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

Forums

  1. Classic Doom

    1. Doom General

      Discuss anything and everything Doom-related

      426857
      posts
    2. WADs & Mods

      Talk about Doom levels and projects

      453240
      posts
    3. Doom Editing

      Editing-related discussion, questions, and comments

      137744
      posts
    4. Console Doom

      Switch, iPhone, N64, Playstation, GBA—all these worlds are yours except 3DO, attempt no landing there

      11041
      posts
    5. Source Ports

      All your favorite executables

      69463
      posts
    6. Doom Multiplayer

      Deathmatch, co-op, CTF and clans

      13239
      posts
  2. Newfangled Doom

    1. Doom Eternal

      To be defeated by the Marauder, shoot at it until you die

      18878
      posts
    2. Doom 2016

      Now Marty approved!

      51085
      posts
    3. Doom 3

      All Doom 3, all the time occasionally

      79187
      posts
  3. Special Interest

    1. Doom Speed Demos

      Dooming done quick, both regular and tool assisted

      58529
      posts
    2. Creative Works

      Post all your creations (fiction, pictures, music, videos, etc.) here—original or derivative, it doesn't matter

      27243
      posts
    3. 5902
      posts
    4. Freedoom

      It's (not) Doom, only Free

      19693
      posts
  4. Misc.

    1. Electionchat Elsewhere

      Welcome to Ultra Progressive World, enjoy your stay

      488668
      posts
    2. Doomworld News

      Comments on news items

      88869
      posts
  • Forum Statistics

    108540
    Total Topics
    2176439
    Total Posts
  • Popular Now

  • File Reviews

    • By marco.nadal.75 · Posted
      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.      
    • By Argenteo · Posted
      Early M. Krause map. Through some catacombs, a cemetery courtyard, electric compounds and radioactive pools. Dark, cool detailing.
    • By rd. · Posted
      For a 13-year-old in 1995, these are phenomenal. (Unless we're getting LittleTempled here, but even if the author was really someone's 40-year-old dad named Bill, they still hold up as quite good for the time.)   e1m1-e1m3 is a trio heavy in KDITD homages that starts with a tiny concept map and then features two increasingly larger complexes that take a lot of design cues from maps like Toxin Refinery and Computer Station. The hallmark of the later maps is how sophisticated the layouts are; e1m3 is this tangling sprawl that felt like it had no boundaries, like there always another area when you got to the map's edge, yet was it easy and intuitive to navigate. e4m1 is a separate release bundled as a bonus. It's like Thy Flesh Consumed in the form of a spacious, bare castle courtyard. Good find.   
    • By rd. · Posted
      An opaque '90s dungeon crawl map with kid's gloves on (meaning it's probably a good intro if you want to try that map out). Despite the really bizarre progression and more doors being unmarked walls than having actual door textures, I never got remotely lost because of the tight scale, the intuitive "try humping walls because otherwise I'm stuck" moments, and the automap pickup midway through. Lighting is really well done for the time, lots of darkness and even some directional work giving it a spooky mood. It starts out with a KDITD feel and then branches out to other themes, which feels like a very 1994 thing. The lateral thinking in figuring out how to get around was pretty engaging.    There will be high variance in how much people like this, and I'm not an expert on this era, but I enjoyed it.
    • By P41R47 · Posted
      Serious improvement from Serenity.
      Eternity doesn't play easy on you at all. From the get go we have really amazing architectures to look at and some nasty enemy traps. The map design also has a great improvement on layout as there are a lot of interesting things to look, sector trickery and a lot more of height variations than on the previous episode.
      Most maps has a lot of monsters closet and quite a good amount of demons to kill, so the fun and the challenge is assured.    The music plays a nice role in here, as it adds to the atmosphere quite a lot, specially the Vangellis Theme from Bladerunner.
      Also, Moanin' is one of my favourite jazz songs ever, so this mapset was really nice to play. Even when it comes kinda as cheesy and silly, it feels really cool.

      Great visuals and great encounters. For real, these two authors really knew what they were doing by now, and they showed it!
      Next episode surely will be beven better :)
      Thanks to both, Bjorn Hermans and Holger Nathrath, as this plays amazing for sure.   ...Now, to the Infinity... ...and Beyond!
  • Member Statistics

    • Total Members
      27943
    • Most Online
      9847

    Newest Member
    PuckeredRaz
    Joined
×