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  1. Book Lord

    The Rebirth

    The Rebirth is a one-man megaWAD from an era when such big efforts were no commonplace. Nowadays the editor utilities have been upgraded with user-friendly features that facilitated both testing and troubleshooting; in 2003, half his lifetime ago, the German author Björn Ostmann (a.k.a. Vader or Bobjet) had less sophisticated tools at his disposal. He was not short of ambition and determination though, as he did not settle for stock resources and predictable IWAD homages, but he wanted to add something new and personal to his first submission to the community. He used a DOS programme called Doom Construction Kit (DCK) to build the maps, WinTex utility to edit textures and sprites, and an obscure software named Capella800 to compose his own MIDIs. I have tried building Doom levels with a DOS editor myself, and I know how difficult and time-consuming it can be. The language barrier from German to English was another obstacle that Vader overcame quite proficiently, despite his disclaimer in the info file and a few oddities in the level names. I am not forgetting that he started working on The Rebirth when he was 17 or 18 years old, which is undoubtedly an adequate age with lots of free time that you might dedicate to modding, but it neither implies the maturity to bring such a long and cross-disciplinary work to completion, nor does it guarantee that it will feature consistent quality and solid gameplay. The young Ostmann showed his talent by uploading a full megaWAD of small to medium-sized levels, sure to not overstay their welcome while featuring a nice challenge, at least on continuous play. The awkward weapon, ammo and resource distributions on most maps suggest that pistol start was not considered a standard approach, ideally reserved to speed runners that wanted to record demos. Beating The Rebirth on pistol start requires foreknowledge of map layout, encounters, and secrets, and it promises to be a miserable experience for contemporary Doomers facing it blind and with a casual attitude. June was a short month with not much free time, so I opted for a relaxed continuous play on Ultra-Violence, with savegames mid-level (not during encounters to cheat the RNG or to facilitate anything). I got pistol-start sensations by self-restraining my weapons (I used only weapons provided in each map, after acquiring them), and sometimes I found myself in trouble because of this choice. Some maps in the second and third episode hid crucial armaments out of sight or in the secrets, therefore I ran out of ammo just like a blind pistol starter. The Rebirth was set 12 years after Doom II: Hell on Earth and the defeat of the Overlord of Hell. While humankind slowly repopulated the planet, a small part of the Overlord’s brain had survived and reanimated itself. Our Doomguy woke up one day in Starbase Omega2 (maybe a reference to Space Station Omega released in early 2003), he learnt that a new invasion has begun, so he grabbed his pistol and got ready to kill some ugly creatures from hell. His journey followed the customary progression through a first episode consisting of different types of tech-bases, followed by a streak of urban maps that was diluted by brown and abstract/generic settings in the second half. These entries might have been influenced by The Plutonia Experiment, although they did not strike the same balance between fair challenge and wickedness, due to scarce and unevenly distributed resources. The third episode brought the protagonist to hellish places, offering a decent variety of settings, gradually increasing the complexity of the layout and the use of the beautiful textures created by Vader himself. The custom artwork, dominated by grey and vibrant red hues that reminded me of Quake, must have raised some interest in a time when quality textures and sprites were not plentiful. His accurate touch up of the Baron of Hell, called Lord of Heresy, is still used today in the Doom community, and the headless Former Human was both silly and creepy. I enjoyed the exaggerated sound of the pistol, replaced by a loud shotgun blast without the pump action, also turning the chaingun into a badass weapon like the Commando’s. Other audio changes included an unsettling Arch-Vile alert noise, and a few midis composed by Vader himself (used on MAP 03, 10, 12, 15, 30, 32) that add a unique feeling to the megaWAD. Despite having a nice midi pack made by the community, I chose to play with the original soundtrack lo listen at the author’s music selection, and to have the bespoke tracks stand out a bit more. Considering that each map took between 5 and 20 minutes to complete, I never got bored of a song, even if it was D_RUNNIN. The whole playthrough lasted 6 ½ hours, one of the shortest experiences I had with a 32-map megaWAD. Beyond the graphic adjustments and the sound personalisation, The Rebirth shapes up as a classic Doom II megaWAD, a journey down the memory lane to an era when standards were still set by the original games, and not by ground-breaking community projects released after 2010. The monsters were used adequately, but still followed the IWAD tropes and mandates; the maps were suitable for both exploration and incidental combat, but they lacked a few big and fast encounters to spice up the routine; the secret design was traditional, and the only innovation was that they were often mandatory for pistol starters. Vader was surely aware of the Doom modding scene of his time, as proved by the Toxic Touch-y looks of MAP09 and by the involvement of none less than Vincent Catalaà in the playtesting, but he chose to stay true to his original ideas. A glaring first attempt with the editor like Operator was not a proper introduction for The Rebirth and in hindsight it should have been replaced, but the author left it there and chose to show everybody his humble beginnings. I appreciate this kind of artistic honesty, and the amazing technical gap between MAP01 and MAP29 is the true abyss that Björn Ostmann crossed on his own, working for more than one year on a solo project. For contemporary Doomers, The Rebirth has less appeal than recent, more streamlined releases, especially if pistol starting is a must. Sticking to this approach will probably sour the blind attempts; on the other hand, pistol starting with foreknowledge was an interesting challenge that I tried on a couple of times, just to confirm my impressions. While it had not been forgotten by the Doom community, as proven by The Rebirth Midi Pack compiled in 2019, Vader’s debut was not included in any shortlist of relevant PWADs from 2003, maybe because that year featured fundamental opuses such as Scythe, Phobos: Anomaly Reborn, and spectacular ZDoom mods. The Rebirth might have felt old-fashioned even at the time of its release, but it still has some historical significance as an attempt by a single author at modifying all the game features at the same time. Probably Vader did not plan everything since the beginning and he added new features as he gained expertise, resulting in a slightly incoherent work from the thematic standpoint. The player clearly perceives the author’s progress as they advance towards the end of the megaWAD, and I find it a fascinating way to establish a connection with another individual from another time and place. If you like the IWADs, you do not expect to beat the maps on first try when pistol starting, and you have always dreamed of making your own vanilla megaWAD with custom resources, The Rebirth is well worth a few hours of your time. Best maps: MAP 09 – The Depot MAP 14 – The Undertown MAP 20 – The Gateway MAP 27 – Wired Hive MAP 29 – The Abyss Other standout maps: MAP 11 – Teleport Center MAP 31 – Snowed-in Mansion MAP 16 – The Musty Ones MAP 22 – Withered Fields MAP 28 – Netherworld Detailed commentary of each map can be found in the June 2023 DWMC thread.
  2. P41R47

    Doom the Way id Did

    Doom the Way Id Did birth from the idea of making maps that could replace the original campaing and made mostly with the same aesthetic and limitations of maps made on 1993. But not only that, the idea is also to emulate the designing styles of the different authors of the maps of the original Doom: Romero, Petersen, and Hall. This made the authors of this megawad analyse the quircks and designing ideas behind the original creators. For certain, after completing this mapset not only one, but like more than 10 times already, i feel that this mapset is overrated. Yes, some maps are really good, especially on episode 2 and some on episode 3. But the first episode not quietly match up to the original shareware episode. That said, here is a review map per map of all episodes along UDTWID, as it was later expanded to contain also all new Episode 4 maps. Every map has it name, it author, the author style to mimic, and an individual rating for the map. Episode 1: -E1M1: Communications Bridge by Sarah Mancuso (esselfortium)(Romero) 2.5/5 For certain, it start differentiating itself from the regular way Id Did their job. Esselfortium opening map is vastly more complex than the original Hangar by Romero. It is still a short map, but it chain of secrets is far more complex. Also, not great opening sight to set the mood, just a green wall with windows. The music used on the DTWID Music pack isn't a great opener, but its ok. A little repetitive, even before it start looping. -E1M2: Military Bunker by Nick Laurent (hobomaster22)(Romero) 3.5/5 Again, a far more complex map than the expected for a second map on the first episode. This time, a little bit longer than the map on the same place of the original. The layout is intricante and non linear for the most part. Still, this one is fun. So Hobomaster did a good job here. The music is quite up to the atmosphere of the map, fitting well with it pacing. -E1M3: Fuel Synthesis by Sarah Mancuso (Romero) 1.5/5 This is where things started to stray from the usual. This map is really big for a third map, almost too much. IT start to drag a lot when the Id formula by Romero just make it long enough to beat it on one sitting. Great map by Essel, no doubt. But too long. Also, for some reason, its fairly easy to find the secret exit before the normal one. The music is quite spooky and good. But the map is soo long that is makes the action seem slower than what it is. -E1M9: Excavation Site by Stuart Rynn (Stewboy)(Romero) 2/5 Another really long and slogish map with a lot of interconnected areas. Stewboy make a linear map, but it interconnectivity detriment it pacing. There are some really good desings here, but again, it is a bit too long for Ep.1 The music here is a stright rip of Zero by The Smashing Pumpkins. As the map is longer than it should, it start to loop heavily on the back for a boring action. -E1M4: Treatment Plant by Jason Root (Hellbent)(Romero) 4/5 Really good medium to large map that opens up a lot and has a really good nonlinear nature. This is far more complex than the map on the same sloth, but somehow, it catches the same ambience and atmosphere for a good action packed round. So Hellbent did an amazing job here with great secrets. The music is simple and repetitive, but it works. -E1M5: Engineering Bay by Jacob Zuchowski (ellmo)(Romero) 4/5 Another great medium to large map. But this one is a bit more linera with a lot of interconnected areas. The areas are greatly designed and the secret are quite good. The music here is slow and atmospheric going perfectly with the lenght of the map. -E1M6: Reactor Complex by Nick Laurent (Romero) 3/5 Pretty long map, but fortunatelly, it doesn't drag too much. Is a linear map with side secret areas. It goes well in this spot as the orignal map6 was also a little longer than the previous. Hobomaster did another great map quite fitting with Episode 1 aesthetic. The music is a stright rip of Sex Type Thing by Stone Temple Pilots. -E1M7: Logic Core by Trevor Primmett (iori)(Romero) 2/5 Long, kinda non linear interconnected map. It goes well for the slot number as map7 on the original was also pretty long. Problem here is the interconnectivity, making easy to loose track of where you are. Sometimes a strightforward approach is better, but anyway. The aesthetic is good here with some areas reminicent of the original maps in general. The music track is a march style slow one, pretty menacing and kinda spooky. It mesh so so with the map. -E1M8: Transport Facility by Jacob Zuchowski (Petersen) 3.5/5 The episode ending is quite similar to the original, but with a little more ramp up. Lonelines and dread is sense during all the map until the final area. And thats really good. The secrets are good, but one is kinda stupid as you need to beat the bosses to access it. The musis isn't as dreadful and the original, but its also quite good and fitting. Episode 2: -E2M1: Receiving Station by Xaser Acheron (Petersen) 4/5 It set the tone for corrupted tech base quite well. Far more than the original map. The lenght is right for the slot, and the secrets are good, making the little backtracking worth. Undoubtly, Xaser knows what he did with this map as its a perfect introduction to Ep.2 The music is a stright rip of Big Guns by Ac/DC. Repetitive as fuck and not meshing with the map at all. -E2M2: Filtration Compound by Sarah Mancuso and Xaser Acheron (Petersen)(Romero) 4/5 Now this is how a good colaboration is made. Essel and Xaser deliver a really atmospheric and quite complex and interconnected map. It deviates from the warehouse setting of the original, but it deviates for good. The corrupted techbase theme is taken to the max here. The music is repetitive slow but quite atmospheric and fitting for this map. -E2M3: Rec Facility by Captain Toenail (Hall)(Petersen) 5/5 This map is a really good fun. Again the usage of corrupted tech base is top notch. The length is right and the pacing is just amazing. Capatain Toenail delivered a great map for sure, right there as good if not slighty better than the original slot map. As like the original game, the music is the intermission music. Since the map is on the action side with a subtle exploration, it fits quite well, even if it becomes a little repetitive. -E2M4: Mental Ward by Jacob Zuchowski (Hall)(Petersen) 5/5 Amazing atmosphere from the get go. This is kinda in line with the darkness that dominates Deimos Anomaly, too. But here is far earier and haunting. The lenght is surprisinly medium to short, but there is no bad moment on it. Excellent map. Far better than the original. The music piece is quite earie and atmospheric, too. Meshing perfectly with the map. -E2M5: Deimos Command by Mike Alfredson (Use3D)(Petersen) 2.5/5 Even when the atmosphere and the layout is good, the pacing of thi map is not good. There are too much workaround to get to the later areas, something that could be easily fixed by putting switch that activated a set of stair or a lift on the courtyard behind the lue door. That, and making one secret inaccessible if you move onto the room after the yellow bars, it make the liking of this mapset not good. Its kinda a let down from the great maps that were before this one. The original map for this slot was also really convulted, and long. On the good side to this map, is that it is fairly more coehesive and easy to explore, even without checking the automap. The music track is an ominous spooky march, previously seen on E1M7 i think. Its good for this map, certainly. -E2M9: Nebulous Origins by Trevor Primmett (Petersen) 4/5 Now, this map, is what map e2m5 should had been. Complex and long with a good pace, neat sights and interesting areas. It even has a secret exit back from the starting point. how this one was relegated to E2M9, a map with a name that hinted some kind of bizarre setting, just to deploy the usual corrupted tech, is beyond my understanding. Anyway, this was supossed to be faithful to the original game, so making a really abstract and bizarre map would had detracted for the faithfulness. In this case as it was a secret map, and for a map that had a really abstract map on it original slot, i wouldn't give a fuck to the faithfulness. As i said, great map. The music track is kinda good for the ambience, but a spookier one would have been better i think. -E2M6: Foundry by Gus Knezevich (Alfonzo)(Petersen) 3.5/5 This map has a perfect atmosphere and pacing...but really a lot of the map can be accidentally skiped, so that kinda is a let down, as most of the side areas, and even a key are optional. So i'm kinda divided on what this map offers. The atmosphere is top notch and the explorative aspect is cool, but at the same time, i feel its not implemented properly onto the pacing of the map itself. Taking that in consideration, the map is kinda short. Ok, the original map on this slot is not really good, even kinda tiresome on how long it could be, but the progress is dsigned to almost all areas being visited before having all the needed keys for the exit. One good way to solve this could be ad a colored key door with a switch behind that activates the stairs to the exit, that way, one need to explore more before completing it. The music track is a slow and atmospheric quite good for the map. -E2M7: Ore Processing by Brendt Pantley (Megalyth)(Romero) 2/5 Great atmosphere, but the map is really complex, interconnected and kinda all over the place with it pacing, so progressing through it is really tiresome and could make the player feel lost most of the time. This map is kinda analogue as the original E2M6, where the pacing is not clear and the progress is disjointed. Its a good map, but it not up to the excellent map that was on the same slot on the original. The music track is really good for the atmosphere, but as the map is a really mazey it becomes annoying and boring really fast. -E2M8: Vault by Michael Fraize (Marcaek) and Sarah Mancuso (Petersen) 4/5 strightforward boss map, better than the original, but annoying to loose track of where the cyber is teleported from time to time. The music track is not even near to how good was Nobody told me about Id. Episode 3: -E3M1: Abyssal Stronghold by Jacob Zuchowski (Petersen) 2/5 Kinda simplistic map. Theme wise, it works. Now, it lives up to the original? Hard to say, its a good map, but the original has kinda an iconic introduction. This one is just somewkind of portal inside a cave. Things are more spacious and less corridor here, and thats good. But i feel that it needed a little bit of atmosphere. Not much hellish, more than volcanic cave fortress. The music track is not good, feels more up to a tech base map than something like hell. -E3M2: City of Corpses by Walter Confalonieri (daimon) and Jacob Zuchowski (Petersen) 2/5 Not Interesting map with some nods to Mt.Erebus, its a big and linear map that tries to simulate non-linearity. Not bad map at all. Kinda empty and with boring sights. The music track is again more fitting for techbase and completely ruins the atmosphere. -E3M3: Malebolge by Icytux (Petersen) 5/5 Awesome nonlinear map with great interconnectivity and great areas. Secrets are top notch, too. First proper hell map on the set, and this one delivers as it should. Being far different from the original map on this slot, this one is a great example of good material here. The music track, even if a little punchy works pretty fine for this map. -E3M4: Torture Chambers by Captain Toenail and Jason Root (Petersen) 3.5/5 Quite short map, but good non less. The inspiration, aesthetically, is clearly the original Limbo, and it is delivered quitly well. But one of the things that i didn't liked much is that after collecting the keys, the path wasn't clear, still. That along with two shooteable switches, that don't appear on the original game before TFC, made me reluctant about this one. Its a good map, thats for sure. But has a few pacing problems. The music track is the same as on E1M8, earie, dready and quite fitting for the map. -E3M5: Chapel of Scorn by Paul Corfiatis (Edits by Alfonso and Essel)(Petersen) 5/5 Excellent map for sure, a little bit longer than one thought, but excellent. Paul really knows what he was doing here, the pacing is marvellous and the action is just right. Secrets are cool, and the areas are really good looking. The map seems to take inspiration from various maps, like E3M2, E3M5, and even map28 from Doom 2. Even though, there is also a clear TNT influence on almost every map Paul make, kinda greatly meshing the abstract and the semi-realistic. The music track is the same as E1M7, the menacing march, it goes well with this map, but i'm getting kinda tired of hearing it. -E3M6: Depths by James Cresswell (Phobus)(Petersen) 3.5/5 Good map, really good. The secrets are well hidden, but the shootable switch detriments from the original experience, making the search for the secret exit a little tedious as its not what one would search on a map from the original game. The abstract nature of the map along the semi reallistic areas give an awesom vibe for sure. One of the best maps of the episode for sure. The music track is again Sex Type Thing by Stone Temple Pilots, strangely, it doesn't go bad with this one, but the map is soo good that probably any kind of music could go well with it. -E3M9: Lake of Fire by Christopher Lutz (Petersen) 3.5/5 Pretty good map in the same vein of Mt.Erebus. This one should have been a main level, not a secret one. Lutz, as always, deliverd a great map. A little bit more linear than the original, but still with great pacing and explorative aspects. The music track is again ZERO by The Smashing Pumpkins. And doesn't fit the map at all. -E3M7: Inner Sanctum by Jacob Zuchowski (Petersen) 3.5/5 Really good puzzle map, in fact, it is quite short, but as it is kinda big, it seem much larger than what it is in reality. Its a good mash-up of the sandbox open ended style of Mt.Erebus, with the concept of limbo, as all is surrended in darkness to simulate emptyness. Only thing that didn't mesh well with the map is it name, but well, it kinda and not. The music track its quite atmospheric and fitting for sure. -E3M8: Core by Eli Cohen (ProcessingControl)(Petersen) 5/5 A really good final boss map. Quite improvement over the original, but still giving it an homenage with it form. The map has it difficulty on properly aiming to the Mastermind. The music track its quite good as a climatic one. On the ending, the Bunny theme is quite good, too. ----------------------------------------------------------------------------------------- From here i will be reviewing the Ultimate Domm The Way Id Did, Thy Flesh Consumed Episode replacement. From the get go, the team took really long time to complete it, and it is only 9 maps long. And thats is something to take unto the equation. Seems like all those years, the team making the maps forget about the idea of maps being made on 1993/1995 as the maps here are far more complex than anything saw on the previous episodes. Not only that, but also some maps are not, even if they supposelly did, resemble anything that could had come from the head of the original authors of this episode: Romero, McGee, Green, Willits and Anderson. The designing cues may be there, but the aesthetic and limitations of the time, are not. So UDTWID is somewhat controversial as it doesn't fulfill at all what it should. But anyway, here is the review map per map. Episode 4: -E4M1: Into The Grave by Walker Wright (Pavera)(Romero) 4/5 Right on difficulty for the hardest episode. The map is nice for sure, grasping the TFC aesthetic quite well. Its pretty linear, and the secrets are easy, but is ok. Its notoriously more difficult than any of the previos maps on DTWID. The music track is the same as E1M8, similar to the original and fitting for the atmosphere, too -E4M2: Vile Affections by Matt Cibulas (RottKing)(McGee) 3/5 Not even near the difficulty of the map on the same slot as this one. Even though, the map is quite good and entertaining to play, with good monster placement and tight encounters. The aesthetic is more in line with map E4M3, but its ok. The secrets are pretty hidden, and probably not even thought as secrets on first sight. Maybe a more notorious approach would have helped more. Its quite interesting to note that maybe there are some kind of hardcoding ramp up in difficulty, somehow, as the shotguners in this episode are starting to be really hard hitters, unlike the previous episodes that they were kinda cannon fodder. The music track its not as cool as Donna to the Rescue, and its kinda repetitive. -E4M9: Terror by Mike Alfredson (Use3D)(Willits) 2.5/5 Really good map, good pacing and interesting layout. Its not techbasey as the original map, but still match with the aesthetic of the TFC. Albeit that, its easy to get lost in here, somehow. The secret are so so, some are easy to find and some need great explorative skills or just luck. But one time only secrets are a big no no. The monster placement is good and its moderatelly difficult. Just like the original. The music track is ZERO by The Smashing Pumpkins. It fits here, strangely, but is repetitive as hell. -E4M3: Earth, Blood and Fire by Chris Bourke (purist)(McGee) 3/5 Nice map, but the aesthetic doesn't feel right. Too much gray for the TFC. Aside from that, its a really good map that plays well and its really entertaining. The secrets are easy, except for the running one that may take more tries than one would like. The sight is good and i like the idea of a rising a bridge to access the other areas, even when most are acceded bua teleporters. The music track is surprisingly fitting for this map. -E4M4: Unclean Spirits by Michael Fraize (Marcaek)(Green) 1/5 Great achievement on vanilla mapping, gorgeous, top notch aesthetic grasping fully TFC. Problem? Balls hard, even playing continuous and on HMP. This maps needs a lot of tries to be completed. And you know what is the biggest offender? Well, yo don't need to go to the side areas at all. Yes, if you carefully made your way onto first area, and collected the blue key, you completed the map. Not even the side areas are in need to be explored, and the worst of all is that there is not enough health to completelly explore the map. If the side areas had good rewards that could be good, but just a few rockets, a berserk pack or a soulsphere is not reward enough for all the monsters you will have to kill to reach them. And the ammo loose on them. Seriously, how do you guys think this was on release state? This need a lot of balancing as i seriously thinking that maybe there is not even enough ammo to complete it on pistol start. Or even enough rad suits for explore it as it deserves. Or you are a dooming god or you spend lots of time trying to conquer it for a reward not that gratifying. And from the start, DTWID and it expansion, UDTWID aimed for a conservative design, trying to replicate or made maps on the style of the authors of the original game and a difficulty similar or a bit above the original game. This is nowhere something seen on the original game at all. Designing wise and difficulty wise. Those designs are not even near to what Tim Willits or John Anderson did on his master levels or released PWADS. Not A.McGee, not even Romero has this level of designing. And certainly not Shaw Green. They did something far more in line with the original game aesthetic and design. So this is completely bullshit about what UDTWID should be. Maybe it was made a joke? As the original E4M4 by McGee wa really simple and easy, so you guys went for something far more complex and ellaborate and balls hard? Well, this one was not fun at all, and not what is expected of a true UDTWID. The music track surprisingly fits this map, giving it a mysterious atmosphere. -E4M5: Doctrines of Devils by Gifty (Petersen) 4/5 Now this one is a true TFC experience. Gifty made an excellent map. It is supposelly on Petersen style, but it feels like meshing T.Willits and J.Anderson influence greatly. The simplier and clean design is faithful and makes for a really enjoyable experience. The map has a hub area with three different routes to tackle. So the pacing is at your choice. All of them are challenging and has greatly designed encounters. The final room after the yellow door, is a bit unforgiving with all the spectres and barons on almost complete darkness. But if you still have some BFG ammo, this is the place to use it. So perfect design for sure. The music track fits greatly on this map. -E4M6: Molten Gods by Richard Frei (Tarnsman)(Romero) 5/5 Excellent map in the style of Romero. Tarnsman did a great job here. The map is really fun, even when it is quite short. The layout and flow is excellent, allowing exploration and action in a good mix. There is even a surprise Cyber that offers a good challenge. The aesthetic is a bit woodey, too much wood for TFC, but mesh well with the map flow and design. The secrets are rightly done and none of them seems to be hard to find. The musci track, surprisingly, fits perfectly with this map. -E4M7: Hand of the Heathen by Gus Knezevich (Alfonzo)(Anderson) 2.5/5 Really interesting map, but has some flags. The layout is mostly like what Anderson did, orthogonal rooms with some interesting texturing. The pace is a little convulted as there are sections in need of a rad suit to be traversed, and if one loose something or miss as switch, it becomes tiresome. Maps that relies a lot on sector damage need a safe return or way to access the concealed area in case of need. Aside from that, the map is really hard on hitscanner action and Caco mobs. Not bad, but certainly something no note. The map is short per ce, but the use of the rad suit and the sponge enemies make for a slower action. The texturing may have been better, as Anderson make use of TFC aesthetic on an interesting way. The secret are not that hard to figure, and one is key dependant on a heavy damaging sector zone, so thats kinda annoying. Then there is a surprise Cyberdemon after the blue door that could literaly kill you on the surprise. The map gets flooded of demons, specters and lost souls that difficult the fight with the cow a little. After that, just a little more to access the final room with a neat self referencing bridge with a dead marine body on it. Something that didn't appeared at all on Doom or TFC, but well, nice touch. Not bad map, but could be better i think. The music track is quite fitting for sure. -E4M8: An End to Darkness by Xaser (Anderson) 3.5/5 This map is a tribute by Xaser, to the late John Anderson. The starting area of the map resembles the only know image of what is supposed to be the last map on his Inferno serie, ''Waters of Lethe''. Aside from that, the map doesn't resemble something Dr.Sleep would make. Its far more complex and kinda puzzley. In fact, it is almost a complete puzzle map that turns slaughtery at the end. Great map for sure, but doesn't mesh at all with the DTWID aesthetic, as this is too complex for something that could have come from 1993/1995. This fully grasp the TFC aesthetic, though. The map itself is divided on two parts, east or west. You don't need to explore both to complete the map, but only for completionist sake. The east area offers an interesting puzzle and the west area offers a more action packed approach. Both sides lead to the unique complain of the map, that is fighing a cyber on a tight corridor. Not only you are on a tight corridor, you also are under hitscanner fire and imp love. The proper way to face this part is founding the secret invensivility, but its kinda too well hidden, and this lead to the secrets. Most are cool and rewards exploration and attention to details. The pace is good and mostly you are all the time going from loud-quite-loud during all the map. There is a secret not reacheable by any means, and are just two textures in memory of Dr. Sleep. Great map, again. But departs too much from what UDTWID should be. After all, DTWID + UDTWID make for a great mapset. Far more loved than it should as it is vastly inferior to Wonderful Doom, or far less ambitious than 2002: A Doom Odyssey, for example. The authors couldn't stoped themselves of including some of their own quircks and designing choices. And thats not bad, as it adds some new fresh air to the style. But could have been done better as shown on the examples mentioned above. Mixing the boldness with the faithfullness is rather hard, thats for sure. And this was not an easy task. They succeded? For some yes, for me, not completely. So after playing it for long time, i can say that the real complete UDTWID is clearly Wonderful Doom made by Wraith777.
  3. Guest

    Sights of Agony

    Version

    105 downloads

    After hell's invasion of Earth, the UAC set up giant floating cities while the remaining population re-built human society on Earth. While patroling the Earth's surface, shooting the remaining imps and zombies, you get a radio transmission from one of the floating cities. You run to your pilot and fly there. But what you didn't know, is that the secrets go far beyond hell this time.
  4. Guest

    DCK 3.62

    Version

    31 downloads

    DCK can edit all five id/Raven games: - Doom: Knee Deep in the Dead - Doom 2: Hell on earth - Heretic - The Ultimate Doom - Hexen: Beyond Heretic DCK will never support Strife.
  5. Guest

    PYEwad (Skulltag Version)

    Version

    30 downloads

    A collection of maps made by random people you don't know! These maps were made for no reason but for fun. Please Enjoy. Each map (with one exception) will comfortably fit 4 people minimum. I know you are never going to read the read me ( I never do), so... What up? Let me tell you a bit about PYEwad. PYE was in development fo 2 years because Crisandwitch is lazy and OCD. Once the 'final' was up something would be out of place and would have to change. Hopefully what is left will be a near flawless map... not counting plain bad design on some of the maps. Each map tries to have a different theme; for a few of them we went beyond doom, Snowball fight anyone? ================ About the DMMaps ================ PYEDM01 - Dwango Syndrome Author: Crisandwitch Known bugs: None Hidden Eggs: 3 Dwango 5 Map01... Must.. make.. better... map... based... off... E1M2! -------- PYEDM02 - Alphabet Soup Author: Black Panther Known bugs: None Hidden Eggs: 2 Out of the blue a map with giant letters on it! Remember things are never ever hidden behind waterfalls. The first map made by Black Panther. -------- PYEDM03 - Temple Author: Crisandwitch Known bugs: None Hidden Eggs: 1 Crisandwitch's attempt at creating a shadow for everything... It soon became an obsession, he had not recovered to this day. -------- PYEDM04 - Canyon Redux Author - Crisandwitch Known bugs: None Hidden Eggs: 2 I hated Canyon... However the rest of the team loved it because it was an entirely outside map, now it is reborn in a way I hate less. -------- PYEDM05 - WTF? Author - Black Panther Known bugs: None Hidden Eggs: 1 Warning! Loss of eye function may occur after prolonged exposure. Kinda like Virus and MassMouth2 secrets. -------- PYEDM06 - Spaceship UHM Author - Black Panther Known bugs: In OGL rendering ONE texture constantly misaligns. Hidden Eggs: 4 Cdunn wanted a spaceship, BP delivered. Split into several somewhat-distinct combat areas. -------- PYEDM07 - R&D Department Author - Crisandwitch Known bugs: None Hidden Eggs: 2 The first map made by Crisandwitch, later brought up in detail after Public Beta v85. Enjoy the first moves of Hell on Earth. -------- PYEDM08 - Imps on a Plane Author - Crisandwitch Known bugs: Not really a bug, but if you get on the wings you can't get back in as easly as you got out. Hidden Eggs: 1 Snakes on a plane? No already done... how about Imps on a Plane? Sounds good to me. -------- PYEDM09 - Snake Pit Author - Musa Known bugs: None Hidden Eggs: 0 The First Musa map. Originally names NaziPit, the name was changed on the grounds that snakes are worse than Nazis. -------- PYEDM10 - Entrenched Author - Crisandwitch (Tired of him yet?) Known bugs: None Hidden Eggs: 0 Umm... Trench Warfare in Doom? -------- PYEDM11 - Acid Pit Author - Farrl Known bugs: None Hidden Eggs: -.81 Ah yes... This map... Farrl's great idea was to make a giant lopsided cube that you die in no matter what... Great. This is not that map thankfully, it is a remake so you live for a few seconds... No this was not his first map... -------- PYEDM12 - Parody of a Parody Author - Crisandwitch Known bugs: Horizon glitches in software rendering? Hidden Eggs: 0 Okay, so its just a normal parody. Makes fun of all those "Arena" maps... and Yngwie Malstreem. -------- PYEDM13 - Mouse Hunters Author - Crisandwitch Known bugs: None Hidden Eggs: 1 Unreal 2k4 has some great mouse sized maps... This one... Not so much. -------- PYEDM14 - Bounce Forest Author - Musa Known bugs: None Hidden Eggs: 0 Umm... In this enchanted forest... Uhh... Fairies... Uhh... Made the cross shaped trees into rubber... for an... Uhh... lets just say a forest is more pleasing than a tech base. -------- PYEDM15 - Snowball Fight! Author - Crisandwitch Known bugs: None Hidden Eggs: 1 Yes it is a proven fact that snowballs can gib people... That is why snowball fights are no longer allowed in elementary schools. -------- PYEDM16 - Overworld Author - Cdunn and Crisandwitch Known bugs: None Hidden Eggs: Basicaly the whole map... Its Mario... with a BFG!?!1!!i!! -------- PYEDM17 - Hell's Grotto Author - Black Panther Known bugs: None Hidden Eggs: 1 Best map of Wad... Period. -------- PYEDM18 - The Lab Author - CDunn Known bugs: None Hidden Eggs: 1 Cdunn's First map. There is some back story to it... but I lost the file... its somewhere in this mess. -------- PYEDM19 - Napoleon Complex Author - Crisandwitch Known bugs: None Hidden Eggs: 0 We need MOAR maps! -------- PYEDM20 - Processing Author - Crisandwitch Known bugs: None Hidden Eggs: 0 So, another duel sized map... This one actually has a playable layout! -------- //Meep //Up the Irons!
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