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    The /newstuff Chronicles #121


    The Ultimate DooMer

    Just when you thought it was unsafe to come out, I'm back - bringing with me a new format (based around the new idgames database) and a collection of 11 wads with 25 maps, including big, small, silly, deathmatch, evasion, Boom-based ZDoom (as opposed to Hexen-based), a movie and some of those little programs that will be used by exactly 0 people. I've also turned 23 today, so no need to post a 'happy birthday' thread (not that I was going to anyway). Anyway, here we go:

    • Hunted by Martin Mikaelsson
      74kb - doom2.exe - SP -
      A single map with a slightly unusual theme - during the map you're being hunted by a cyberdemon. This is reflected in the architecture, which was set up for monster evasion rather than monster battling. It serves it's purpose, but is quite basic and the texturing theme is different in each room. Gameplay-wise, the cyber appears at various points and some of the evasion scenarios are fairly well done, but the trouble is that you can't actually kill him, or the horde of hell knights/barons at the end, as the map has only shotgun and chaingun. So, if you fancy a slightly different style of gameplay then play this, but if you don't then it will disappoint.

    • Imp Encounter: Second Edition by Anonymous
      55kb - ZDoom - SP (sitting passively) -
      This is that movie wad from last week, but apparently this second version is a little less censored than the other one. I wouldn't know (as I never saw the original) but it was fun to watch.

    • Show Wad Level Plus by Paul Robinson
      17kb - n/a - n/a -
      This is a program that lets you find out what maps a Doom/2/Heretic/Hexen wad is replacing...not that it's any quicker to read the wad's text file to find out.

    • Show Wad Level Plus W by Paul Robinson
      9kb - n/a - n/a -
      Ditto, except this version was programmed for Windows.

    • uh, I dunno, shall I give it one? by butter_pat_head
      98kb - doom2.exe - SP -
      Me smells mockery. Me definitely smells mockery. 6 silly maps for Doom 2, containing all the usual features - crap architecture, random texturing, tons of ammo, big rooms full of cybers etc. Most of the maps are beatable however, the last map is quite neat in terms of it's concept and the inclusion of a couple of Lemmings tunes is a small plus.

    • Bunker by Pascal 'gherkin' vd Heiden
      259kb - doom2.exe - DM -
      A small deathmatch map, set in a small arena with a Dead Simple style layout. The detail is quite nice, particularly the shadows/lighting effects - although the pace should be very fast, so you probably wouldn't get chance to look at it properly (or indeed to catch you breath).

    • Desikration 2000 by Stealthy Ivan
      74kb - doom2.exe - DM -
      A 3-map deathmatch wad that actually looks quite good. Weapons, health, ammo and armour are scattered throughout and no non-health powerups are to be found. The layouts are somewhat linear a lot of the time, with plenty of dead ends and some teleporters thrown in to confuse the players. The maps are small however, and this means the pace should still be fast, furious and fun.

    • IC Doom 2003: Yet more Dooming by Ian Cunnings
      165kb - doom2.exe - SP -
      A huge map, somewhat reminiscent of the Alex Parsons wads. Taking place in a gothic fortress surrounded by rocky areas, this map is crammed with monsters and will always keep you on your toes. The fortress itself is dark and fairly well detailed with a certain Doom 1 look about it, although it is symmetrical in places. Together with the repetitive monster types in the fortress (imps, demons and hell knights mostly) this can lead to repetitive gameplay in there. Fortunately the rocky areas are not like that, and the final arena is certainly worth playing for. Ammo and health are plentiful throughout but you could be left a little short at the end if you don't find all the hidden stashes in the final area. Also, the map suffers from a bad reject as the monsters don't wake up until you enter their sector. The quality is there though, and if you like castle/fortress maps and/or blowing away tons of monsters then you'll enjoy this.

    • WadSpy v1.0c by Oliver Brakmann
      54kb - n/a - n/a - A stats program that can generate stats about the number of monsters, health, ammo and even things like average light level, number of damage sectors. A lot of this stuff will be for curiosity only, but the bit that deals with difficulty (monsters, health/ammo balance etc.) may be of some use to mappers.

    • MGMYWTCX Demo by Dan Woodward and Owen Lloyd
      28kb - doom2.exe - DM -
      Another deathmatch wad, this time a 2-mapper made by, err...2 mappers. Each map is fairly small, low in detail and has various things scattered through them. Weapons and ammo are spread apart from each other, and there is no health or powerups except for a megasphere in the first map. The lack of doors and lifts in both maps means that the pace should be fairly fast, with a hunt-your-opponent style in the first map (a gothic series of passages, stairs and rooms) and an open firefight in the second (a brown outdoor map).

    • Bella by Paul Corfiatis
      1400kb - ZDoom - SP -
      We finish this week with an impressive 12-map wad for Doom 2. The unusual thing about this ZDoom wad is that no scripting is involved. This isn't a bad thing though, as the Boom-based ZDoom features are used pretty well, along with some mapinfo trickery. Onto the maps themselves, and there's something for everyone here - there's gothic, hellish, industrial, city, Doom 1 and Doom 2-style base maps, the last 3 maps are set on a space station and there's a couple of quirky secret maps thrown in as well. Architecture is decent throughout, enhanced by Boom/ZDoom features (notably scrolling and translucence) in some places and each map has an appropriate sky, which is a nice touch. However, the detail is a little basic in some maps. Gameplay-wise, there's some new monsters - two extra types of caco, an invisible hell knight and cyber. There are lots of monsters throughout, including stealth monsters and I believe this wad has more arch-viles than revenants (which is the first time ever I reckon). Cyberdemons are plentiful, and are often deployed in ordinary areas - so get your Hell Revealed book of tactics out (although there's sometimes a nearby secret to help you). In fact a lot of this wad is pretty hard, and lesser-skilled Doomers will have to play on a lower skill level. Health is plentiful, but the ammo balance is uneven - in some maps you'll run out if you don't find the secret stashes, in others you'll be full to the brim. To sum up, this is a very good wad with some interesting designs and features, and plenty of big monsters to get stuck into. It does have it's flaws, and will annoy those who don't like arch-viles, stealth monsters or cyberdemons but that doesn't stop it from being the wad of the week.

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    Bella is quite interesting with lots of variety and great gameplay.

    Thus far I've managed to complete UV recordings of the first four maps and had a lot of fun doing so. I agree that at times you have to find some hidden ammo or move forward from the fight to get more but that's part of the challenge. I've noticed a few minor problems but they can be fixed.

    Good megawad so far! Now, on to map 5. :)

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    Ian Cunnings, if you're out there... rebuild your level! the map looks great but the reject is all messed up. re-release it when you rebuild it and it will be an awesome level.

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    Yes I noticed that in the review...

    Bit of a pain really, I used what I thought was a better nodebuilder for the final build of the map. It seemed to get rid of a few (well actually I think it was only 1) visplane errors, but obviously screwed the monsters up too. That'll learn me not to playtest it properly the final time round.

    Anyway. I've rebuilt and uploaded it again, so it should work properly now.

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    Heh, just played Bella. It was alright, though like everyone else has already said, there was quite an abundance of Cybers. I got killed just past the blue door room in level two by one. Damn Paul and his CyberDemon fixation! But seriously, it was OK, though The Death Domain looks kinda 1995-ish to me. Oh well.

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    I'm playing thorough Bella and so far I think it's...

    pretty shit.

    I don't mind stealth monsters but almost every single damn one here is stealth which screws the gameplay. Too many cybers and I can't work out where the hell I'm supposed to be, on a base, in a hell place or what.

    I know some people like these sorts of maps but I find them frustrating, gimmicky and silly.

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    Rich said:

    Bella is quite interesting with lots of variety and great gameplay.

    Thus far I've managed to complete UV recordings of the first four maps and had a lot of fun doing so. I agree that at times you have to find some hidden ammo or move forward from the fight to get more but that's part of the challenge. I've noticed a few minor problems but they can be fixed.

    Good megawad so far! Now, on to map 5. :)





    I've continued my attempts at UV recordings of bella.wad and have now completed nine of the twelve maps. I still find it a good variety as well as a challenge. Map 3 and map 10 will not exit using Legacy but my friend Gene Bird found the exit triggers do work in Zdoom, which is what it is designed for.

    In contrast to the other levels map 10 has turned out to be extremely simple. Perhaps Paul decided to give us a break. :)

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    pritch said:

    I'm playing thorough Bella and so far I think it's...

    pretty shit.

    I don't mind stealth monsters but almost every single damn one here is stealth which screws the gameplay. Too many cybers and I can't work out where the hell I'm supposed to be, on a base, in a hell place or what.

    I know some people like these sorts of maps but I find them frustrating, gimmicky and silly.



    I fully and wholeheartedly agree. This was an atrociously bad wad. It looks ugly and gameplay is among the worst I encountered recently. Wad of the week - this must really have been a week in Hell!

    This abomination survived 10 minutes on my HD before I sent it where it belongs.

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    pritch and Graf Zahl: I can heartily recommend "uh, I dunno, shall I give it one?". No stealth monsters, just the right number of cyberdemons, it's always clear where you are (in a tip), and there's 1337 gameplay!

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    I do not understand above post.

    Anyway, the wad is just okay. Not great, okay.

    Deja vu!

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    Grazza said:

    pritch and Graf Zahl: I can heartily recommend "uh, I dunno, shall I give it one?". No stealth monsters, just the right number of cyberdemons, it's always clear where you are (in a tip), and there's 1337 gameplay!



    Please explain yourself.

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    It wasn't a very serious recommendation, but 6lev.wad doesn't suffer from some of the problems pritch described, and there is some fun to be had with it. I happily whiled away several hours trying to do the first map on NM Pacifist, for instance.

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    Oh I get it, "Uh, I dunno should I give it one" is one of the wads this week! Alright, glad I'm sorted.

    EDIT: Oh and happy birthday UD, though I'm a little late, huh.

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    stealth arch viles have to be one of the stupidest ideas i've ever seen in a doom .wad, just thought i'd pop in and say that, now back to bella

    then a cyberdemon right afterwards! Okay, I like hard levels, I love AV, best megawad I've ever played, but this thing is just stupidly hard. You don't need 3 arch viles, a cyberdemon, 6 or so mancubi and a room full of hell knights in the first half of the first level! You don't need it! Smaller enemies would work just as fine if used correctly, hell they may provide even more of a challenge, but it seems as though gameplay was thrown out the window in favor of a ridiculously hard set of levels which really have no reason to be this stupidly hard...on a lighter note, killing all these guys is kind of a fun little challenge

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    Jello said:

    stealth arch viles have to be one of the stupidest ideas i've ever seen in a doom .wad


    really? I like em, there scary. I remember in Dissolution there was a part it said something like "An unseen terror lurks ahead" and I was like "what?" and then I ran into one and I almost crapped my pants.

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    Jello said:

    stealth arch viles have to be one of the stupidest ideas i've ever seen in a doom .wad, just thought i'd pop in and say that, now back to bella

    The enemy fear the most is the stealth Shotgunner. If theyre visible, it means theyve already fire ...which means you probably took some bad damage.

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    Ultimate DooMer said:

    little programs that will be used by exactly 0 people.

    not true! i thought that wadspy program was kinda neat myself

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