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Going Down

   (206 reviews)

8 Screenshots

About This File

Something sinister is lurking in UAC headquarters. Grab your gun, head to the roof and shoot your way down through the building to get to the bottom of the mystery.

This is a 32 map Doom 2 megawad - boom format, complevel 9. Each map is a floor, each floor has a lift, each lift needs a key. You'll work it out I'm sure, just keep going down.

These are small, fairly hard maps with high body-counts, and gameplay I would describe as 'chaotic-evil'. The music tracks are my own compositions which you may use with appropriate credits, here is a track list:

map 01, 29 - 'Somebody set up us the bomb'
map 02, 30, 31 - 'Zombie goes shopping'
map 03 - 'The haunted supermarket'
map 04, 15 - 'Running from the jazz robots'
map 05, 13, 23 - 'The haunted aquarium'
map 06, 22 - 'Lost in zombie cyberspace'
map 07, 20 - 'Mega robo-clown boss battle'
map 08, 14 - 'The haunted waiting room'
map 09, 17 - 'The haunted skeleton factory'
map 10, 27, 32 - 'Robo-zombie mecha-brain boss battle'
map 11, 21 - 'Zombie maggots in the flesh cathedral'
map 12, 24 - 'Chased by dancing skeletons'
map 16, 28 - 'Wedding march for the princess of death'
map 18, 25 - 'Hiding from the robo-zombies'
map 19, 26 - 'Attack of the spider-clowns'
title screen - 'Going Down'
lift muzak - 'Descent of Death'

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- GLBoom+ 2.5.1.4. complevel 9.

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so.

 

A fantastic megawad full of action and surprises. I found the concept to be quite interesting, going down in an elevator that closes after you leave it and you'll have to find the key to reopen it, something you don't see in many (if any) wads, which makes it very original. Visually, it gets better throughout the wad, there's a variety of themes used to reflect a progression that flowed quite nice playing in continuous at least. Some maps feature lovely details like a science laboratory (kind of) in map 23, or a sort of bog in map 25.  

 

Maps are relatively short and small, mostly the same height variation. So the main concept in terms of gameplay is tightness, most of the encounters are delivered in claustrophobic situations that, for me personally are really hairy. I liked it anyway, every single type of monster is used to be an actual threat if you're not quick enough. I tell you, I got hit by hell knights more than ever. It also has some slaughter and slaughtery, crowd control for another term, a few of these are probably the least hard of the mapset since you're provided with a lot of resources to forgive several mistakes, such as invulnerability spheres, but equal fun. In some maps, you'll barely have time to rest, which means every linedef is a monster trap, pressing a switch will reveal teleport ambushes in many parts of the map, or pressing a switch and the whole maps transforms into hell madness, or hordes to fight on bumpy stairs. I managed myself quite well and almost never felt overwhelmed aside from a few maps where I had to repeat the traps several times because of teleporting randomness at random times (I see you map 17). I liked the reveal of the custom final boss, which is not particularly "original" per se, but at least it wasn't one of the regular big guys.

 

Secrets are all easy to find, and some of the maps feature non-secret ways of progression. There is only one secret I didn't understand the purpose, which is in map 14 IIRC, it's mandatory because it's just on the way, impossible to skip. Music is quite good, in fact I still remember the melodies and I usually forget about them right after playing a wad. 

 

My favourite maps are, a lot: 05, 08, 13, 32, 19, 21, 23, 25 (excellent Keen replacement hunt), 26, 28, 29 (the final boss). The other maps are good too. The only map I could not enjoy was 30, it starts so quiet and suddenly icon of sin wakes up and well, I don't like IoS maps, at least this one was short and you don't fight it, instead an endless row of enemies that teleport and get on your way, and telefrag you where your ammo is located, ugh. I would have preferred a silent closure, or more cells...

 

Regardless of the ending map, which seriously ruined my excitement, I recommend this mapset for anyone willing to fight their fear of confinement. My personal advice is to play it with pistol starts (or even in continuous, but follow the course of the map, don't break the gimmicks or abuse of your carryovers). I'll give this a 9/10.

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Gallic00

  

One of my favorites megawads.  All the levels have a unique theme and combat style.  Highly recommended.

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paradox123

  
Played this with Trailblazer and ketchup. MAN, this was amazing :) Liked it from start to finish!!! Keep up the good work!

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KdGanaz0

  
pretty good, nice architecture and some weird but interesting moments

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Zombine3D

  
Mindfuck

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Pedro VC

  
only good with brutal doom

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Combinebobnt

  
A gimmick done well. The crazy nature of the levels matches whatever is happening in the music. Good difficulty curve.

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Spectre01

  
Great wad with some really clever scripting and original level design. However, the music can get monotonous and mobs of teleporting hitscanners and other demons spawning in your face can get annoying. 4/5

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NaZa

  
Pretty awesome and great, but the music can be very annoying and monotone. (I mean, it's the same four notes at different octaves on an organ)

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Guest

  
It looks like this wad intended for coop-play rather than single play, so that's why there's so much monsters. If you want to play it single, better choose easier difficulty setting. At least, it's completely playable and winnable without cheating on ITYTD (tried by me — and I am not experienced doom player in any way).

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Guest

  
Fun, fun, fun!

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Marcaek

  
If he was too disinterested with what he played to keep going then that's a fair mark against the WAD, I disagree with it regardless, personally think the floor gimmick was quite effective. This is a great release although certain small clusters of maps will feel overly similar in playstyle.

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Guest

  
Demonologist rates the wad 2 stars, yet doesn't even play through the whole thing?! His opinion should be summarily ignored. Going Down is a stellar mapset, featuring some of the most creative and exciting Doom levels ever made. Perfectly balanced gameplay and beautiful level design coupled with innovative ideas make this a must play. 5/5

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Demonologist

  
To me, this is an epitome of "non-hardcore guy trying to make hardcore maps" kind of thing, the combat is rather dull and half-baked most of the time, and the whole concept of "floors" kills all the potential scale and interesting architecture. Was never able to force myself to play through the whole thing, even in moments of utter boredom. Quantity over quality, and fantastically overrated for no apparent reason on top of that. *sigh*

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Guest

  
Whoever this moldy guy is, he's a fucking asshole. 5 stars

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Guest

  
5 wad material

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joe-ilya

  
3 wad material. This wad mainly consists of clusterphobic layouts and invasion waves in the same areas over and over, horrible music and an awful MAP19. Not to mention this wad is overrated, and the only stuff I liked were the first 10 maps and the extreme detailing all these maps have.

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Guest

  
exelent map. one of the few really inventive doom maps that retain a sense of progress from level to level. I felt like I was actually traveling down the tower.

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Guest

  
Even though I had to iddqd in most of the second half, I wasn't bored at all, because just the curiosity of what kind of experimental wonder was coming next was stimulating enough. It had the right kind of humor and mystery. A "story" done right. Amazing, amazing set.

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skillsaw

  
Brilliant. A new favorite!

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xDDGx

  
Excellent WAD. Nice detail, unique style, funny storyline, and a lot, a lot of monsters. I think, it's about two or even three times harder than Plutonia. Well, music is not a masterpiece, but not bad at all, and it definitely fits to the game. MAP30 was a real surprise ;)

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molten_

  
map26 is absolutely mindblowing. the rest are really good but that was definitely the highlight, what a ride. 5/5

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Guest

  
Advantages: Ideas, map design (except map 29,) music. Drawback(s): On map 29, the exit is not there for some reason. Shouts awful scripting and design. Bottom line: Doom's answer to Elevator Action.

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Guest

  
Something very special indeed. Excellent level designs with a unique theme, and to top it all off the music is highly original and very fitting. It creates an overall very unique doom experience. 5 stars without hesitation. -TRRobin.

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Guest

  
currently on lvl 17 and its awesome thus far, especially the section in lvl 16

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