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    The /newstuff Chronicles #300


    Sporku

    The /newstuff Chronicles #300 has been long in the making, but it's finally here. I'm Agent Spork, and I'll be your guide for this wonderful week of WADs. (The preceding sentence was sarcastic and not meant to be taken seriously.)

    • Final Onslaught Map 01 - Pawel Zarczynski
      ZDoom - Solo Play - 415kb -
      This is the first map of a project the author apparently couldn't bring himself to finish. The first word that comes to mind when I play this map is "ZDoomy". The author went a bit overboard with the detail, and abused slopes all over the place, which I think the map could have done without. Good texturing and architecture goes much farther than cramming detail in every nook and cranny, my friends. As far as gameplay goes, I'd have to say this map is way too easy, even for what was supposed to be the first of many maps. I managed to beat the map without taking any damage at all. Not recommended.

    • Gamarra Death Match!!!!!! - Walter "Daimon" Confalonieri
      Skulltag - Deathmatch - 24.2KB -
      Gamarra Death Match!!!!!! is quite possibly the greatest Deathmatch map I have ever seen in my life, both in terms of beauty and playability. Move over Dynamite Deathmatch, this is Skulltag mapping at its finest.

      Obvious sarcasm aside, this map sucks. Not recommended.

    • High/Low 2 - Chris Hansen
      Limit Removing - Solo Play - 215KB -
      Before I move on to the actual review of this map, let me just make a little note to the many authors who use ZDoom-based engines to test supposedly limit removing, vanilla, or boom compatible maps: DON'T DO IT. I found I was unable to play this map in Eternity or PRBoom because of texture errors in the map, which does not make me a very happy reviewer. Anyways, crappy testing job aside, here's the review of the map after I was forced to play it in ZDoom:

      Chris Hansen delivers an Episode 2 themed map to the masses with High/Low 2. The map replicates the Episode 2 theme nicely, but really isn't anything to call home about. It's not very visually appealing, but doesn't look bad either. The map is also relatively easy, even though the text file claims it should be challenging on UV for skilled players. Now, I'm not exactly what one might call a skilled player, but this also wasn't a very challenging map, either.

      Overall the map is pretty average, and has its own fair share of bugs, such as being able to get the red key early, and being able to pull certain switches from below ledges. Not recommended.

    • Hell Keep Remake - Paul Corfiatis
      Limit Removing - Solo Play - 86.1 -
      I've actually seen several Hell Keep remakes lately. This one, by Paul Corfiatis, tries to make the map more realistic, in addition to making it actually look like a keep. However, the gameplay is almost identical to that of the original, which I personally never liked much in the first place. Recommended, if you didn't mind the original Hell Keep.

    • Railsaw - Jake "The Nutcracker" Stevens
      ZDoom - n/a - 761KB
      Railsaw is a below average weapon mod. The weapons themselves are... bad, using sprites that I'm sure just about everyone has seen before. They range from an invisible fist, to an ultra fast firing railgun thing. Some of the weapons don't even have sounds! Not recommended.

    • Destination Unknown - SkullTag Edition - Stewboy
      Skulltag - Co-op - 1.84MB -
      Here we have a cooperative megawad for Skulltag that is "intended to be fun", according to the text file. Normally, I make maps intending to bore the crap out of people (which I do a pretty damn good job of, I might add), but this guy has decided to raise the bar and try to make something that's fun. However, I think his attempts might have failed. You see, most of the maps in this WAD are highly linear, and involve you shooting waves of monsters that happen to appear right in front of you. In addition, the author made it so that you have infinite ammo on all weapons by default. It might just be me, but that sounds... not fun. Not recommended.

    • DOOM MARIO - KERSEY
      ZDoom - Deathmatch - 1.14MB -
      DOOM MARIO is a series of crappy Deathmatch maps with crappy mario-related resources thrown in. There's not really much else to say about this one. Not recommended.

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    TheDarkArchon said:

    Damn, it's a poor week and there's also no Captain Mancubus 2.

    I agree. When will Captain Mancubus 2 be released?

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    dethtoll said:

    i always felt doom 2 had quite a few themes.


    So did I.

    Random levels designed primarily around a theme or an idea for a piece of gameplay nominally set in Earth-based installations although bearing little resemblance to them.

    Random levels designed primarily around a theme or an idea for a piece of gameplay nominally and very loosely set in industrial/city/castley section although bearing almost no resemblance to them.

    Random levels designed primarily around a theme or an idea for a piece of gameplay nominally set in areas of Earth corrupted by daemonic influences although bearing very little resemblance to them.

    Random levels designed primarily around a theme or an idea for a piece of gameplay nominally set in areas of Hell and sometimes actually having a resemblance to them (I would imagine).

    :P

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    I wouldn't, I am glad that Doom 2's levels didn't attempt to look "real". How boring would Doom 2 have been if it had tried to be, like, True Crime or something. Not enough games have completely abstract levels designed for fun and not to imitate some sort of real life (or realistically imagined) environment.

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    You can have fun levels that look better than Doom2.

    Doom2 has to be one of the ugliest games ever released. I can't honestly say that it contains even one level I liked visually (and not coincidentally it ranks among my least favorite Doom levels of all (discounting the crap, of course.)

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    I agree very much with Ling on this. Focusing fully on making the maps fun to play and not caring too much about realism was a great decision on id's part.

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    Grazza said:

    I agree very much with Ling on this. Focusing fully on making the maps fun to play and not caring too much about realism was a great decision on id's part.


    This was, by the way, the reason they chased Tom Hall away.


    I always thought the first 11 levels were supposed to be located in a huge starport complex. Only level 10 (which incidentially was made by Tom Hall) bears much resemblance to it.

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    Little Faith said:

    I always thought the first 11 levels were supposed to be located in a huge starport complex. Only level 10 (which incidentially was made by Tom Hall) bears much resemblance to it.


    Actually that was an unused level from Episode 2.

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    I actually liked High/Low 2. I think this should be the best wad of this #newstuff edition.

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    Grazza said:

    I agree very much with Ling on this. Focusing fully on making the maps fun to play and not caring too much about realism was a great decision on id's part.

    I didn't find most of the Doom II maps to be realistic or fun to play. It was hard to get immersed in the game when the levels I'm exploring aren't even the slightest bit realistic, not to mention a complete mess. A lot of the atmosphere in the original came from the maps feeling like they could be real places -- stylized and "game-ized", but way less of a stretch than the Doom II maps. For me, anyway. Seems like without Tom Hall, everything went downhill. All of his maps were gold.

    The only solid points of Doom II in my book were the additional resources, and that's just for PWADs. The only reason I look forward to Chris Hansen doing a take on the Doom II theme is because I love his style and I think he can pull it off.

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    Although Doom2 didn't try to be realistic in any way, I think some levels actually looked quite pretty:
    Circle of death, Inmost dens, Tenements and Abandoned mines come to my mind instantly. Nearly all of the maps were fun also and thats what counts in the end IMO!

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    Infinite ammo doesn't seem to be very popular with some people, it seems. :)

    Despite having infinite ammo, Destination Unknown places more emphasis on things like jumping, low gravity, friction, and jump pads as opposed to fighting off hordes of monsters (like most other infinite ammo wads on ZDaemon tend to focus on). Though, there is still plenty of slaughtering to do. And I think this mix has helped this wad gain popularity on ZDaemon.

    I like it, stewboy. It was fun seeing the wad come together over the past several months. It's one of my favourite inf ammo coop wads.

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    What I tried to prove with the wad is that infinite ammo coop doesn't necessarily mean mindlessly shooting monsters and nothing else. Oh well, if I failed then I failed, it's not the end of the world.

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    daimonreloaded said:

    In less words, all maps of the map of this week sucks, expect "Hell Keep remake" by Paul Corfaits.

    Heh *grasp* what?? even High/Low2 that map is sweet and sexy.

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    Haven't read through this whole thing so this may have been said already, but from what I can tell Final Destination is pretty much strictly meant to be played on one of those server programs like ZDaemon or I don't know what else is out there these days. While I'd always rather coop in something a little more classic, i.e. Mememto Mori, or Requiem, or the like, wads like Final Destination and Coopbuild have their niche.

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    *sigh*
    I wish I wasn't such a lame ass and busy with shit. I mean if not I could/should get myself into using editors correctly and gift the community with a few maps. I mean, it's newstuff 300 and not so much greatness. Okay, I haven't played the maps yet so I can't really judge but with gamarra stuff inside... but I'll see when I try them out.
    I just had somehow hoped for a new ActionDoom release or a 3057 pt. 2. :/ But glad to see T667 still working in the other news.

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    There is still no Doomguy's Pimp Ventures II review, so this newstuff fails it by definition :-(

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    Maes said:

    There is still no Doomguy's Pimp Ventures II review, so this newstuff fails it by definition :-(

    There is still no Kill Gamarra and Gamarra's destiny review.

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    Grazza said:

    I agree very much with Ling on this. Focusing fully on making the maps fun to play and not caring too much about realism was a great decision on id's part.


    So do I. It's the very same reason why I never really liked Duke3d for instance.

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    consider me part of the group that thinks episode 1 was better than episodes 2-4, plus doom 2.

    only doom 64 tops the fun meter for me.

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    dethtoll said:

    consider me part of the group that thinks episode 1 was better than episodes 2-4, plus doom 2.

    only doom 64 tops the fun meter for me.

    Ditto. Plus I loved Duke3d, I love massive city themed levels :D

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    High/Low 2 was awesome! I loved Chris' interpretation of E2...

    I hope he does make "High/Low 3" in E3 style.

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