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Everything posted by T-Rex

  1. T-Rex

    Have you actually played Valley Of Echoes?

    I haven't played Valley of Echoes, but I saw Tatsurd-cacocaco's UV-max video of the map, and although Anders Johnsen stated it to be the "least playable and worst looking" map of Alien Vendetta, I thought it had some strong points aside from its weak points and it was a nicely done map. That said, I understand his reason to have it removed in Alien Vendetta's second release, because basically, from Demonic Hordes, the former Map 24 before Clandestine Complex, you got one ballbusting map after another, and while Whispering Shadows and Fire Walk With Me are respite maps from the insanity of Darkdome and Stench of Evil, they still have their nasty moments. Brad "Vorpal" Spencer made a pretty neat homage to Valley of Echoes in his AV: Black Label duology that feels challenging yet not overwhelming, but as an Alien Vendetta aficionado, I would appreciate if Anders Johnsen could release the original Valley of Echoes as a standalone wad so that players can get to have a taste of the first release without having to download the full megawad for it.
  2. T-Rex

    Known lost WADs of our history?

    That's very curious, cause I'm hoping someone can be able to find a upload the original Tangent to Reality and Talon into the idgames archive as the only maps by Rick Lipsey currently available are Polygon Base and The Final Geometry. Also, while I was checking the stuff surrounding the Invasion series, I came across some more fascinating things that were "behind the scenes." "As for the music, it's by Mark Klem. I had asked him to do music for I2 in summer of '97." http://web.archive.org/web/19990128202655/http://members.aol.com/Moe541/invasion.html I thought I'd bring that up, because having played Invasion 2, I noticed how some of Mark Klem's tracks came from other places. Map 06's was obviously "Anchor" from Memento Mori 2, Map 07 and Map 10 were "Danger" and "Phenomenon" from STRAIN respectively, though the former sounded more like an early version of the track, and Map 08 and 09 were "Bassline" and "Retribute" All Hell Breaks Loose. Map 01, 03, 04, 05, 13 and 14's tracks sound like early versions of some of his tracks from Gothic 2, but Map 02 seems to be the only track that isn't from other wads. Was it an original track Mark composed for the megawad? As for the music for Map 25 and 29, I could tell they're not by Mark Klem as Map 29 is a midi rendition of Nine Inch Nails' "Head Like a Hole," though I don't know what is Map 25's track.
  3. T-Rex

    The DWmegawad Club plays: Community Chest

    I know I haven't taken part in the DWMC's run through CC1, but I watched NiGHTS108's playthroughs of the maps, including MtPain27's review of the wad, and with how the other CC installments compare to the first one, I honestly feel that CC2 is kinda more or less the same as about half the maps are okay, while the rest were duds, especially Gene Bird's offerings. The Mucus Flow is an acquired taste, that's for sure, because even though it has such stunning visuals and a rather intriguing concept that just makes it such an enigma, it is unfortunately broken as it is unbeatable on ZDoom, and you can't even play it on regular Boom due to segment violation, so CC2 works with only very certain limit-removing source ports. Having played CC3, I can say is a huge step up in gameplay and level design quality, and, if you can get past the fact that most of the maps are massive behemoths that can take at least 10 minutes to beat (Black Rain is undoubtedly the biggest and most difficult of the set), you'll find it to be a solid, nicely laid out collection, and of course, CC4 is considered by many in the Doom community to be the best of the series.
  4. T-Rex

    Known lost WADs of our history?

    I don't know if this is of any help, but this is the best I can find. At the very least Paul has talked about Ultimate Invasion's history and its fate. Invasion II It's quite interesting how in the megawad, Rick Lipsey contributed to Invasion II. Two of the maps seem to be the ones that are yet to be found and uploaded on the idgames archive (Tangent to Reality and Talon), while Map 19 is basically a modified version of Polygon Base.
  5. T-Rex

    Known lost WADs of our history?

    I remember how there was going to be a total conversion by Paul "Moe" Fleschute called Ultimate Invasion, and some members that were going to work on the project include Mark Klem, Nick "Nightmare" Baker, Roger Ritenour, and even skillsaw! It's been announced since 1998, and to this day, never has there been a beta release (unless you consider Invasion 2 an appetiser), and never again has it been mentioned. And there's Eternal Doom IV: Return from Oblivion, that will never, ever be completed, considering Team TNT is dead and gone since the passing of Ty Halderman.
  6. I know there's a lot of people here in the Doom community who are treating pistol starting each level in a megawad as the standard way of playing Doom, and although I don't see anything wrong with that, I don't believe it has to be the end-all, be-all approach to playing Doom wads. To me, dying in any level past the first one and having to start again with just your pistol is more of a penalty for failing to beat the level, and you must try again, only with the challenge jacked up. I'd rather have the weapons I have obtained from the previous levels and do my best not to get killed, which is what saving your game is for, and that to me has always been the default way of playing Doom as there is more of a natural sense of progress as you advance to the next map. I feel that's why I see a lot of my favourite megawads from the early years of Doom mapping get greatly despised by almost everyone to the point where they deem it as unfair or unplayable (and in some cases being combined with so-called "Wolfenstein" level design), which I find to be absolute downer since I have so many fond memories playing them. This is especially due to many players going straight for Ultra-Violence and pistol-starting each map, which while I will commend as it is very gutsy, it's not recommended until you are more familiar with the maps and have played through them plenty of times on the lower difficulties. Practice makes perfect, of course. Not everyone can be like decino, who is definitely one of the best Doom players out there and his playthroughs are excellent guides which help at times at getting a better grasp at the levels, or MtPain27, who while I admit can give certain megawads too high of an overall grade in difficulty than they really deserve and can be a bit harsh on some levels due to the kind of challenges they present, even if they at least got some good level design aesthetics, he's somewhat excusable since he acknowledges in his disclaimers that he's not Doom God material, and he's open to differences in opinions, like, TNT's Mount Pain may not be my idea of a good level with good gameplay, but I can respect that he appreciates it as being the one map that shows that at that point, TNT Evilution is not going to go down without a fight. With that said, I feel that pistol-starting each map should be treated as more of a form of challenge to take if you really believe you are that skilled and willing to take on a level that may not be kind to you for not having the best arsenal, and this is so true with the wads from the Doom days of yore since a lot of those wads at the time were primarily designed for continuous play (like some maps having rocket or cell ammo with no weapon for them, or maps that present strong monsters that will prove to be near impossible to take straight on for the ill-equipped). Choosing your desired difficulty is also a factor as you should know your limits, like if you can take on a megawad on Ultra-Violence, then no problem, but if you find yourself struggling, crank it down to Hurt Me Plenty or lower. Better approach when playing a wad you've never played before is to play on either I'm Too Young to Die or Hey, Not Too Rough, then once you feel you're able to blitz through the maps with no effort, you then try a higher difficulty. Yes that nowadays, wads are being made with pistol start in mind to give casual Doomers a fighting chance, even on Ultra-Violence, but there is a difference between a wad made in the 2010s and 2020s and a wad made back in the mid-late 90s. I hope all this can be considered before dismissing a wad as "unfairly hard and tedious" because of rushing straight for Ultra-Violence doing pistol start. It's not the only way to play Doom, nor is it the definitive way as given how the games are laid out in episodic structure, even the Doom 2 IWADs, it's never been their intention.
  7. You might want to check out Alien Vendetta. It's got a good number of Eternal Doom styled adventure maps and combines that with Plutonia's knockabout gameplay.
  8. T-Rex

    My thoughts on pistol starts

    I wouldn't say anybody's gatekeeping, otherwise they would be telling us "Hey, you can only experience Doom if you pistol start each level on UV." All of us here are free to play the game in any way we like, and while I play continuously, I scour the levels as I always try to get 100% of everything. That said, pistol starts can be liberating, but my point is that for anyone unfamiliar with the maps they play, they can be in for a rough time, especially on UV and when attempting 100% kills, which is apparent in older megawads where continuous play was the norm at the time. Don't get me wrong, most maps then and now are doable on UV-Max pistol start, but it depends, and without efficient experience, it may not be worth the frustration.
  9. I think you missed the point of my difficulty scale. They do not necessarily indicate that the wads I've categorised are roughly as difficult as each other. Rather, some would be in the lowest point, while others would be at the peak, but not enough to be in the next level. Like, I don't know how Icarus is easier than Evilution, since the wad is clearly more of a lighter version of it, both in challenge and delivering smaller levels that can be beaten in less than 20 minutes, compared to Evilution which has some "Drake O'Brien-sized" adventure maps that can nearly take an hour to beat, depending how you approach them. Perdition's Gate would be equal to Icarus, though. I find Requiem a bit easier than the first Memento Mori (thanks to the Adam Windsor maps), but at the lowest point of Level 2. Memento Mori 2, a wad I classified as Level 2, is considerably tougher than the first one, which I found to be roughly around Evilution's difficulty, but nowhere near as difficult as Plutonia, so it would be in just barely at the Level 3 border, which also go for Jenesis, JPCP, Reverie and SIGIL. Plutonia would definitely be the starting point of Level 3, followed by THT: Threnody, HR and AV, the latter two being roughly the hardest of Level 3, but not enough to be Level 4. I don't know how you consider Speed of Doom to be higher than Scythe 2, since the challenge with Scythe 2 is that it's divided into 6 episodes of different styles that gets progressively harder, and you start each episode with a pistol, while in Speed of Doom, it's in 3 episodes where you start each beginning map with a pistol, though it's significantly harder than the first Scythe. One thing I will agree, though, HR2 would be the peak of difficulty in Level 4, but still leagues below Deus Vult 2, and I never knew Sunlust would be easier, since it seems than anything by Ribbiks could be classified as a Level 6 as they match Sunder's savagery and mercilessness.
  10. I don't understand why so many people overexaggerate Hell Revealed's difficulty. Yeah, it can be a bit tougher than Plutonia, especially if you attempt pistol start in each level, but honestly, having played both wads, I have an easier time with Hell Revealed since there are multiple ways you can tackle the big wave of monsters that you'll get in some of the levels, whereas with Plutonia, despite most of the levels having a body count below 100, you still face tough monsters in compact, cramped areas and must fight them in order to progress further, which can be really nasty for the unprepared, plus I found Resistance is Futile to be slightly manageable than Go 2 It. And HR is far tamer than the bigger, badder wads like its sequel and Sunder. Here is my ranking of the Doom wads by difficulty (Easy being the lowest, Nightmare being the highest): LEVEL 1: EASY Doom/The Ultimate Doom, Doom 2, Hell to Pay, Perdition's Gate, Icarus: Alien Vanguard, The Twilight Zone, Death Tormention 1 & 2, Demonfear, Project X, Raven series, Fava Beans, BF_THUD!, Revolution!, Slaughter Until Death, The Evil Unleashed LEVEL 2: MODERATE TNT Evilution, Master Levels for Doom 2, Obituary, Memento Mori 1 & 2, Requiem, The Trooper's Playground, The Enigma Episode, Eternal Doom, STRAIN, Death Tormention 3, 2002: A Doom Odyssey, Whispers of Satan, Doom Core, Reverie, Eternally Yours, Jenesis, JPCP, Khorus' Speedy Shit, SIGIL LEVEL 3: HARD The Plutonia Experiment, Hell Revealed, Alien Vendetta, Scythe, THT: Threnody, TNT Revilution, Valiant, Hellbound, One Bloody Night, 3 Heures D'Agonie 2, Ancient Aliens, Survive in Hell LEVEL 4: VERY HARD Speed of Doom, Plutonia 2, Plutonia Revisited, Kama Sutra, Hell Revealed 2, Scythe 2 LEVEL 5: EXTREME Deus Vult 2, Swift Death, Resurgence LEVEL 6: NIGHTMARE! Sunder, Sunlust, Chillax
  11. T-Rex

    dark forces style levels in doom?

    You might want to check out Whispers of Satan. The first secret level is Star Wars themed, and a lot of the textures come from Dark Forces.
  12. I think it would be a contest between Perdition's Gate, Memento Mori II. or, if id decided against making the Master Levels for Doom II a collection of PWADs, compiled the wads together and added 11 more maps to make a full 32-level megawad.
  13. Dario Casali, it is absolutely amazing that you would show up here in the Doomworld forums. Then again, we've seen some of the mappers from Doom's heyday come by like Tom Mustaine, Chris Couleur, and others. Great that you've went through Plutonia 2 as it's one of the best megawads out there, and now you should try Plutonia Revisited so we can see which do you consider to be the sequel and which one the spiritual successor, in your eyes, of course. I must say, you with your brother Milo have brought a legacy, an introduction to the crazy difficult gameplay that became influential to the wads that came after Plutonia and even those of this era. Without your and your brother's trailblazing, we would never have such difficult megawads like Hell Revealed, Alien Vendetta, Scythe, Kama Sutra, and Speed of Doom, all of which you should give a playthrough, cause these wads stood on the shoulders of your pride and joy. Speaking of Hell Revealed, Alien Vendetta, Scythe and Kama Sutra, Yonatan Donner and Haggay Niv should make a return to the Doom community along with Gusta, Method and Erik Alm. If there's one thing that would be totally awesome is if we get a collab megawad between the founders and developers of the "extreme challenge" in Doom (The Casalis, Yonatan, Haggay, Anders, Erik, Gusta and Method) complete with soundtrack by Lee Jackson (whose ROTT music was used in the original HR).
  14. T-Rex

    What are some WADs that deserve a new MIDI Pack?

    Hell Revealed needs a midi pack, and maybe also Kama Sutra. While new HR music doesn't necessarily need to sound ROTT-esque, they could do with intense, heavy metal tunes to fit the gameplay.
  15. T-Rex

    Alien Vendetta MIDI Pack - Now on idgames!

    Oh, this is interesting! A midi pack for Alien Vendetta! I saw PsychedelicEyeball's video of that, they sound pretty good. Very nice how midi packs for the classic megawads are being made. Now we need a midi pack for the first Hell Revealed!
  16. T-Rex

    Erik Alm's Europa 1

    I'm playing through one of Erik Alm's earliest Doom wads, Europa 1, and so far, I'm trying to get all 15 secrets. While I was able to get some of them, most recently one with the two backpacks that require some insane straferunning, I can't seem to figure out the last few. One is at the northern section where you have to go up the raised blood canal for a soul sphere that seems inaccessible in the lower difficulties as you could use an arch-vile to jump you up to it, and the others are near the end where you hit a switch to lower a pillar while avoiding getting spotted by the cyberdemon and baron. I tried firing up the DoomEd level editor to find clues, but it crashes every time I load up the map due to all the number of sectors and things, and I tried searching YouTube for a UV-max, but the only video available is just a speedrun by dew with no secrets found. Anyone who has played the map and found the secrets, please leave your comments.
  17. T-Rex

    Any good easier slaughter maps?

    Playground is actually from Hell Revealed 2, not HR1. Speaking of the original Hell Revealed, it has a small handful of slaughter maps that are pretty tame by today's standards. Map 22: Resistance is Futile is a really fun level that's similar to Plutonia's Go 2 It, and Map 32: Mostly Harmful is fairly enjoyable as long as you don't worry too much about the spawning monsters and focus on collecting the keys and blasting everything in your path with the BFG and rocket launcher. And for another Go 2 It style map in a not so difficult megawad, there's Map 23: Showdown from Memento Mori.
  18. T-Rex

    Scythe 2 Episode 4 theme

    I've always been scratching my head at the theme of Scythe 2's Episode 4, dubbed the "waste" episode, which is of course, in my opinion, the point where Scythe 2 is at its very best, from the haunting, spooky Map 16: Mr. X, to the ever memorable Map 20: The Gates with its usage of Final Fantasy VIII's Compression of Time that gives a sense that there's no turning back now and things are going to get worse the further you go. But what I wonder is what Erik Alm meant by "waste" as a theme, like is it a set of levels in a barren wasteland or some kind of abandoned waste dump? I can only imagine that it's the former, because of how the levels seem to take place in a canyon or mountainside, and the ruins pop up in the latter half. Surely it can't be waste dump themed as that would fall along more along the line of the previous episode, which is all techbase/industrial, and only Map 16 and probably Maps 17 and 18 seems to fit the bill as such. What do you guys make of Scythe 2's waste episode?
  19. T-Rex

    Scythe 2 Episode 4 theme

    That seems to make sense, like Erik Alm intends the main theme to be wasteland, but applied corrupted techbase as the waste dump facilities for the first half and then transitioning to ruins for the latter, and assigned "waste" as the overall setting.
  20. Hell Revealed should have a custom midi project. Don't get me wrong, I absolutely love the Rise of the Triad music, but I believe Hell Revealed deserves a completely new and original soundtrack, with Jimmy Paddock, Stewboy, pcorf and Viscera being the select few to make some awesome midis. Demonfear is another megawad that needs a midi pack project too.
  21. I stumbled across a zip file title hrep1.zip, which is basically just the first 11 maps of Hell Revealed. Although it is for the most part the same maps, this wad has some very notable differences, including: - A completely different Map 01. - Difficulty settings applied (meaning HMP and UV do not share the same monster placement like in the first bunch of maps for the full version). - Different music soundtrack (doesn't use Rise of the Triad music, and instead uses a bunch of midis ripped from the internet, some of which include Nirvana songs). - No knockabout high-octane Plutonia-style gameplay (of course, this is just the first episode, but this becomes noticeable in a couple of maps). - No new textures (though the intermission screen with the level title names are there). - Occasional misaligned textures that were later fixed for the full version. Being a huge fan of Hell Revealed, I checked out the wad, played through it, this time on Ultra-Violence, and analyse each map and point out some differences if there are any. Map 01: Into the Gate Like I mentioned above, this is a completely different map, though it shares the same name, and I can see why Yonatan Donner would axe it out of the full version. To begin, the map doesn't really look all that spectacular as it's all just a series of boxy rooms with a couple of corridors past the elevator. The concept of teleporting monsters is still there, though, and there's neat little Doomcute desk and chair near the start. Pretty neat that you also can get a chainsaw this early, unlike in the full version where you get the first chainsaw in Map 08. It could be me, but the start may probably have been revamped to be part of Map 17: The Black Towers, though it's too different to be sure. Map 02: Gateway Lab Structurally complete. No notable differences, though the only difference is that there's no separate deathmatch area. Map 03: The Dumpster No notable differences. Map 04: The Garden Terminal No notable differences. Map 05: Core Infection No notable differences, though strangely, near the end, there's a pinkie on ITYTD/HNTR or Hell Knight on HMP guarding the exit door, but on UV, for some reason, there's no monster. I assume it would have been the arch-vile like in the full version. Map 06: The Round Crossroads No notable differences. Map 07: Arachnophobia Unlike the full version, this map isn't full to the brim with arachnotrons. The most amount you'll be seeing is a mere 16 (8 on ITYTD/HNTR like in the full version), with two situated in each leg. The mother spider mastermind also doesn't face you when she gets revealed, so she won't be alerted until you open fire or run towards her line of sight. Map 08: The Jail No notable differences. Map 09: Slime Disposal This is actually the latter half of Knockout (after the area where the hundreds of imps pour in when you grab the yellow key), but unlike the full version where you need to rely more on your fisticuffs, there's ammo aplenty. There are also two separate areas accessed via teleporters, the first one (which would be the teleporter to the switch guarded by imps) takes you to the end, but you need all three keys), while the second (the teleporter that takes you to either soul sphere in the room with the barons and arachnotron), takes you to another area where you'll find the yellow key. Both areas were thankfully removed because they were pretty ugly and drab. In fact, some of the doors in the area to the exit has tutti frutti effects. Speaking of the teleporters, where the switch would be in the full version is just the caged nukage pit full of imps, and the baron/arachnotron room is yet to be retextured and spiffed up to look nicer in appearance. The room beyond the door where you get the red key after lowering it and deactivating the forcefield is an ugly hallway that was also removed, and it's shaped to resemble some kind of spinal cord. There's a couple of switches at the end that serve no real purpose than one switch raises platform trapping you in while the other lowers it. Only good thing is that one of the walls is a door to a secret with some goodies. Be careful when leaving, because there's an activated crushing ceiling partway that can smoosh you unawares. Overall, this map has certainly received major improvement for the full version of Hell Revealed. Map 10: Chambers of War No notable differences, except there's an invulnerability in the room with the hell knights and the mancubus. Map 11: Underground Base I most certainly won't call this the "defanged" version, but while it has some challenging bits, it's a far from the ballbuster it would become in the full version. No groups of heavyweight enemies, no arch-viles, no spider masterminds and no cyberdemons to contend with here. This is probably good for practicing and familiarising yourself with the level's layout so you can have some advantage for when you go up against its mean counterpart in the full version. That's all there is to the maps, but there's another interesting thing about this episode. Unlike the full version in which the story is just humorous fourth-wall breaking, this one has an actual story which takes place after Doom 2. The UAC has rebuilt the Phobos and Deimos outposts, with the gates being rebuilt reopened, then some weeks later came a distress signal from Phobos outpost, and when attempts to establish communicate with the outposts were made have failed, you as the marine have been sent to Phobos with gear all set up. However, because you had no idea how to pilot the shuttlecraft, you end up crashing into the outpost, losing everything but the pistol and its ammo full of 50 bullets. And there's a bit of humour in the story with you dedicating time playing Doom II. So, for my thoughts with this episode, while it has little to offer, especially since you can just play the full version instead, it's quite interesting to look at the early stages of most of the maps and how some of them differ from the full version. No traces of the hard difficulty Hell Revealed will be notorious for, so given the timestamp this pack came out (June 24, 1996), it seems like Yonatan Donner and Haggay Niv would take and expand upon Plutonia's knockabout style gameplay for the full version. This isn't a must have unless you're either curious to see what some of the maps look like before they were revamped and/or repopulated, or want to play through the first episode of HR but not ready for the intense difficulty, though for the latter I would stick with playing the full version on ITYTD/HNTR to experience game more along the line of Doom 2 on UV, or HMP for maximum fun while having a stiff yet manageable challenge where your skills will be tested to the max. But anyway, check out the link below Hell Revealed Episode 1
  22. T-Rex

    What are you playing now?

    Playing through Requiem on Ultra-Violence, after years of playing it on Hey, Not Too Rough and Hurt Me Plenty. Just beaten Map 23: Hatred, which at that point is hardest and craziest level in the wad (expected as it's by Dario Casali), but somewhat manageable since I've played through Plutonia and Hell Revealed, and it's nowhere near as difficult as the following map. Looking forward to finishing Requiem as it's an all-time classic, feels like a journey every time I replay it, and most of the levels are so creative, visually appealing, and fun. Map 13: Town of the Dead, Map 31: Doorway to Quake, and Map 21: Den of the Skull are some of my most favourite maps in the wad. Would replay it again after I beat it.
  23. I already made a post earlier covering the "beta" form of Hell Revealed. You can check it out right here. But anyway, as a Doomer with a high regard for Hell Revealed, I can say that it's very interesting to see what the first episode was like in its early stages, and pretty much the majority of the maps didn't offer the "extreme challenge" that the final release would be known for, so really they're just a set of maps you can blast through without pressure. Map 01 was really nothing that special, and it's a good thing Yonatan Donner and Haggay Niv replaced it for the final release because it was just a series of boxy rooms and corridors. However, the concept of spawning monsters is there, and I wonder if parts of it was revamped into the northeast building of Map 17: The Black Towers, as it does look somewhat similar. Map 09 is actually the latter half of the final release version since you start in the hallway that comes right after the outdoor area where all the imps pour in, but the separate areas would be axed off, rightfully so as they're pretty ugly and uninteresting, and the abstract spinal-cord shaped hallway behind the door at the caged nukage pool room was shortened to just a small room with chaingunners and the forcefield holding the red key. One thing I do wonder is the midi selection, because they clearly were ripped from the internet before the final release used the music of Rise of the Triad. I don't know most of them, and I only recognise Maps 01, 07 and 10. Map 01 - Smells Like Teen Spirit (Nirvana) Map 02 - ??? Map 03 - ??? Map 04 - ??? Map 05 - ??? Map 06 - ??? Map 07 - Blow (Nirvana) Map 08 - ??? Map 09 - ??? Map 10 - Something I Can Never Have (Nine Inch Nails) Map 11 - ???
  24. T-Rex

    About You: List 9 important Doom WADs.

    Thought I'd give it a shot. Favourite Soundtrack - Plutonia 2 While it has a few of Doom and Doom 2's music, including Duke Nukem 3D's "Gut Wrencher," the majority is new, original music, and the best ones are by James Paddock, Stuart Rynn, and Jamie Robertson. Favourites of all time - Alien Vendetta and Requiem I consider it a tie between these two wads. They are absolute classics and showcase some of the most creative, visually appealing, atmospheric, action-packed, fun, and memorable maps made by some of the most talented Doom mappers of their respected times, and playing through those two wads is like a rite of passage for any Doomer out there, and exploring a variety of big worlds, which makes Alien Vendetta and Requiem really stand the test of time. Favourite ending - Eternal Doom The final map Excalibur may be so exhausting and mind bending, but that's what makes it really stand out. Most finales just stick with the Icon of Sin formula, but this is just an epic adventure that tests your puzzle solving skills to the utmost degree, and with dedication and patience, you'll finally reach the final area to waste Romero's head, which makes you feel as if you're on top of the world. Scythe and Scythe 2 have such incredible finales too, but nothing can top Eternal Doom's Excalibur. It's an experience unlike any other, and Bob Evans truly is the master of cryptic level progression and obtuseness, aside from Jim Flynn. Haven't played but want to - Japanese Community Project The level design just looks amazing and I can imagine the gameplay must be so much fun with high replay value. Runner-ups go to Super Sonic Doom and TNT: Revilution. I love, but everyone hates - Perdition's Gate This was a tough choice, but I'd have to go for Perdition's Gate. At first, I was going to pick Hell Revealed, but it doesn't seem to be as widely hated, and while I don't think Perdition's Gate is that much hated, it does get flack for being a commercially released wad that is so hard to find. Thank Tom Mustaine for releasing this along with Hell to Pay for everyone who heard of the Wraith duology to give a try. I hate, but everyone loves - Doom the Way id Did I can't say I hate any Doom wad, but I just don't get the hype for Doom and Doom 2 the Way id Did. I applaud the DtWiD team for their effort at imitating the style of the original Doom and Doom 2, but they just don't have the same magic and impact as the works produced by the original id crew back in 1993 and 1994. Sorry guys. I still look forward to see what you'd be attempting with Final Doom the Way id Did, though. Fondest memory - Memento Mori This was my first experience with custom made wads, and what got me into trying out other megawads. Excellent level design, and catchy music courtesy of Mark Klem. Always come back to - Hell Revealed I think anyone who knows me and my special fondness for Hell Revealed would see this coming. This is one megawad I always keep coming back to as I find it to be very important and appropriate for the formation of taste and development in Doom skills, and to thoroughly look into the megawad is to get yourself acquainted with the Casali brothers and other mappers at the same time. From its simplistic to visually appealing level design, coupled with challenging monster placement that makes you think and plan out how to tackle the combat scenarios, and there's aof course the rocking soundtrack from Rise of the Triad, I can describe Hell Revealed as a wad that has exceptional, refined, pleasing, fresh, well-knitted levels with such consistency that makes it the foremost wad of its time. Guilty Pleasure - Icarus: Alien Vanguard As much as it may have been Team TNT's compensation for giving Evilution to id Software for Final Doom, I find Icarus to be quite an entertaining and enjoyable set of maps that attempts to tell a cohesive story. The spaceship levels remind me of Star Wars and Star Trek, the planet levels are nicely varied, and the simulation levels are so surreal and imaginative that I could tell the mappers had so much fun creating the megawad. While the music may not be a factor to a guilty pleasure, they are most certainly amazing with such great themes, including the Icarus motif.
  25. So there was a point in the future where Final Doom the Way Id Did: TNT, was completed and released. I was playing through the wad, and while most of them had the expected same style of the authors that contributed to Evilution, there were a few notable differences, with some maps done in the style of different authors that actially contributed to the Master Levels for Doom 2. I believe I stumbled across three maps in the style of Dr. Sleep, two in the style of Jim Flynn, and another two in the style of Soundblock. I don't remember how they played out, but one thing for sure they definitely felt like as if they fitted well with the TNT theme, though one of the Dr. Sleep styled maps was techbase while the two other two were hell themed. Interesting dream, which I would like to see happen.