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Monument

   (34 reviews)

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About This File

This is a complete episode 2 replacement for DOOM. It's a compilation of all my previously released Shores of Hell themed pwads. I haven't just settled on compiling them into one pwad and leaving it at that. Instead each map has been through hours and hours of either adjusting or complete revamping in DoomBuilder to make them stand out as fresh, new maps that will hopefully give players a solid and fun gaming experience - even for those of you, who've played these maps before. I've been just as serious about this release as all my prior releases and I really hope it shows. I thoroughly enjoyed putting this episode together and I hope you will enjoy playing it!

Complevel: The episode has been extensively tested on complevel 2 and 3 to find all gamebreaking bugs. In short: It should be perfectly safe for you to use those complevels. If you're the cautious type, I guess you could just use complevel 9 :)

Note to prBoom users: The new color palette also affects the colors of the automap, so secret areas which by default are marked with purple, are now almost black. This makes secret areas look like their lines are hidden, but they are not. They're there; they're just almost invisible. This is unfortunate, but there isn't much I can do about it. A solution could be to change it from purple to another color such as white: In prBoom go to Options - Setup - Automap - "Secret sector boundary".

Here's a description of each, individual map, where they come from and what's been done to them:

!Mild spoilers ahead!

E2M1: First map from "Rip it, Tear it, Smash it!" from 2002. Minor adjustments in gameplay and looks. Level name: "Rip and tear" Music: "Pipeline" by James "Jimmy" Paddock

E2M2: From 2002 A.D.O. E2M2. It's from 2000. Has undergone massive revamping! It was a cramped level, so it's been opened up in a lot of places, and a whole lot of other stuff. Level name: "Beta station" Music: "Vinefort" by James "Jimmy" Paddock

E2M3: The first of three parts from "The Wailing Horde", which was released in 2014. Lots of adjustments and additions in terms of gameplay and design. Level name: "The wailing halls" Music: "Feel the pain" by Paul Corfiatis

E2M4: Major adjustments and changes when compared to how this part looked in The Wailing Horde. Second part of said pwad. Level name: "Hive of the horde" Music: "Stormwater" by James "Jimmy" Paddock

E2M5: Originally my ancient map "The Unknown Chasm" from 1998. It was a crappy map for Doom II, but had potential, I guess. Massively revamped to be released as a submission for a contest on Doomworld in 2015. Then, lastly, further refurbished for this mapset. Level name: "Chasm control" Music: "Ominus" by Xaser Acheron

E2M6: Second map from "Rip it, Tear it, Smash it!" from 2002. Several adjustments and light refurbishment in terms of both gameplay, layout and texturing. Level name: "Smash it!" Music: "Dance of the trooper" by Paul Corfiatis

E2M7: This is "High/Low 2" from 2007. Has undergone a lot of changes big and small throughout the level in terms of both gameplay and architecture. Level name: "Hunt 'em highnlow" Music: "Hysterical horror" by Paul Corfiatis

E2M8: A never before released level. Originally intended for Paul Corfiatis' Doomed Space Wars, but I scrapped it. Took it up again for this mapset and made it work as a boss level. Level name: "Domain of evil" Music: "Sick Building Syndrome" by James "Jimmy" Paddock

E2M9: Third part of "The Wailing Horde". Minor adjustments to accomodate its separation from the original pwad. Level name: "The end?" Music: "Caught in the shadows" by James "Jimmy" Paddock

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  • File Reviews

    • By D3rpyD00dlez · Posted
      I genuinely enjoyed this mod with its level design and music. It was challenging and interesting and it kept me playing a while after beating it to try to find anything. though I would say it was slightly repetitive and overwhelming with enemies at some moments.
    • By LouigiVerona · Posted
      Writing a review for Darkening 2 is tough. It's a beloved megawad, and for good reason. As many other reviewers have said, it is historically a very important project.   It was an important megawad for me personally. I fell in love with the first level in particular. The music, the realistic architecture, so reminiscent of the video games of the 90s... It all left a lasting impression. And it was one of the most beautiful wads I've seen at the time.   But I rarely played anyt
    • By Ofisil · Posted
      A competently made map, for sure, but fun? It's way too long and repetitive, with same-y combat & ambush scenarios used again and again, and with way too much enemies, and not that much of a challenge, even for me who isn't exactly fond of "SUPER HARD WAD #9263!!!!11!. You can cut the whole thing in half, and then cut THAT half in half, and it would be a better map. Is it bad? No, just a little bit above average, mostly because it drags a bit too long.
    • By MrSkeltal · Posted
      Generally good map design, but the difficulty as is the case with pwads tends to be uneven even on HMP, especially when you mix them with what slaughtermaps tend to be (monster spam). Too many parts where, after pressing a switch, you'll spend some time killing enemies only to realise the map maker tried to get cute and spawned a bunch of hidden archviles somewhere to start reviving everyone while you were busy wasting ammo. This is especially unfun in parts with very little cover where you'll b
    • By Ranger Qwerty · Posted
      I like the part where I pay for the numerous murders I committed by getting beaten up by either a Mancubus or an Arachnotron, it changed my outlook on Monster Priority. Thank you "Problematic" Revenant #7, I have yet to find a way to repay him.
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