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Memfis

Doom 2 "in name only" - Russian variation

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Many people liked the idea of Doom 2 "in name only" project but thought that D2INO.WAD didn't quite succeed in implementing it, so we in Russia decided to give it another go. After one year of development, here it is: 9 maps meant to be played in prboom-plus with -complevel 9 or in GZDoom.

Download

And here are some pictures:

Spoiler


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Oh yes! Right when a few days ago in the wad wishlist thread I asked for more russian wads :P

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MAP01 FDA, got stuck in Green Armor secret. Otherwise a great looking, casually well playable map, just too linear. When I saw the Entryway start room homage, I started to be unsure if the project premise was actually related just to map names, but I will see.

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Just got harder than Muhammad Ali on a shit tonne of Viagra over those screenshots. Also, welcome back. I noticed your other new maps, too, so it looks like a busy weekend of playing.

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Fdas for the first 5 maps. For MAP05 it's a failed one.
This is awesome so far. I encountered some problems only at that weird "door" on MAP05.

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MAP02-04 FDAs. I'm getting an impression that the concept of "reinterpreting Doom 2 map names" was done just as vaguely as in D2INO, as the maps seem generic.

MAP02 - Really good detailing and overally immersive environment. Gameplay was rather weak, though. Also, what's up with the secret with nothing in it?

MAP03 - Nice and fun little map, shamely without secrets.

MAP04 - Good visuals, average gameplay. An OK map, until I got stuck in the yellow key maze along with illusio pits that didn't raise.

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Just started playing through this, really nice looking set of atmospheric maps so far. Seems a bit weird to compare it to the other one seeing as they both have totally different design goals apart from the interpretation of the names, which is gonna be subjective in a lot of cases anyway.

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Only played briefly until MAP04, where I was mauled attempting to get the yellow key because I didn't have enough ammo for a firefight; nice and tight ammo balance there.

Gimme a full 32 maps of this shit, cheers. <3

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I've played level 1 and 2; Pretty good stuff, very good detailing. There's a bug in green armor secret in MAP1. If the door gets closed, you can't get out. :P

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Fun stuff so far (starting MAP03). I too noticed the green armor bug in MAP01, and also, you can grab a lot of the items inside the outdoor pillars though the walls.

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MAP05-09 FDAs.

MAP05 - The techbase surely looked good, it was just too straightforward and dragging, but mainly, where were the waste tunnels? I've felt like I've played relatively deep into the map, and I don't think I've seen waste tunnels. What is this, this is not what I've downloaded this wad for, I wanted to see how Doom 2 mapnames were worked out in interesting ways.

MAP06 - "The Crusher" killed me under a surprise crusher, I really felt a need to ragequit at that moment, but decided to try one more time. Again, this map is sadly not about a crusher, but a generic overly-extensive techbase for most of the part. At least it seemed non-linear, on the other hand I didn't feel motivated to play and explore it.

MAP07 - Finally something that stands up for its title, kind of. The gameplay symmetry and repetition quickly became annoying, though. Visually good.

MAP08 - Well done concept of the map title, unfortunately too hard to be FDA friendly for me. But if I'll ever want to replay any map from this mapset in attempt to finish it, it will be probably this one. Either that, or MAP09.

MAP09 - The pit concept was cool, once I realized the importance of it and the floor scrollers. Explosive crates were interesting, but didn't always function well (or at least not as I expected). Overally good map, from what I've seen of it.

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3 and 4 were interesting maps, especially 4, which was less linear than the previous entries. 5 is fucking huge lol IDK if I will play it, TBH. It remembers me those huge TNT levels which I don't like >.>

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Finished to play all the maps. Didn't record other demos as I played more relaxed to enjoy more the atmosphere. Excellent mapset.
MAP05 and 06 are my favourites. Overall in all the maps I really liked all the stuff that was done to create the machineries, the realistic structures and the gimmicks like the moving train, and most of all the exploding crates.
Imo the locations/settings done according to the map name worked really well. It was just a bit weird actually to see those straight homages like on MAP01 and MAP06, but idk if it's more the association that one might have with those places set in maps totally different from those they originally belong.
Refuelling Base would have fit very well in this wad, it's a shame that you made only 9 maps.
And btw, who's the guy in the red picture??

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gaspe said:

And btw, who's the guy in the red picture??



The red face on the picture belongs to a famous Russian Comedy actor, because of its antipopulist which is now an object of ridicule on the Internet.

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BeeWen said:

The red face on the picture belongs to a famous Russian Comedy actor, because of its antipopulist which is now an object of ridicule on the Internet.


Many thanks!

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scifista42 said:

MAP05 - The techbase surely looked good, it was just too straightforward and dragging, but mainly, where were the waste tunnels? I've felt like I've played relatively deep into the map, and I don't think I've seen waste tunnels. What is this, this is not what I've downloaded this wad for, I wanted to see how Doom 2 mapnames were worked out in interesting ways.

Heh. Size-wise, MAP05 is at least 2/3 waste tunnels! :D Epic map. Took me two hours to beat on HMP; 100% everything except for 3 monsters that eluded me. Progression was often obscure, with switches that do...something? somewhere (sometimes a ways away) and a couple of instance where you have to shoot switches through a window to continue. The biggest offense of the map is there's no way out of the main waste area hub (with the four switches) without a mandatory run through the damaging slime every time (though you can get in without taking damage.) Still an absolutely epic and gorgeous map.

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Salt-Man Z said:

The biggest offense of the map is there's no way out of the main waste area hub (with the four switches) without a mandatory run through the damaging slime every time (though you can get in without taking damage.) Still an absolutely epic and gorgeous map.


Thank you for rating. Tried to add spacesuits to normal for the acid fracture, two are lockable in the vicinity of the pit. In the tunnels they are not safe when you need the corbels at the walls.

map 5 has two different entrances to the tunnels. Finding the secret path through the bottom of a large grotto that opens the entrance through the huge gates at the top. But this road will be more complicated than using teleporters. I would like to see further demos on this map.

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This is very good (especially with Brutal Doom). I knew there was a reason we put up with you, tovarishch.

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Antroid said:

Hey now, calling the original a disaster is a bit harsh!


the operative phrase is "By some accounts"; that is to say, not my own

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Oh, I still remember it.

We will continue our work someday, I guess. Too sad if we will stop.

Oh, and sorry for bump.

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