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WADS OF THE DAMNED: PART ONE: BLOODY DREAMS

   (5 reviews)

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Wads of the Damned are puzzling, death-monger wads that will push your true DOOMing abilities. The part-one wads load in as levels 1,2 & 3 respectively. If you are a thinking player, you will not need to resort to cheat codes to survive. All the DAMNED wads contain 4 DEATHMATCH starts and player 1-4 starts. Each wad has been thoroughly tested for both single and modem play (special thanks to Marty Ray for help with the modem play). The wads are also desgined to be played in sync, meaning, if you jump to #3 without retriving the weapons of #1 & #2, you will not survive.

DAMNED01 is the heaviest on puzzle. Failure to throw switches in a precise order will result in death and frustration. The wad should be taken with caution. "Rambo" style playing will unleash too many monsters at the same time. The wad is based loosely on the bottom left corner of an old map I have for the original ZORK (i.e. the chasm, the bank and the volcano).

DAMNED02 is linear for the single player, but has plenty of loops and hiding places for DEATHMATCH. Of the three, this one is my favorite. Monsters may seem heavy, but they are actually easy if you are calculating and methodical. In single player mode, you are always pointed in the right direction to complete the wad.

In DAMNED03, I decided to let loose. I had a fun house in mind when I put it together. Animated walls, light tubes and an exit room from hell will splatter your blood several times before you get this one right. It plays well in both single and modem play, but the order you find the keys in affects your survivability significantly in single play.

If you need any hints or have comments, don't hesitate to drop me a line!

Sean 73042,3405

COMING JANUARY 31: WADS OF THE DAMNED PART TWO: THE EDGE OF SANITY

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Summer Deep

· Edited by Summer Deep

  

This has its faults, but I'd rate it as pretty much a 'hidden gem' amongst obscure early Doom 2 wads.


The first map is slated in one of these reviews as irretrievably old-fashioned, but so what? Progression requires some hard thinking early on, then there's some tough combat in the second phase (those hidden chaingunners behind the wall can be lethal).


Second map is more straightforward and good fun, though the decision to include a concealed exit might test your patience a little. Also I'd like to have seen the Revenants free to roam, rather than being penned into cages.


The final level is imaginative and memorable, but is perhaps a bit too clever for its own good. The area with the Spider Mastermind and the Mancubus can be buggy, and the yellow key area seems a bit redundant, though it does contain a secret (and more chaingunners behind false walls).


The maps are meant to be played continuously with weapon carryovers. They date from the mid 1990s and are packaged as individual wad files, just as they were on the 1995 DZone Gold CD. Not sure how they are or were supposed to be run, but I loaded them sequentially in the excellent Rocket Launcher, and that worked fine. Presumably the same could be done in ZDL. 


An excellent effort for 1994. I'd give it 4+ out of 5.

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UV en 7 vies - Eye's

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I had a hard time believing that these are really that old. Designs that make sense and use Doom's features effectively are quite rare among the 94' wads. 4/5 - Belial

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Three maps dated December 1994, saved as separate files, although e.g. DAMNED02 is Map02. DAMNED01 is awful, a switch puzzle with memory-based gameplay that belongs in a bygone decade. DAMNED02 is better, a dungeon with gameplay, but it's still very puzzly and fiddly. The design looks better than typical 1994 maps, e.g. it looks like something from 1995. DAMNED03 is better still, a solid level for the period with a flow, although its very average today.

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I liked it

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  • File Reviews

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