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Post by Deleted on Aug 27, 2015 13:55:25 GMT -5
Download here: www.doomworld.com/idgames/themes/TeamTNT/eternal/eternal.zipAuthor: Team TNT Year: 1997 Eternal DOOM is a classic megawad. If you have not played this wad for some reason, you should. Period. Back around the time that this was released, pwads were quite a bit more primitive, to put it nicely. The editing software available to the average wad author was much weaker and harder to work with, and because of this creating levels took much longer than it does today. Also, the simple fact that people weren't as familiar with Doom editing as they are today played a big role in the quality of pwad output. There was no Doomworld or ZDoom forums. Mappers couldn't simply log in to the forums and ask complicated editing questions and have them answered within the hour like they can today. And many people weren't aware of what the Doom engine was capable of. They only had the iwads and the handful of pwads that they'd played thusfar to reference for ideas. Projects such as Suspended in Dusk, Valiant, Icebound, and Alien Vendetta had not been created yet. So the scope of your average mapper, with regard to both architecture and gameplay, was much simpler at that time. Keeping this in mind, we then look at Eternal DOOM, which exploded onto the scene around 1996-1997. Imagine, if you will, the amount of hard work it took to create this wad. Here are just some of the things it had... - 32 levels, all of them HUGE. - A bunch of awesome custom music tracks created just for the project. - Custom textures, many of which were created just for this project. - Custom sound effects. - Custom status bar. - Difficult settings implemented, co-op play possible, and thoroughly play-tested by many people. - The download included a custom installation and start-up shell. But simply listing these features, as cool as they are, doesn't even come close to doing this project justice. You really have to play Eternal DOOM in order to appreciate just how well done it is. The levels contain a variety of gameplay situations, and many levels are puzzle-heavy. The puzzles are very inventive in most cases, especially when you consider the time period from which this mapset originates. Many modern Doom players(and honestly many modern gamers in general) despise puzzle elements in their FPS games, but like them or not you must applaud how creative Team TNT was when they wove these perplexing mysteries into their mod, using an engine(id Tech 1) which wasn't even really 3-Dimensional. Personally, I love the puzzles, especially the really hard Bob Evans puzzles, because you really feel a sense of accomplishment when you finally figure them out. The action is mostly old-school, which I prefer. You won't find any mindless slaughter-heavy levels here with waves of Revenants and Arch-Viles. Furthermore, these levels are loaded with engine tricks that were quite rare for the time period, such as breakable walls and shootable glass panes, 3D bridges, and swinging doors. The detailing, lighting, and layouts are simply breathtaking. All in all, I cannot recommend this project enough. It has secured itself a permanent place in the annals of Doom user-created content, and for good reason. Score: 10/10
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Post by Doomer Boards on Aug 28, 2015 13:44:55 GMT -5
Excellent review, and congrats for it on being the first on the boards!
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Clone
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Post by Clone on Aug 29, 2015 13:28:06 GMT -5
I haven't played a lot of good megawads at all. That third screenshot though is one Hell of a selling point, though. It looks aesthetically wonderful.
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Post by Deleted on Sept 1, 2015 16:11:16 GMT -5
Download here: www.doomworld.com/idgames/levels/doom2/megawads/av.zipAuthors: Anders Johnsen, Kim Andre Malde, Martin Aalen Hunsager, Lee Szymanski, Brad Spencer, Anthony Soto, Jan Endre Jansen, Madani El Hariri, Yashar Garibzadeh, Mattias Berggren, Pablo Dictter, Vincent Catalaa, Kristian Kall Year: 2002 Alien Vendetta is a wad that, along with Suspended in Dusk, many seasoned veterans point to when a relative newcomer to the Doom community asks, "What pwads should I play?" And for good reason. Alien Vendetta is a collection of 32 maps from some of the best authors of the time. Due to the sheer number of different mappers, you might be tempted to think that the quality would be all over the place. But luckily, AV stays at a fairly high standard the entire time, only dropping off in quality maybe once or twice. Around this time period, I imagine most level designers would have been using DEU as their level editor of choice, which makes this even more amazing. When you consider the complexity of levels such as "Misri Halek" and "Blood Sacrifice", and then imagine mapping the damn things in an editor without modern amenities such as 3D mode, it really gives you a new level of respect for these older, godlike mappers. Architecture is, in my humble opinion, where this wad shines the brightest. The team behind Alien Vendetta shows a level of creativity rarely seen in Doom level design from any time period. You'll marvel at the stylish use of lighting, the interesting layouts, and the gorgeous-but-not-too-overdone detailing. The texturing is great as well, tastefully done throughout the pwad, featuring some new textures pulled from Heretic, Hexen, Final Doom, Osiris.wad, and even a few from Duke Nukem 3D! As a mapper myself, I love to move through these levels, often with the -nomonsters parameter on, just to see how the authors used space and height variations to create interesting locations to explore. Gameplay-wise, AV kinda has something for everyone. You have over two-thirds of the mapset that is more closely aligned with classic Doom gameplay, and then you have close to a third that I would call "slaughter-style" gameplay. The intensity really seems to shift around Map 25, where you square off against over 1300 monsters. I've made my preferences on gameplay known in the past, so it should come as no surprise that these later levels are not among my favorites. Even the later maps that do have lower monster counts still sometimes rely on what I feel are dickish situations in order to create challenge. I can still recall my dismay when one level suddenly pulled the ever-classic "You're trapped in a tiny room with a Cyberdemon, have fun!" move on me. But I also acknowledge that my gameplay inclinations are not objectively superior, so I can see how many Doomers, especially those who gravitate toward such projects as Swim With The Whales and Sunder, might find the later AV maps thrilling. But even throughout the early and middle levels, the enemy encounters in Alien Vendetta sometimes becomes a bit lackluster. Often you'll open a door to a new area, only to be greeted by a room full of pink demons or chaingunners, arranged rather symmetrically and all facing towards you. It's not exactly what I'd call brilliant thing placement. And it happens enough in my opinion to become problematic, thus dragging down the score of this otherwise epic pwad. Of particular note regarding Alien Vendetta is one of its mappers, the late Kim Malde. It is my assertion that Malde provides the best levels to be found in AV, although out of the 32 maps present, he is only responsible for 4(although he co-authored another map and helped out here and there on some others). Malde was able to create compelling layouts, breathtaking detail, and balanced, fun gameplay with razor-sharp precision. His levels are close to perfection in my view. If this sounds like hyperbolic praise, download the wad and IDCLEV your way to Map 20 or Map 23, play the level(s) through fully, and then come back to me. Rest in Peace Kim Andre Malde, you are an inspiration. Overall, Alien Vendetta is certainly a must-play pwad. It's not quite perfect, but it's very very close. In closing, I will echo what has been said many times in the past - if for no other reason you should download this wad just to see Map 20. Seriously. Score: 9.4/10
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Post by Deleted on Sept 15, 2015 14:19:33 GMT -5
Download here: www.doomworld.com/idgames/levels/hexen/v-z/viscerusAuthor: Matt Tropiano Year: 2010 When it comes to user-created content for Doom and Doom 2, whether it be new levels, textures, sprites, music and sound effects, or weapon mods, the sheer amount of fan-made add-ons can seem daunting. You could try to play every wad ever made(some people have attempted this), but you'd likely be old and grey by the time you finished your quest, unless you literally have nothing else to do with your day besides sleep and eat. But when we look at how many mods people have made for Heretic and Hexen, we see that the list is much shorter. Hexen in particular has had so few pwads created for it that most people, even most hardcore Hexen fans, can probably count the wads they know off the top of their head using only one hand. Let's face it, Hexen is hard to map for. The complexities of ACS scripting allow for almost limitless possibilities, but not only must the wad author learn this new and tougher way of mapping, he must also come up with more creative gameplay situations and puzzles which take full advantage of the options that Hexen offers. So it is very exciting to me when a good Hexen wad is released to the public, and Scourge of Viscerus is a very good Hexen wad. Matt Tropiano manages to distill the elements that make Hexen fun and utilize them effectively in his hub, while simultaneously avoiding those pitfalls which dragged the original Hexen iwad down a bit. The puzzles Mtrop weaves through Scourge of Viscerus are fun to tackle, not too hard but still requiring some brainwork. The level design also is such that backtracking isn't a big pain in the ass. The spoke levels which branch off of the initial hub level are just big enough to allow for substantial gameplay, but small enough that the exit is never far away. So attaining an item or doing something significant in one level, and then quickly getting to another level to reap the rewards of your labor is pretty painless. I found the various puzzles fun to solve and very fair, not dickish or cheap in any way, which is a testament to Tropiano's creativity and ability to use ACS and ZDoom features to great effect. The level design in Scourge of Viscerus is good stuff. It is not the best you've ever seen, but in my opinion it strikes a good balance between beauty and functionality. I think Tropiano was smart to make this Hexen hub focus on fun gameplay and puzzles, rather than overly detailed and super-gorgeous layouts that look good on a -nomonsters runthrough but play like dogshit in a regular game. I can think of many authors who are adept at making lush, detailed and complex landscapes but can't hack it when it comes time for gameplay and fun factor. And gameplay is always more important than window dressing in my view. Going beyond what I've already laid out, Mtrop further secures this wad's brilliance by successfully implementing new enemies. Tropiano masterfully manipulates DECORATE to give the player a new experience as he makes his way through the hub. The new enemies are unique enough to be fun and exciting to fight, but still manage to feel like they belong in the Heretic/Hexen universe(mostly because the sprites are color-swapped versions of those found in Heretic and Hexen). It's not so much the look of the enemies, as anyone who has played through Heretic and Hexen will recognize the sprites, but rather the way the enemies assault the player. These new baddies have complex attack patterns and phases, all of which Tropiano painstakingly came up with and implemented through DECORATE. I won't give too much away, but needless to say the new monsters are the icing on top of a great cake. The music selections found in Scourge of Viscerus have been the subject of some debate. The songs I recognized were taken from various Castlevania games and one song came from Heretic, as for the others I have no idea. I personally thought they were appropriate for the theme of the hub, but some players didn't like the new songs. But something as minor as this shouldn't be cause for concern. If the new music bugs you that much, simply open the wad in XWE or Slade and edit in some songs you like, or just mute the music in ZDoom and play your favorite cd in the background. I think Tropiano's choice of Castlevania music was cool in that it highlights the almost Metroidvania-esque qualities of Scourge of Viscerus. From beginning to end, this wad delivers a quality experience. Fun puzzles, challenging gameplay with great usage of ACS and ZDoom engine effects, and even some humor thrown in("Hey, my light reading!"). All in all if you are a Hexen fan, even a casual one, you owe it to yourself to play through Scourge of Viscerus. Score: 9.3/10
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Post by Deleted on Sept 18, 2015 14:25:18 GMT -5
Download here: www.doomworld.com/idgames/levels/heretic/Ports/curseAuthor: Kristian 'Kristus' Käll, Karl Käll Year: 2010 In my review of Hexen: Scourge of Viscerus, I talked about the paucity of good Heretic and Hexen wads in comparison to the unending torrent of new wads which are created every day for Doom and Doom II. In 2010, Kristian Käll decided to return to idTech1 mapping after apparently working with Team Future on a mod called Doom 3: Phobos. He saw that Heretic had not enjoyed as many user-created levels as Doom and Doom II, and he decided to change that, so he created Heretic: Curse of D'Sparil. This wad is an episode replacement for Heretic featuring nine new levels, eight of which were made by Kristus, and one of which was made by his brother Karl. The maps are much larger and harder than the Heretic iwad levels, while still using almost entirely stock textures and assets. The wad requires a limit-removing Heretic source port. If you read my previous review, you may remember where I praised Matt Tropiano for his decision to place gameplay and fun factor above super-fancy architecture and detailing. You might recall where I mentioned that some modern authors excel at the latter pursuits while relegating thing placement, traps, and level progression as an afterthought. Well friends, in my opinion Kristus is one such author. I absolutely adore his attention to detail, his use of space and color, his eye-catching decorations and arches, his grandiose columns, pillars and vaulted ceilings dripping with atmosphere and character, and his asymmetrical fantasy realms adorned lovingly with flair and pizazz. But unfortunately, this wad was not designed to be played with the -nomonsters parameter. And this is precisely where the trouble begins. Curse of D'Sparil is much, much harder than Heretic: Shadow of the Serpent Riders. The difficulty is in small part due to larger numbers of monsters per map, but that doesn't tell the whole story. While CoD does have more enemies per level than the iwad episodes did, the numbers aren't ridiculous considering the size of the levels, and these maps certainly don't qualify as slaughter maps in my opinion. So why is Curse.wad often touted as being so hard? In my opinion, and in the opinion of many others who've played this wad, it's lack of ammo up front. Sure, the levels technically contain enough firepower to get the job done, but right off the bat you are beset by huge packs of enemies, giving you no time to equip yourself for battle. And finding the tools of combat is no easy task either. In many cases, Käll has placed weapons and ammo pickups in places which require the player to go through the hordes of enemies in order to get at them. The gameplay in Curse of D'Sparil most often devolves into running in circles to provoke infighting while simultaneously scavenging weapons and ammo from esoteric nooks and crannies in order to stave off the oncoming legions of threatening enemies. After this has been done, the player quickly blows through the ammo he's picked up, usually falling back on the elvenwand rather quickly since ammo for the superior weapons is given rather sparingly. And let me tell you, there's not much that's more boring than having to slowly chip away at Ophidians, Sabreclaws, or Weredragons with the wand. For those of you who have not played Heretic, it is the equivalent of having to use the pistol to bring down hell knights, pink demons, and arachnotrons. It only serves to make these long levels even longer. The fact that the author went as far as to tout these levels as being balanced for wand start is nothing short of laughable. Take the first map, titled "Beginning of the End". This map contains 150 monsters, which doesn't seem all that bad, even for a first map. But guess how many of them will be coming after you as soon as the level begins? About 75. You read that right. 75 monsters are awakened when the level opens and will be trying to kill you as you scramble for ammo, with only an elvenwand and 50 crystals to your name. I'm not even counting the ones down a flight of stairs that can't get to you, even though they will all be active. These monsters include a ton of fire gargoyles and nitrogolems(ranged attackers), lots of fast-moving sabreclaws(melee attackers), and ophidians(ranged attackers), and they can cut your health down real fast. There isn't a safe place to run to or hide in order that you might catch your breath, so you literally have to do a -nomonsters run-through first to learn the locations of the ammo stashes(which are not obvious at all), then play as normal and just run like mad collecting ammo while 75 pissed-off creatures chase you down. The ethereal crossbow is behind a ton of nitrogolems...have fun getting to that weapon. You'll likely be cornered and killed a fair number of times, so I hope you have the patience of a saint. Save often, you'll need it. Don't believe me, you say? Go to Youtube and watch the author, who uploads under the name KristusTF, play "Beginning of the End" himself. He literally runs around for the first few minutes practically ignoring the enemies so he can get to the ammo caches, many of which are behind enemy lines, and all of which he already knows about despite their obscure locations because he made the frigging level. He then circles around some more, provoking a bit of infighting, and then tediously has to elvenwand a bunch of mid-tier enemies to death after his crossbow ammo runs out, which it inevitably will because there's not a lot of it, even if your aim is perfect and you never miss a shot. This is level 1, guys. There are 8 more just like it. Even if this style of gameplay somehow sounds fun to you, you must admit that 9 levels of it might get old at some point. What I'm saying is that this formula is used over and over again throughout Curse of D'Sparil. It might be more agreeable with me if perhaps just one or even two levels sported this type of approach, but not all of them. What about a level with clever traps, or one with jump-scares, or even one with a cool gimmick or puzzle? Sorry, not here. It's just mobs of enemies in your face from the word "Go!", and you scrambling to find something to kill them with before you die clutching your elvenwand. It's as if Kristus used up all his creativity on layouts and detailing, and then just threw monsters and items in willy-nilly at the end, telling his critics to play on a lower skill level if they can't hack it. Another issue that Curse of D'Sparil suffers from is map length. In theory, the thought of 9 huge, expansive maps sounds good. After all, more is better, right? The reality, however, is that some of these maps drag on for too long. While I do commend Kristus for his skill and creativity as an architect, his tasteful detailing, and his wealth of ideas with regard to layout, I also think he could have pared down many of these levels a bit. The levels are visually breath-taking, but after a while it's almost too much of a good thing, and coupled with frustrating gameplay style Kristus has chosen to use, things can get old quick. Perhaps it would be best to have only one or two epic levels per episode, rather than seven or more? Or maybe even shorten the levels and then take the left over ideas and make a second episode? This mapset wouldn't be complete without a ending map which is very pretty to look at but tedious-as-all-hell to play. You are pitted against not one but four D'Sparils at one time, and just like in the iwad they can and will teleport around the map quite often, usually right as you are nailing them with a high-powered weapon. What some players may not know is that killing just one D'Sparil effectively destroys all of them, due to a flag that is hardcoded into the Heretic executable file. That means that the player, in theory, could just attack one of the four D'Sparils in order to bring them all down, but since they teleport around frequently, and ammo once again is spread out to the far corners of the map, it is practically impossible to keep track of which D'Sparil you have already wounded. So you are forced to attack them all until one of them finally goes down, thus ending the level. (Interesting side note: I did a variation on this boss battle in one of my maps, titled Dark Deity's Bastion. The difference was that I color-coded the different D'Sparils so that the player could keep track of which one he needed to attack, making the battle far less mundane and time-consuming.) To summarize, Heretic: Curse of D'Sparil is a gorgeous-looking levelset with sub-par gameplay. I do recommend playing this wad, if for no other reason than to see the truly awe-inspiring vistas and structures that Kristus came up with. Kristian Käll has an amazing talent for layouts, an artistic vision that outdoes most of his peers. I just wish he could improve his gameplay implementation. Score: 6/10 Postscript: In some ways, Curse of D'Sparil's popularity can be looked at as an example of a definite trend towards putting aesthetics first and gameplay second; style over substance if you will. This trend has been active in the Doom community for some time now, growing more and more rampant as level editors become more powerful and easier to use. Things like the Cacowards and the popular "Post your Doom screenshot" thread on Doomworld's forum only serve to further cement this inclination on the part of both old and new mappers alike. Nowadays, when judging a wad's merit, an undue amount of emphasis is placed on how pretty and well-detailed it is. Mappers obsess over texture-alignment and frivolous detailing, so much so that they have no energy left for creating compelling encounters. Someone pointed this out in a thread recently(phml? TimeofDeath? I can't remember), and not many people paid attention, but his words rang true with me. You are just more likely to get higher ratings and win an award if your level is more visually appealing, often at the expense of gameplay.
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Post by Deleted on Sept 28, 2015 17:05:49 GMT -5
Download here: www.doomworld.com/idgames/levels/doom/p-r/retroepsAuthor: Christian Nygaard Hansen Year: 2002 A common motif which crops up repeatedly throughout the bevy of Doom pwads is the Doom 1 "Knee Deep in the Dead" replacement episode. You can find quite a few of these in the archives, many of them authored by well-known wadmakers such as Sean Birkel, Jan Van Der Veken, Paul Corfiatis, Rex Claussen, Rottking and Ralphis, Cannonball, and many many others. Fans of Doom tend to gravitate towards creating tributes to the original Doom shareware episode for a number of reasons. First, Doom's shareware episode was the first exposure to Doom -period- for a large number of Doomers, and thus we tend to view these 9 wonderful levels with rose-colored glasses. Second, "Knee Deep in the Dead" is by all accounts extremely well-made, so much so that some people even consider it the perfect Doom level set(which is a huge testament to the mapping skill of id co-founder John Romero). Third and certainly not least, Episode 1 had that wonderful sky graphic . But whatever the reason, Episode 1 replacements have always been en vogue, and show no signs of slowing down anytime soon. This review will address one such "Knee Deep in the Dead" replacement, the famous CH Retro Episode by veteran Danish mapper Chris Hansen. This wad was among the first Episode 1 replacements I ever played, and for my part it inspired me quite a bit in my own wadmaking adventures. But that is neither here nor there. We must examine this wad critically and fairly, and give it a score that accurately reflects its worth. RetroEps.wad is certainly not perfect, but the vast majority of this affair is a rousing success. Hansen occasionally takes a bit too much inspiration from Romero's levels in certain parts of the wad, but for the most part his architecture and approach to gameplay are fresh and unique. First, the weak points. The first and last map of this wad are probably my least favorite selections, as they are in and of themselves very mediocre efforts. The first map(E1M1), despite its attempt at being an opening map and thus a light warm-up for what's to come, feels a bit too tame, and also lacks a bit in the design department. And the final map(E1M8) doesn't really offer anything new except for a kinda neat engine trick that makes the Barons visible but not shootable until you flip a certain switch. Otherwise it's basically a bland imitation of the iwad E1M8 level, complete with five-pointed star and obligatory Baron bosses(although now there are four instead of just two). Now, the strong points. E1M2 through E1M7 are really excellent levels all the way around. Despite the presence of a few isolated homages to certain Episode 1 areas that have been sprinkled into this wad, the bulk of CH Retro Episode is decidedly unique. Hansen manages to create complex and atmospheric maps that will delight players with distinctive encounters, good use of secrets, interesting architecture, and just the right amount of fun exploration. The challenge has been raised a bit from the iwad levels, but is still on the easy side, in keeping with the classic theme. Hansen wisely avoids overdetailing, and instead focuses on compelling layouts and structures and good use of textures to spice things up. In keeping with what we know of Mr. Hansen's style, you'll be treated to maps which use space well and also make good use of height variation and creative altitude situations in order to produce cool gameplay and progression. E1M3, E1M5, and E1M7 in particular are favorites of mine, and I believe they hold their own against most any other user-created "Knee Deep in the Dead"-style levels. Another reason this wad shines is that despite sticking to the tradition of only using Episode 1 monsters, Hansen manages to make the gameplay exciting by using some cool traps, creative situations, and good pacing throughout this affair. It's a positive reflection on the skill of a mapper when he can make a fun wad using only Zombiemen, Sergeants, Imps, and Demons, and I think Hansen succeeds quite well in this regard. CH Retro Episode is pretty much a must-play for fans of Doom 1. Don't let the relative blandness of E1M1 and E1M8 put you off, the meat of the episode is phenomenal stuff. Score: 9.1/10
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Post by Miss Muffin on Sept 30, 2015 17:35:13 GMT -5
So how much of the lifeless gameplay in this wad is actually Kristus's fault, and how much is Raven Software's fault? From what I've played, I think Heretic's entire existence can be accurately summed up as "Prettied-up Doom with a fantasy theme, slower weapons, and damage-spongey yet mostly-non-threatening monsters."
While there are plenty of cool layouts and good-looking levels in Heretic, I can't say any of them ever stood out to me as having even slightly above-average gameplay, from a Doom player's standard. Maybe Kristus's mapping does emphasize style over substance, but I think Heretic itself also encourages pretty-but-insubstantial design inherently via its own gameplay.
I'd love to be proven wrong and shown a map for Heretic that blows me away like something from UAC Ultra or Sunder or Plutonia or even MAP29 from Doom2.wad. But I'm not holding my breath.
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Post by Deleted on Sept 30, 2015 19:49:06 GMT -5
I'd love to be proven wrong and shown a map for Heretic that blows me away like something from UAC Ultra or Sunder or Plutonia or even MAP29 from Doom2.wad. But I'm not holding my breath. I can agree with you up to a point. Heretic is certainly not on par with Doom, so we are in harmony there. And yes, Doom has a better weapon and monster balance to it(perhaps the best of any FPS). But I think if you read my review in more depth you'll see that the difficulty of this release is not the fault of the game's monsters or weapons but rather the wad author's thing placement and gameplay tendencies. At least that's how I saw it, and I'm by no means the authority on anything. This wad won a Cacoward, so I'm obviously in the minority with my opinion. As for a Heretic map that will blow you away, try Icebound by Chris Lutz. It provides a great challenge without resorting to ammo starvation. I'll provide the link below. www.doomworld.com/idgames/levels/heretic/Ports/ice-lutz
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Post by Miss Muffin on Oct 1, 2015 10:05:50 GMT -5
Thanks for the recommendation! Icebound is now my favorite Heretic map. I still found much of the combat grindy (grrr Heretic), but the way challenge is imposed via control of movement and limitation of space is very well-designed. Compared to that, I can certainly see why you say the maps in this review are lacking.
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Post by Deleted on Oct 1, 2015 10:53:45 GMT -5
Glad you liked it! My friend DeathevokatioN is working on a Heretic Replacement Episode, tentatively titled "Ending Quest", which I'm contributing one map to. Right now we only have 6 maps total out of a possible 9. While none of us are quite on the level of Lutz, I think it will be a pretty awesome wad nonetheless. I think that maybe I don't notice Heretic's problems as much because I played it back in 1994, so I tend to view everything about it with rose-colored nostalgia goggles. Now that you've brought up combat and monsters being spongy and less threatening, I'm really starting to realize that that's definitely the case. I still like the game a lot though.
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Post by Miss Muffin on Oct 1, 2015 12:16:08 GMT -5
Yeah, Heretic is a game I never played in its heyday. I wish I had, because there IS a lot to like, and the passion and nostalgia some people have for the game is inspiring.
Ending Quest sounds cool! I know Deathevokation's name from seeing his work before. Best of luck.
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Post by Fonze on Oct 1, 2015 18:09:37 GMT -5
Ah I faintly remember this megawad... faintly remember it was time-consuming as Hell.
I actually really liked most of the levels here, but I back when I played this I was more interested in continuous play, so I didn't have to put up with the ridiculousness of staff-starting each of these maps.
I've always had a special place for Heretic (the garbage, lol nah); it's a lot like Doom, but it looks a lot nicer. To say that you haven't been blown away by any pwads is only proof of the neglect Heretic has received over the years. Vanilla Heretic has many more things that can be done visually than Doom did as Vanilla. Never mind that some of Doom's coolest modern features came from Heretic, like the water effects, looking up and down, flying, items, and the weapons each powered-up with that skull-book. Never mind the roster of enemies was great.
I'll have to go back later and replay this wad; I found it to be a fun, almost iWad experience.
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Post by Deleted on Oct 1, 2015 18:36:44 GMT -5
Hey Fonze, out of curiosity have you ever played any of the pwads that I did for Heretic? I'm trying to improve as a mapper, and so any input you might have would be useful to me. They are in the archives under the author name "Stormwalker".
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Post by Fonze on Oct 1, 2015 22:27:25 GMT -5
I don't know off the top of my head. Back then I was a hermit and didn't like combing through the /idgames archive. At that point I had tried a few pWads and been turned off, so was looking for iWad quality maps and Cacoward stuff. But I'll go check em out when I get the chance. I need to finish a map asap, but I also write for Doom Wad Station now and will likely need good wads to review. Also, I love Heretic, so these will likely be a pleasure for me to play. I'll post up reviews here for you as I comb through them as the ones over at DWS are fairly concise. Also, here I don't have to worry about spoilers, heh. *Edit* Since I should have been asleep already, I had no time to work on the map. So I figured I'd play a bit on these maps, plus an extra one that's just right up my alley (the fisting one). For starters, I'll make a thread for your maps when I play them all the way through. For now I just played a couple. I played the first mission of "Call of the Apostate," the final boss fight, then the other final boss fight. I then played the fisting one because, hey, any excuse is a good excuse to punch a baron... or a revenant, or a spider mastermind ^^ What I saw in the Apostate wad I liked. The architecture looked like iWad quality and the enemies we well-placed. Ammo was tight in the first mission, but I had more than enough in the last two. Would have liked to see more items for the boss fights, but they were fun regardless. I guess it's kinda hard to mess up a D'sparil fight, and that other guy was interesting to fight just because I'd never seen him before.. The health was almost not worth it to grab, though. I also liked the areas leading up to the boss fights, very moody and well-done. The Fisting one was a lot of fun, but health was scarce as f*ck. I'm sure it's doable, though, but this is they type of thing I'd save for. Mostly because I'm human and make mistakes every now and again. Stupid mistakes; typically against an imp or a HK/baron. Instead, just to get a quick feel, I resurrected like 50 times; 20 were in one fight because I didn't realize I lost the berserk upon death and got corner-trapped, and another 20 were due to getting corner-trapped by a couple of mancs. It didn't make sense to me that you fight 2 HK's before one and a rev up-close-and-personal, from behind no-less, before a rev in an open area with good cover. I'll give these three a more solid go when I have more time
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Post by deathevokation on Oct 6, 2015 17:56:10 GMT -5
Overall my favorite 2000's mapset, and Kim's levels are absolute masterpieces, it's no wonder all the screens you posted are from his maps. I wouldn't be able to ever touch his level of design if I tried.
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Post by Deleted on Oct 9, 2015 19:03:52 GMT -5
This is one of the best AV reviews I've seen, far surpasses the other articles or reviews I've seen. It really is a beautiful WAD with varied gameplay - I was totally floored by how great it is back in the early 2000's.
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Post by Deleted on Oct 10, 2015 13:23:43 GMT -5
Thank you sir!
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Post by Deleted on Oct 10, 2015 13:50:28 GMT -5
Download here: www.doomworld.com/idgames/levels/doom2/s-u/sidAuthor: Esa "Espi" Repo Year: 2005 Suspended in Dusk is often touted as one of the greatest wads ever made. It is a four-level adventure that features gorgeous architecture, perfectly crafted gameplay, compelling atmosphere, and some very cool new textures, all packaged within a wad that is 100% compatible with Doom2.exe. Unfortunately the author, Esa Repo(known affectionately as "Espi") died in 2009, but he cemented his legacy as one of the best Doom mappers who ever lived with an impressive body of work, and perhaps the greatest of his projects is Suspended in Dusk. But how will SiD score in the eyes of this reviewer, you might ask? Read on and find out. One of the first things you'll notice as you're playing Suspended in Dusk is how Espi has managed to tell a story without writing a single word. I love when mappers can tell tales and build a mood through level design alone, and with Suspended in Dusk Mr. Repo shows he is quite capable in that regard. I'm rather glad that the text file has no story blurb, because whatever it might have been would most likely be inferior to what most players will come up in their imagination with as they run through the twisting halls and looping sectors that make up SiD. Espi was an author whose style was very unique. The approach to texturing, detailing, and architecture that he employs in Suspended in Dusk is one that is not often, if ever, replicated. This is not another level designer who read the Tormentor667 detail guide and went nuts, no sir. This gentleman's techniques were totally original. This makes playing through SiD a real treat because you're in for an experience that you really can't get anywhere else. Espi often uses textures sparsely, doing entire rooms with only two or three different wall textures, but his architecture and layouts are so sublime that the level actually benefits from this decision. The bases he creates have an unnerving sterility and starkness about them, which induces feelings of despair and tension in the player. The guy really was brilliant. This wad really is the epitome of "Doom Art". The pacing of Suspended in Dusk is incredible. I love how at first the bases seem to be largely empty, but as you progress further you quickly discover that the buildings and passageways are totally infested with hellspawn, the bulk of which appear to be lying in wait for you, and all of which seem to know how to attack at just the right moments and from very clever positions. Espi was a master at creating tension through a combination of monster placement, creative use of triggered linedefs, and architecture/layouts, and his skills are on full display in SiD. Speaking of layouts, those found in Suspended in Dusk are nothing short of brilliant. Espi establishes a "sense of place" early on, and the way he has you weave through these levels allows for maximum enjoyment and visual stimulation with very little backtracking, yet you always feel as though you are in a very realistic 3-dimensional structure. Espi's ability to re-use space and allow the player to see the same areas from multiple vantage points really makes the areas he creates feel real. The gameplay is so tight that it almost defies belief. You feel vulnerable and yet lethal at the same time, and when you do get the drop on a group of enemies, the sense of accomplishment you feel harkens back to the first few times you played Doom. At times the design of these maps is so powerful that you almost feel as though the map is in control, actively guiding you on a perilous journey full of breathtaking views, close calls, and perfectly thought-out encounters. I'm always humbled and amazed when a wad author can make me feel like my heart is beating a mile a minute; that feeling you get when you know danger is around the corner, and as you sit hunched over your keyboard, you start to talk to yourself in low murmurs, carefully planning your next move as though it really is that important. Well friends, Espi was able to make you feel that way. Another thing worth mentioning is how good Espi was at creating challenging situations with relatively few monsters. I think that this talent among Doom level designers is in many ways analogous to comedians who are totally clean yet hilarious. In my opinion, it takes a lot more talent to be really funny without ever resorting to bathroom humor or a barrage of curse-words. Likewise, in Doom mapping it requires more skill to create engaging and exciting maps with a relatively small number of monsters. But here, Espi puts on a clinic. Map03 has almost 400 monsters(which is not that many considering the sheer size and scope of the map), but the other three levels all contain under 120 monsters. Yet these maps will provide some tense fights and hair-raising moments, often with only a handful of bad guys at a time. The item placement in SiD is extremely well done also. I didn't ever feel as though I was being deprived of the ammunition or health necessary to do what I had to do, but I also never once felt like I had too much ammo or that I could afford ot be careless due to an overabundance of medikits/stimpacks. You always seem to encounter the perfect types of item caches at the right time, which only serves to further streamline and enhance the already wonderful gameplay experience. Even the creative secrets that Espi lovingly inserts into these masterpiece levels don't ever tip the scales too far in the player's favor. Many people rave about how this wad was fully compatible with Doom2.exe, and while I wholeheartedly agree that this vanilla compatibility is a major triumph, I can't help but think that what really makes Suspended in Dusk great are the aspects which don't necessarily push the vanilla engine to its limits. Things like the subtle but tasteful texturing, the unique and deadly layouts which were so well thought out and balanced, and the tense and brilliant enemy encounters found throughout these four levels. Simply put, Suspended in Dusk is the product of a genius mind, a legendary piece of work whose dramatic presence will endure for as long as it remains available to Doom enthusiasts everywhere. This wad could not be made any better. It is flawless. Score: 10/10
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Post by Deleted on Oct 10, 2015 17:20:18 GMT -5
Awesome review bloke!
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Post by Deleted on Oct 10, 2015 17:41:17 GMT -5
Thank you kindly!
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Post by Deleted on Oct 28, 2015 14:29:11 GMT -5
Download here: www.doomworld.com/idgames/levels/doom2/megawads/tvrAuthor: Thomas Van Der Velden Year: 2001 Thomas Van Der Velden is perhaps best known for his stand-alone total conversion wad Harmony, which was released in 2009, but T.V. has in fact been making wads since way back in 1998. Revolution! is, as far as I know, the first wad Thomas ever released to the public, which is interesting because it is a full 32-level megawad. I wouldn't fault you for assuming that this wad must suck, since most noob megawads tend to be pretty rough. But the good news about tvr!.wad is that it's actually pretty awesome. Revolution! admittedly doesn't really get cracking until you're a few maps in. Basing one's opinion solely on the first 3 or 4 maps is a bad idea, because I feel that Thomas saves a lot of his best ideas and hardest work for the last two thirds of this megawad. So please, do yourself a favor and don't bail out early. The style of these maps is rather varied, which turns out to be a very cool surprise because you never know what to expect visually. Thomas uses a combination of stock Doom 2 assets with new textures and flats sprinkled in as needed. He also enjoys building areas which look less abstract and more closely resemble actual real life architecture and locales. During my journey I rode on a moving train, swam in a swimming pool, ran past a military tank, and even made my way through the guts of a giant worm creature. That's not to say that Van Der Velden always employs this style though. Most of these levels are the same abstract Doom level design we all know and love, but I like that T.V. wasn't afraid to step outside the box and make bedrooms with desks now and again. The architecture and layouts are very cool, and become better and more complex the further into this wad you get. Even at this stage of his mapping career, Thomas had a good understanding of how to make progressing through a level fun and engaging. The gameplay in Revolution! is very much on the easy side. The maps do get harder as you go along, but even then you are almost never in any danger whatsoever. Thomas does not throw a lot of enemies at you, and he is overly generous with his health and ammo pickups. While I do think that these maps should have been made more difficult, I do not believe that it hurts this mapset that badly. Make no mistake, you are going to have fun playing this. I enjoy a good casual blastfest as much as the next guy, and the way Thomas presents the various enemy encounters is always creative and fun, even if it isn't always particularly challenging. All told, Revolution! is a great megawad. Thomas went on to do many more maps for various projects such as Plutonia 2 and Community Chest 1 and 3, and ultimately his finest hour was when he released Harmony to great accolade, but with tvr!.wad we can see that even back in 2001 Mr. Van Der Velden had what it takes to be an excellent Doom level designer. Score: 8.8/10
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Post by deathevokation on Oct 29, 2015 4:47:52 GMT -5
Nice review, I ended up dropping out of this mapset very early though because it didn't grab me, I guess at the time I wanted more abstract level design... if I'd known that the mapset evolved into what you see in the third shot I'd have continued.
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Post by Deleted on Oct 29, 2015 9:45:34 GMT -5
I ended up dropping out of this mapset very early though because it didn't grab me, I guess at the time I wanted more abstract level design... ;-| The first time I played this one I did the very same thing. I think I made it to MAP04 and deleted it. But like I say in the review, it really does get better and better the further up in levels you get. I'm glad I stuck with it because some of the ideas that Thomas had for his later levels are pretty creative and definitely inspired me as a mapper.
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Post by Deleted on Nov 3, 2015 11:24:42 GMT -5
Download here: www.doomworld.com/idgames/levels/doom2/Ports/megawads/gdAuthor: Mouldy Year: 2014 Mouldy burst onto the Doom wad-making scene in 2013 with his award-winning map The Eye. I actually played this map some time ago, and while I was quite impressed with the level overall, I also felt as though the author was capable of more than he was showing us, and that one single map, as good as it was, didn't really do him justice. Mouldy must have felt similarly, because in 2014 he released Going Down, a 32-level megawad for Boom-compatible source ports. The story concept behind Going Down, while seemingly simple enough, is rather brilliant in its execution. Playing as Doomguy, you arrive outside of the UAC headquarters building, which is now filled with hellspawn, and you decide to clean it out. You gain access by taking a lift on the side of the building all the way to the roof, and then you descend through the structure floor by floor. Each map represents one floor of the building, and in each map you must get a key in order to make the elevator take you down to the next lower floor. I really think that the way Mouldy brought this idea to life could not have been done any better. It would have been very easy and tempting to just make the levels random Doom-style maps with an elevator exit in each, ultimately culminating in some by-the-numbers boss fight. But Mouldy instead chose to make each level as though it really was the corresponding floor of a large commercial building. In one level you fight through a corporate office filled with desks and bathrooms. In another you are forced to travel through the vents in order to access the much-needed key to the next floor. As you battle with the Mancubi and Arachnotrons of MAP07, you notice that you are now on the ground floor, and through the windows you can see the street-level and even the double-doors that people normally go through on their way to work. You even take a detour through the sewers when the elevator temporarily breaks down. And the deeper and lower you go, plunging into the depths below the sub-basements, the more you begin to see how the hellspawn have twisted and corrupted the structure itself as they continue to seep into the building from the bowels of Hades. Every single level in Going Down revolves around a really cool and creative idea. There are no filler maps whatsoever. The fact that Mouldy possesses such a powerful imagination is pretty amazing. The detailing and presentation of Going Down is fantastic. Mouldy makes great use of stock Doom 2 textures, and although he does occasionally throw in some new textures and flats, they are used rather sparingly. Mouldy is able to achieve a high level of detail without making his maps cumbersome to traverse or overly eye-popping. I also like how Mouldy isn't afraid to move seamlessly from abstract designs into real life objects like tables, chairs, toilets, and such without any break in immersion. Perhaps most of all, I really dig how Mouldy seems to have developed his own style. There's nothing generic about the look and feel of these maps; each one is has a unique feel to it and features unique detailing and use of textures that you won't find in other maps, at least none that I've played. The levels in Going Down, especially the later ones, feature some really impressive engine tricks and advanced mapping techniques. The fact that this megawad is Boom compatible absolutely blew me away. You really have to play through this wad to fully comprehend how well Mouldy builds tension through his use of complex triggers and clever linedef actions. The levels themselves seem to be alive and changing as you move through them, and something new always seems to be happening. Walls you have your back to suddenly lower on their own, revealing new hordes of demons. Floors suddenly dissolve into lava under your feet as you scramble for cover from approaching masses of hellspawn. It's a tense experience because you never feel completely safe like you do in other wads after you clear out a room. In Going Down, you are always kept on your toes, expecting a nasty surprise from God knows where. Anyone who has read my reviews with even a passing interest knows by now that I am really not a fan of most slaughtermaps. I tend to prefer the more classic approach to gameplay; stuff like Eternal Doom, Suspended in Dusk, Requiem, Obituary, etc. So this is precisely why It is crucial that I mention how much I absolutely adored this mapset. It speaks to just how wonderful of a mapper Mouldy is. Make no mistake, these maps are hard. Rapist hard, in some instances(looking at you, MAP10). And while the monster counts will appear low on paper, they certainly don't feel low, because usually Mouldy throws half of them at you at a time, resulting in frenetic action as you madly try to stave off legions of enemies while racing for a safe spot to launch your next attack. But there's always a strategy, that's the true brilliance of Mouldy's gameplay. The fights are so well crafted that you can't help but appreciate the time and effort it must have taken to develop and perfect them. At first I didn't notice how purposeful the thing placement was because I was too busy kicking ass and getting my ass kicked, but after a few levels the mapper in me started to notice just how smooth and polished each assault was, and how there was always a good plan of attack built into every scenario. It may look like a just another sea of hellspawn advancing on you, but a closer look reveals the precision with which Mouldy balanced the monster types with the room space and architecture as well as the weaponry and ammo alotted to deal with them. At not one single point did I ever feel as though Mouldy had just haphazardly thrown a bunch of monsters in a room and then moved on. It's obvious that he really paid close attention to every single battle and tried to make each one interesting and unique. That takes a lot of work and a lot of inventiveness, and I'm really impressed with the results. I normally don't have the urge to playthrough a megawad again immediately after I've just finished it, because let's face it, megawads are long. But Going Down was one of those rare megawads that left me with the urge to go back to the top of the building in MAP01 and do the whole thing over again. Part of it was the way the levels were brief and to the point, but much of it also had to do with how each level had its own unique identity that advanced the narrative of the wad perfectly without the need for copious text blocks or cutscenes. Mouldy has an inspiring style that must be experienced in order to be fully appreciated, and I hope to see more from him in the years to come. It's been over 20 years since the first Doom game was released, and if you want to see just how far the Doom modding community has come, play Going Down. Score: 9.8/10
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