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Showing results for 'Eternal-DOOM' in files.
Found 203 results
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Version
2426 downloads
Eternal is complete. 32 single player levels including six new levels and two bonus levels. Includes a powerful shell. Final DOOM compatible. Download this, unzip it in a new directory and type ETERNAL. Full instructions are in INSTALL.TXT inside. By Team Eternal. http://www.teamtnt.com -
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Version
623 downloads
A new 360ø nighttime sky that ROCKS for all of id Software's games and for Team Eternal's "Eternal Doom III". I figured that most "id-holics" have most, if not all of id Software's games, so I packaged them all in one ZIP file rather than separately , and included as a bonus, one for Team Eternal's "Eternal Doom III". -
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Found this again thanks to Er\IWA, it's a overall good and fun deathmatch mapset made of speedmaps by various users from Zandronum forums, the mapset have it's high and lows and really shows them (looking with disappointment at MAP21) and lots of maps are inspired by the great classics (Greenwar, Memento Mori, even Eternal Doom -or is better say Eternal DM?) and with some weird fetish for pyramid structures in the main arena. Fun megawad overall.
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100000000/10 this should win a Cacoward. Nothing can top the dreadful and realistic atmosphere of this square STARTAN room with Doom Eternal level of storytelling... The characters are so expressive... The Cyberdemon's backstory was shocking and there was a lot of character development. The anime battle with the Cybie was sad yet intense. This wad has changed me emotionally.
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Version
353 downloads
12 Boom format levels for PrBoom+, ZDoom, or Eternity. A bonus 13th level is included for laughs. Inspired by Speed of Doom, Scythe 2, Alien Vendetta, and Plutonia. Originally Vanguard was intended to be a 32-level speedmapped megawad inspired by Speed of Doom's development cycle and Scythe 2's episodic structure. -
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The original "Eternal Doom," which makes up the first 12 maps of this Megawad, is an absolute must-play masterpiece. The levels are huge, yet finding one's way about them is an enjoyable task rather than a maddening chore. Hexen and Heretic both have beautiful textures, and the maps use them to great advantage to create sprawling medieval architecture and display some of the best environmental story-telling present in any wad I've ever played. However, that praise does not carry on to Eternal Doom's two expansions, dubbed, "Eternal Doom II" and "Eternal Doom III," created by TeamTNT, which make up maps 13-32 and are, at best, an incredibly mixed bag and worst--well--painful. Beautiful architecture and intuitive layouts are traded out for strange abstract maps with misaligned textures and an overall quality that feels better suited for something like "D!Zone." Most of the maps aren't awful by any means (Actually a few of them are--Map 14 comes to mind), but it almost feels unfair to put any set of maps after one of the greatest 12-level episodes of all time. It should be said that the weakest the Megawad gets is "Eternal Doom II," as part III as a whole finishes strong, aside from a bloated copy-cat of map 12 that stands in the map 30 slot. The soundtrack, composed by Rich Nagel, is the most consistent bar of quality throughout the wad, and almost--ALMOST--makes the more mediocre sections of the map-set bearable, providing an incredible score with returning themes and varying styles. On the whole, Eternal Doom I is easy to recommend, and to the most diehard fans of the wad's esthetics, may just buy enough good will for those who wish to journey forth for rest of the megawad's offerings.
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Eternal Doom Lite. This speaks enough. Basically Eternal Doom with a bit softened puzzles and softened map progression with some Scythe element added after map 20. I have nothing much to comment. I'll never play it again or will play simply some miscallenious maps. But I don't think so. The effort was good at least. I can't tell if I really experienced the maps that well, but the fact this rips off so much from so many other wads and plays like Eternal Doom makes this wad not as good as you may think. Considering that, still it has a few highlights: Map 26 - good combat at least Map 27 - Those spider masterminds are bad*ss! Map 28 - reminds me of Darkdome. My favourite here and Dardome anyways is my favourite in Eternal. Map 29 - I find no words for it. But I'll never play this again. Not because of the difficulty, but because it's Eternal Doom Lite. I wanted something more original than this. Oh, and I don't think I liked map 24 either. Nothing new.
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Version
1311 downloads
Valiant is a MBF megawad for Doom II featuring 32 new maps spanning 5 themed episodes. Each map is designed to be played from a pistol start, but some effort has been made to support continuous play as well. Additionally, Valiant includes a number of new monsters and weapons implemented through an extensive MBF format DeHackEd patch. As a result, Valiant is not compatible with gameplay mods, and can only be played in ports with full MBF DeHackEd support. At present, these include ZDoom, GZDoom, PrBoom-plus (complevel 11), and Eternity. Zandronum is also supported through DECORATE. -
Version
39 downloads
Quite similar to the theme of most Ultimate DOOM E4 levels. As always loads of cool lighting, traps and state-of-the-art architecture. This is my finest piece of DOOM level art to date, without a doubt. HOWEVER, this is a linear level. Sorry all lovers of non-linear maps out there, but you might just enjoy it anyway. This is a HARD level. Hard and big. You'll probably want to save quite a lot, and this is the kind of level you only play once I think. A bit like the Eternal levels, but perhaps not quite as enormous. VERY detailed though. -
Eternal love TNT! It could be his custom title by now. Vanilla magnum opus with lot of excellents on every area. Uses a really awesome texture pack taken out from Exhumed/Powerslave to give the mapset a completelly new look. Every map is a joy of design. The Egyptic setting with tombs, caves and, even better, outstanding alien spaceships is what drives the mapset to be so enjoyable. There is a sense of wonder at every step, breathtaking for moments, and the distinctive and main reason for exploratory and story driven mapsets like this one. Eternal balanced what he loves from the old glorious days of Eternal Doom and Alien Vendetta and streamlined it to far greater degree. The maps are not that big in comparison to ED, but are still really well detailed and big, more in line to what AV made, so there is not a wasted space and every area has a reason to exist, be it monster placement, be mapping detail, be it architectural design. The first map may baffle some, as it is cryptic on purpose to make the player feel like an archelogist entering a long forgoten and forbidden pharaonic tomb. But subsequents maps become far easier to traverse, with clear objetives, really good and mostly intuitive secrets, and a great sense of place, creating a complex yet flowing and visually appealing experience. There is a great use of verticality and revisiting areas by vertical ways. This is not forced at all, and feels natural during the progress of the mapset. With all the joy, i can't just put in proper words the poetic nature of the landscapes Eternal created in this collossal mapset. And i really like that history kinda repeat and goes full circle, somehow. Starting with Eternal Doom and it full exploratory and puzzle approach, then Hell Revealed high monster density, a refinement of this two sides of gameplay on Alien Vendetta, a step up with Kama Sutra, to finally reach EPIC 2 full development. As what happened with AV, EPIC 2 is the last of the decade and the first of the new one, and one of those mapsets that is still highly influential to these days.
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Didn't impress me much. The maps are short and mostly simple, you start and you finish - that's it. Most of the maps are simply arena fights with some tougher monsters. 29 is a bit of hectic and I will say that I don't like secrets that obviously require an arch-vile jump. Maybe OK to be speedran on UV-Fast, or UV-Respawn - it's quite challenging - but for a calm player like me, who enjoys playing tricks with monsters and finds more thrill dodging projectiles than fast-killing stuff, this wad was quite boring. I'd honestly rather play Eternal Doom than this. (If I have another 6 months to spend, of course.) Let's see if Zone 400 will be more thrilling. Yeah, I am seaching for maps with lots of fight puzzles, switch puzzles and moving around, that aren't as long as the ones in Eternal and Epic 2. Is there such a wad at all?
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Version
3164 downloads
Sprawling techbase medley with surreal interludes in hell. Assume the usual twaddle about teleportation research gone awry. This was an exercise in using the original Doom 2 textures and specials to build something very modern: with intricate spaces, long vistas and a bunch of half-assed environmental storytelling. Inspired by No Rest for the Living, Visions of Eternity, Vaporware Demo and Metroid Prime. (This represents about half of the map I had planned before I hit the seg limit; I may finish the second half at some point before the Earth finally plunges into the Sun.) -
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Version
84 downloads
Satanic is a hardcore and (I think) challenging ZDoom weapon/gameplay mod. The player becomes a necromancer, who has joined the eternal war. So, you'll have a chance to use both the darkest spells of the underground necromaniac cult and the fire-arms (who would be so careless wandering the Doom world without a gun, huh?) The name of this mod came from the Warcraft III map 'Defence of the Ancients' (aka DotA), where player could assemble an artifact called Satanic, which granted player the ability to steal his enemies' life when attacking. If you don't like the marvellous noir palette provided by Post, just remove the Noir.wad from the Satanic.pk3 It is strongly recommended to read the detailed description which could be found in the satanic.txt before playing this mod. -
While Odessa 1 through 13 have been curiosities for many years due to their former lost media status, Odessa 14 is the only one that's really worth playing nowadays. Owing to the Eternal Doom experience, Bob Evans made significant leaps in quality when it came to architecture, lighting, texture usage, and encounters. Level progression, unfortunately, is convoluted as ever. One thing I really hate about this map is the fact that there are two helpful walkways that can keep you out of the "slime maze", but the switches to raise them are hidden behind unmarked doors. I also couldn't figure out how to get the Plasma Rifle, though you don't really need it with all the shells laying around.
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The final episode of the Serenity saga, and this is Infinity for sure. The design is excellent for the time it was made. Awesome layout with enough action and interesting sights even. This proves that the authors were aiming for greater challenge and they improved a lot their mapping style since the first maps of Serenity. Even though, the Eternity episode is by far the best of the saga. And this episode awaken again in me the fear to the shotgunners, damn i never was scared of them since i was kid. Thanks for these 3 episodes that make your own Doom, Bjorn Hermans and Holger Nathrath. I really love it!
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was this a wad that deserved a cacoward? probably back in the day, but it certainly isn't the kind I would consider. it's an interesting but still confusing map, with Eternal Doom style gameplay plus the familiar castle assets. to top it off, it completely lacks hitscanners, something that's uncommon in quite a lot of Doom maps. it's got a few nasty bits, and it's pretty easy to get lost. the yellow key puzzle, honestly i'm not even sure what the clue is at all, you just hit one switch but for me it's trial and error. the rest of the map that follows is alright, apparently winding back around to previous areas, something that was done in Eternal Doom MAP25. don't miss the stray cacodemons, they can be somewhat sneaky. but then again, try your best not to get lost, because if you do, you'll probably like this wad less.
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One of my favourite Ultimate Doom map from the Doom community. The Room Below has a very linear progression and gather all TOD's gimmicks' but has a insane number of awesome tricks and really creative themes and textures usage. the small underwater area was one of the best part. French detailed review : http://doomfrance.forumactif.com/t3832p50-boom-eternal-slumber-party#139129
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I've tried to play Herian 2 several times over the years but I've never gotten far. I finally got to MAP10 this time before I gave up, having wasted over 30 minutes in an empty level without finding the exit. While I don't normally review WADs I haven't beaten, I have to make an exception in this case. If you didn't like Eternal Doom, then you'll hate Herian 2, plain and simple. It's all the same cryptic level progression, except this time with no music and way too many rockets, Soulspheres, Mega Armors, and Megaspheres. I feel like the only reason this gets high ratings is because it was featured in the old "Top 100 WADs" list. People see its inclusion on a best WADs list, so it subconsciously creates a bias within the people who play it.
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Version
12 downloads
This is an old and unreleased level by one of the 'second generation' Doom level designers - Holger Nathrath, whose levels appeared in S*T*R*A*I*N, a great TC. (those levels for the record being 17, 26 and 32, which were altered to fit in to S*T*R*A*I*N). What Holger was better known for was his partnership with Björn Hermans on Serenity, Eternity and Infinity, three Doom I episodes. They then started work on a Doom II Serenity episode, which was never finished. As I asked Björn to do some work on TOJ, he gave me this map, which I unforunately could not fit into TOJ (easily). It is really a unique work that belongs somewhere else... Be forewarned that, as with his S*T*R*A*I*N levels, the ammo can get dangerously low on this map. Also, I (Metabolist) cannot personally guarantee, with my hand on my heart, the stability of the map. But enjoy it nonetheless, as it is probably the last Doom level by this mapmeister to be released in this world. (He is now project leader of a "Virtual City Project" -- Neocron)