Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Search the Community

Showing results for '8-in-1' in files.


Didn't find what you were looking for? Try searching for:


More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Classic Doom
    • Doom General
    • WAD Releases & Development
    • Doom Editing
    • Source Ports
  • Classic Doom Special Interest
    • Speed Demo Submissions
    • Multiplayer Doom
    • Console Doom
    • Freedoom
  • Newfangled Doom
    • Doom Eternal
    • Doom 2016
    • Doom 3
  • Misc.
    • Everything Else
    • Creative Works
    • Doomworld News

Categories

  • idgames
    • combos
    • deathmatch
    • docs
    • graphics
    • historic
    • idstuff
    • levels
    • misc
    • music
    • prefabs
    • roguestuff
    • skins
    • sounds
    • source
    • themes
    • utils

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 138 results

  1. Guest

    In the Mess of it

    Version

    126 downloads

    mole doom episode 1: this is a 9 level mapset for doom 1. it replaces episode 1. there isn't really any plot aside from the standard doom plot. it's got 8 maps and one secret level. if you want a plot i'll make one up: you play john ninmole. a scientist at the research center on phobos. you were called in one morning on your goddamn day off. something has gone wrong with the teleporter again and it's your job to fix it. this happened just recently, but when it did the whole other moon disappeared. when you arrived to your station everyone was dead. you quickly grabbed a pistol off a dead security guard and prepared yourself for the most stressful workday of your life. and the worst part is you're not even supposed to be here today!------------------ 3 of these levels have partimes: e1m3: 1:31 e1m5: 3:18 e1m9: 0:27 these par times were set by my friend stoogy. unfortunately, he didn't get a chance to play the rest of the levels before release.
  2. Guest

    Sin2_9.Wad

    Version

    33 downloads

    Welcome to Sin2_9.The updated version of Sincity5 and Sin678.wad. and a brand new level 9.This Wad contains all new graphics and all new sounds.Most of the textures have been redrawn or modified to make a little more interesting.Demo1 has been replaced with a demo of the first level to give you an idea of what has changed.If you have already played levels 1-8,you may wan't to try them again with the new changes.
  3. Version

    25 downloads

    Episode 2, Levels 1 through 8. There's not really any situation.. We just decided we were going to make a brand new episode, I just hope it makes the next "Complete Doom Accessory CD Volume IV"! Levels are fun, rather smooth on 386s, and small. Levels: E2M 1,3,4,7,8 by Pith Possum, E2M2 and E2M6 are by Apocalypse, and E2M5 by his bro. Wyvern. *Hint* Get LSD.WAD, other episode by Pith Possum! * YOU ---MUST---- USE DOOM 1.666 or newer!!!! *
  4. Guest

    There and back again.

    Version

    37 downloads

    Using Doom2.wad, Full episode of 9 maps, 8 + 1 secret.
  5. Guest

    Heretic Speedmapping 1

    Version

    35 downloads

    A set of 4 Heretic speedmaps made during an 8 hour session that occured on 1/19/2018 Theme: A Canyon Village Restriction: The highest playable area & the lowest playable area must be a height difference of at least 500
  6. Guest

    Spawn Redux V2.0

    Version

    58 downloads

    REQUIRES AT LEAST GZDOOM V4.3.1! A 5 map hub centered around a UAC xenobiological research facility on Epsilon Eridani III. This redux version of SPAWN fixes the vast majority of bugs which plagued the original version 1.0 of this mod, and (hopefully) only a handful remain. Known bugs include the brightmap for the small cell pack showing up on the alternative HUD instead of the cell pack itself. This will not be fixed, nor will a handful of other bugs that remain as I will be "retiring" from the mapping scene after 22 years. In addition, I have dialed up the difficulty levels and have overhauled the most difficult skill level. Balancing in the game has been revised as well, and some areas have been revised in terms of texturing and design. This game also features a rudimentary achievement system. The list of achievements to "unlock" is as follows: 1. Discover all secrets 2. Pick up all items 3. Kill all monsters 4. Complete all level stats for the game 5. Find the hidden BFG9000 6. Find the "easter egg" 7. Break all breakable windows in the game 8. Play the game without a backpack 9. Speedrun the game in under 15m45s 10. Complete hard mode by staying above 66 health 11. Complete the game in hard mode in under 40mins
  7. Guest

    3 Steps From The Hell

    Version

    16 downloads

    What, stupit name?! Ok, so this is my first Doom wad. So there are some things I want to say: 1) It doesn't have secrets. 2) Architecture is on level of original Doom (or lower). Just what I like. 3) You will have only shotgun and rocket launcher for all 7 levels. 4) You will have medikits only in the end of levels. So you better make sure to not get any damage. 5) You will have very limited amount of ammo. Don't miss and make a right choise between shotgun and rocket launcher. And don't forget that pistol isn't that bad. 6) Be careful in level 6. There are lost souls wandering above. 7) Want to have fun - don't quicksave. Level are short. 8) I tried myself in music. Not very proud of it. 9) And I tried myself at drawing. Credit pic turned out awful.
  8. UnknDoomer

    Plutonia 2

    Options and things: * GZDoom. * Have played with "Complex Doom" modification. * Difficult - "Ultra-Violence". * 100% secrets and enemies (if not count #33). Finished 32 levels, didn't get into #33. I guess to get there you need to choose right teleport (?) on secret map #32. But I don't know for sure. * A lot of cyberdemons and skeletons. Really a lot. * Enough number of save/load required with such options. * A lot of hard maps. Especially secret onces #31, 32. As for regular - 21,22,30. * #8 in community top. Pros: 1. + Starting maps are fine. Small, well constructed, not much enemies (less then 150). 2. + MAP 29 (Ticket to Eternity). Nice design. 3. + Challenging. 4. + Combines fine with "Complex Doom" modification. 5. + Good sequel to "Plutonia Experiment". But someone probably will not like local huge maps. 6. + Ammo balance. Especially in case of using Complex Doom. Contras: 1. - Annoying door switches on some maps. 2. - MAP31 has 2 bugs. * Area with the credits and items isn't accessable. Seems to switch not working. * 524/534 enemies. Some probably didn't teleport... or something else. Can't get 100% here.
  9. Guest

    Heretic - Call of the Apostate

    Version

    1299 downloads

    An Episode 3 replacement for HERETIC. The episode is laid out so that levels 1-3 are inspired by E1, levels 4, 9, and 5 by E2, and levels 6-8 by E3. Expect a boss fight every 3rd level. I tried to make the difficulty progress nicely so that the beginning is easy but by the end you'll be given some tough fights. I also tried to balance ammo so that each level could be completed from "elvenwand start". A source port that can support DECORATE (ZDoom or Vavoom) is required to run this episode. However, the wad was designed and plays in a rather old-school manner. If you choose to play this levelset you will see why I did it this way. I hope this doesn't stop purists from enjoying the levels. I disabled crouching and jumping, and to make the experience more classic, you should refrain from using freelook if you can. I STRONGLY recommend ZDoom because it renders the levels exactly as I intended them; Vavoom does not.
  10. Walter confetti

    Dirty Harry meets Scarface Capone

    It's probably me going insane, but this a hilariously epic wad. If i'd found it in one of the various (rare) CDs that contains some doom maps in 1997/8 it could been one of my guilty pleasures. I've expected some crude and stupid wad and... it's what i've got, even more! Where in other wads did you ever find yourself been Dirty Harry fighting demons and nazis in the most squarish castle ever where sometimes the reality crushes itself with broken door sectors that open a void dimension in the map, all when "You can throw your hat" by Joe Cocker (yeah, THE striptease music from 9½ Weeks) is blasting out at surprise after a little moment of silence in the map, that genuinely made me smile for all the map. Sure, the map itself is also not really that bad as the other reviewers and the low vote of 1 star, despite the extreme rawness and all the mapping errors and bugs have some small nice designs like the deep water pool with a blood fountain near it and the exit computer room is kinda cute. Overall, a bad map as a serious effort, but a fun jokewad in the right mood and state of mind. Turn this map into one of those meme review chains of bad wads if you dare, you nerds! DO IT! Btw, where is Al Capone in this map?
  11. Guest

    Innocence: The New Technology

    Version

    39 downloads

    A 9 level wad for Doom II. This is a project by Team DIS; made up of Jazzmaster, Jimmy, PRIMEVAL and Blindspot Software. This mapset was done in the spirit of TNT: Evilution. Mapper Credits Map 1-2: Jazzmaster Map 3: PRIMEVAL, Jazzmaster MAP 4-6: Jazzmaster MAP 7: Jimmy MAP 8: Jazzmaster MAP 9: Blindspot Software, Jazzmaster
  12. Version

    383 downloads

    Welcome to DOOM 2: UNLEASHED - An all new 32 level megawad for DOOM 2 put together by various authors in the community. Known as the Pcorf Community Project at the Doomworld forums. After the release of Whispers of Satan I wanted to make a community megawad. The aim of this project was simple and it was to create a level for DOOM 2 using only stock DOOM 2 textures. 15 months later I received 40 levels divided into two episodes, the first DOOM 2 UNLEASHED which contains the 32 main levels and the second NO HOPE FOR PEACE which contains 8 additional levels. This megawad also contains a seperate music wad with mostly original music. The main wad contains the sumbitted songs + songs from Doom 1, Doom 2 and TNT hand picked by me. * Must be for Doom 2. * Make it as good as your abilities can allow you to. * Limit Removing, so add as much detail as you like. * Any theme or style. * Use any enemies. * Difficulty Settings yes or no, it doesn't matter.
  13. Garlichead

    SERENITY III aka INFINITY (v1.2)

    Infinity is the third chapter of the Serenity Series. Originally released in 1995 as a replacement for episode 1 of Doom. It consists of 8 vanilla compatible maps (no secret map). I played the episode on Ultra Violence using Woof on *vanilla* compatibility setting. The average difficulty is higher than Doom 1, but for the wrong reasons. The maps relies on, such things as mandatory damaging floors (which are recurrent on this series), abundance of sergeants and a lack of armor and health all through it. The previous entry had these issues on some of the maps, with map 2 and 3 being the biggest offenders; so I guess it is characteristic of the Serenity wads. Infinity follows the tradition of the previous entry with the use of copyright music. The episode includes an eclectic mix of tracks by C+C Music Factory, Miles Davis, Michael Jackson among others. The renditions are not bad, and give the wad a nostalgic feeling of early hackers coming up with maps for what was once was an emerging new video game genre The maps are a little basic for todays standards but they are still fun to play. One most approach to this old wads with the mindset that you are exploring an old design. They are not as polished as todays designs, the fun comes out of exploring them as a product from their times. 1. **Switch bored?**: a short romp through a wood base. Good use of shotgunners a couple of fun ambushes. The map is a little low on health and has some mandatory damaging floors which can get you killed depending on the hitscanners fights go. *Switch bored?* has the strange habit of having secrets thrown around on the normal route. 2. **Say jazz to another excess**: a shotgunner heavy map set on a tech installation. The most memorable section being a maze full of elevators which makes you choose between different tunnels. The rocket launcher and the baron of hell are introduced on this level. For being such as a hitscanner level it is certainly missing some armor or medipacks. 3. **Beat it!:** The best level so far. Aesthetically it is all over the place combining tech sections with wood and marble, but from a gameplay perspective it much more forgiving than the last two. The plasma rifle and green armor are finally introduced here. Similarly to the first level it is full of nonsensical secrets which are flagged as you progress. 4. **Everybody frag now:** Combat heavy scenario, simple buy very fun. The BFG is introduced on this level albeit I did not got a chance to use it. There is an interesting section near the start in which you fight enemies inside a waist level maze. 5. **Dungeons of doom:** Sewer kind of level. Very easy and combat oriented, due to the cell ammo you receive. Very nice ambient song. 6. **Who's afraid of red, yellow and blue?:** after the triad of combat heavy maps this one is much slower paced and puzzle oriented. Doomguy explores a very abstract map while trying to find the necessary keys to get out. Did not like this one very much. 7. **Blaze of glory:** an ok level. Not very memorable. 8. **Stargate into infinity:** an arena shootout level. Nice design in which the main arena expands during the fight. It tricks in to believing that the bruiser brothers will be the final boss, nut once they are killed the level opens up for one final section. Is it worth playing Infinity today? It depends. The levels are basic and occasionally difficult for silly reasons, while also being short and charming in their own quirky way. Compared to some other maps from 1994 and 1995 this one is not as polished as Fava Beans or Slaughter Until Death but it is certainly better than something like Serenity. On the other hand, if you compare this to todays maps there are some design decisions which are not expected after almost 30 years of mapping. The (ocasional) lack of health and the mandatory exploration through damaging floors can get on your nerves easily. Compared to some other stuff from the early nineties this gets 4/5 stars, compare with some map sets from today it would be around 3/5.
  14. UnknDoomer

    UAC Ultra (v1.2)

    "old school" wad in a technogenic style, consisting, in the words of the author, of 11,5 levels. The difficulty is moderate, the gameplay is extremely straightforward / high-speed in the run & gun style. For the most part also secrets are easy to find. Separately I note that, perhaps, in some ways the sequel to another game, Corridor 8: Galactic Wars, can be something like that, if it released back in the day. Settings and Features: * GzDoom. * Difficulty - "Ultra-Violence". * A number of new textures. The overall range is made in dark brown tones. * Soundtrack to match the style. * Tune on M9 - Counteraction Terminal sounds similar to the one played during the final battle in Mortal Kombat (1995). There is also a fragment where the Cyberdemotaur is waiting for you alone. As soon as you start attacking him two masterminds will come to his aid and the passage back will be closed. * There are no secret levels. * Level 12, "dummy map", acts as an epilogue. * 1 new kind of monsters. Pros: + M4 - Pyrolysis. + M6 - Collapsys. At the end of the map a cyberdemon awaits. Those one you will meet more than once, however. + M7 - Haymaker. Start with a pistol, 12 enemies - spiders, mancubuses and at the end a new type of monsters - a cross between cyberdemons and minotaurs from Heretic. The result is a faster, more dangerous and slightly sturdier version of the mancubus. + M10 - Skagway. Major representative of the chosen style of gameplay. + M11 - Sick. Unusual final boss.
  15. Guest

    Wyvern Heights

    Version

    20 downloads

    This well designed level has quite a few areas to discover, it takes me (the author) about 18 minutes to complete the entire level with 100% kills and all secrets found in skill 4 mode. Please note that you must be alert in locatating certain switches and doors that might not look like the ones you're used to - this is by design for reasons of creativity. Different, but well done. The texture alignment is outstanding (nice wall switches) and to top it off, there are a ton of new graphics contained in this file... Don't be surprised if you discover some familiar bitmaps along the way...There are some textures in this file from "Rise of the Triad" by Apogee Software, as well as Doom 1 and 2 from id Software. I thought it would be wonderful to see all my favorite textures in one level...well, here it is and I'm sure you'll agree that they all look great together. I would recommend at least a 486DX2/66 with 8 Megs of RAM to enjoy the level fully. This is the system I used to write Wyvern Heights - it runs great on my computer, no slowing down (thanks again RMB!). I wish every author would use it... Oh, one more thing...Please, no codes! There is ample ammo and if you're semi-experienced at Heretic then it will be a good WAD for you to practice your combat stategies...just don't cheat.
  16. Version

    23 downloads

    The fourth installment in the Superfast mapping series. Meant for the domination gamemode on zandronum where players fight for control over several points, although deathmatch will work as well. Each of the 32 maps were made in 1 hour and 9 minutes. Maps are sized well for 8-16 players.
  17. Guest

    Days of Xornox

    Version

    35 downloads

    This only has levels 1-7 and 9-11 because I'm not allowed to put level 8 on because it looks too much like level 1 on Doom2. This is a wad that normally has 11 levels. This is just part of a game that I am making. It has a totaly new story and will enentually have new enemies and things. This wad is mainly the beginning of the game and all the enemies are regular. I mainly put this here because I didn't want something to happen to this on my computer. I will also be sending in others such as Forest, Forestboss, Earth, Earthboss, Bridge, Firecastle, Fireboss, Wind, Wind boss, Shape, Self, and several others untill I get to Xornox.
  18. Zaxxon

    Illuminatus v1.0.0

    I don't want to be harsh talking of someone else's hard work, but when something is bad - it's bad. I lost patience around Map 6, but i tried to push through a bit further. Map 9 is where i got completely burnt out by it. I guess i have to give the creator some credit since it is his first megawad, but i think for a starter wad he should have been a bit less ambitious and make 8-10 maps, instead of 32. Possibly then the wad could have been more creative and focused. The very first map leaves a sour tastes, and it shows lack of experience. For UV difficulty, not having at least a few shotgunners and some shotgun ammo is just bad design... have fun dealing with ~50 Imps with just a pistol. Possibly the shotgun was a secret somewhere in that level? Even if it is, It doesn't matter, it's still bad design. You can't make your first must-have weapon, a secret. Take a note from the very first Doom 1 level - if you're playing on UV, the very first enemy you encounter, gives you the shotgun... and the Hangar only has 1/10th of the Imps in the first level in Illuminatus. It was so tedious, i ended up running past everything, and soaking all the damage, hoping to find the exit fast, so i can be done with this chore of a level. At least the second map gives you the shotgun and the super shotgun - good! I'll would have cut out the first map entirely, map 2 would make for a much better starting level. The maps, from what i've seen, are not the biggest, but they feel unnecessarily stretched out. Going out of your way to solve a small puzzle, to get the super shotgun is cool and smart, but having branching corridors that throw you into a room with 10+ Revenants, before you even have the rocket launcher, is the opposite of fun, especially when most of the time these optional Revenant infested areas have no rewards for you after you clear them - you just wasted your time, ammo and health for no reason. They are not rewarding even for exploration purpose, because they don't offer much visually - no cool architecture or intricate blend of textures. Just look at something like Oblivion, which is a 2015 episode replacement wad for Doom 1. It uses mostly, if not only, vanilla textures, yet it is a joy to the eye. I respect all wads that stick to the classic formula, when it comes to visual presentation, because it takes great creativity to make something interesting to look at, by using only vanilla assets. Illiminatus doesn't deliver in that aspect. Well, at least the first 9 maps don't, so take my opinion with a grain of salt. Others have already mentioned the switch hunt, and yes, it's bad. It's never a good thing to have switches, which don't have clear purpose. I always loved switches that will trigger a mechanism that is in your line of sight. Having a switch that activates a mystery mechanism somewhere in the map can work too, if it's optional and the level is small and simple to navigate. Having these type of switches and mechanisms in almost every map gets old and tedious very fast. I'm sorry, for not liking this, but it's just how i feel about it. I don't like wads where things just happen for the sake of it. I like wads that do things for a reason. If i step into an optional area filled with monsters, then there better be some reward or cool architecture for me to see in there. If i flip a switch, i want to know what it does, or at the very least be able to figure it out, without having to backtrack or get lost.
  19. Gato606

    Beyond The Hell

    Maps are annoyingly difficult and even playing in "Hey Not Too Rough", one map starts with like 8 chainguners in front of you? Others start similar with shotgun zombies close to you. Not even to mention like map15 I guess, where you have to cross a very long corridor where the floor is lava (literally!) only 1 radiation suit in the middle, a couple of stimpacks and the corridor blocked by monsters going from Imps to revenants, pain elemental and arachnotron, and to complete, after you activate the switch at the end of the corridor you have to take all the way back, without another radiation suit or any other power-up (idbehold - r did it's debut there). Definitely not enjoyable, being unnecesary difficult, almost impossible.
  20. SilverMiner

    Pirate Doom

    0. The peaceful world and sense of Monkey Island was taken and thrown away. 1. The cannibals trying to kill the player, not to discuss the way of healthy nutrition or not to simply catch and eat him. It's really annoying. 2. In some places the textures ain't chording. 3. The main hero is not The Guybrush Threepwood. It's the marine. 4. The chordes of demony creatures don't let me to watch the map. 5. The second map had the script (before I fixed it in mine) killing the player playing in soft. 6. At the Winds Of Hell, the Port Royale and Plunder Island Fort and other large opened places the monsters in crowds gather to shower me with knifes, skulls and chaingunners simply bullet me out. 7. The main hero is an old one-eyed drunkard burping all the way he heals himself by simply drinking. 8. The Circus is the most unwanted place IMHO. 9. No Rollercoaster Of Death at the end. 10. No spitting contest. 11. No Largo LaGrande. 12. The LeChuck voices contain the parts of music. There still is the way to rip them properly, but who will? 13. The LeChuck theme music makes me think the game ends. Then the game quickly becomes boring. 14. The trampolines are cool. But solid. Jumping with falling damage is deadly. 15. When I firstly heard the Largo Theme, I thought he will appear to take my boomstick, but he didn't. 16. Pirate DooM is imp ate door easy speedrunnable. 17. The darkness isn't scary, it simply annoys me. Over all, that's all great work!!!
  21. Kaido

    Slaughterfest 3

    Ahhh finally, a collection of different unique slaughtermaps designed by different people , each containing its own elements and themes giving an eccentric yet very challenging and fun mapsets to play with. SF2011 did not impress me that much , but sf2012 was a huge hit ! All maps of sf2012 gave me a vibe of genuine slaughter with fun maps and gameplays made by slaughter lovers for slaughter lovers. Unfourtanely , I honestly can't say the same with sf3. Overall sf3 was a huge let-down , yes sure some people might say otherwise and its got some nice maps or its very similiar to previous years of slaughterfest , but it doesn't hide the fact that sf3 has a buttload of isses . Map 1 for example has a wierd starting area of shooting all the buttons rather than 1 proper switch , as well as the hidden monsters in the final area which can easily be missed. Map 2 has its fair share of issues . There is a hom in map 30 btw , which for some reason the author missed even though someone did properly address the issue here. Map 21 had a bad beginning in UV, little ammo , alongside vile corridor with revs wandering around . Its also worth noting to address that some maps don't fit in their dedicated slot , some hard maps in the beginning and some easy maps in the final 20's ; map 20 and map 27 should have been replaced , map 21 and 22 should go somewhere in the 10's, just an example . I could go around giving the issues with each map ,but since this is the final version and archi isn't going to make any changes anyways, its kind of pointless. I played through beta c , and map 19 should have been kept . It had a much better gameplay experience than the new integrated map . Map 8 wasn't bad, at least its not as bad as the other map 8 from sf3_c. On the bright side , there are really good maps worth pointing out like some of phml or cannonball and maybe even some of archi's map. Whilst some maps could have just needed some more playtesting and are mostly incomplete as a result , other maps complete the balance ensuring that the wad is not a repeat of sf2011. Ribbiks maps are as eccentric as always , map 4's beginning wasn't too good , the last area wasn't bad ; kind of fun actually .Tods maps are insanely long and difficult , and map 3 was fun. Map 30 is mind boggling, a huge beast . Well done Archi. Map 27, 13 and 12 were awesome , had a lot of fun playing them, most of demonologists map were spectacular. Played through 1-32 completely , and I would say that overall it was quite disappointing . The maps weren't bad they were just simply not good enough , and this is reason why we are not seeing many people max the wad compared to sf2012(or most players retired). Notable maps I MUST recommened people to play would be : 3 , 9 , 10 , 12 , 13 , 20 , 25, 26, 27 and 30 Anyhow this is my opinions and view on the wad overall 3/5 .
  22. Xeogred

    Plutonia 2

    I have a long lasting love/hate relationship with the original Plutonia. I find it to easily be the hardest of the classic vanilla official Doom releases to the point of frustration with some design choices, like chaingunners galore in their barricaded towers. The entire megawad is very brown or green in texturing too and gets a bit drab. That said I continue to go back to it off and on throughout the years. I finally hit up Plutonia 2 this year and it lives up to its name, it's tough as nails, more brown walls and green ooze everywhere, chaingunners, unsafe starts, etc. Some maps like MAP11: Arch-Violence I hated because it was so tiresome. There were others I found really frustrating in the later teens and early 20's too. Don't expect many safe starts in any of these maps, the majority of them have you in enemy crosshairs immediately, along with tons of cramped sections in several maps, to a crazy degree that it seems impossible to beat most of these maps on a first run without knowing the traps and gimmicks. On the plus side, like Plutonia 1, I still had a fun time overall and this definitely felt like an official sequel. The style changed dramatically in the last chunk of maps and for the best, environments started looking much more interesting with a lot of reds, some maps were simpler but very effective, and I really enjoyed the final stretch along with this incarnation of the Icon of Sin battle at the end. The new music is awesome. I played on continuous play via UV and GZDoom, no mods. Clocked in a little over 8 hours. If you're up for some pain and difficulty, check this one out.
  23. Tristan

    SERENITY v2.0

    An E3 replacement from 1994. Map order seems off here, the first two or three levels felt the most difficult to me, the rest were very easy. A fair bit of quirky design here, with a lot of maps containing secrets that are mandatory to progress through the map, though most can be forgiven as they're pretty easy to figure out, some can't really even be considered proper secrets, there are others though that may be a nuisance to people. The maps are mostly quite small, with some medium-sized offerings in the middle, and a larger map in E3M7. In total the WAD took me just over an hour. E3M3, 5 and 8 are probably the best maps here, all decent maps, though I had to noclip in E3M5 after getting stuck in the blue key room due to falling off a raising floor which could not be lowered again. 8 in particular looks pretty cool with its stained-glass windows. 1, 2 and 4 were good enough, but don't stick out in the memory as being particularly special. 6 and 7 are easily the worst maps here, though I can't decide on my absolute least favourite. 6 is a couple dozen of small boxy rooms filled with monsters, connected either by more boxy rooms or narrow corridors and staircases, with no variety except some of them are green and some of them are brown. 7 is ugly as sin, gameplay is a bit of a slog in places, and it's the biggest map in the set so it's not like it's all over in just a couple of minutes. Overall this WAD is decent for the most part, despite some strange design choices. 6 and 7 do drag the quality down though, and unfortunately those are the maps I'm most likely to remember.
  24. galileo31dos01

    Scythe 2. Version 2

    Done on HMP/continuous/saves Very good megawad. Very cool textures, music and atmosphere. I liked the concept of dividing the pwad into 6 episodes, with each episode in a different ambient. Also starting every episode with only the pistol and the weak fist really made me improve my skills, such as using the berserk for revenants and others. Gameplay is more or less like its prequel, the 1-9 maps are rather easy, the 10-20 increase difficulty, and 21-30 varies in massacre and slaughter. I started to die repeatedly from map 23, and a few maps became really tedious and exhausting, mainly because of monster placement (specifically map 27, ugh...). The new enemies are the afrit, which is a cool flying baron but really dangerous, a boss-tier killer, maybe too much health. And the evil marine, I hated these ones, too speedy, annoying as f... In general, secrets were nice. I couldn't for the life of me figure the 12-second secret exit to map 32, no matter what I did I was always late by one or two seconds, definitely something I disliked. So overall I'll give this a 8/10
  25. Guest

    Devile II

    WTF, I'm playing DooM since Christmas 1993, and this is the first time I managed to find 8/7 secrets (map02, ZDoom 2.7.1)... Chapeau for author making this possible. Having said that, I seriously wonder what the point is of uploading this shit. Obviously author is free to waste his time the way he likes to, but when he uploads it, he forces others to waste their time too. 1* for the effort - 1 * as discouragement for uploading this kind of DooM misuse = solid 0*.
×