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Found 43 results

  1. aargh

    Base Ganymede: Complete

    Nice, tight level design. E1M8 was an amazing puzzle map. It's surprisingly difficult for a Doom 1 WAD, but for wrong reasons: constant ambushes, monsters teleporting right behind you. Also, there is a serious lack of medikits. Fights with 5 % health and hitscanners all around are common. Still, it was quite fun.
  2. Guest

    DARKGATE.WAD

    Version

    31 downloads

    This is a group of wads that replace e1m1 thru e1m8. It doesn't include e1m9 because i never got around to it for this group. There's no story, it's just a group of wads we put together for training purposes,these are the easy ones.
  3. Somniac

    Fava Beans

    Another one I haven't played for years and years and just revisited: Fava Beans is a solid E1 replacement and a good one if you want a chilled out, mostly really easy WAD. The level design is a cut above considering the historical context of this set, and it nails the E1 feel. Heavier monsters are introduced much earlier, but the difficulty rarely gets above casual. E1M8 is anticlimactic and feels like a letdown after the consistency of the preceding maps, but aside from that I recommend it for an easygoing old school Doom fix. That said, it could have been harder in places. There have been better E1 replacements since, but Fava Beans is still worth a look. Best: E1M4, E1M5, E1M7
  4. riderr3

    Deadly Standards

    This wad played in DWmegawad Club at the april of 2019. Despite some flaws (or features) such as the lack of medikits on E1M2, the puzzle progression on E1M3 and the overly ambitious E1M8, the whole team of mappers did a good job. Also Deadly Standards 2 is on the way, so stay tuned.
  5. Guest

    Debut

    Version

    43 downloads

    This is a Complete Episode replacing "Knee Deep in the Dead". This is a 'NO CHEATS NEEDED' WAD with alot of work put into the way it looks (and of course plays). There are many lighting effects, staircases, ledges, lifts, etc. There are no Cyberdemons, or Masterminds, so just have fun. It still is by no means the easiest thing in the world, but there are selectable skill levels (I SUGGEST 'HURT ME PLENTY' for most of you). There is new music for two of the levels (E1M1 and E1M8), a secret level, new menu and tally screen graphics, a COMPLETELY NEW CLOUDY SKY, one new wall texture (a railing), and a few textures brought in from Doom2.
  6. Walter confetti

    Grim Sense of Humor

    Jesus, this episode must be called "grim sense of boredom", because of humor i didn't find any, but i find a lot of boring! A LOT! Well, i just find a very short moment when i was chuckling out to the situation happening in E1M8 finding myself in a spiral of long lowering floors room, but maybe i just became insane. Over this short digression, this episode is BORING. I see that tries to be some sort of old school (is from 1994, dear anon reviewer, not 2012!) version of mock.wad or one of those parody of bad wads around the archive since doom modding scene day one. But instead of jumping the ugly garbage train that are these kinds of maps, is for the major part a pretty basic series of large, boring, almost navigable STARTAN3 mazes with some nice ideas and few nice rooms spruced all around the episode and some really asshole ideas like 2 trap rooms in 2 different levels (E1M4 and E1M8) that are a just a little room with some type of useful stuff like health and ammo, once you enter in you are trapped from a one-way closing door without any way to escape from it expect cheating... but over these few moments, is pretty boring stuff. I suppose to deserve a trophy just for finish this. Go play something else. BEST: ....E1M6 is kinda nice WORST: E1M8 is bullshit
  7. Philnemba

    Fava Beans

    My all time favorite episode 1 replacement wad that keeps the theme & difficulty the same as the original KDITD but with a tiny dash of Episode 2(Lost Souls, Cacodemons & Barons appear in the 2nd half but are rarely used). The only thing that prevents me from giving this a full 5 stars is that E1M8 is too anticlimactic & easier than OG E1M8 but even then this mapset is still worth playing...or replaying on my end ;) -Philnemba 4.5/5
  8. ImproversGaming

    Base Ganymede: Complete

    Oh wow, I really loved this! I appreciated every map and it has been a step up from Fava Beans, my last WAD. I am a largely unskilled and inexperienced doomer so this may have aided my enjoyment. I loved the episode structure: first maps were warm-up through to big maps with larger enemy counts, through to maps with interesting mechanics but low enemy counts. Just had a ball with this. Tough in places but not unreasonable. Highlights for me were (if I have to limit to two maps per episode): E1M5 - Long level with a cyberdemon in the nukage at the end E1M6 - Circle straffing a cyberdemon on a stairs E2M3 - Loved the fast tempo of the map E2M4 - Tyson Imp punch level, wow I had to skill up E3M2 - Tough but fun with lots of routing to consider E3M5 - Loved the map but particularly the cyberdemon arena at the end Sorry, but I also loved the gimmick maps (E1M8, E2M8 and E3M8) - you have to try these - short and really interesting. Also enjoyed the secret maps (E1M9, E2M9 and E3M9), short, punchy and fun! Basically, loved the mapset and the variation across all of the maps, really fun. If it is useful I have uploaded my playthrough to my YouTube channel: https://www.youtube.com/channel/UCSh0vj-6E2chQqx744Ajl2w
  9. The_SloVinator

    Double Impact

    EDIT: It appears Tag 666 doesn't execute properly in some source ports or if complevel is below 3. Let me get E1M8 out of the way first because it's the most confusing thing I've witnessed in a Doom wad. So, you got four switches that kill four barons outside of the map, to make two walls & four marble cubes lower. Basically, a special tag 666 situation. I press all four switches & nothing happens after I wait for awhile. I tried with PrBoom 2.5.1.4., PrBoom 2.5.1.5., GzDoom 2.4.0 & on the latter, only worked once. I looked up the walkthrough of it & there is nothing I did different from the people playing it but they got it to work somehow. It's very strange. If anyone knows what's up, I'd like to know. The rest of the wad is alright. Maps are way too lengthy and forgettable & just cluttered with too many enemies. Traps are fairly challenging & were the best part of the wad. But all that wasn't worth it for the last map of the wad to crap on me.
  10. CyberDreams

    Return to Phobos

    This mapset is a little too "switch hunty" for my personal tastes but for a WAD designed in 1994 it's actually fairly impressive. I can see why it was included in Doomworlds "The Top 100 WADs Of All Time" list back in 2003. Michael Kelsey really seems to have a "freeflow" sort of mapping style as most maps are very non-linear. But i digress, there are plenty of switches to behold. Also as most people know there is a bug in Doom versions above v1.2 where the bridge for the exit in E1M2 doesn't rise. Besides that, i didn't experience any other bugs while playing through the WAD using GZDoom 4.1.2 (w/Doom Strict compat). The enemy count isn't very high in this mapset so i wouldn't go in expecting a ton of enemies (the very highest is around 180-ish). It is very much based on switches and puzzles as well as exploration, although a few maps tend to be easier and more action based then others. Speaking of easy, the last map (E1M8) is a bit of a letdown challenge wise. I suppose back in 1994 it was really impressive and i did like the design/layout of it. I guess i was just expecting a little more of a challenge, especially after coming out of E1M7. Overall it was a decently designed mapset for the era that's more keen on puzzles than action but it's not one that i personally would constantly re-visit. I do think it's worth a playthrough at least once though, especially if you like non-linear puzzle/switch oriented style maps.
  11. Doomkid

    The Far Side of Phobos

    Highly enjoyable classic-style hidden gem. Took me almost exactly 1 hour to beat. Played continuous, died about 4 times, all of them in the first half of the set before I collected a nice number of weapons and supplies. The gameplay was solid, very punchy, action-packed maps that never overstay their welcome. You won't be wandering around wondering where to go while playing this, the progression is made very clear, sometimes in clever ways such as using sound cues to let you know that locked door across the hall has opened up. Visually it's much like Doom 1, but refined, in a good way. I didn't find any flat out ugly areas and was impressed by some large outdoor structures in e1m6 and e1m7. It's nice to play something clean but still classic. Certainly above par in comparison to many 90's wads and still plenty adequate today. I'm taking off 1 star because 1) The ending of e1m5 is a bit stacked against you even on continuous, there's really not enough cell ammo to take it on so you might need to leave a couple enemies alive 2) There's one, lone extremely dickish crusher on e1m8 3) There's a small handful of stuck/helpless enemies and 4) e1m1 and e1m2 in particular are probably too hitscan heavy and could maybe use a couple more stimpacks - but it was by no means poorly balanced. Overall this is a very enjoyable classic Doomy experience, I'm glad to have a new wad to add to the pile of recommendations whenever someone wants some fast, relatively easy OS Doomin.
  12. SuperArjunaButt

    In the Mess of it

    Overall, good job! Thanks Josh for making this and giving me a shoutout in the credits. I played this on HMP, continuous, and with GZDoom. This WAD certainly hits a lot of the same (awesome) notes of Doom E1 without getting too close to the originals, and I think improves the final fight in E1M8. It would get a 5 star rating except for two overall problems: --There are decent stretches of map with a lot of the same wall texture The opening area in E1M1 and the exterior wall in E1M5 are examples of this. --In E1M6 and 7, there are a few hallways where it looks like I was supposed to approach from the other direction, and the monsters were either set to Ambush or behind two sound blocking walls. Maybe split the orientations next time so half the monsters are facing one exit and half are facing the other way. This WAD is definitely worth the time to play through, and it ends the way E1 should have ended.
  13. Walter confetti

    A Dark Day in Hell

    An entire episode of random maze styled maps with almost no light variation expect in some parts and in E1M3 even without any height variation, making it look like a huge wolf3d level, the final boss level premises are cool but the battle is easily skippable. Also the new wall textures are pretty eye-bleeding. The only pros i can find out is the gloomy start of E1M2 and the water vortex and the near room with a cool lighting works. Also contains a pair of my favorite midi music that was used in heroes2.wad and in many other 90s maps of all time (here is E1M3 and E1M8 music).
  14. The_MártonJános

    Kala

    Not particularly eye-pleasing in terms of texture choices and applying harsh light blinking effects onto long and tall corridors. Nice approach to abstraction, tho', but it sure will need some more effort to pull off in a less hideous way - the attempt just falls between two chairs under the table, being too mild to be a jokewad, yet too ugly for something that offers a mediocre gameplay value like this. Reusing previous maps of this tier (i.e. E1M1->E1M6, E1M2->E1M4) is sure stupid, but I can live with it. I quite liked the vine area of E1M3 (if only it didn't tutti-frutti on Vanilla) and E1M8's climatic feeling. That being said beforehead, I suggest to choose between these paths: either stick to this kind of architecture and specialize in making Mockery-esque wads or improve your skills whilst proving a gameplay equivalent to this one, minus scattering powerups and early strong weapons everywhere, of course. Regards, Cell.
  15. Guest

    Train Station: Episode 1

    Version

    21 downloads

    NOTE: Please be aware that this is not 100% complete. Not all of the maps have wehi (weapons, enemies, health, items). I made this map pack for a forum I was on during 2009. The forum host and I were the only ones active and we went our separate ways a few months later when he decided to upgrade his forum and I was roaming around the net. I had to change the title of the wad because I don't want to get in trouble with him, or anyone else. These 8 maps are based off of a train station, train tracks, a tower, and a prison (please don't ask why because it was 7 and a half years ago). E1M1: Ticketing Area E1M2: Waiting Area E1M3: Train Tracks E1M4: Subway* E1M5: Train Tracks (Employee Section)* E1M6: Tower E1M7: Prison E1M8: Abandoned & Invaded Train Station/Tracks *I know that there isn't a lot of wehi in these, just please bare in mind that this was my first single player map pack EVER
  16. Tristan

    SERENITY III aka INFINITY (v1.2)

    Make a normal map, balance it accordingly, then replace 95% of medikits with sergeants and you've basically got my experience of Infinity. My overall view of this wad is that it's just annoying. It's definitely more difficult than its predecessors, but for all the wrong reasons IMO, which include the overabundance of sergeants combined with a real scarcity of health, with forced nukage runs coming later on; I had to put give health in the console at one point because there was no other way past it. E1M2's narrow corridor/lift maze was the first sign of trouble where sergeants could kill me before I even saw them, but after decent maps in E1M3 and 4, it started becoming a major issue again, to the point where I pretty much never had over 20 health and was getting increasingly irritated. Quit about halfway through E1M8 because it was just doing my head in. While the progression through levels wasn't as obscure here as in some of the maps in Serenity and Eternity, some of the secrets were even more nonsensical, and the general design of this WAD felt like step back from Eternity, but still quite a way better than stuff like Serenity's E3M6 and E3M7, it's just a shame that the actual gameplay here was a royal pain in the arse most of the way. Interestingly, I come away from this trilogy with the opinion that the weakest episode is the one not made in 1994. Eternity was definitely the best of the three, Serenity was ok, I could happily replay those two. Infinity? I'm glad it wasn't.
  17. NuMetalManiak

    DARKGATE.WAD

    Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience. this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right? WRONG while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map. it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.
  18. Guest

    HUMP mini

    Version

    44 downloads

    _______ _______ | /|| /|( )( ____ ) | ) ( || ) ( || () () || ( )| | (___) || | | || || || || (____)| | ___ || | | || |(_)| || _____) | ( ) || | | || | | || ( / | ) ( || (___) || ) ( || )-MINI- |/ |(_______)|/ ||/ / heretic upstart mapping project 2018 Made for Chocolate Heretic, zdoom or GZdoom (3.4.1) +------------------------------------------+ ***IMPORTANT*** This project uses a "short" episode 2: E2M1 leads to E2M9, which leads to E2M5, E2M6, E2M7, E2M8. So maps E2M2 - E2M4 will be regular heretic maps. +------------------------------------------+ To run with chocolate heretic: Copy the hump_mini.wad and hump_mini.hhe files into your chocolate heretic directory. You will also need the usual heretic.wad in that directory Make a shortcut to the chocolate heretic .exe file, in the "target" section of the shortcut, add the following: -iwad heretic.wad -file hump_mini.wad -deh hump_mini.hhe The .hhe file has the map and episode names for this project. For zdoom / GZdoom, map names are done with MAPINFO, so no need to run the .hhe file +------------------------------------------+ Project Lead: SOSU Idea Base: DUMP Projects by TerminusEst13 Special Thanks: Mikolah, HexenMapper Titlepic / title music: HexenMapper Playtesting: HUMPmini Crew +------------------------------------------+ NOTE: All maps are designed to be wand-started. They have been arranged roughly in order of difficulty, so continuous play will also work. To wand start: When you enter a map, type "engageXY" where X is the episode number and Y is the map number given below (So type engage11 for E1M1). This will restart the level with only your wand, staff and no items. Jumping and Crouching have been disabled in this wad. You will not be needing them. Maps Included (13) MAP E1M1 Name: Canal Author: PerfectionismTech MAP E1M2 Name: The Doorway to Hell Author: Repugnus Music: Guardian of Fire, Hexen:Beyond Heretic, Kevin Schilder MAP E1M3 Name: Coast Town Author: Jthom MAP E1M4 Name: The Wharf Author: Mikolah MAP E1M5 Name: Resurrection Author: SOSU MAP E1M6 Name: The Black Heart Author: ETTiNGRiNDER MAP E1M7 Name: The Inner Sanctum Author: Xindage MAP E1M8 Name: The Tomb of Xerxes I Author: Xyzzy01 Music: ??? MAP E2M1 Name: Twisted Spire Author: Whirledtsar MAP E2M9 Name: Praevus Smeltery Author: riderr3 Music: Yew.mid, Ben Wachal MAP E2M5 Name: Cave of Damnation Author: Skeletonpatch MAP E2M6 Name: Cultist Crypt Author: HexenMapper MAP E2M7 Name: DEEP BLUE Author: Walter confetti Music: Omnious, Jill of the Jungle, Dan Froelich MAP E2M8 Name: Danke Schoen Author: HexenMapper MAP E1M9, E2M2 - M4 Name: Nexus Author: Mikolah
  19. UnknDoomer

    No End in Sight

    Wad begins in a sense as a sample of the idea "let's do it as Id did" and, perhaps, analogs comparable to him in terms of such level will not be easy to find. In subsequent episodes authors deviate from this idea and it's already acquires his own style. Contain 4 episodes, each of which are lesser or greater extent copies the general bypass that was laid down in the extended version of the original Ultimate Doom. Revenants and elementals of pain here, respectively, will not available. Such an approach, on the one hand, will appeal to those who miss exactly "that very style", on the other hand, even supporters of such will face the fact that it was interesting "then" and today it has become anachronism thing in case of game mechanics and is objectively inferior to options which are typical for less "old-school" wads. Settings and other: * GzDoom. * Mod Complex Doom. * 38 levels, 6 of them secret. * The plot of E1-E3 covers events similar to The Ultimate Doom, E4 - Doom II. classic bosses - 2 barons of hell, cyberdemon, mastermind, which, in this case, instead of E2, is located at the end of E3. * Cunningly hidden secrets. For this reason I missed the bulk of those, as well as in general, in terms of knocking out numbers close to 100%, here I have made the least progress against the background of the previously reviewed creations. * As in the original Doom episodes are not loaded one by one. Each must be passed separately. * The monsters are also arranged according to the spirit of the original, even if you play with Complex Doom. For example in E1, until the finale, you will only meet ordinary zombies, imps and pinkies. * Difficulty - "Ultra-Violence". * There are false trap exits on a number of levels. * Plasmagun can be picked up on E2M1. To take it use the switch to the right of the exit - to the right of the place where the blue key was a section with a red one will open. This key in turn allows you to open the door which leads to the desired weapon. * Often a checkerboard black-and-white floor acts as a decorative element. Secret levels. ? 1. On E1M9: Quarantine Silos I did not find a way out, but judging by the video from YouTube it is nothing interesting. ? 2. E1M0: Tom's Halls. Also did not step in. It looks more interesting, but, again, nothing special. The name reflects the spirit of the map - many long corridors. * 3. E2M9. Castle of Illusion. You can get here from E2M5. To do this you will need to find the blue key in a small secret behind the wall, not far from the switch which is relatively close to the main exit. A red key can be found behind the blue door, which will lead to a secret exit. The main feature of the level, as the name suggests, is the fact that it is largely based on the idea of expanding the level from the same episode. * 4. E3M9. Lake of Fire. Oddly enough, the usual exit from the E3M4 leads here. The level is rather not a secret, but a bonus one. ? 5. Exit to E4M9: Vile Cross is on E4M2, but I have not figured out how to get there. Judging by YouTube the secret map itself is quite ordinary, nothing interesting. ? 6. Exit at E4M0: RGC Alpha is behind the exit on E4M8: No End In Sight (note: not sure about that it was the last level, perhaps forgot the right name), which is a huge complex map with a lot of masterminds and cyberdemon. I only collected 4 out of 15 local secrets and could not find a way to exit. E4M0 itself is a sufficient compact map, playing on the theme of mechanisms and gears. Pros: + The spirit of "vanilla". + E1M5 - Warehouse. A classic warehouse with lots of pitfalls to accompany a long-familiar melody. + E1M8 - Enigma. A direct reference to the E1 finale. + E2M3 - Contagion Engine. + E2M5 - Deep Storage. Wisely designed warehouse combined with sewerage system. + E3M9 - Lake of Fire. + E3M7 - Netherworld Citadel. A huge complex map on which there are 747 enemies, many dangerous zones and switches, as well as as many as 20 secrets, among which there are notable ones, such as what can come in handy after visiting a local attraction - cemetery. Go down and the barons of hell will rise from the graves in an attempt to stop the player from entering the crypt, where the red key is hidden. Will you be able to cope with those by fighting the last battle on the level, or escape with the key, leaving the summoned demons alone?... I chose the latter, stopping the counter of killed enemies at 716/747 and collected secrets at 10/20. Even with the BFG in the arsenal dealing with around 30 barons proved to be a daunting task. As well as being able to contemplate the entire map, collecting leftover secrets can also be time consuming. + E4M3 - Square Zero. A compact location with a yellow key hidden in secret. Can assume that it opens an exit to the secret level? It's not - it's frees the cyberdemon. + E4M4 - Wartorn Precinct. + E4M6 - Sanctuary of Filth. + E4M7 - Vacuum Consortium. An arena with a large number of enemies, caves and cacodemones, an oval-like location with many barons, imps and lost souls in combination with extremely thin paths for movement, then a few more small arenas with different opponents in an abstract space. In my case, the counter froze at 541/546. It seems that not all demons were able to cope with movement in such kind strange structures. + E4M8: No End In Sight. The last level directly refers to the epilogue of Doom II. There was also a place for two easter eggs, one of which plays up the last screensaver of the original. Contras: - Directly opposite to the first point from pros. If you are not a supporter of this then a significant part of the maps, especially in episode 1, will seem terribly boring for you, or, like they said, "boring as hell".
  20. seed

    No End in Sight

    "One eternity later..." And thus, No End in Sight has endeth, played through Eternity 4.01.00 on UV difficulty. What a seemingly endless journey, but was it for the better or worse? Well, let's find out. No End in Sight is a 4-episode long megawad for Ultimate Doom with a design philosophy similar to DTWID, sticking close to it and the original Doom, but adds its own spin to the formula. It comes with a new menu background, intermission screens, status bar, and textures. The action takes place on techbases and in Hell, both incorporating open sections in various places. The difficulty curve is mostly the traditional kind, starting easier and getting more difficult as the player advances in the episodes, but shows an occasional spike on the more combat focused levels. The levels themselves are very faithful to the original game but are much more complex and look a bit more modern. The first point is probably where the biggest flaw of NEIS lies. It places its main focus on exploration and puzzles, which can easily lead to a tedious or tiresome experience depending on the execution. The latter can get quite obtuse and it's difficult to find what has actually changed in the levels as the automap doesn't help too much either. Pressing a switch does not usually do something more obvious as the are no visual or auditory clues, requiring the player to roam around the map in search for what has now changed. Additionally, there are other design choices that appear to serve to confuse the player even more. For instance, there are maps with multiple doors of the same color (up to 3, and potentially even more), some of which also featuring fake exits, only serving as more frustration and general confusion. This is primarily noticed from Episode 3 onward which starts with a pure puzzle level. The first 2 episodes have decent flow and are more straightforward, as a result it is easier to find your way through and enjoy them, but navigation simply turns into a nightmare from Episode 3 onward. Other problems include the fact that it is difficult to see everything in the levels on a first run as they appear to have many hidden or secret areas, yours truly finding himself finishing maps with as low as 40% kills, barely any items, and no secrets. Yet another design issue is related to damaging sectors. Every liquid sector in NEIS seems to be damaging on a lot of occasions, be it blue water, toxic slime, or blood. Some retexture choices are also strange, those being primarily related to the skies. Episode 1 and 3 present great takes on the originals, the first indicating that the action now takes place during the night, which works wonderfully for the atmosphere, however the sky used in Episode 2 is bizarre as the mountains are now in an almost glowing yellow color. This makes them stand out in the environments, notably in the darker sections, but not exactly for the right reasons. After all is said and done, the episodes usually end with fights that present fresh takes on the iconic originals, such as the Mastermind on E3M8 and the 2 Baron brothers on E1M8, with greatly altered environments and new tricks up their sleeves. The combat is generally satisfying, fast, and fun, but at the same time it reveals that it was not the main focus of the wad, despite the presence of various environmental traps and tricks. The puzzles are the main focus here. Some enemies are also overused, namely the Specters and hitscanners. While Barons are used sparingly, they sometimes block the path on small corridors and stairs, thus leading to awkward situations where executing them is not fun or engaging at all. Resource management also plays a crucial role in NEIS as some of the maps are punishing, where mistakes are costly, but at the same time, they are not cruel or unfair. The balancing is fairly good overall, especially if the player is paying attention to the game. To sum up, NEIS manages to capture the essence of the '90s but does not deliver its fullest. It ends up being more frustrating and tedious than fun. It does not mean that it is all bad despite some objective flaws in its design, but it is indeed divisive. If you enjoy puzzle oriented wads with exploration cranked to 11, this is going to be a perfect pick and you're going to have a blast with NEIS. If you prefer more straightforward, combat-focused wads, it will likely prove to be a struggle to beat and unenjoyable most of the time. In that case, I would recommend Lunar Catastrophe, Doom the Way id Did, Moonblood, Exomoon, and Adonis: Escape from Urania instead, the last 3 having plenty of puzzles and nonlinear progression in addition to good, fast paced combat that doesn't fall behind. Personally, I've managed to enjoy only the first episode and parts of the second, it went south after the third for me.
  21. Version

    51 downloads

    The Heretic Upstart Mapping project was made to get people into mapping for heretic. It includes many maps by people who had never mapped for heretic before, and some older maps that authors had never published. NOTE: All maps are designed to be wand-started. They have been arranged roughly in order of difficulty, so continuous play will also work. To wand start: When you enter a map, type "engageXY" where X is the episode number and Y is the map number given below (So type engage11 for E1M1). This will restart the level with only your wand, staff and no items. Jumping and Crouching have been disabled in this wad. You will not be needing them. Maps Included (17): Map: E1M1 Name: Sidhatraz Author: Skeletonpatch Music: Heretic MUS_E1M4, by Kevin Schilder Map: E1M2 Name: Castle Gardens Author: SOSU Music: Demon Crest Stage 1, By Toshihiko Horiyama Map: E1M3 Name: Parthoris Tunnels Author: Riderr3 Music: Ambient 10.mid from Dune 2, by Frank Klepacki and Dwight Okahara Map: E1M4 Name: Mines of Mystery Author: Walter Confetti Music: Heretic MUS_E2M8, by Kevin Schilder Map: E1M5 Name: Aedin's Castle Author: Pillar of Salt Music: The Enchanted Cathedral - MIDI version (From Hexen II), by Kevin Schilder Map: E1M6 Name: Bird Cage Author: Jonathan Dowland Music: Twenty Four Hours, by Joy Division Map: E1M7 Name: Courtyard of Elements Author: Fraggle Music: Heretic MUS_E1M7, by Kevin Schilder Map: E1M8 Name: Persepolis Author: HexenMapper Music: Heretic MUS_E1M3, by Kevin Schilder Map: E2M1 Name: Sunken Serpentorium Author: Zergeant Music: Heretic MUS_E2M1, by Kevin Schilder Map: E2M2 Name: The Bungalow of Dr. Chaos Author: Impie Music: The Music of Dr. Chaos, by HexenMapper Map: E2M3 Name: Cacowad's Funhouse of Artitraps Author: Cacowad Music: Blasphemer MUS_E1M7, by Jute Map: E2M4 Name: Otkachka Author: BeeWen Music: Heretic MUS_E1M7, by Kevin Schilder Map: E2M5 Name: Chaos in Bloom Author: ETTiNGRiNDER Music: Heretic MUS_E3M2, by Kevin Schilder Map: E2M6 Name: Trial of the Maulotaur Author: Philnemba Music: Dracula's theme (Super Castlevania 4), by Masanori Adachi and Taro Kudo Map: E2M7 Name: Keep of Despair Author: danielhday Music: Heretic MUS_E1M2, by Kevin Schilder Map: E2M8 Name: During the Ceremony Author: Beewen Music: ALhoRRo_GisheRamayReR_2.mid, by Augen auf [XG] Map: E3M1 Name: Ophidian Temple Autor: Rolo Music: Heretic MUS_E3M1, by Kevin Schilder Story: The servants of Korax, D'Sparil and Eidolon swept through Parthoris, wracking your homeland and murdering your kin. You fought valiantly, but as your city was overrun you were captured and imprisoned with many others, to be turned to golems or executed if the flesh was not willing. Waiting in your cell you saw the foul methods that were used on your brethren. Surely it would be your turn soon... The day all but yourself had perished or turned to the dark wills, a portal opened briefly in your prison cell. A small wand and staff dropped out, the portal immediately closing behind. To your astonishment, the means of escape lay at your feet. You praised who or whatever had sent help, tucking the wand into your belt and grasping the staff, you prepared yourself for what lay ahead... Title slate and Title music: HexenMapper Note that E1M5, E1M6 and E2M2 may not be finishable in Doomsday as they require boss actions to lower floors. Currently we haven't been able to work out the current boss action definitions for Doomsday. Any help would be appreciated. Likewise if anyone knows how to get heretic to display par times in the intermission we would also love to hear from you. You can email me at: thespidersrepublic@hotmail.com
    Done with these settings: - Crispy Doom 4.2, ZDoom for bonus maps. - Ultra Violence. - Continuous combined with a pistol start mindset as much as possible. - Saves every 10 minutes or so. Important note: The text file explicitly claims this wad is designed to be played on Boom compatible source ports. Nevertheless, I have not experienced any single symptom with Crispy Doom, so this wad should be perfectly playable in complevel 3 if that's what people want to. Hmm, well, sometimes reality beats expectations, this has been a mix of emotions and feelings, positive and negative, ups and downs. My first experience with a project leaded by Paul Corfiatis, whom I understand is a well-known active mapper. A fairly likable mapset, with an approach comparable to the old classic iwad, in many ways. First is the ambient theme, each episode follows the same structure of visuals that we know from Doom I, that is tech-bases for the first episode, then something more fleshy afterwards, an introduction to hell, and finally all the pieces together in the fourth episode. I must say though, initially I had a bad taste about the aesthetics, the couple first maps looked rough and very simplistic, part is because of all the symmetry around, a lot of copy/pasted sections, but then visuals got much better later and in the second episode, where symmetry was at least accompanied with more polished detailing. Things turn even more appealing in the third and fourth: more colours, height and light variation became notable features, less square-y geometry in general, still a few minuses here and there such as invasive torches where doomguy can't avoid to glue himself on them. There're also a few new textures which can be seen particularly in secret maps, not that they add a whole new theme to the wad. The Hexen windows looked a bit out of place in my opinion. The new soundtrack has its moments, I'd have preferred myself to hear some recycled iwad tracks in between instead, which is unfortunate because most of the midis used are fantastic, yet they don't match with their corresponding maps in my opinion. Anyways, as far as I'm concerned, the idea here is to get an experience more challenging than in classic Doom, while keeping the overall progression similar to it. Well, it's definitely different, there is a higher level of difficulty, but I can't say the same from quality. The ideas from the main author and guests seemed to be correlated to follow a story behind the episodes but the execution of each map left me the impression of lack of consistency between them. This was notable in every episode except for the first one, which despite being the least appealing, it's also the one where you get most of the same two authors. This first episode brings a lot of samey incidental fights in compact hallways, symmetric rooms and mostly SG/CG combat, traps that lack any energy or rely on dickish moves, like instacrushers. You'll immediately drown in shells in the first maps, so pistol starts are ideal, not that it adds a pinch of difficulty. In the second episode, things get a bit more tricky with the introduction of instapops, the kind that you'll never want to experience blind: shotgunners that teleport behind the player or next to them at any time. There's some more variety with the type of ammo you can use, albeit the cases of strict resource economy in maps from Hansen and Babich. The third episode is where the inconsistency can lead to frustration if you opt to pistol start or complete the maps. It has the best looking maps by Corfiatis, and interesting ideas from the other authors, there is no denial about the progress of quality content in regards to visuals, and to some extent, combat. For instance, SG vs. barons/cacos becomes way more common (says the guy who could have used the RL more often but opted to stay on pistol start-ish mode), but sometimes you get a tasty berserk, points for that. Strict ammo or way too much depending on the author, and I seriously can't for the life of me understand what's the point of the "finale" in the third map... Last but not least, episode four contains a great mixed bag of gems and, other less pretty stones. Once again, an advance in visuals and detailing, like now darkness is a fun factor. The strict economy of resources is still an everlasting topic and now it is paired with cramped, congested rooms with meaty monsters that can shred doomguy in a blink of an eye. Not that tight quarters wasn't a thing before, it's just that this episode took it seriously, particularly in the secret map. To my surprise, any upper-tier weapon here comes with little usage, which is an odd design choice for an episode that's supposed to be the hardest. I would personally suggest continuous in both 3rd and 4th episode to "rise to the occasions", or in other words, kill high-HP enemies in less time. Finally, I'd like to mention how anticlimactic the end-of-episode maps are, maybe the exception is E1M8, but for the rest not a single engaging "boss" encounter, for example, the fact you don't even have to shoot a bullet to kill the spiderdemon in E3M8 says it all. Similar with the bonus maps, nothing there you don't want to miss. Secret-wise, it starts a bit wall-humpy, then it's a hit or miss, some particularly annoying secret chains to get to the secret maps with no intuitive way to solve, or some juicy weapons and armor that otherwise are nonexistent in standard progression. One thing that seemed confusing to me was all the nukage pits with radiation suits, they all looked like there were some hidden secrets, but there was nothing. For favourite maps I'll pick E3M2, E4M1 and E4M6, while also E4M4 and E4M5 are among the best ones too. I can't say I loved anything from the first two episodes though. Overall, maybe memorable, but not legendary, and this is really not an important thing, just try the middle episodes on continuous or surrender to Tommy the Trooper and his army of barons :P. Whatever, my rate is 5/10.
  22. DeathevokatioN

    Heretic Treasure Chest

    Some gems in here, if you're a fan of Heretic it's worth downloading this wad to play these maps; E1M3 E1M4 E1M5 E1M8 E3M1. I still play these every now and then. But sadly this is dragged down by some terrible maps and texture recolors; E1M1 is probably the worst Heretic map I've ever played, a lot of the maps are okay but aren't really for me because they use too much custom resources, there's enough good maps to make a 5 episode, but because of the maps in between it gets 3
  23. Guest

    E1M8 Replacement

    Version

    69 downloads

    I got bored and made this WAD. It's a replacement for E1M8, as hinted by the title. First foray into vanilla mapping.
  24. Lightning Hunter

    20 Years of Doom

    As others mentioned, parts of this WAD look too similar to the UD counterparts. I know that was the goal, but E1M7 for example was not changed enough from E3M6 to be at all creative (although it is still fun). E1M2 is also a dud with boring game play and low detail. That being said, there are some masterpieces in here. E1M1 and E1M8 are fantastic. I also enjoyed parts of E1M5 and E1M6. The two Cyber Demons in E1M5 were well done. Because of these maps, I will give this 4 stars.
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