Harvester - Blzut3
Skulltag - Deathmatch - 5377 bytes
Reviewed by: udderdude
A mod for Skulltag that allows any CTF map to be played in the Harvester game mode, based on the mode from Quake 3: Team Arena. The wad is an amazing 4,850 bytes in size. That's about it.
Eternal Revelation (DEMO) - Alexander "Eternal" S. (aka Deadall)
doom2.exe - Solo Play - 427360 bytes -
Reviewed by: udderdude
This is a 3 map set for Doom 2, using Eternal Doom. You will need the original eternal.wad to play this mapset properly. The levels are a demo for a megawad which will replace every level from Eternal Doom, when it's finished. The maps try to reproduce Eternal's epic map size, but the layouts aren't as amazing.
The first map is a tech base which is almost completely flat, and entirely uneventful except for one room that you pretty much have to know how to do ahead of time. Second map is a temple/tomb type deal, where you're almost guaranteed to get stuck and confused. The layout and monster usage are both improved, though. Third map is probably the best out of the three. It's got more monsters than before, and the layout is decent. There's a bug where you can get stuck in the yellow key room, though.
Overall fans of Eternal doom will enjoy this, but I found myself confused and underwhelmed. Give it a try, I guess.
Kingpin Textures - Taradino Cassatt
n/a - n/a - 5614356 bytes
Reviewed by: WildWeasel
You would think that a texture wad based on one of the most infamously brown games available would translate well into Doom's palette. Unfortunately, you would be wrong; there are a lot of textures here that end up with horrendous color bleeding thanks to a bad job at color conversion. Also, author Taradino has opted to include nearly every texture from Kingpin, INCLUDING the environment-map, which is pretty much useless in Doom (unless you were working with Doomsday - though I could be wrong). 1271 textures and many of them are just darkened/lightened versions of ones already in the package. It really doesn't help Taradino that Kingpin's textures are ludicrously easy to rip already, with it just being a matter of having the right program and a quick batch-job.
Who knows. Maybe some mapper might find a use for this. But it's sure as hell not Afterglow material.
Necrodome Textures - Taradino Cassatt
n/a - n/a - 506633 bytes -
Reviewed by: TheMionicDonut
Yet another set of textures from Mr. Taradino Cassatt, a fellow who, if he were to have a nickel for every texture or flat he uploaded, would probably have a fortune to rival Bill Gates, Warren Buffet, and Scrooge McDuck combined.
This particular volume contains around 75 textures from the hit classic Necrodome, and the textures themselves are pretty decent and wouldn't look half bad in a Doom level. My only real qualm with this set is that the textures that are obviously meant to be moving (namely, the fans) DON'T when run in Doom. But I'm sure that would come as a relatively easy fix for anybody who so chooses to put that texture in their wad.
You know who you are.
MWeaps - Marcello Delai
ZDoom Compatible - Solo Play - 189025 bytes
Reviewed by: D_J
This is a small weapon replacement wad for Doom 2. It's always nice to see wads with new weapons in them. If you've been playing Doom for 15 years, killing demons with the same old guns can get pretty boring. Most of these are just plain old hitscanners - an Uzi, sniper rifle, the Mega Shotgun, and an M16. The only projectile weapons are the Baron fireball, dual railguns, and the BattleHammer - which looks like Samus Aran's arm-cannon and does slightly more damage than the BFG. It's nothing special, but it isn't bad.
Titan 2 - Jesper Krag Rasmussen (Ixnatifual)
GZDoom - Solo Play - 8913927 bytes
Reviewed by: Brandon D. Lade
This 10-level episode, which includes one secret level, and is a sequel to the first Titan released many years ago, is pretty much the best thing I've seen in a while, save maybe PL2. It requires GZDoom, and you should run it in OpenGL mode to get the full effect. The maps contain plenty of monsters and are generally medium-large in size. Rare for Doom levels, the maps also come with their own par times! The wad also comes with new monsters, a new weapon, new music, and a few new graphics.
The new music is generally good, with some pretty nice tunes, and I believe it is pretty much original - I don't remember hearing these tracks elsewhere. The music fits the themes of the levels well. The new weapon is a double machine gun - one I don't think I've seen before in a Doom level, or at least it is quite rare. The new monster(s) are pretty cool, including a Baron that shoots fireballs on the floor.
The architecture and level design are both very good. There are plenty of outdoor and indoor areas and it does not get repetitive. No level seems to drag on for unnecessarily long. The detail level is about right and almost all areas look good. There are only a few new graphics, much of which are lava textures and a new sky, but the wad makes excellent use of the original graphics. There are also certain floors that are designed to make you go only slowly across them.
This episode makes the grade with regard to gameplay as well, as there are plenty of monsters and the challenge factor is quite reasonable but not unfair. I did not get bored while playing it. All in all, this wad is a quite worthy sequel to the original Titan, which was released over four years ago - a long wait for the sequel but trust me, it was worth it. Definitely a recommended download.
Darkness Falls - Starscream
GZDoom - Solo Play - 32652503 bytes -
Reviewed by: udderdude
3 maps for Doom2, using gzDoom. Detail level is pretty high, with lots of gzDoom effects being used. Unfortunately these maps suffer from a host of gameplay problems that drag it down, the end result ranging from boring to unplayable.
The first map is a tech base that is supposed to resemble an actual base. As such, it's mostly flat and boring. None of the architecture really stands out, aside from the detail level. The first point I realized something was wrong was when I went into an area with green fog so thick I could hardly see anything. Apparently the room was supposed to be full of poison gas. But it didn't hurt you, only falling in the slime below did. After hitting a switch that clears the air and opens some doors, I exited the room to see the green fog instantly dissapear while I was standing in it, instead of gradually fading away. Uh.
Next, I went out on a balcony. It was here I thought the map was completely borked and I was stuck, but it turns out the author wants you to take a flying leap over a wall with some bars blocking it, and wade through more slime, instead of having the door you came in through open again. And of course if you miss the jump, you take lots of damage since you fall right in slime and have to swim back around. There is a rad suit, but if you grab it too early, you'll have no protection if this happens, and will probably die.
A bit later, you fight a Cyberdemon in a wide-open courtyard, except there's one problem - there are trees everywhere, and you can let the cyberdemon fire at a tree while you fire through it with your SSG and kill him with hardly any effort at all. There's also piles of ammo lying around here, most of which you'll just leave lying there.
The next part that got on my nerves was a large outdoor courtyard, with a Cyberdemon on a ledge, and a Spiderdemon walking around. On top of this, there are ZDoom-scripted plasma guns that fire whenever you cross their path, and they are everywhere. Of course you can't kill them, since they are just spawners. Extremely annoying.
The second map takes place in an underground base. The map layout is a little better, but not by much. The first thing you run into is a room full of green fog. Once you step in, a script activates, and then an arch-vile appears. Keep in mind this room is rectangular, and there's nowhere to hide. If you warped to this map from a pistol start, all you'll have is a shotgun and chaingun. The only thing you can do here is hope to luck out and knock the arch-vile out of his attack animation so he doesn't kill you. On top of this, those plasma shooters from the first map are embedded in the walls, and you can easily get hit by them. Other than this, it's mostly like the first map. Boring fights in flat rooms and hallways.
Third map, it's basically a bit of an extension to the second map, where you go into an underground area and destroy a scripted boss which sits there and takes a lot of damage, shooting out spawncubes (how original). Once it reaches a set amount of remaining health, the platform you are on starts to lower. The problem here is that occasionally the boss will close itself off from taking any damage, so if these two events coincide, you're pretty much fucked. By the time it opens again, you'll have been lowered into the abyss. Once you kill it, you are teleported out (why? how? it's not even explained) and have to run out of the map before a timer runs out, or you die. Also, even after it dies, it continues to spawn monsters, which you can still hear spawning, but can't kill. So it's impossible to get maxkills. Oops. You have to backtrack through most of the second map as well, which has been refilled with pretty much the exact same monsters you killed the first time you went through it. Eventually you fight a Pyrodemon, which is just a baron with different coloring. Hooray.
This map exemplifies the worst excesses of ZDoom maps in general. Way too much emphasis on detail, scripts and special effects, with hardly any effort put into gameplay and testing. I wrote a lot, but I felt I needed to explain exactly why it sucked instead of just writing "Shit; avoid". Well, after saying all that ... avoid these maps.
Elegy - Masayan
doom2.exe - Solo Play - 849192 bytes -
Reviewed by: Sonikku7
Elegy is a straightforward episode for Doom 2. Most maps follow a consistent outdoors Hell theme, though a few maps do feature tech bases of some sort. Elegy is unique in that the maps are usually quite small; very small, as a matter of fact. The main focus of the wad seems to be on delivering short, linear maps that can be completed in a matter of minutes. You will probably never get lost in these maps. However, this simplicity is what gives Elegy its charm, as the levels get straight to the point and deliver both a solid and fun experience. The atmosphere is surreal for the most part ,and the uplifting music goes well with the map set. Wads like Elegy are proof that you don't need some massive, insanely detailed megawad to have an enjoyable Doom experience. Even though no wad can appeal to everyone, Elegy is worth a try.
33in24 - Naut's best wad ever yet to date - Nautilus (NOTE: not actually Nautilus)
doom2.exe - Solo Play - 2586 bytes
Reviewed by: Shaikoten
This is a an anonymous user's take on Nautilus' take on YEDS classic series, 32in24, in which the author claims to be Nautilus. It contains one map, which is a cyberdemon killing you. If you would like to further know the history of this piece of shit jokewad about a jokewad, simply browse Post Hell for 33in24. All you need to know? An in-joke about an in-joke that wasn't funny in the first place.
PS: I'm pretty sure Rott wasn't homeschooled, but DD was.
UAC Outpost 11 - Jeff Ligda aka Davitch
Boom Compatible - Solo Play - 76971 bytes -
Reviewed by: udderdude
A short map for Doom 2. The author mentions this was meant to be part of a megawad, and it definitely feels like it. It's exactly like you would expect the first map of a megawad to play like. It's short, with only 56 monsters on UV. Detail level is pretty average, but the map layout is good. Worth a quick playthrough.
Omega Invasion - Marcello, TheMaharadja (a.k.a. Rob) and Mazu
Skulltag - SP/Co-op - 2987045 bytes -
Reviewed by: udderdude
10 Doom 2 maps using Skulltag. It's an Invasion map set, which basically means it's one long non-stop teleporter trap from beginning to end. Monsters come in waves, increasing in number with each one, until you are almost completely overwhelmed. You pretty much get infinite health and ammo, which constantly respawns almost as soon as you grab it. The health spawns can easily be overrun with monsters, though. The map design isn't too bad, and the waves of monsters come pretty quickly. There's a few custom monsters used, nothing ridiculous though. If you like Invasion maps, you can't really go wrong with this one.
High/Low 3 - Chris Hansen
ZDoom Compatible - Solo Play - 311796 bytes -
Reviewed by: udderdude
This is a Doom 1 map for ZDoom. It's a very well-designed hell map. The map layout is amazing; despite being huge and full of twists, turns, drops and platforms, I never got lost or felt confused. Detail level is high, with plenty of stuff to look at. Ammo starts out tight but loosens up towards the end; health is pretty tight over the whole map. Gameplay is very well done as well; I never felt bored or underwhelmed, which Doom 1 maps usually end up doing to me due to lack of monster variety. Overall, amazing map and highly recommended!
DOOM 2: EVOLVED (Version 1.2 Doomworld Release) - Dave Billing
GZDoom - Solo Play - 3225735 bytes -
Reviewed by: udderdude
This is a 3 map set for Doom 2, using gzDoom. It's remakes of the first 3 maps from Doom 2, with much improved detail, 3D bridges and lighting effects/reflections. The maps stay true to the originals for the most part, with a few exceptions. Some parts of the maps are missing (possibly because it's not complete yet), and some parts are redesigned. The monster count and difficulty are pretty much the same as the originals. Overall, it's worth a quick playthrough, but if you've already played Doom 2 maps 1-3 to death, you might want to pass.
Classic Doom Music - Devil Hunter
Limit Removing - n/a - 39631956 bytes
Reviewed by: D_J
There's really not much to say about this one. It's just a wad that replaces the episode one music with Sonic Clang's versions from Classic Doom 3. It also replaces the title screen and intermission music with PSX Doom's music. It was originally made for Skulltag but it works perfectly fine in ZDoom and any other port that supports Ogg Vorbis music.
Hellopolis - Isaac Rodriguez
Limit Removing - Solo Play - 2258959 bytes -
Reviewed by: TheeXile
Note: This is my first review, but I have played many maps, so I'll try to give this one the best review and overview that I can.
What we have here is a slaughter map definitely in the flavor of Deus Vult with a parade of assorted themes. It's a very large map (physically), and at over 2,000 monsters, it should give you a fair challenge (mostly in the beginning few rooms, though). As with all slaughter maps, it helps to plan out how you're going to tackle each area, which brings me to the first point of interest: Gameplay.
Ammo and health availability is balanced nicely for how much you'll make use of them at first, though it gets a bit on the surplus side later on. Monsters seem to like to hang out in automatically-refilling elevated cages and teleport pads, so (at least for the first half or so) you're in for a fairly systematic progression. Also, be sure to put on your running shoes, since there will be some very large areas later on.
Level design-wise, it's not bad with detailing throughout. Huge and unique areas abound, all rhyming with a primarily hellish theme (gee I wonder why Doom is so good at that? :P). Noteworthy areas include an impressive recreation of a large football stadium, a colorful tall "reactor" room area, and a wide assortment of other colossal atriums. Author seems to enjoy making liberal use of blinking sector lights, too.
There were a few issues with the design at parts (relatively minor), such as a few door tracks that weren't pegged properly, a few inescapable pits (those water pits with the Arachnotron platforms coming out of them in the blue key room come to mind), and a small Megasphere secret area with refilling monsters that couldn't get out. Also, for some of the monster teleporters (particularly with the boss monsters, Spiderminds and Cyberdemons), circumstances of the gameplay would lead them to get "stuck" on their little platforms and basically become sitting ducks. This might just be an issue with ZDoom, though (what I played on).
Another gripe was the occurrence of almost completely skippable monster teleports. In particular, the red skull key room would all of a sudden flood with monsters that you could literally just walk away from (unless you wanted to get 100% kills or something... in which case it became bit of a job of tedium to pluck them out of their little cages via peek-a-boo). Didn't strongly affect the gameplay, but I thought it noteworthy to mention. If you were to speed-run this map, for instance, you could get by with probably less than 5% kills.
All and all definitely not a bad map. Not as good as Deus Vult (and I'm sorry to be using that as a comparison, but it's the only real reference I know of to judge for these kinds of maps), but definitely comparable.
The /newstuff Chronicles #337