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Endless Random /idgames WAD Adventures #015

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Day 5: The Elevator https://www.doomworld.com/idgames/levels/doom2/d-f/dm2_sjr6

 

I didn't expect to like this one, probably because of the title, if I see the words elevator, puzzle, or teleporter, I usually look for something else since more often than not levels with such a heavy focus on any of those things, to the extent that they think it's necessary to reference them in the title, end up being confusing and bad. But not this one, it does start off that way, via requiring the player to push a switch multiple times to go up to the right floor on the elevator, when they could've just arranged the floors in the logical way, so that when you start you're on the floor you can actually enter and then you get keys in the order that you need them. The opening part is very rudimentary in its design, basically like a shooting range, you walk to the end of a hallway, some enemies jump out, and then as you reach the end of the next hallway, they do that again, and they've got a lot of hallways. This level feels like it was made by multiple people, because somewhere along the line it actually opens up, and produces some quality gameplay, abandoning that very primitive style of producing combat encounters. Never would have guessed, but it's got pretty much everything you can ask for, and it's very well made for something from the 90s, plenty of interesting visuals (including the underused wall faces), nearly every weapon in the game (although like many maps of its time, it gives you triple the ammo you need), and some decent pacing, meshed together with a decent amount of enemy variety, ending the level on a spider mastermind fight.

 

It's not a perfect map, but I think it is a perfect 90s map, it's a bit dodgy in places, it's got a couple ideas (e.g. the titular elevator) that the authors probably thought were mindblowing, that ultimately don't amount to much nor help produce a cohesive flow, but despite its issues, it looks interesting, and is fun to play. 6/10.

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Marbles by Sophie Kirschner - Vanilla Doom 2, 2014, played with vanilla exe on DosBox

Spoiler

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A short and pretty neat "Romero speedmapping style" (a map made in 6 hours) sets in a pretty open hellish temple that made me a remember of a map from Community Chest that i don't remember very much, but the theme was similar... maybe MAP22 or 23? The monster and item placement is pretty compentent and quite thought, find the good route or you'll be wasted! The only issue i've had is there's no new music and some misalignments.

 

0lev1 by Janek Bringle - Vanilla Doom 2, 2001, played with vanilla exe on DosBox

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Another sort of speedmap that take out 4 hours in the making, with WinDEU none than else! I know nothing about this editor, but i've made some stuff with DEU 5.21 and i know is kinda complicated majke good stuff in short time, so kudos? Anyway, this is a short TNT-like twisted hell techbase that is sets in a mining structure and a small marble outdoor, there's some small doomcute and cool involved almost all around the map, a interesting theme but it fells a little bit too raw and "myfirst.wad" in general. But overall a ok map.

 

SuperGore for Doom 2 by Nathan Croxen - Vanilla Doom 2, 1996, played with vanilla exe on DosBox

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A old graphic wad that replaces deaths of the player plus monsters (with the expection of nazis and commander keen) with MS Paint broodal fatalities, kinda like the one in Brutal Doom but done worse. Some are kinda nice in the concept idea (like the spider mastermind and the chaingunner deaths), some other i don't get why they have to die standing (former human trooper and sergeants, demons) but for the rest is pretty meh. A nice idea with a bad execution, if this to you looks like a 13 years old edgelord making a ultraviolent wad, is because the author at the time was 13! So, kudos to him too? For playing this wad on DosBox, you need to install it with a graphic editor like DeuSF or similar.

Edited by Walter confetti

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Month 4 Day 23

 

I play until I die or intentionally stop. I don't comment the wad where I die/stop

 

File 1) Omega by Stone (1995)

 

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A deathmatch wad for doom 2

 

Definitely a familiar map for me because I already played a part of this map in another wad I can't remember the name. Indeed, I remember I fell in an unescapable lava pit. I managed to complete this level and it was in fact very easy due to low monster count mainly. I have to say this level doesn't look like a DM map at all. You have to find 3 keys in a determined order and the layout looks too large to be properly played for duel for instance. 

 

Anyway , it was a pretty great level for me. Aesthetics looked very decent for a 1995 wad. I really have a favourite for the wide outdoors with extended use of grass and modwall texture. The author created a varied progression where you have for instance jump over a small lava pit (it's why I died the first time), walk on a thin distorted catwalk, kill a commander keen, explore a room full of crates...

 

A quite enjoyable classic Doom 2. Some tougher combats wouldn't have been out of place though.

 

File 2) The Huntdown by Taisto Valdlo (@mephisto00) (2003)

 

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My second entry for doomworld, this time i have not used so many effects, but far better gameplay and a little challenge too. Some scripting is used, so ZDoom is required.

 

Not really a first baby wad because it was the second entry of Mephisto00. It definitely feels amateurish and not extremly ambitious but I found it well executed and therefore enjoyable.

 

The Huntdown consists to a small episode of 4 adventure-oriented zdoom maps. Each level contains less than 50 monsters and can be beaten in less than 3 minutes. However , I like how the author attempted to create a small scenario with displaying messages and custom intermission texts. Nearly all maps are easy to beat , except the third one where the gameplay consists to a small test course with extremly fast crushers and platforming upon a deadly lava pit.

 

As I said before, all maps have pretty simple design with small rooms and generic texturing. However , I appreciated the extended use of zdoom effects like the ambient electric sounds, displaying messages, blood particles and even a security camera in the first level.

 

In brief, a pretty solid beginner wad which shows you some effects you can add in a zdoom map. Despite its shortness, you feel like you are living a little adventure rather than playing a simple compilation of maps.

 

File 3) WATER.WAD by Bob Ferguson (1996)

 

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Your mission starts in some wet underworld. After that, be the guest in a lovely, though not too friendly populated mansion. But there's more outside ...

 

I loved this map. I found it really fascinating because you actually start in a kind of flooded intricate rocky basement of a little mansion full of doomcuteness (and monsters !). The underground part has many slanted unorthogonal shapes whereas the upper parts move to a more realistic styles with square rooms and corridors. Of course , being a 1996 map , the level has its dose of blandness with empty undetailed areas.

 

The other aspect I really enjoyed was the gameplay which relies on a high density of monsters and an intensive use of the SSG once you're out of the basement. Nothing really difficult , because you confront only weak monsters and you can find plenty of items.

 

A good semi-realistic old map.

 

 

I stop here for today.

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1 hour ago, Roofi said:

Bob Ferguson

 

I know this mapper since it's one of the first Doom maps i have downloaded!

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Day 6: Marbles https://www.doomworld.com/idgames/levels/doom2/p-r/pmarbles

 

The epitome of "fine, I guess", trying to find something to say about this level is harder than it was to play. It looks and plays reasonably, not exactly one of those levels that's so easy it's impossible to lose, but it's not too far off that either, I think my biggest issue with this is just how plain it feels. Perhaps it's a problem with just playing and modding the same game for so long, Doomers, myself included, are basically junkies, always looking for the next high, you start off with Doom 1 with its 20-80 enemies per level, and it's fine, these days it's just standard to have an entire 30 map megawad with 200-500 enemies in it, and we've gone from E4M1 being called 'hard' to a level needing to spawn in 3 cyberdemons, 20 revenants and 8 archviles right out the gate in order for people to consider it a satisfactory challenge. Marbles, a 2014 map, doesn't really conform to any of those changes, if I didn't know any better I'd think it was made in 1994, but despite the fact I might seem critical of the perpetually increasing 'dosages', I think on the whole maps have gotten better, not worse, and I would guess if you didn't think this map was really old, you'd think it was made via Oblige. Not very hard, not very interesting to look at, couldn't name one unique feature about it, it's a 4/10, meaning fourking hell I don't know.

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Today I got a nice map for Doom 2 fromthe old good 90's. It was played with GZDoom 3.2.5 (Delta Touch), Doom (strict) compat mode and HMP difficulty.

 

The map is called "The UAC Deimos Weapons plant" from 1997 by Jon Jansen

 

A quite big and interesting for that time. It consist on a large tech base weapon facility divided on several sections: the ballistics production/shipping/testing area, the explosives production/testing area, and the chem/nuclear/bio weapons area. All these sections are connected by an air-duct system that, even if it feels a bit maze-ish at the start, it's not that complex to get lost on it. Every section is also nicely designed, ranging from some kind of launch facility, to a nice shooting range (my favorite section).
Monster count is moderate (139 on HMP) and, even if it had some of them on tricky places (like barons inside a small spaceship-like building), it doesn't get too much difficult.

 

The wad also features some custom textures and, for some reason, it replaces the Imp active sound was changed with Quake's quad damage fade out sound.

 

A good and fun map, IDGames was nice with me this time XD

 

Some screenshots:

 

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Start point

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Then I'll owe you a lotta of money pal...

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Lotta boxes

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The shooting range, with corpses as targets and even some Commander Keens too!

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Yeah, sure lol

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A big spaceship. I think :P

 

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Month 4 Day 24

 

I play until I die or intentionally stop. I don't comment the wad where I die/stop

 

File 1) Wizard's Rage II (optimized version of WIZDOOM2.WAD) by Anthony "Wizard" Marino ( Ernest Anthony Marino ) and Sal "Washee" Gonzalez (2006)

 

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his mission takes us to a far outpost, known as Octa-Gamma, located in the Octa-Major quadrant. The forces of the dark side have taken over the same and transformed it into a nightmarish environment. Your mission, Jim...Ooops! wrong show, sorry! That's about it trooper, as you know, all the weapons are in the base, your buds took 'em all. So remember, use the force Luke, Ooops! nevermind! ;>

This is an optimized version of the original WIZDOOM2.WAD. It has been optimized for speed, thereby reducing graphic slow-down. Many thanks to RMB v2.0 by Jens Hykkelbjerg and Steve Benner for making this possible.

 

A 1994 map which had been updated in 2006.

 

The first thing I have to say is how lenghty is this level compared to many wads released in the 94's era. Indeed , I already played it years ago and I took more than 1 hour in my first attempt. Today , I took 45 minutes even while vaguely knowing the map. The layout consists to a huge grid composed of wide octogonal room and long corridors to link them as well as many teleporters which are quite confusing to use. You start in a star-shaped room located at the center, which acts as a hub containg all teleporters leading to those octogonal rooms. 

 

The level contains almost no linearity because you are dropped somewhere randomly and you have to find 3 keys that are mostly hidden behind dissimulated doors. This task is not so difficult because it is possible to get a computer map.

 

To be honest, despite I find this level technically pretty impressive, the gameplay is too repetitive and dull to justify such a long level. Indeed, depending on the teleport you take at the beginning, you may get the good weapons very late and therefore remain restricted to the shotgun for a long time. However, this is not the biggest problem. The level just clearly lacks challenge and a few effective traps, which is not uncommon in the 94 maps.

 

Aesthetically , it's not that bad but really nothing outstanding. It's large but it feels empty.

 

An old ambitious 1994 map that is not really worth playing nowadays

 

 

And I accidentally stepped on deadly laser , which killed me instantly in Sine Die

 

Spoiler

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The Elevator (1995) by Scott J. Rutkowsky (uploaded in 2006)

 

Play Settings

Source Port: PRBoom+, complevel 2

Difficulty: Ultra-Violence

 

By the standards of 1995, absolutely transcendent. Was consistently surprised by how well-designed The Elevator is - always providing you a new weapon at the exact moment you'll need it, always making sure you end up exactly where you want to be. Progression requires a bit more thought than most modern WADs, but I don't mind that - the reveal of the hidden chamber containing the yellow key is a particularly inspired little piece of puzzlery, if you ask me.

 

Visuals also aren't quite up to the modern standard and there's a bit too much grey for my tastes, but the map overall looks damn good - well lit, with plenty of height variation and strong primary color usage to give each room or area a defined look. And of course, the conceit is simplicity itself: a central elevator lifts you to rooms containing one of the three keys and then an exit brawl with a Spider Mastermind and plenty of imp snipers that even I found a bit challenging on first brush. To that end, I should note that combat is very solid overall as well - maybe there's a bit too much health and ammo, but that's a damn sight better than the alternative, no? I for one appreciate getting a chaingun in the second room.

 

A true hidden gem of the early mapping area that I strongly recommend to anyone who has an interest in that time but doesn't want to wade through a hundred maps that fail to give you the SSG. Just replace D_RUNNIN with a MIDI of your choice and strap in for a good time.

 

Grade: 7/10

TL;DR: It's no Going Down, but solid combat, clear progression, and pleasant visuals elevate The Elevator.

 

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Day 7: Abyssion https://www.doomworld.com/idgames/levels/doom2/a-c/abyssion

 

This map was made by the same bloke behind the aptly titled No Chance, and when you start off, it's fairly easy to see why. If my memory serves me right, the opening room contains 3 pain elementals, 2 revenants, 2 archviles, a hell knight, when your only weapons are a berserk and a very inconveniently placed plasma rifle. Also, lost souls and pain elementals are the only enemies in the game who when pursuing you will not always be perfectly level to your eyesight, which makes punching them without mouselook a very awkward affair, not sure if he did that on purpose or not. While that first room could certainly turn off a lot of prospective players, I think it gets much easier from that point onwards, perhaps because I have a gun now so I don't have to get too close to the personal space of a squad of demons like some Jehovah's Witness, also that and I actually have adequate space to dodge, unlike in that opening room.

 

I am going to say something that at least one person will find disagreeable - I don't like Doom 3. Various reasons for that, but the one most pertinent to this is the manner in which it presents enemies, I can only walk into a room, have the lights suddenly turn off as I am ambushed from behind before I notice what's going on. This map might not incorporate the same lack of lighting, but it does provoke a similar mindset in the player, they really like spawning in enemies as soon as you step into a room, and after a certain point it stops being a surprise, you know it's coming, even if it's multiple cyberdemons, I'm not really scared, I know that I can't go 30 seconds without something coming, so I'm never particularly shocked by it, and most of the time my only choice is to leave, perhaps something interesting could be done if they were positioned in such a way that I had to figure out how many I should kill to be able to avoid taking damage with my (somewhat limited) ammunition, but really, you can just leave without too much issue, it's kind of bizarre actually, the opening room makes it extremely difficult to maneuver or dodge at all, after that point I can only think of one point in which the enemy actually physically blocked my path. At least, one point in the limited amount that I played, I had to stop at precisely 50% kills, 135/270, because I got lost. If there's one thing I can appreciate slaughtermaps for, it's their basic construction, you just walk to where the blokes are, the biggest thing that inhibits my enjoyment in Doom is being a mug who gets lost all the time, and this specific subset of WADs negate that problem, but this one doesn't, it's not a very complex map, think there were only about 3 pathways, but I did the standard, go through all of them, push all the buttons, activate the walls just to see if there's a secret, go over it twice, but there's nothing at all. Still, despite my complaints, I did vaguely enjoy what I played, and it looks very good for something made in only a couple hours, but even if it's my fault, I like being able to complete levels, 5/10, could've been a 6 if they had some better weapon variety.

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Today got two Doom 2 maps from 1995. They were played with GZDoom g4.6.1, HMP difficulty (a bit pointless since both maps don't have difficulties implemented), Doom (strict) compat mode.

 

The first map is called "Getaway.wad", from 1995 by an unknown author. Replaces Doom 2 MAP01

 

A bland map, made with, as the author states, the old EdMap map editor. The whole map has the default editor textures everywhere (except at the exit) and there isn't any height variation. It feels a bit empty at first, with long halways and weapons thrown all over the place, but once you get on the teleporter at the end of the the first section, the chaos starts. On the next section youll find lots of monsters cramped on big halls, 6 spidermasterminds, lots of barrels that will make "Barrels 'o Fun" feel ashamed, oh and a Cyberdemon too. But with some infighting, you can get all the monsters to kill eachother pretty easily and finish the map almost without having to fire a single bullet.  

 

Nothing else to say, just a forgetable old map.

 

Have some pics, to see I'm not lying :P

 

Spoiler

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The start point

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Masterminds doing the dirty work for me

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Inminent death approaching...

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The "exit" (the exit trigger is at the far left)

 

The second map is called "Below" form 1995 by "Sonny Wasinger (CONDUCTOR)". Replaces Doom 2 MAP01

 

A pretty hard big map with some near impossible situations. It gets pretty challenging from the start, with a small teleport+switch hunt, that you have to get while chainsawing lots of demons. After that section the map only gets harder and harder, but still manageable. That was until I reached certain part where, after pressing a switch, you open a room with 7 cyberdemons inside with no place to move, cover, and the worst, having an active invisibility sphere! (waiting for it to fade didn't help XD). After dying enough times (I lost count at the 15th death) I just turned on god mode and continued the map to see how it continued. I have to say I wasn't pleased of what I saw: more switch hunting with confusing progression, sections unfairly full of monsters and not having the weapons to fight them (I got the SSG and Rocket launcher after playing half of the map), fake walls on weird places (cages in example), weird texture choices (MAP31/32 textures anyone?), texture misalignments everywhere, Wolfies SS...

 

It's a shame, because I liked some of the map's ideas. Even if they were put on a confusing way, they would've worked better if the monster count was lower or at least, the unfair encounters were better balanced.

 

Some pics "Below" (Haha! got it? That's the map's name too and... oh forget it...)

 

Spoiler

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The start point

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The section I mentioned before, even Uni can't believe it XD

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That doesn't look good *LOOKS AT AMMO COUNT*

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Some WolfiesSS having fun togheter

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Just 2 Spidermasterminds and 5 Cyberdemons staring at a scrolling moustache man wall, that's all.


 

Edited by LUISDooM

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Month 4 Day 25

 

I play until I die or intentionally stop. I don't comment the wad where I die/stop

 

No review for today. No death here but I just don't have the required skills to beat RJSLOTH. I suck at  rocket jumping and it was notably created by TimeOfDeath so I think it's far from being the easiest.

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Grendel - by Richard D. Carlson - 12/14/1996 (played in GZDoom)

 

This replacement for E3M1 of Heretic was advertised in the text file as 'challenging Heretic players of all styles and ability levels.' Whenever I read stuff like this, little wisps of dread to start to cover me because most people who write things like that are fairly clueless. And that's kind of the case here.

 

You start facing a Wizard with his back to you with some items you DEFINITELY want. Don't plan to finish this map on a higher skill level if you don't have the Gauntlets of Necromancer. Partly, this is because the amount of wand ammo available (weapons are handed to you in a very piecemeal fashion) but also because the other ability of the Gauntlets will be absolutely mandatory.

 

So anyway, run to the Magic Urn on top of the fountain in the next room (you won't be able to pick it up otherwise, I think), take care of the golems, then head down a darkened hallway to not duke it out with the Iron Liches in the cells on the side and pick up the green key. Seriously, I'm almost certain you're not meant to kill these guys.

 

Open the green door (the key doors aren't marked by the way), head up the stairs to a darkened room with a rather cheesy, if inventive, demonic visage at the other end and trigger a trap with Nitrogolems and Gargoyles emerging from side chambers. You'll have picked up a Tome of Power, Shadowsphere and Wings of Wrath at this point so use them. On Skill 5, this can be a massive pain in the ass. You'll need all the items in the chamber though.

 

After this, I entered the mouth with teeth going up and down at the only accessible spot. I still got crushed a few times before succeeding. A teleport to a darkened cube passage which shoves you at increasing speed through a series of similar passages before you're dumped in a room with a few Ophidians. Use the Tome you picked up somewhere else then the Gauntlets. The right passage will lead to series of caves in which you can find the blue cave in a surprisingly snug water room. At some point here you finally pick up the Crossbow and find you have a whole frickin' quiver! The left switch in the Ophidian trio room opens up a passage with more Ophidians on the sides and more valuable ammo that you don't have any ammo for. Use a Tome of Power if you have it at this point. This passage leads to a room with a bunch of pillars, a dragon claw on the side and yhe blue door in front, with Ophidians below. Hey, at least it's not Sabreclaws, but I never like putting monsters in an entirely avoidable, dead-end area (well I did fall in several times, but nevermind that. 

 

The next room seems a little bland, but proves to be an incredibly strong slaughter fight, perhaps the best part of the map unintentionally because the weapons are just too hard to acquire for the most part. Anyway, pick up the yellow key, enter the next room, then face off against D'sparil and teleport back to the area immediately behind the green door where doors on both sides both contain exit switches.

 

This map is very, very unfriendly to blind players (so much on the 'Heretic players of all experiences'), though one can certainly extract some positive bits from it. There are tons of secrets behind invisible walls (like a teleporter to a hallway with a early crossbow, for one). You can find a secret Maulotaur in a room with an Invulnerbility Sphere with some lava. But it doesn't seem like everything was considered. Also, fighting D'Sparil is something that can easily degenerate into boring suckage it you don't provide plenty of supplies (try playing "Wampire's Keep" to find out what I'm talking about). 4/10

 

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Day 8: 0lev1 https://www.doomworld.com/idgames/levels/doom2/0-9/0lev1

 

Short and sweet. Took me about a minute and a half to beat, and it's got some very restrictive level design, corridors you can hardly move in, and surprisingly good weapon variety for such a short map. It's got far too much ammo relative to the enemy count, although that's so commonplace that I'm begin to contemplate if it's even worth saying anymore, I play something on the ER/IWA, there's got to be at least a 90% chance it's got too much ammo, but anyway, it's not a bad map, got a couple hell knights, so they narrowly avoided having me be able to say it's just shotgunners and imps, just walked past them, but all in all, it's not a bad map. It's short, so there's not much to say about it, crowded so there's not much to look at, but I'd gladly spend 2 minutes playing a serviceable map instead of walking around for 20 minutes in another one trying to find a key. 6/10.

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Mark's Music for DOOM 1 by Mark Moore - Vanilla Doom, 1997, played with vanilla exe on DosBox

 

A episode 1 replacement of cute midis including classical and folklore tracks, what i thought at first was "The Safety Dance" as D_E1M4, a moody jazz trck on D_E1M7 and CANYON.MID as D_E1M2. When in a wad you found CANYON.MID you know that you find a wad of quality, ladies and gentlemen. Cute stuff.

Not sure if this will be effective on funny Deathmatch plays.

 

TOWER53.WAD by Astro - Vanilla Doom, 1994 but uploaded in 2005, played in vanilla exe on DosBox

Spoiler

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A first map by this Astro guy (i think is a case of homonymy with the almost same nicknamed @Astro X user, i found also another user called Astro but i don't think is the same person here too) that shows all the traits of a first time mapping effort with this almost DM-like map filled of goods and ammo and lots of soulspheres scattered around, kinda weird texture choices like filling almost all the map with SKINLOW (that is a nice textures but...), but layout in it's rawness is kinda cool and the usage of monsters by using big hordes of barons is neat imo. Worst offenders are the dead-end pit (described by the uploader as a "sea of lava"), the trolling crusher switch that make the map a huge crusher and the "secret" dead-end maze. I hate mazes and this one doesn't have even a way to get out from it, wtf? Overall, a ok first map with some weird decisions in it.

 

Sniper Deathmatch by Peter Mathiasson - Vanilla Doom 2, 1995, played with Zandronum 3.1 beta

Spoiler

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An incredibly modern DM map thinking of the time it was made (1995), at least in terms of layout and item placement. It's a simple medium sized arena sets in this marble prison building, a lonely crates elevates one of the player spawn giving it a RL, powerful guns like plasma and BFG are accesible via switch on the upper cell area accesible via lift or stairs, two teleports serves as well as conjuction point for the RL pedestal, big massacres happens during my play with bots. Big fun map! 

Edited by Walter confetti

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Marbles (2014) by Sophie Kirschner

 

Play Settings

Source port: prboom+, complevel 9

Difficulty: Ultra-Violence

 

Clearly I just vibe with Kirschner’s style, although I definitely preferred her working in true avant-garde mode with SILBlank. This map plays with a few interesting ideas – some nice verticality as you ascend the outer staircase several times, providing only the SSG and plasma gun for a unique loadout, and of course the title-implied use of the hideous green marble textures – that makes for a short bite of pleasantly belligerent gameplay, but never really ascends to something more memorable.

 

I hope we run into more of Sophie’s maps in these adventures – they’re short, enjoyable, and give one something to talk about, which is really the best we can ask for here.

 

Grade: 6/10

 

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Day 9: The Ten Thousand Ton Army https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/ttta

 

This one's a bit confusing, and I'm not sure if that's by design or not. It uses some basic ZDoom stuff to narrate to the player, and features a new enemy type, some mangled corpse who hangs from the ceiling, sort of like the Quake zombie but if he couldn't move and exploded when he died. Apart from a downright funky piece of music that doesn't loop very well, and one or two invisible monsters, the level design is generally okay, adequately detailed, but nothing greater, although you get the incidental room where they just forgot to put anything in it. The combat's pretty strong, hectic and designed in such a way that you're always meant to keep moving, and in this map, I had no idea where I was going, just going through teleporters that seem to be taking me 'somewhere', it's not evidently forwards, but there's a fair bit of visual variety. However, despite all this complaining about it being confusing and me not knowing where I'm going, I never actually got lost, I was always moving forwards without having to backtrack or key hunt, I was constantly being teleported into new areas, so I had no idea where I was going or if it was the right way, if you've ever played a map that you feel ends a bit early, one you got the impression had more going on than you saw, it's sort of like that in every room. A bit odd, but it's got some good pacing, and I enjoyed it. 6/10.

 

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Also a bonus, here is Half-life https://www.doomworld.com/idgames/levels/doom2/g-i/hl_op

 

Played it for two minutes before a very powerful wave of boredom hit me, gets a 3/10, the map purportedly "very weakly imitates a half-life episode", and while I can appreciate his self awareness, it can't mask the fact it's just not much fun, with seemingly little consideration for enemy placement, just chucking shit in there like you do in a 3AM sandwich, all the doors are unmarked, if this is modelled after a specific area in Half Life, I couldn't begin to guess which one it is. It's all entirely flat, it's got more in common with Wolfenstein than Half Life, but the ceiling throughout is blue, so it's got some thematic connection to Blue Shift. Still better than Hunt Down The Freeman.

 

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Month 4 Day 26

 

I play until I die or intentionally stop. I don't comment the wad where I die/stop

 

File 1) IPXXFER v2.0 by Ron Dunlevy (1995)

 

Quote

At last here is version 2.

 

Three facts about this file :

 

- It's totally outdated

- I don't really know what is its purpose. I suppose it's for playing online.

- I absolute don't care about this.

 

File 2) WAD-LOADER2 V1.0 by Krisztian Pocza (1995)

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This program is a loader, to use easyer your user-build WAD files in the DOOM II. This helps you to choose, which WAD would you want to play with. In the second menu you can choose the skill too.

 

Basically a launcher before the birth of ports , so totally outdated but I think it was quite useful considering how annoying launching wads was.

 

File 3) Darkfall Deathmatch by Ken Phipps (1997)

Spoiler

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An atmospheric deathmatch level for Heretic, with new textures.

 

A nice looking DM map for Heretic with pretty massive landscapes and a spatial sky which oddly fit with Heretic's atmosphere. I think my favourite part was the huge waterfall with its water point. As the author said , there are some new textures which consist to new flat textures. I don't know very well Heretic's resources but I think the grass texture near the buildings figure among the custom ones.

 

Gameplay-wise , you can find all weapons but they are all scattered and items are quite rare. Nothing to say about it . It looks rather big for a duel.

 

File 4) Commandos! Doom by @Snarboo (2005)

Spoiler

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Commandos! Doom is a weapons mod for EDGE 1.28a. The basic goal I had in mind while making this was to replace most, if not all of the weapons and add a few new ones into Doom. I decided to keep the number of weapons small, around 10 or so, and make sure that all the weapons were useful or balanced in some way. To keep the arcade like feeling of the original Doom weapons, I decided not to make the weapons reload. Most of the weapon graphics come from other sources.

The name for this mod was sort of random, but also slightly absurd. What weapons would the player have used if he was a Commando? Would he still use the same weapons or even come across the mighty BFG 9000, or would his superiors supply him with all new weapons?

Anyway, I hope you enjoys using these weapons! RIP AND TEAR!

Please Note: This mod should work with the original Doom, but you won't be able to use the Double Midget SMGs unless you cheat. Also, you are welcome to use any of the graphics in this .wad as long as you credit any of the sources listed in READTHIS.txt

 

One of the random weapons mods , but I had to install a specific port I never used before in order to launch this one. Indeed, I tried to open it with zdoom but it didn't work.

 

So, you have new weapons. I tried them on Doom 2 map 32. I really like their aesthetics because they are either old 3d models or models which look a bit toony. However, the main criticism I could do is the fact that the weapons feel pretty weak. I don't feel powerful when I use them except the double gatling gun replacing the BFG. 

 

 

I stop here for today.

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Month 4 Day 27

 

I play until I die or intentionally stop. I don't comment the wad where I die/stop

 

 

File 1) DOOM Regi-Like by @TheNooBringeR (2013)

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(REQUIRES ZDOOM OR A ZDOOM BASED PORT!)

An improved version of the WAD i uploaded earlier but requested to remove it so i can improve it. This is for those who miss the Registered version of DOOM. This WAD makes your copy of Ultimate DOOM look much like the registered version.

Here is what is changed:

* The Credits picture is back to the one from the Registered version.

*The Title Screen is back to the one from the Registered version.

*Removed the Thy Flesh Consumed episode from the episode selection menu.

*Removed the "NIGHTMARE!" difficulty to make it look like the v1.1 version.

(There is a separate WAD file that retains the difficulty for those who want it)

NOTE: NO levels from the Registered Version are included because it would be considered illegal and idgames does not accept levels from Id Software.

 

The description is self-explaining enough. However it didn't work for me. Considering you have just some graphic replacements and not the levels and it's only zdoom compatible , I don't really think it's  worth downloading, sorry.

 

File 2) Sacrifice by George Fiffy (1997)

 

Spoiler

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It's the Devil's Night, October 30'th, of 1995, and you were working very hard today. You blew away so many of your fellow Space Marines away, you were awarded immortality, among other prizes in the biggest slaughterhouse of all, DEATHMATCH 95 in Seatle! After all, you are B.J. Blazkowicz, so you know how to deal out death!

After being awarded an advanced copy of Quake, along with $500,000 in other prizes, some short gray-haired person in Confederate clothes rushes in your direction. You say to yourself: "No. No. No way! How did Colonel Sanders find me here? Doesn't he have some chickens to fry at one of his restraunt chains or something, instead of bothering me?" Romero looks at you: "You ARE the only one who saved the world many times from total disaster. This must mean we're in for another attack from Hell." John Romero, Jay Wilbur, and Trent Reznor all point in the direction of the Colonel, then shoved you towards him.

After hesitation, you ask the colonel: "What the @@@@ now?!" The Colonel tells you: "In the hills of California, where golddiggers went during the Gold Rush many years ago, those demons from Hell just built yet another base for human mutilation, so they can take over the world! They already took Los Angeles, and are taking more cities. Anyway, this place is built on and within the former Itszall Mine, near LA, using the old crumbling shafts to both use and hide via the rocky caverns. Many marines, and even the Army were sent in, but alas, they all failed. Looking at your outstanding records, it looks like we'll all have to rely on you, the One-Man-Army. Good luck. NOW GET GOING!"

The Colonel gives you a map of LA, with the area in question circled in bright yellow. You flew to LA via USAir, and to your suprise, the plane landed safely. "Who ever thought USAir could land a plane?"

After being mugged by gang members, you stumle onto the partially- hidden base. Some of it was quite visible, and some of it were underground, looking into these flooded shafts through the huge cracks in the ground. "DING!" What happened? You were teleported into the place you were looking for, and you look in awe, as you go end the terror...

 

Wow , what a complex story for a fun-oriented map haha ! I already played a George Fiffy's 1994 map months ago and I can describe him as a slaughtermapper of a 90's era. Sacrifice actually consists to a long, complex monster-filled Doom 2 map which probably uses a Metallica midi track (It sounds exactly like)

 

If you love wads like Hell Revealed, this map is for you. Don't expect choregraphied fights in detailed arenas but a ton of monsters to slaughter in a regular layout thanks to your shotgun and super shotgun. You can obtain other weapons but you have to grind with your "basic" weapons before getting them. I found playing this map so relaxing , despite how hot the beginning was. Indeed , you start in a square wooden room with imps and zombies assaulting you while deadly pits surround you as well. I admit I almost died...

 

Anyway , even if the level doesn't have particularly vicious traps, health is not that abundant contrary to shotguns shells and bullet boxes and you can only find two blue armors in a 30 minutes long level , so beware when you fight revenants when you have less than 80hp and 0 armor because you may have a bad surprise! Also, the author placed a ton of pain elementals , they are quite annoying at some places. However , absolutely no boss and very few arch-viles , which is not a bad thing.

 

Aesthitically , it doesn't look like Los Angeles at all haha , but it's definitely a good looking classic map with good texture choices and alignments. I also enjoy the new statbar and new sounds which got ripped from other games like Heretic.

 

A good ol' slaughtermap from the 90's. A small hidden gem I would like to replay someday.

 

File 3) Hut of Death by Lorenzo Colitti (1997)

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A fun deathmatch wad for DOOM2. Basically a medium-sized arena with a hut in the middle which contains the BFG9000. Ah, a WAD for lamers, you might say. Well, not exactly. You can only get the BFG by entering the hut, and smart players are going to be pumping it full of rockets, so it's not going to be easy. Super shotguns and chainguns are included for low-tech, heavy duty work.

 

Nothing special to say. it's horribly basic. The "hut" is actually a stone brown square building . You have also two red ramparts to protect yourself from projectiles. A duel oriented level I guess.

 

File 4) WinDEU 5.9 beta 1 16-bits version by Renaud Paquay (1996)

 

A totally outdated level editor. Thanks for your contribution Renaud , after all. It's a proof that Doom community is still alive !

 

File 5) Reclamation by TeamTNT (1999)

 

Spoiler

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Reclamation is the fourth set of 32 DOOM II Deathmatch-only levels from TeamTNT. It is now available on ftp.cdrom.com and its mirrors. See below for the exact path.

TeamTNT strikes again with yet another 32 levels of all-Deathmatch frag mayhem. Reclamation follows in the footsteps of the popular TeamTNT sets "Bloodlands", "Grievance" and "Pursuit". There's lots of interesting architecture, impeccable texture alignment and play balance, and this time around they've been made with Boom-specific features. Some are visual features, but all levels have some special gameplay features that aren't possible with normal DOOM2. Just when you thought you knew how to play Deathmatch, someone adds some more twists. As before, most of the levels are tight fragfests, a couple that are big enough for a more leisurely pace, and lots of selection in between.

 

Yeah , the description isn't lying at all, Reclamation was an oustanding DM megawad , even from the perspective of a player who never play DM (like me). I will not develop about aesthetics , each level provides an interesting theme with sometimes unique details like animated dripping liquid coming from a truck , new custom textures... Gameplay-wise , I don't know if they are really fun to play.

 

Anyway, the most interesting aspect from this wad are all the boom features used in order to show you a lot of concepts you can implement in your singleplayer maps. I admit I wrongly the 9 first maps on crispydoom before getting stuck in one map because it extensively used boom effects. Indeed, I recommand you to look those maps on doombuilder to see how all those tricks work : water effect , conveyors with various speeds, transparent middle texture, silent teleporters... 

 

I don't want to write a long review from this , but I can say all the mappers knew very well how to create intriguing boom-compatible maps. I recommand this wad even for boom veterans.

 

 

I stop here for today.

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Day 10: Gotcha Where I Wantcha https://www.doomworld.com/idgames/levels/doom2/g-i/gotcha2

 

Don't let the title mislead you, this level has nothing in common with Gotcha! It is a bit flat, but I'm more than willing to overlook that when the gameplay is this finely crafted. On that matter, it's made me rethink how I view entirely flat levels, normally it's just a byproduct of extremely basic map design, and thereby usually a byproduct of bad map design, but there's nothing wrong with it at all, this map alone has demonstrated to me that you can still made a highly engaging map without any stairs or slopes or anything, not even any curvatures in the flat design, it's all just squares, but sometimes squares is all you need to make a good game. Also, it's got a ton of new weapon and enemy sound redesigns, and it's not often I say this, but I like the new sounds, and I think they sound better, sometimes it's hard to ascertain because we're so used to it, you can put in a generic shotgun pump stock sound effect and I'm probably not going to like it because it's not the one specific generic shotgun pump stock sound effect that I'm used to, but these are good sound effects, give the weapons and especially the explosions a whole lot more impact. To get back to the map design, for something so simple in its nature, it's got a good way of making sure it's thoroughly explored, when considering it's me that's playing it, you might think that without height variation and rooms that look the same (although the corpses helps me identify them) might make it confusing to navigate, but it really isn't, there is no empty space, you've got to enter every room at least once, and with how the map opens up it's always a good idea to keep watching your back since they'll spawn stuff behind you every so often, but it's not obnoxious like in some maps (i.e. spawning in 50 monsters after every single health/key pickup). Still, despite all this, I wasn't able to finish the map, having to quit at about 90% kills because of one major issue, and that is that I forgot to read the part of the text file that says I need a texture pack because I guess I'm allergic to reading, resulting in a map that's all just the default missing texture, so I couldn't find the exit, going to give them the benefit of the doubt and say that if I had the textures I'd be able to see a switch or door or figure out where to go, but even without it, a solid map, says a lot when even when the map's just one flat texture, I can still enjoy it. 7/10.

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Protomud - Dave Swift - 04/15/95 (played in Eternity

 

Maybe the best-designed deathmatch map I played thus far? It's a sort of fort-type map where you presumably are supposed to constantly ducking. In single-player, this map is absolutely crawling with hitscanners as more as more Revenants than you can shake a stick at. I never found a rocket launcher though, despite rockets being located all over the place. You'll probably have a difficult time if you don't take the correct path from the start and find the chaingun, as there are also many, many Revenants. I'm speaking in relative terms naturally, since this has under 100 monsters, but those are things to keep in mind. 6/10

 

Spoiler

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Spoiler

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Edited by LadyMistDragon

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Month 4 Day 28

 

I play until I die or intentionally stop. I don't comment the wad where I die/stop

 

File 1) The Ad Mortem DM Series for Doom2 by Bobby Pavlock (aka Xcalibur) (1997)

 

Spoiler

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Quote

These levels are designed especially for DeathMatch. They are all completely designed by me from scratch using Waded. They all are good for 1 on 1 as well as 4 players. All of theses levels are designed for fast, hard-core fraggin'.

 

A simple set of 5 DM maps separated in 5 different wads. According to a Doomkid's comment on idgames, Xcalibur was the person who compiled maps for Dwango X , a rather popular DM wad I suppose.

 

Each level has a terrestrial theme with a dominance of the famous green and brown color combination. I think my fav were the two first wads , maybe because the last ones look a lot more generic with pronounced monotexturing. The second takes place in a classic tech-base and also has a better architecture imo.

 

I stop here for today.

 

 

 

 

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Day 11: Funhouse https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/fun666

 

On the whole, this is a good map, adequate size, about 330 monsters, and it's got a good use of space. It gets off to a rocky start, giving you only a pistol against a number of imps too large to kill given your low ammo and the pistol's damage per shot, but give it a couple minutes and you get a real gun and that's when they really start to make some interesting setpieces, this is Hans de Heus (Apocalypse)'s first and only level, but he's a mapper that is in his element when dealing with large crowds of monsters, nothing excessive, at its greatest it's probably a third of what you get in any old room in something like Stardate, but while it's never overwhelming, the level can still produce some uneasy moments, sometimes you'll find yourself encircled, not because of spam or tightrope level design that leaves you no choice, but because he knows how to use monsters effectively, and the level even reuses old rooms for new fights, that's something that I always enjoy more than I probably should.

 

Still, the map's not perfect, it's got a couple of confusing moments, and it's got the incidental outdoor area or some room where he went all out with the decoration (and also a spiral staircase, which while cool is tediously long), but for the most part it looks very plain, which makes it difficult to figure out where to go sometimes, especially with one specific area in which you have to navigate through a tight staircase characteristic of The Chasm (i.e. it's gobshite), and also jumping, which took me longer to realise than I probably should have. Still, with that in mind, it's not a bad level at all, for 2006 it's certainly passable, 6/10.

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Abyssion (2009) by Death-Destiny

 

Play Settings

Source port: prboom+, complevel 9

Difficulty: Hurt Me Plenty

 

I always do my author research after playing the WAD once blind, so I didn’t remember who Death-Destiny was until I started playing the MAP, at which point I almost immediately said aloud “oh, it’s the No Chance guy.”

 

The debate over ultra-difficult WADs rears its head like clockwork every couple of months on Doomworld, usually because somebody gets their ass beat by Sunlust and subsequently gets tilted about it. The obvious, non-insane opinion here is: yes, of course these types of WADs should exist, because there are lots of people who enjoy making and playing them – but people who don’t enjoy them shouldn’t feel pressured into playing them. Right? I mean, it’s pretty darn easy to avoid playing stuff you don’t enjoy…unless, of course, you join the ER/iWA.

 

Still, I encourage everyone to watch the demo included with this download. Not only because it’s the only way for a mere mortal like myself to figure out the optimal path to beat Abyssion, but because I don’t think you can watch it and still say that maps like these aren’t art. Death-Destiny approaches his craft cautiously, a beautiful dance between himself and his own monster placements, earning each kill and each inch of progression beat by agonizing beat.

 

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Most notable is Abyssion’s complete lack of a shotgun, creating a palpable sense of tension even in the demo where you can see the moments where D-D aches to pull out the reliable ol’ boomstick and instead has to settle for berserking a lost soul. It creates an instant, permanent sense of unease throughout the level, which at fewer than 250 monsters I really wouldn’t characterize as “slaughter”. Rather, D-D wants you to think hard about the decision every time you pull the trigger. Are you timing this rocket just right so that you won’t blow yourself up? Are you saving enough plasma for the cyberdemon? It’s good stuff unlike almost anything else you’ll see outside of D-D’s own work, a thrilling yet thoughtful challenge that reminds you of the Doom marine’s mortality and humanity…as well as your own, more likely than not.

 

As for me, I did beat the map, but I did so on HMP, for the simple reason that I knew I would have more fun playing it that way. And with saves. Duh. I love ultra-hard Doom, but the only way you’ll get me to play without saves is by killing me IRL and prying the F6 key from my cold, dead hands.

 

Grade: 7/10

TL;DR: A satisfying, atmospheric combat puzzle from one of the masters of kicking your ass.

 

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Month 4 Day 29

 

I play until I die or intentionally stop. I don't comment the wad where I die/stop

 

File 1) Joyful Raider by @Pierrot (2021)

 

Spoiler

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Quote

This is my entry for the "15 Years A Doomer" contest held by Jimmy on Doomworld.com on late march 2021.

The map is a tribute to Jimmy's mapping style with action taking place in a sandy temple. Some mapping tropes included are mostly inspired by Jenesis.

This release includes difficulty settings and coop starts.

 

Oh , a 2021 wad , it's so rare compared to all the 90's releases ! Indeed, Pierrot won the second place during the Jimmy's mapping contest which took place in March. From what I played, I can't say if this map deserves its silver medal or not , but it was excellent and competently imitated Jimmy's style imo.

 

As the author said , this map takes place in a sandy temple irrigated by waterfalls and populated by more or less 200 monsters.First, I think that Jimmy's style is well imitated through the gameplay which is not necessarily simple at times, but which never aims to make the player suffer unnecessarily. The level in general is very exploration oriented with very easy fights but the final fight proves to be much harder than the rest because of its 4 arch-viles (If you don't see the BFG like me...). However , you always enough ammo and health so survive and above all , enough space to dodge all the projectiles.

 

Secondly, as many Jimmy's maps , Pierrot focused on layout and textures choices instead of heavy detailing. I think the right choice of texture makes it possible to create a world that is light enough in detail without looking bland. Moreover, the large spaces make this map quite memorable.

 

I think the yellow key room with its big waterfall was my favourite area and will stay in my memory. However, we leave the mystical atmosphere of Misri Halek for something more punchy, like the maps of Jimmy again. I am quite surprised by the choice of music, which is a midi by Mark Klem. I was actually convinced that we should use a music of Jimmy for this contest but I was wrong.

 

File 2) SoftChoice goes to hell!!! by Christian Antkow (1994)

 

Spoiler

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It's happened. SoftChoice Corporation's facade has been broken and revealed to be the true hell that it really is (THIS IS A JOKE DAVE!!!)

Watch out for the CyberLord. There's ALOT of room for him to walk around in, so look out for him once you "activate" him...

If you've played SCC2.WAD, you already know this WAD is HUGE!!! Check this one out... The same thing, just better textures (I think), more secrets... Just check it out...

Oh yeah! And in response to public outcry over lack of EXIT signs, I've conformed and put one in.

 

An old 94's map I played and reviewed during Day 13. I launched it with gzdoom this time and decided to max it. It actually has no secrets and approximately 100 monsters. I had a lot of fun replaying it. You can get the BFG9000 very quickly and exterminate everything thanks to the plenty cells located in the warehouse guarded by the cyberdemon.

 

File 3) Run For It! by @Cherepoc (2016)

 

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A gameplay mod, it adds legs and ability to run to a lot of objects that never asked for this.

 

A silly but extremly creative all objects except monsters move thanks to strange moving legs (Lost soul count as an object though). Generally, the mod quickly transforms maps into a big non-sense mess. The more items , the crazier !

 

Also, this mod considerably increases the difficulty of the game. It notably makes the non-hitscan monsters a lot deadlier because legs appear each time a projectile hit the floor or something else. So, for instance, if an imp misses its shot , the spawning legs holding the fireball follows you until you kill it or the fireball hit you.

 

I played the first ten Doom 2's maps and I can say imps definitely became one of the most annoying monsters but the worst were the mancubus and arachnotrons due to the numerous powerful projectile they fire. In map 07, at least one hundred of legs chase you in order to make you taste all the missed shots from the mancs and the arachntrons. Ugh

 

Contrarywise , this gimmick works for your weapons too and the spawning legs hopefully can't kill you this time ! The BFG is impressive to use because the BFG ball splits into lots of little green pellets carried by the famous legs. 

 

Finally, the cacodemon and pain elemental have a new death animation , which I let you discover. Here is a video of the mod anyway.

 

 

 

 

 

And I died on random floors tagged as -20 damage in the wad The Eye of the Demon

 

Spoiler

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Day 12: Hell for the Doom Hero https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hellmap

 

This is a map by 40oz, who's famous for something, I can't tell you what it is, his name is really familiar to me, but when I look at his previous works there's nothing that stands out to me as "the one I played" or "the one everyone else played", so I don't know, point is, he's a bloke who knows what he's doing, but Hell for the Doom Hero is so short and basic in its design, I'm not sure why it was made. It's a short map, 55 enemies on UV, but it really feels long, because you're doing the same thing over and over, we all have certain tolerances, for instance with slaughtermaps, I can only go through so many rooms BFG spamming walls of archviles and revenants before I end up getting bored, or I can only search around an empty base for a key for so long, and you get the picture. But HftDH feels extremely linear and basic in its design, to come up with another example, I think I could only play a clicker game for about 3 seconds before deciding to quit and play an actual game, because that's so repetitive and basic, which are words I'd also use to describe this map, it's claustrophobic, you pretty much exclusively are running the default shotgun, and the whole thing is basically one spiral staircase, I only took one screenshot, because that's all you need, there is never a point in this WAD wherein this image does not accurately depict it, there's not a point where you go outside, or take an elevator, or they put in a computer station, nothing. So, to finally get to the point, with its extremely basic design, I find this map to be a tad tedious, after about the halfway point I think it really set in that it felt like they were just putting me through the exact same room again and again, and they basically did. Granted, its short length makes it more bearable than it otherwise would be, but it really doesn't feel short, I think I'd have to kill at least 3x the number of enemies in a slaughtermap before "this is all just the same shit man why am I playing this why am I even here" syndrome would take effect. Perhaps me giving up on WADs early as I do half the time isn't a good idea because you can't fairly judge something until you've seen all it has to offer, but on this particular occasion, when you know how it feels to shotgun three imps up a stairway, you know how it feels to shotgun fifty of them. 5/10.

Screenshot_Doom_20210917_010140.png.67dc9bba4d71f522851d98b7f43308db.png

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Month 4 Day 30

 

I play until I die or intentionally stop. I don't comment the wad where I die/stop

 

File 1) pjs01.WAD by Patrick Steele (2006)

 

Spoiler

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This level was used for testing my DOOM editor, DOOM Construction Set (DCS) 1.0. It's a little small, but I didn't want to spend all my time on the level and not the editor!

 

A short 1994 map uploaded in 2006. To be honest , If I hadn't seen the actual release date in the text, I would never have guessed that it was a 1994 map. Indeed, the level looks technically impressive for its time , or rather it reaches the same level of quality as the original iwad. Indeed , the texture choice and alignement prove to be quite meticulous. About the progression , it's very linear and pretty cramped. It greatly reduces the replayability imo and the level lacks a bit of challenge (unless if you play on NM of course !)


Very good map anyway , definitely a little good find from  1994.

 

File 2) Flashlight by Sparks from Chicago 847 Dwango! (1997)

 

Spoiler

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Umm... I guess it's an arena. It's small for dm play, and the sounds & music absolutely rule!!! :)

 

Objectively a mediocre DM map. It's just a wide empty dark courtyard with a low wall holding the BFG accessible via a teleporter. A mortal Kombat midi and silly SFX. Nothing else. 

 

File 3) Genocide by Geoffrey R. Forbes (2001)

Spoiler

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This is a remake of ledgesi.wad by Mark K. Gresbach Jr. The level is mostly the same, just prettier to look at.

 

The main structure with a tall circular room and ledges. I didn't play ledgesi.wad but I remembered I downloaded an old DM wad called "Ledges" with the same gimmick. In any case, everything leads me to believe that this map is particularly appreciated for the DM.

 

 

 

I watched a video about LEDGESI.wad  and most of improvments reside in the aesthetics. It looks definitely more like a hellish fortress.

 

 

However the story told it takes place in Himalayan Mountains. Hmm , why not but I would rather see a snowy map instead.

Spoiler

The year is 2047. You and your team of
                          space marines have been sent to the
                          Himalayan Mountains to locate a
                          satellite that has fallen out of
                          orbit. In your searching you stumble
                          upon what appears to be a monastery
                          of evil purposes. The place is empty,
                          but still you don't feel alone. You
                          succumb to a feeling of pure hatred.
                          You think it might have something to
                          do with the ever expiring bodies of
                          innocents sacrificed years back that
                          inhabit this place. Your commrades
                          feel it too and it's not long before
                          this simple recovery mission turns
                          into a free for all for your life.
 

 

 

 

 

 

 

I got killed in an overpopulated house in KEEP.WAD

 

Spoiler

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Day 13: Maintenance Sewers https://www.doomworld.com/idgames/levels/doom/Ports/d-f/e1sewers

 

A Walter map, in the style of E1, to be particular it was originally planned to be in Doom The Way id Did, but by his own admission, it was not made the way id did. I suppose I do agree to an extent, it is true to its name, it's definitely a sewer, and in accordance with that there's plenty of nukage, more than I would expect to see in any E1 map. While I'm not sure where exactly I draw the line between visual motifs and gimmicks, whichever of the two it is, it does not feel like something I would see in E1. Still, while it may not feel enough like E1 that I could foresee this map appearing therein, nor in a WAD designed in its style, it still retains many of its features, namely, the techbase theme and the low enemy count which almost entirely consists of, say it with me, zombiemen, imps and shotgunners.

On the whole, I'm not a big fan of maps that require you to ration out your radiation suits, because I'm bad at figuring out where to go, but the short length makes this more tolerable than it otherwise could have been. It's an E1 style map, not much to say about it, for that reason it's very easy, but I still had trouble getting around, an issue not made any easier but the various dead end rooms, including this one, which is a secret, and under the assumption that I'm not meant to have jumping enabled, it doesn't actually contain any secrets. 5/10.

Screenshot_Doom_20210918_193408.png

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Month 4 Day 31

 

I play until I die or intentionally stop. I don't comment the wad where I die/stop

 

File 1) CARL.WAD by Unknown --> Probably 'Carl'? ;) (2005)

 

Spoiler

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A small place to kill each other in DM.

 

Extremly bland 1994 DM map with absolutely no relief and actions like lift or doors. You will find ton of ammo and health and all the weapons located at the same place. Exploding all the barrels was fun though.

 

At least you tried Carl.

 

File 2) OMG!!! NOT Another Map By PuMpKiNsMaShEr by @PumpkinSmasher (2005)

Spoiler

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Bricks/ Hell themed level

 

A rather unusual and intriguing boom-compatible level taking place in a kind of hellish base. The level contains less than 100 monsters and is not harder than an official Doom 2 map. I think the most striking point of this map was its unexpected advanced architecture. Indeed, I would not say the level is extremely beautiful, but  the creation of circular rooms and structures deserve some recognition. Moreover, there is some work in general on the details and especially the light gradations. The level is pleasant to look at even when the textures don't necessarily blend well together (the grey/brown/red mix is rather insipid for my taste).

 

About the gameplay, It is clear that this level is not aimed to be very difficult. However, I think the secret containing the BFG as well as the cell charges break the balance. Indeed, among the 100 monsters, few of them are dangerous and the Mastermind at the end does not contribute to increase the danger.

 

Anyway , it was a pretty relaxing level.

 

 

 

 

I stop here for today.

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