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Found 19 results

  1. Psilli

    Decade

    Great level design and fluidity. Recommended for anyone looking for a challenge and lots of chaos. For extra fun/difficulty, play with Project Brutality or Brutal Doom. :)
    This wad didn't age well. It's too simple, too easy (easier than vanilla) and pretty boring by today's standards. However, some of the latter levels are quite fun and the boss level is interesting. Mod compatibility: Fully compatible with Brutal Doom or Project Brutality.
  2. aargh

    Ancient Aliens

    Skillsaw is a genius. This is a legendary megawad with amazing level design, unique visual style and tones of new ideas. Levels are very non-linear, mostly arena-like. After every ten levels you lose all your weapons and start over, making berserk packs much more useful. One complaint: There's just too many teleporter ambushes. Brutal compatibility: The map pack is playable with Brutal Doom/Project Brutality, only with some minor graphical glitches, except for around three maps by the end of the game that contain too many monsters for the scripts to handle. Had to iddqd through a few encounters on those maps because FPS dropped to single digits.
  3. Guest

    Gasoline-Powered Chainsaw 1.1.1

    Version

    158 downloads

    This is a small Doom/Doom II gameplay mod that utilizes ZDoom derivated ports' DECORATE functions (GZdoom, Skulltag, Zandronum, etc.) to change the behaviour of the Chainsaw. It includes .pk3 files for Vanilla Doom as well as popular mods (currently Beautiful Doom 6.1.3.1 Zandronum, Beautiful Doom 6.3.2, Project Brutality 2.0.3a, Project Brutality 3.0[Jan 21, 2018] and Brutal Doom v21[Apr 25, 2018]).
  4. Bellaco

    Moonblood

    Is amazing with project brutality + PSX Doom Music Mod .... Thanks.
  5. marco.nadal.75

    Object "34": Sonar

    This map will take as long to complete as an episode of original Doom. It is VERY ornate and convoluted, and somewhat directionless. I played with latest Guncaster (1.777) and latest stable GZDoom (4.5). It took me nearly 2 hours. I still don't know how to get the yellow key without jumping. I recommend using a gameplay mod with double jump and mantling, like Project Brutality, or D4D or Guncaster. There are no new monsters or weapons, so you won't miss out on original content if you use a gameplay mod. There is a cool boss battle in the end. All the areas are nicely designed and detailed, and the final area looks cool. The exit area is central North, by the way. Beware, there are some inescapable traps if you play with jumping, so save often.
  6. Roofi

    Doomworld Mega Project 2016

    Doomworld mega project is the kind of project that can be fun when you're a beginner mapper, but becomes totally useless when you become more experienced and have some consideration for your maps. This wad, like the others in the series, is a trash can for maps. It's a mixed collection of uninteresting maps, too conceptual maps typical of jokewad or more rarely good maps that have nothing to do with this kind of project (Antares and Yugiboy's map for instance). Do not consider making serious maps for this kind of project. It will be devalued very quickly. For fun, here are some quick comments on each map. Map 01 : Yeah, not a big fan, but it's playable. Map 02 : Cool layout , pretty difficult Map 03 : Cool map with the style of Ultimate Doom Map 04 : A much too long and nonsensical map Map 05 : A nice map with a good choice of music. Map 06 : Slaughtermap well buffered and quite absurd as it should be Map 07 : Forgettable hell map map 08 : Nice detailed cavern map Map 09 : Pretty nice concept with a cyberdemon Map 10 : Don't like it a lot Map 11 : Short old-school map map 12 : Ok concept map Map 13 : Can't remember a lot , pretty random map Map 14 : I liked the music , the layout was a bit confusing Map 15 : boring and D_Runnin Map 16 : Very cool brutal map Map 17 : Funny short map with a cyber Map 18 : Nice base Map 19 : Very hard , but nice Sunder-like map Map 20 : Boring and annoying , but nice aesthetics Map 21 : Really cool short brutal map , loved the water falls Map 22 : Very cool slaughterish map with the RL. Cool natural landscapes. Map 23 : Nice slaughtermap I played in Slaughtermax Map 24 : Very high conceptual map but fits perfectly with the project. Lot of creativity here. Map 25 : Very good and long maps but it has nothing here. Please release it as stand alone ! Map 26 : Very interesting theme but I hated the gameplay. Map 27 : Short and really fun. One of my favs. map 28 : Very good hell map but same remarks as map 25 , it has nothing to do in the project. Too well done. Map 29 : Quite fun and hard. Map 30 : Nice HUB lol Map 31 : Pretty nice. Map 32 : Very basic, but I liked it. Map 33 : Same as map 32 but with less health. Map 34 : Short and fun library Map 35 : Really cool details from a beginner map (I suppose). Map 36 : Fun map with crates Map 37 : Too cramped but pretty cool. Map 38 : Didn't find the BFG so I finished the map without killing the Cybies. Map 39 : Too Dark and Too cramped. Map 40 : Pretty fun Ultimate-Doom style map. Map 41 : Pretty fun but too dark near the end. Map 42 : Very cool tower and bridges. Map 43 : Messy office map but that's ok Map 44 : Boring map but cool forest. Map 45 : Very cool short beginner map. Map 46 : Didn't like it. Map 47 : Didn't like too. Map 48 : Very cool concept from sonic games. Loved the music. Map 49 : Meh Map 50 : I see nothing
  7. Guest

    Gates To Hell v2.0

    Version

    39 downloads

    "Hey MORTAL! yeah you, I have a game for you, step into my realm for a spell...." This is my first Ever Doom Map, always tangled with the idea of making one but never got to it. This started as an experiment to learn DoomBuilder and have fun most of all. This is MAP01, though it's a bit of a mega-level, it is not too complex. It can be linear at times and arena-like at others. Not much puzzle solving like old id maps, this is more like a Gauntlet through hell where sometimes you have to run, or fight, use the map to your advantage or fall victim to it's architecture. Fight through 7 mini layers of hell, slaughtering hellspawn and flipping the bird along the way. The Main Idea I had here was to give the sense that you were truly delving down Into the depths of hell, lower and lower, to the core. Any criticism is appreciated, I had a lot of fun making this wad and went at it for 3 days semi-feverishly Learning what I needed of Doombuilder along the way. I got my initial vision done and then some but like I said, it's a first attempt :) That being said, keep your eyes peeled and save often:P Now for some important footnotes: -You Will need the ability to jump -You WILL need to have fall damage disabled -This is Designed for GZDoom and was mostly tested with project brutality. You can use vanilla doom as well but what is important is using the GZDoom Engine, there was alot of liberal torch placing and lighting changes, and using something like Zandronum just makes it look like shit an takes away the feeling I had in mind. -Works with Zandronum but not recommended -Is pretty crazy fun with Project Brutality! Normal doom is good too, just not as Hectic. -Playing Project Brutality on Brutal difficulty and traditional mode was the main testing Method and provided a nice weighted challenge, balanced enough, for someone like me who is average yet knows the map literally inside out. -Going Above Brutal difficulty is nuts for me, but perhaps you real hardcore players may find enjoyment. -Looks like It can be speedrun, though that would be near suicide, I believe it's possible and a challenge in itself, Otherwise my full playthrough, at a decent pace was around 18 minutes so expect it to be in that realm. -Health and Ammo, seems to me was plentiful enough, maybe once I found myself having to use the chainsaw to get through one more Horde. Keep in mind this is on Brutal Difficulty. If you play higher do let me know if you had enough but also keep in mind each section has what you need if you take a moment to look for it, in my experience anyway. Alright! Go Give it a whack and tell me what ya think!
  8. Summer Deep

    The Complete RAVEN SERIES Maps 1-11

    I can understand the reasons for some of the very polarized reviews of this wad, but feel that both sides of the argument miss the mark. True, there are plenty of weak points about it. It's very easy - you are more likely to die in an inescapable nukage pit, or from carelessly standing near exploding barrels, than by becoming a victim of any monsters. Far too much health and (especially) armour is provided, and whereas I'm not a fan of currently fashionable 'resource management' approaches to ammo provision, it's still probably too readily available here - it's possible to use the SSG for the majority of the game, even on zombies and the like, without running out of shells for very long. There are other annoyances too, like the baron pit in map 3, which doesn't seem to work properly, or the mind-numbingly tedious and pointless teleport puzzle at the end of map 6. On the plus side, it's fine for an hour or two of quick, unrestrained blasting fun. The environments can be a bit bland, but are generally better than those in many early Doom wads, and are occasionally quite impressive (eg map 11). While the difficulty level is, as mentioned, pretty low, this makes these levels ideal for beginners, if that doesn't sound too patronizing: and for more experienced players, the wad could be an interesting challenge if played with mods like Project Brutality or Project MSX. Played on UV difficulty, GZ Doom.
  9. Shreddy Krueger

    Ancient Aliens

    My new favourite set of 32 maps. Definitely the best MegaWAD that Skillsaw has ever made, destroying Valiant. Lots of unexpectedly cool ideas can be found within these solid maps. From the very first level with the neon "Wolf Warp" you know that you're in for a real treat. "Leave your Sol Behind" also blew me away with the whole space ship travel gimmick. In terms of difficulty: I was playing with Project Brutality on its equivalent of Hurt Me Plenty, so that amped up the difficulty considerably. A couple areas really constrict you for ammo, and according to Skillsaw that was supposed to be a main feature of the WAD but was dropped for a majority of the maps. Occasionally you encounter some slaughter-like areas and maps but nothing that got bland or seemed like a crutch for bad level design. You will face a considerable number of Cyberdemons and Spider Masterminds, which is par-for-the-course when it comes to custom Doom maps. In my opinon, some guest maps sucked (Nectar Flow) while others fit very well (Culture Shock, Acerols-Orion). Maybe some could say that the second episode did start to blend slightly together from level to level due to the visuals, but I would also say that the second episode had the best content for the MegaWad. So all in all I'd definitely recommend this Wad to anyone who plays Doom and is looking for a beacon in Doom map design.
  10. Guest

    Deloran

    Version

    38 downloads

    Deloran is a fast paced wad with small maps. It was created in the time frame of 5 days and with no knowledge at all. I've had a couple of people playing it including Bzplasma. Overall i think the map has done me a great favor and more maps will come for sure. Must be played with either - Project Brutality - Or Brutal doom
  11. Guest

    Simple Pistol Starter

    Version

    25 downloads

    This is a mod that automates the process of pistol starting in Doom and several other IWADs. It makes no other changes to gameplay in the IWADs or other mods that the included "pistol starters" are compatible with. Usage is simple: Load only one pistol starter, and load it after whatever WADs you want to use. Autosaves should be enabled, and the game should be played as in normal continuous play. The process of pistol starting will be performed for you automatically via ACS scripting. At the start of each level a script will run. It will remove from all players all weapons, armor, ammo, etc. and give them the default weapons and ammo and reset their health to 100. If autosaving is enabled the game will then save your progress as it would otherwise. You will be able to play the entire game with no need for cheats or further configuration. These pistol starters should only be used with IWADs, megawads and other mods that include multiple levels and are "pistol start friendly", such as Ancient Aliens, Sunlust or Valiant. For Freedoom use the pistol starters for Doom or Brutal Doom. Chex Quest 3, Hacx, and Heretic have been given pistol starters because of the similarity of their structure and gameplay to Doom. Other IWADs such as Hexen and Strife were not, due to their unsuitability for pistol starts. If any other mod or IWAD is hub-based or otherwise dependent on continuous gameplay, it may be "broken" by these scripts. If a WAD only includes one map these scripts would be pointless. If a WAD includes custom weapons it will not work as intended unless the pistol starter is compatible. Pistol starters for several mods have been included: Beautiful Doom v6.1.0.2 Brutal Doom v20b Elf Gets Pissed v1.1 PerK's Smoother Weapon Animations Enhanced Strange Aeons v5.4 Valiant The pistol starter for Brutal Doom v20b includes a patch for the error that prevents Brutal Doom from working with recent versions of GZDoom, which is the reason why this pistol starter is in ".pk3" format instead of ".wad". It will also "remember" whether the initial "crack knuckles and load rifle" and shotgun-pump animations have played and skip them in future maps as they would be skipped normally. As for the pistol starter for Elf Gets Pissed: It will remember whether or not the Lightbringer was found, and will give it back to the player on pistol start, along with the amount of ammo that would have been given on pickup. (120 on skills 0 and 4, 80 otherwise) For Strange Aeons: It will remember the Yithian Lightning Gun, giving it back after pistol start if it was found, along with the ammo given on pickup. (80 on skills 0 and 4, 40 otherwise) This is a list of the included pistol starters: (IWAD) Doom and Freedoom: pstlstrt.wad (Mod) Brutal Doom v20b: btlpstrt.pk3 (Mod) Beautiful Doom v6.1.0.2: bdpsstrt.wad (Mod) Elf Gets Pissed v1.1: egpsstrt.wad (IWAD) Heretic: evwdstrt.wad (IWAD) Hacx: hxpsstrt.wad (IWAD) Chex Quest 3: mzchstrt.wad (Mod) PerK's SWAE: pkpsstrt.wad (Mod) Strange Aeons: sassstrt.wad (Mod) Valiant: vlpsstrt.wad The pistol starter for Brutal Doom is compatible with Freedoom if used with Brutal Doom v20b. It is not intended for use with mods based on Brutal Doom, such as Project Brutality. (It may work correctly, it but probably won't.) The pistol starter for PerK's Smoother Weapon Animations Enhanced can be used with either the brown or black gloves editions, and is also fully compatible with Smooth Doom. The Valiant pistol starter is intended for use with skillsaw's "Valiant.wad" and "sawdust.wad". For Valiant: Vaccinated Edition use either the Doom pistol starter, or the one intended for whatever mod you want to use with it. The original ACS script source files have been left inside each pistol starter WAD, and are commented for reference. The source files could be used to make more pistol starters for other mods and IWADS.
  12. Guest

    Brutalist Doom

    Version

    150 downloads

    Brutalist Doom is a WAD that retextures Doom to a have a Brutalist architecture. From Wikipedia: "Brutalist architecture is a movement in architecture that flourished from the 1950s to the mid-1970s, descended from the modernist architectural movement of the early 20th century. Brutalism became popular with governmental and institutional clients. Examples are typically massive in character (even when not large), fortress-like, with a predominance of exposed concrete construction." Critics of the style have described it as "cold-hearted", "inhuman", "hideous", and "monstrous", and for projecting an atmosphere of totalitarianism and urban decay. Brutalist Doom recreates this atmosphere, primarily through the use of a replacement TEXTURE1 resource, but also with a custom dehacked patch, texture replacements and a custom palette.
  13. Guest

    Simple Mirrored Monsters

    Version

    640 downloads

    This is a mod that provides mirrored death animations for Doom and several other IWADs. It also provides colorized blood for Doom, Freedoom, Hacx, and several Doom megawads. It makes no changes to gameplay at all in the IWADs or megawads that the included files are compatible with. Usage is simple: Load only one of these files, and load it after whatever WADs you want to use. Files other than the one for Doom can be found in the "extras" folder. For Doom or Doom megawads use the "Doom" file, unless a specific file is provided for that WAD. Hacx, Heretic, Hexen and Strife have their own files for mirrored death animations as well. If a WAD includes custom monsters it will not work as intended unless a compatible version of one of these files is used with it. This is a list of the included files: (IWAD) Doom: smm4doom.pk3 (IWAD) Freedoom: smm4frdm.pk3 (IWAD) Hacx: smm4hacx.pk3 (IWAD) Heretic: smm4hrtc.pk3 (IWAD) Hexen: smm4hxen.pk3 (IWAD) Strife: smm4strf.pk3 (Mod) Ancient Aliens: smm4aans.pk3 (Mod) Bloodstain: smm4blds.pk3 (Mod) Elf Gets Pissed: smm4efgp.pk3 (Mod) Resurgence: smm4rsrg.pk3 (Mod) Scythe 2: smm4scy2.pk3 (Mod) Strange Aeons: smm4stas.pk3 (Mod) Valiant: (also Sawdust) smm4valt.pk3 Death animations and corpses have a chance of being flipped horizontally, or "mirrored". This allows for visual variety after clearing out a horde of monsters. Additionally, in Hexen "Poison Mushrooms" can flip after bursting, and in Strife both wooden and explosive barrels can flip when destroyed. Hexen's "Ice" deaths can flip, as can Strife's "Fire" and "Disintegration" deaths. All monsters can "flip", with a few exceptions: In Doom: Pain Elementals (to prevent changes to release of Lost Souls; the monster and its death animation are too symmetrical to need flipping, anyway) In Heretic: D'Sparil (final boss; mirroring unnecessary, potential to break scripting) In Hexen: All bosses In Strife: All bosses, the Inquisitor (the Inquisitor drops an arm when destroyed, this is done using a "Restricted Function" and cannot be mirrored; to flip the corpse would only highlight this, so it isn't flipped either) In Elf Gets Pissed: The Annabis In Strange Aeons: All bosses, and others (the "Starspawn", the "Spidergods" and Leng Spiderlings, due to issues with using "A_SetScale" on them; A_SetScale is used in DECORATE to change their visible sprite size in-game, using it to "flip" them must also reset their "size" so they cannot be shown as the correct size AND be mirrored, sadly) As for "colorized" blood: In Doom: Cacodemons have blue blood, Hell Knights and Barons have green blood, Spectres have matching "fuzzy" red blood, and Lost Souls don't bleed. In Freedoom: "Cacodemons" bleed red, Worms bleed yellow, "Spectres" bleed "fuzzy" yellow, "Knights" have tan blood to match their color-scheme while "Barons" have white, both Lost Souls and Pain Elementals do not bleed. In Hacx: Thorn Things have green blood. In Ancient Aliens: "Stealth Alien Troopers" have purple blood. In Valiant: Cacodemons bleed blue, Spectres have fuzzy blood, and Lost Souls have no blood, but all other monsters bleed red. (Note: Crushed corpses will automatically match their new blood colors, but that is actually a feature of the ZDoom engine, not this mod.) As for other mods, these are not intended for use with mods like Brutal Doom, Beautiful Doom, etc. Those mods provide more extensive alternatives to the functions of this mod, which is intended only to provide a light enhancement to the game. This mod is fully compatible with Revenant100's "Doom 2 Minor Sprite Fixing Project" and "Heretic Minor Sprite Fixing Project": Load the files for either of those, then a megawad if desired, then this mod's matched file. (if you also want to use NightFright's "gzd_brightmaps.pk3" put it after the sprite fix) A suggested loading order: D1SPFX18.WAD or D2SPFX18.WAD or HRSPFX10.WAD D1DEHFIX.DEH or D2DEHFIX.DEH gzd_brightmaps.pk3 "Optional megawad of your choosing" "A matching file from this mod" "Only with Heretic sprite fix: HRWIDE10.WAD" BONUS: Also included in the "bonus" folder is an alternative to the main versions of this mod: "Simple Colored Blood" which only includes the changes to blood colors in Doom, Freedoom, Hacx, Ancient Aliens, and Valiant. To use these, just load one of them instead of their "main version" counterparts. File list: (IWAD) Doom: scb4doom.pk3 (IWAD) Freedoom: scb4frdm.pk3 (IWAD) Hacx: scb4hacx.pk3 (Mod) Ancient Aliens: scb4aans.pk3 (Mod) Valiant: (also Sawdust) scb4valt.pk3
  14. PsychEyeball

    Hell Revealed

    Yonatan Donner and Haggay Niv's Hell Revealed was about as hard a megawad could get back in 1997, but you never would believe so looking at the first few maps. Maps 1-8 and 10 are cordial and pleasant enough levels which aim to make you feel powerful and almighty, slaughtering many foes into claustrophia enducing layouts where you won't have much room to move. Hell Revealed likes its tight corridors and hallways and they will be a recurring motif until the very end of the level set. Starting with Map 11, Underground Base, HR finally reveals its hand. Prepare to fight off waves of beefy enemies like barons, mancubi, revenants, archviles and cyberdemons, all with very little supplies and weapons at your disposal. You have to be expected to have a good eye for secrets to even get the basic tools you need to do your job, at least when playing on Ultra Violence difficulty. Levels like Last Look at Eden (MAP13) and City in the Clouds (MAP14) almost play like puzzles, where you must figure out what the developer intends you to do. Fail to figure out the correct route? Have fun killing hordes of mid-tier monsters with just a shotgun and chaingun! Even then, following the correct path usually just gives you a super shotgun, which only slightly lessens the tedium factor. Throughout all of Hell Revealed, you will be constantly circle strafing in square or circular rooms, slowly shooting down hordes of beefy monsters with the SSG until several minutes later, everything is dead. This prospect gets even worse when level layouts are often devised to make infighting more difficult to happen than it should and the overbearing presence of Barons of Hell, which rule this WAD with an iron fist. Maps like The Path (MAP16), Hard Attack (MAP18) and Judgment Day (MAP20) commit to a grind-heavy mindset where battles are very slow, meticulous and painstakingly boring to win, which is the one factor that likely ages this WAD the worst. Hell Revealed is often criticized for its very crude looks, but I find it oddly charming and it has a strong visual identity. For better and for worse, you all remember the searing pink skies, Arachnophobia (MAP7)'s layout, where you fight spiders inside a giant spider, the heavily fortified areas and courtyard of Last Look at Eden, the circular ramparts of Gates to Hell (MAP15), the Doomcute flourishes of The Siege, where you start inside a cozy house that demons can't invade. It also has some stunning looking maps, like the future base of Ascending to the Stars (MAP23) and the experimental Afterlife (MAP26). It does make up for some of the more flat and brown maps like Chambers of War (MAP10) or Hard Attack (MAP18). The music of the WAD is taken straight from Rise of the Triad, but its soundtrack runs out around MAP20, where the rest of the journey must be undertook with the default Doom 2 music (with the exception of some ROTT reprisals at MAP27 and MAP29). While Hell Revealed mostly commits to grindy gameplay, the script does deviate a few times throughout the level set and these moments tend to be the most memorable. MAP9, Knockout, will give you a boxing tutorial where you will be expected to punch out over 200 imps, saving the shotgun and chaingun for emergencies and monsters you can't punch out. It sticks out in a weird way in the MAP 1-10 stretch, being the only big challenge in an easy lot of stages and its gameplay never gets replicated. Mostly Harmful (MAP32) hints toward the slaughter gameplay that would get perfected by the community years later and finally allows you to go nuts with the firepower, which is needed since an unreachable Icon of Sin will be spawning new monsters constantly, forcing you to stay on the move. This remains one of the better uses of the IoS in a WAD and the concept would be reprised much later in Ancient Aliens' MAP18. Everything Dies (MAP19) is an easy gimmick map to like: you get all weapons, ammo, health and armor at the very beginning, but nothing else after that. You need to stay resourceful and minimize risk to reach the end, but its encounters shy away from cheap gotcha! moments and are fun to plow through. Resistance is Futile (MAP22) is a great fast-paced slaughter map that gave birth to many imitators throughout the years and might be HR's single most influential moment. Post Mortem (MAP24) is half puzzle, half brutality incarnate: you will be cremated at the seems until you figure out where to carve a footstep through this Living End homage flooded with Hell's worst of the worst. The main difference between Post Mortem and maps like Last Look at Eden is that Post Mortem doesn't shy away from giving you supplies and ammo, you are given all the tools you need to reliably succeed and it's up to you to get them and methodically chip away at this hell cave scenario. Dead Progressive (MAP25) builds around Dead Simple and makes it a much more compelling compact level with tight and snappy combat. Afterlife (MAP26) features a dream world where you walk through space and find some distorted pockets which warp you to hostile arenas. Once you're past them, don't relax yet; archviles will resurrect ghost monsters that will keep hounding you until you can finally find the exit... So Hell Revealed can be great when it wants to, but it also can leave really bad impressions. The Descent (MAP31) is... an elevator descent that lasts way too long and can easily be cheesed by standing on the teleport marker. The rest of the level is so flat it could have been made in Wolfenstein 3D and features cyberdemon fights in tiny rooms, which always are a big gamble. Hard Attack offers some thrills with the teleporting cyberdemon duel, then wastes all of its goodwill on its fort rampart section which is packed with so many barons and revenants (and not remotely enough ammo to take them on). Judgment Day (MAP20) emphasizes the worst of HR's grindy gameplay mentality, making you fight so many heavies with just a shotgun and chaingun (the super shotgun is hidden away in a secret area). Ascending to the Stars (MAP23) is likely the cheapest map in the whole set, piling in ambushes where you either can't do anything to protect yourself (that elevator ride down in a chaingunner filled room is all based on luck) or the tedium required to power your way through them will make you want to tear your hair out (the penultimate archvile room is the worst the whole WAD has to offer, as backing away from the archviles will force you in a teleporter pad you will have to teleport through roughly 500 million times). Hell Revealed (MAP 30) is the worst Icon of Sin fight there could be and likely will ever exist. Featuring a quad-demon spawner, several archviles in the back, a cyberdemon patrolling the lift you need to ride and hordes of revenants on platforms, you'll be lucky to even be able to land rockets in the Icon's brain and not kill yourself trying to pull the trigger. Hell Revealed was a very inspirational megawad for its time and some of its lessons were put to good use by other contemporary mappers, especially for projects like Kama Sutra or Alien Vendetta. Thankfully, the lessons that were pulled from Hell Revealed had more to do about how maps like Resistance is Futile, Post Mortem and Mostly Harmful were great map concepts that needed to be revisited at all costs and less emphasis on "super shotgun kills baron good eventually yay". As a full project, it's very uneven. The first episode is mostly on the easy side and isn't favored by most Doom veterans, but later on, the grind and dedication required to beat some of these maps can drive people up to the wall. Hell Revealed has lots of value as a historical artifact but has too many sags throughout its running time to be equally enjoyed gameplay-wise. It's a difficult WAD, but its difficulty often stems from resource depravation and grindy encounters, which is a tough sale today.
  15. galileo31dos01

    Community Chest 2

    Done with these settings: - GLBoom+ 2.5.1.4. complevel 9 - Ultra-Violence - Continuous combined with pistol start mindset. - Saves every 10 minutes or so. This is a slightly improved sequel of a mediocre megawad. It has no story whatsoever, not that it needs one, it's practically designed without an overarching theme and focused on Boom compatibility, something that the prequel didn't communicate very well. Although you rarely see tricks like conveyors and silent teleports put to specific purposes, they're mostly for the atmosphere. A couple of maps use custom colormaps in particular setpieces. One is to simulate immersion in toxic, and the other in blood, or perhaps portals to hell?. Anyway, Community Chest 2 has some nice visuals using stock textures. While not every map looks great, a bunch are simply awe-inspiring because of the author's creativity. I dig the idea in "Death Mountain", the sinuous terrain with mounds everywhere is very neat, as it's theoretically a mountain floating in the air. My only gripe is the trees are placed to get stuck in. Other locations are plain techbases, brown caverns, wooden complexes, Inferno-styled hell and unknown places. Most of the music available are tracks from other wads and games, with only one self-made piece for map 24 by the same author, an amazing melody by the way. I would suggest to add your own tracks for the maps lacking them, for a stronger experience if it helps. For those who have played the prequel first, and I'm sure everyone did, there are quite a few familiar names to be found, some of which contributed with more than one map. Gene Bird cooked around five for example, evoking a conservative "rooms with monsters" 90's style. His maps don't vary in any aspect to each other, nor to his previous works in Community Chest 1 unfortunately, but they blend well enough with the tone of the mapset. The first map is already by Erik Alm in his well-known Scythe fashion. Then we have individual entries from Andy Leaver, Kaiser and Use3d, the latter came as an improvement to be honest. On the other hand, a big portion of the people involved were completely new to me, and that's when I had to expect the unexpected, sort of. I'd say the maps had their ups and downs, generally enjoyable if some exceptions. They were also organized in a very random way, but that's no news. Just like a traditional community project, this megawad features a wide range of concepts, layouts, and forms to entertain the player, for better or worse. Fans of old-school and/or adventure maps will be delighted, as there are a lot of them in all sizes and difficulties, even several inspired by the original Doom levels. The obvious standout is "The Mucus Flow", a brutal map that can only be understood with patience and dedication, mostly the former one, and heavy chainsaw practicing. Besides, its curvy "mint-chocolate" design is beautiful and unique, or used to be, since tons of future releases found inspiration from it (e.g. Speed of Doom). A shame it has glitches in the sky. There are other remarkable moments to be experienced, such as to explore a city in depth to figure out the secret exit, or to fall in a sequence of fake exits that only exposes you in circles of chaingunners. I'm not sure how others will take it, but I couldn't hold my laugh after the second time. Secret-wise, the first thing to know is that PRBoom users need to activate the "Linedefs w/o tags apply locally" option to enable access to some ZDoom-only secrets in maps 06 and 24. There is also a secret in map 20 that requires an archvile jump, but it's not possible to reach it outside of ZDoom versions. Other than those, hope your sense of exploration is wide awake, as there is plenty to locate and highly appreciate. I'm thinking of the standout map, of course. For favourite maps I will pick 19, 24, 27, and 31. Some others like 06, 13, 23 and 32 were entertaining for the most part, but not convincing as a whole. The rest range from good to dull or tedious, like the final map. Overall, it's certainly an upgrade in quality, and I'm inclined to believe the successors are much better. Still, it's nice to traverse the history of the community chest projects. If you and I share similar tastes, then you'll probably find content to enjoy here, and if not, well, skip the unnecessary. My rate is 6/10.
  16. galileo31dos01

    3 Heures d'agonie

    Done with these settings: - Crispy Doom 4.2 - Ultra-Violence. - Continuous combined with a pistol start mindset. - Saves every 10 seconds or so. Fun mapset, a mixed bag of varied styles. The set is all speedmaps by different authors, some I recognized in their maps, like JC or FranckFRAG, and others completely new to me, so it was nice to meet all sorts of offerings. Visuals aren't the strongest feature, of course, still many authors managed to create some nice looking areas using mostly stock and custom textures. A few maps play with lights variation, such as having to find resources in darkness while waking up tons of enemies. The music selection is a mix in between iwad tracks, several others from well-known pwads, and also unused Doom tracks, I had no idea those even existed, really cool soundtrack. As a community based project, there's a lot to see in terms of progression and combat. Each author shows their own style, and the contrast between them is quite notable once you make further progress. I'm not sure whether some of the authors were completely new to mapping or not, since part of the contrast I mentioned before is due to the quality of the content by all meanings (visuals, geometry, combat, etc). This is not to say the ones that didn't stand out for me were bad, because others might find them more suitable to their tastes. However, I was more keen to the maps that provided a higher difficulty while having more than one way to deal with them, and not exactly to particular authors. Speaking of the mappers, you'll probably several contributions from the same guys, such as JC, FranckFRAG, and Datacore. The former one provided some old school slaughter(y) levels, I really liked his earlier maps where you are subject of crossfire in fairly open spaces, indoors or outdoors, he usually put the monsters in the way to find your weapons. I wasn't a fan of the symmetry of certain maps though, nor the repetitive combat that came with that, but still generally fun gameplay. On the other side, FranckFRAG opted for bite-sized maps with small but effective monster placement and traps. His maps are sometimes hard to taste given how short they are, I preferred those where after 2 minutes I still had more enemies to kill lol. Datacore didn't stick to one single style, incidental combat in the majority, the weapon progression is what can put off some players, as using just chaingun for 300 imps in a big box didn't seem so exciting, to name an example, although I did like his second to last map. Other notable contributions include [WH]-Wilou84 maps, his last level was hard to digest, I'm not so fond of that sort of clausterfuck gameplay, personally speaking. There's also the Darkwave0000's biggest map, which was everything I expected from them, and it kicked my ass a lot of times, neat and brutal level. Oxyde's map is another one I really liked, it's heavily congested and has many surprises that can catch one off guard. The rest are some hit-and-miss, such as ZyklonB's two maps that were a little boring, or the HR-ish level by subject_119 which was weird and fun. Necrotikflesh maps can result in a funny or horrible experience, depending on how much you like darkness, or shotgunning a cyberdemon, all I'll say is I made an exception for my "100% everything" rule in the second case. Secret-wise, I don't remember any lol, well being super short maps there isn't much to talk about secrets, FranckFRAG maps surprisingly have more than 1 secret, that they are meaningful or not depends on each one. For favourite maps I'll pick 08, 15, 16, 19, 26, and probably 29 even though I had my anger moments. Overall, a success in my opinion, it might not be the most consistent megawad, but it does provide a little bit of everything for everyone. People seeking a fun time with short maps will surely find something up their alley here. So yeah, my rate is 7/10.
  17. Guest

    City Assault

    Nice! Maybe we would expect a megawad from Sarge to be used alongside with Brutal Doom? I mean combining his own projects seems a good idea, am I right?
  18. Guest

    ROMERO'S HERESY

    Author here, this was an early prototype. I actually abandoned the project but i'm going to tweak and release a later version from 2007 with a better installer, it will run fine with brutal doom by the way. Thanks for your feedback.
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