I'm no doomgod, I'm a keyboarder). But otherwise than that, you shouldn't miss it. 4.5 from me rounded up to 5.

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Unknown date

  
I'm more familiar with the sequel, which was good-looking but a bit dull and empty. This is simpler, with smaller levels, although they're usually more action-packed. The new textures are good, and it's very professionally made, although disjointed; the super shotgun is a fairly easy secret in three consecutive early levels, and the first couple of maps are very average. It doesn't really get going until level 5. It's still great fun though.

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Guest

Unknown date

  
Now that's how we do wads around here!

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Guest

Unknown date

  
One of my first PWADs, fond memories this one. 5/5

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Guest

Unknown date

  
Mohahahaha 5/5 -impClaw

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Unknown date

  
The maps are all perfectly balansed, not too hard but not too easy, either. And the style is very coherent. Excellent for deathmatch as well. --4/5

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  • File Reviews

    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • 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.  
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