Endless Posted May 28, 2021 Line in the Sand (2021) By various authors Maps created by multiple authors is not a new thing to the community. It has probably been done since the beginning, like the Doom 2 maps made by Tom Hall and then finalized/tweaked by Romero or Petersen. A practice that back then was born out of pure necessity to get a deadline or simply because the situation required it. On the other hand, this method of working is one that can also result in a combination of different styles working in synergy to deliver a monument to cooperation and extravagance. Introducing Line in the Sand, a compilation of 3 maps made by a total of 6 authors, each working in pairs for each map, so each map is made by no less than 2 authors. The main concept of this WAD is that the maps are not only worked in cooperation, but also have a certain distinctive feature: The maps are ''divided'' by a line, hence, Line in the Sand, and no author should leave his line or retouch the other section. The result? An interesting amalgamation of concepts and visuals that works successfully to deliver something different and entertaining. From the beginning we will realize that despite being only 3 maps, each map is a beast on its own terms. These are huge maps that will undoubtedly take you more than 20 minutes to complete, or up to 30 or more if your game mode is that of the patient and explorer. Each map makes incredible use of stock textures to create a design that is appealing to the eye and nostalgic to the heart, designed with great care and attention to detail. Huge fortresses that expand to the limit of drawing or gigantic hellish caves full of labyrinthine paths and demonic hordes. You have it all. Each map feels like a fantastic adventure; a journey through the vanilla world where we are presented with a set of fantastic art designs that work fantastically well with each mapper's style. Thanks to the simple but interesting rule of drawing a line that divides the maps in half, each author has enough freedom to expand the map to their liking or, if they wish, create a cohesive style that works side by side. This trifecta of maps shows you that under good hands, great things can be created if you set the boundaries well and follow a clear idea. But of course, as is to be expected from massive maps, we can also expect massive combat. All maps have more than 300 enemies in UV, some reaching twice that. However, contrary to what you might think, this is not slaughter, but a precise form of gameplay where combat is based on a progressive flow of more difficult encounters per turn. Some may throw you into direct combat from the start, but the massive map design will also give you more than enough opportunity to take different approaches to the encounter. Die, revive, repeat, die. Sure, I don't think you die a lot (at least I didn't die more than 5 times in one map) but the idea of it is that even if you die many times, you always have a plan B, C or D for your next attack. Many strategies are open thanks to the set of decisions in the design. Sometimes you can take a different route or completely ignore a certain encounter. As I said earlier, the maps feel like a journey through a battlefield, as you decide where to go and where to fight. Now, since it's only 3 maps, here's my full review of all of them: MAP01: Rejecting Dignity, Evicting Royalty by @Worm318 and @Weird Sandwich A beast, a magnifcent beast! This gigantic map starts with the classic exploration system that reveals little by little the real magnitude of the map. I have to mention first that the creative premise of this WAD is that each map was made by two authors, each having a respective part of the map for their own pleasure and should not cross over to the other side of the other author's map, hence Line in the Sand. While it is a bit difficult to find the true distinctions of each author if you don't know much about each author's repertoire (and also if they are so good that they are able to create a unified and well planned map) each map section can feel the true major effort that went into it. In this case we have one that encourages exploration, combat in enclosed areas and gives us a fantastic feeling of fantasy or medieval exploration thanks to a great MIDI accompaniment. While the length of the map easily exceeds 25 minutes, or more, depending on your play style, at no point did I ever feel truly lost or disoriented. There are a multitude of paths but each one is interconnected in such a way that we end up exploring something new and always arrive at the destination we are meant to reach. With only two keys needed to reach the exit, the flow of the map is quite enviable and fantastic, creating an excellent sense of progress that does not stop and remains stable, as well as a good gameplay that is pleasantly graded. A great map from start to finish. MAP02: Reawakening into Samsara by @ViolentBeetle and @Pegleg The second and penultimate map. Less large than the previous one but with a similar quality that borders from shoulder to shoulder. With a more drastic style that changes from room to room, the map starts off with a bang by throwing us into a small arena with Cacodemons and Archies ready to do a good job of us. After this introduction the map opens up and we are welcomed into a cool acid and platforming section, full of enemies and plenty of opportunities to approach and fight. The map evolves in this way, following a simple but attractive scheme of new room " new combat " new reward " repeat. This formula creates a great map that does not feel the same at any time, offering a great variation both visually and in gameplay in every minute that we go playing, creating a great atmosphere of fighting in which we feel as if we were really fighting in a hellish fortress. Add to that one of the best MIDIs I've ever heard and we have a map of orgasmic proportions. Complex in terms of its visual appeal but with an understandable layout that encourages you to play it without stopping for a single second. Fantastic to the hundred and a real gem to enjoy if you like those maps of unstoppable action. MAP03: Chaotic Plateau by @4MaTC and @Surreily As a kind of error in the matrix, we have a map that combines two visual styles under a graphic progression system where small patches and fragmentations of the map show a combination of the different themes. Like two dimensions fighting to dominate each other, all in a modest and simple way that sets its priority under vanilla. On the one hand, it is also a challenging map with a multitude of paths and surprises that make navigation quite complex, reaching points where we will probably run into a wall and not know where to go. A pity, taking into account that the map is incredible from an aesthetic point of view, proudly showing a giant and extensive architecture that combines different modes under a clear division thanks to the ''line in the sand''. With a progressive but challenging gameplay, you can expect a few extra minutes playing this solid beast. Line in the Sand is a project with enormous potential. While it's sad that the rest of the maps have not been finished, this trio of maps does more than enough to make up for it with their fantastic design and fun gameplay. Just to say that it personally took me over 1 hour to finish all 3 maps, I can tell you that I am more than satisfied with the result. Of course, big also means that if your navigation skills are not very good, you might get lost, but that's the important thing about these maps being so open and promoting exploration: getting lost is part of the fun. In conclusion, a great explosive project. » Full review « 12 Quote Share this post Link to post
Endless Posted June 3, 2021 (edited) Mayan Temple (1994) By Paul Turnbull Mayan Temple feels like one of those 1994 classics that remain in our memories as an exemplar of a good concept that is, technically, poorly executed, either due to a limitation of tools or creativity, but at least you can say that the presentation here is that of a clear, fantastic idea that personally appeals to me. As the name indicates, what we have here is a map that tries to recreate, in a somewhat arbitrary way, a Mayan architecture or at least visuals that give some idea of Mesoamerican culture. While it fails miserably in the architectural/geometric aspect, the map still possesses a certain charisma thanks to its simplicity and directness. We start on what appears to be a ball field (ancient Mayan game) with a few secret paths on either side of the map. The architecture is quite simple, even if the ''pyramids'' are not surprising, I think their very design is so cute that I can't help but smile. Considering it's 1994, I've seen worse examples out there. Perhaps most surprising is the use of photorealistic textures, something that would be popularized by Trinity College. In fact, between Trinity and Mayan Temple there is only 4 months difference. While its design is somewhat simple at first glance, it is creative and entertaining enough to offer about 10 minutes of clear nostalgic fun. The layout is simple, uncomplicated and follows a clear line of combat that gives us some sweet surprises for each encounter. From the awakening in the structure to the final fight in the middle of the field. It's fun, solid for what it is and something really worth trying just for its appealing concept. How's this for a short review for a short map? Felt nice! » Full review? « Edited June 3, 2021 by Endless 3 Quote Share this post Link to post
Endless Posted June 19, 2021 Plutonia: Revisited Community Project (2011) By various authors Remember Plutonia? It was a nice megawad released together with Final Doom in 1996. A small thing, nothing more, not that it was a revolutionary example of the violent transition of difficulty and synergy between maps and enemies. Or that it created probably the best IWAD ever and one of the few mapsets of the 90s that still maintain a stable glory more than two decades later. Of course, it's only 32 maps made in less than a couple of months by two brothers. Nothing more, nothing less. Leaving aside the sad attempt at sarcastic comments by my pretentious ass, Plutonia: Revisited Community Project is a megawad inspired, clearly, by the classic Plutonia Experiment. As the name suggests, the project revisits the classic early Plutonia maps and gives them a new name, a new geometry and new massacres to enjoy. While not following a totally strict set of rules stating that each map must be an exact re-interpretation of the originals, PRCP does its own thing but always following a clear path of inspiration; the classic Caribbean jungle textures, the floating bridges and of course, an absurd amount of Chaingunners and Revenants. A combination as classic as it is fatal. After a few years, you can expect to see maps that feel so fresh they make you want to put them in frescos, but at the same time they also bring with it a classic Casali-inspired design that provokes you to move quickly through huge violent battlefields among vines and wastes. And, as you would expect, it can be quite tough. Just like the classic Plutonia, PRCP has some teeth and it’s going to be more than willing to bite you hard if you stumble blindly into it expecting it to be another WAD. While not fully slaughter-ish, it has a fair share of giant maps with over 300 demons, most of them scattered in tight groups more than willing to give you a fisting, boy. Just as before, the combat is quite contentious and you will need patience and good skills to be able to survive in this UV world. Turn the difficulty down a bit and you still have a megawad that offers entertaining and solid challenges around its full length. And oh boy, this is a big one. 32 maps of pure carnage that will take you by surprise more than once. Expect, easily, a minimum of 4 hours of playtime as you throw yourself into this beast. Expect to get UV Max? Double it. But one thing's for sure, if you're a Plutonia fan or just looking for a challenging but stable megawad on its own terms, you'll find it here and more. While some maps seem to expand just for the benefit of being bigger, the problem sometimes lies in certain confusion and distress factors that can generate tremendous sizes without a real sense of progress. Some maps are painfully confusing while others are painfully short, which creates some discordance in terms of the average length of each map, however, it is a minor problem that really depends on the player's patience. That said, if you like non-linear maps, there are a good handful of those here. Plutonia: Revisited Community Project is a fascinating example of a megawad inspired by a classic done right. It doesn't copy directly from the original and doesn't reference it to death, but it takes the original theme and gives it a modern upgrade that includes an expansion of limits while also delivering more brutal challenges. While the overall project can be broken down map by map, it is the whole conceptual idea that makes PRCP a success, as it seeks to bring Plutonia back to a new point of view in a new life. And it succeeds. » Full review? « 4 Quote Share this post Link to post
Endless Posted June 30, 2021 (edited) Deadly Standards (2018) By various authors A replacement episode for the original Doom, with a design as pleasing as solid, with a gampley that evokes fantastic feelings of classic years of yesteryear. 9 maps in total and each of them a solid effort worth playing for any reason. Visually it's a fascinating work of art that is a welcome veneration of the tech-base genre; the maps are visually sweet to look at thanks to an excellent use of classic textures and a compact design that creates an atmosphere that allows you to more closely appreciate the details and design, as well as the comprehensible layout (on most maps) and the variety of synergistically connected rooms on each map. With little divergence from a general style, each author has decided to use small differences in design to give them an identity that fits the general rule of E1. The bases are sometimes compact, closed with a multitude of computers and darkness; other times they are open, large, with plenty of outdoors areas and a multitude of secrets, and of course, the ending is, this time, a little more complicated than the classic anomaly of always, closing the set in a different tone. Deadly Standards, despite the name, is not as deadly as we might expect. The fact that it's an episode for the first Doom means we'll have fewer enemies than before, but the lack of variety is rewarded with good enemy management and careful positioning designed to offer a solid challenge without going too far. A zombie-fest, you'll encounter hordes and hordes of these enemies, which are entertaining to kill, admittedly. On the other hand, if that bores you, the final map will throw you for a loop by giving you one last surprise. Personally, I hated it, but more than one person will like it. You can't ask for more or less. This WAD manages to create the perfect balance between warmth and number. The 9 maps are solid, some may be more cryptic to explore than others, but each one offers something new without being too different from the rest, creating a good sense of cohesion that sticks and is enjoyable. Map reviews: Spoiler E1M1 - No Crates On Phobos by @Liberation The first map in this set is an intricate and stylish tech-base that successfully combines indoors with outdoors, giving excellent progression and offering tight, fast-paced combat with good progression thanks to perceptible and balanced enemy management as well as item positioning. A solid tech-base map that works as a perfect introduction. E1M2 - Janus Complex by @Capellan A solid sequel expands in difficulty and layout but always remains stable, giving the player a good medium-length map with light challenge. E1M3 - Main Reckon Facility by @riderr3 What would be a fantastic map with realistic structures and good gameplay, is marred by a cryptic progression and a poorly understood sense of progress, with almost no clues as to what to do at the end. The rest of the factors at least hold up, offering excellent visuals and fun encounters, as long as you know which way to go. E1M4 - Research Station by @The_SloVinator Simple and attractive. Its style is quite reminiscent of the classic E1, with excellent use of lights and combat based on teleporter traps that give it a nice change of style. E1M5 - Third Moon Lab by @CarpetolA More tech-base! We have a simplistic map with more darker visuals and a good use of lights that work together to create a more tight and spooky ambience. E1M6 - The Inner Port by @mrthejoshmon A short-bite-sized level with more height and lots of silver. Pretty simple and pleasing to the eye. E1M7 - Eden Log by @Angry Saint Not a bad map at all. A large techbase that consist of lots of open-areas and fights that range from your typical corridor standoff to some more open and bloody battles. E1M8 - Obliterate Anomalies by @Spectre01 The last map swallows you whole into a gigantic arena of pure madness. What is otherwise and impressive-looking map, gets shaken by a very loose progression system and over-detail, to the point that it tanks my perfomance. Also doesn’t help that the first keys are pretty much hidden away. I’m sorry, but I just dislike this type of maps. E1M9 - To the surface by @riderr3 Simple, compact yet very fun thanks to a more simplistic layout that offers continous playtime and lots of fun little encounters that slowly scale in difficulty and change behavior. Pretty nice. » Full review « Edited June 30, 2021 by Endless 8 Quote Share this post Link to post
Walter confetti Posted June 30, 2021 Thanks for the Deadly standards review! 2 Quote Share this post Link to post
Endless Posted August 15, 2021 Back to Saturn X: E1 (2012) By @esselfortium et al Does BtSX need an introduction? It is among the greats, next to Eviternity, Ancient Aliens, Going Down, Valiant, etc. One of the most iconic megawads in history that led a kind of resurgence in activity during its secretive and curious development. Back to Saturn X is as iconic as the word itself, and almost 8 years later, I've finally played it. My opinion? Hey, it's pretty good. Back to Saturn X sees the Marine back in battle in a twist of theme and location; we now find ourselves on another planet and in another kind of tech-base, but everything feels familiar, revamped and upgraded for a new round of pure destruction. The presentation of this megawad is no joke; it has such a pure, unique and appealing style that it has practically become an archetype in its own right. It introduces a new style reminiscent of the classic tech-base, but expands its boundaries with a new set of fantastic textures as well as some slight changes to the color palette that make it feel relatively refreshing. The textures are a marvel, that has to be said right off the bat. It's probably the first thing that will catch the eye of new players (as well as the fantastic sky texture) thanks to the solid quality it establishes right from the start. The colors are muted, usually brown, reminiscent of Quake, but the details vibrate with fascinating warmth and show a plethora of variety that is as appealing as it is consistent. Textures bring the new set to life, and the maps are another roll altogether. Now, I have to be honest chief, I may not have enjoyed the first half of this megawad very much. Probably due to the high expectations I put on top of it; this is partly my fault thanks to the thousands of positive reviews out there, and going into the megawad, well, I have to admit that the first few maps are not my cup of tea. They are huge, these maps are much bigger than your average megawad map, from the beginning they clearly state that priority. The maps can be quite punishing as well, but they don't cross the line into unfairness. As I said before, the main theme here is tech-base, and I mean it. The entire megawad is set in dark tech-base. This, on the one hand, is a complete treat for fans of this type of theme, on the other hand, for those who like a bit of variety in their megawads, it can be a bit of a detractor; I fall into the latter case. I'm not a big fan of the style, so I didn't enjoy the idea of having to go tech-base after tech-base for the entire duration of the megawad. Add to this the fact that each map takes on average about 15 minutes to complete, and you're looking at an easy 5- or 6-hour total length. Of course, this depends on your play style. Thanks to that, I have to admit that I rushed the first 15 maps. I wasn't enjoying it as much, but I didn't hate it either, however, everything changes with the last few, especially map 20 onwards. Back to Saturn X is an ode to the classic Knee-deep in the Dead style, with a modern twist that gives it a new twist. The first few maps are direct homages to this, perhaps a bit too homage-y. But when this megawad really captured me, it was with the last few maps. They show fascinating layouts, complex and deep, but offer varied paths and their progression is stable enough to avoid wasting time. Combats increase, become more and more challenging and fun, and above all, the maps stop being exact copies of tech-bases, and combine styles with the main theme, giving it a new paint job that I really appreciate. I want to give a special shout-out to @Tango for creating the coolest finale possible. Absolutely loved it! And of course, I also have to mention one of the most notorious features of this megawad, and one could say, popularized: Its hub maps. The maps are short, simple but work so well as intermissions to give us a break. They are simple train stations, where we change trains/stations to continue to the next level. In theory, we travel from base-to-base clearing demons until the base is completely liberated. This simple, but novel change, creates a solid sense of progress that I love, and evokes a magnificent artistic realism thanks to its serene presentation. The lasthHub map, just before the big final battle, is one of my favorite scenes in Doom. I absolutely adore it. And, I must reiterate, although I wasn't a fan of the long and complex maps of the first few acts, each map brings with it a solid quality and fascinating essence. Sure, it's not my style, but that's not to say they suck; on the contrary, they're great, and bless you if your favorite visual theme is tech-bases. To make it better, you have one of the most iconic MIDIs ever, so I'm sure you'll enjoy this megawad. Playing 1 or 2 maps per day is an ideal way to appreciate it without feeling too burnt out. Back To Saturn X can be brutal at times. Violence is present at all times, but it doesn't cross the line of unfair. Its pitch is in maintaining a balanced difficulty with slight spikes here and there. Sometimes the traps can be a bit overwhelming, but it always offers more than enough room to give you a breather, or items to prepare yourself. It's certainly not your average megawad in difficulty. UV fans will find it a good challenge without having to jump into the ridiculous. Solid all around in the gameplay department. While I have to say that it didn't quite live up to the ridiculous expectations I had, it's also a bit unfair to say that this glorious megawad is a meh. It's great, it's fun, it can be somewhat exhaustive, but that ending, oh, that ending makes up for everything. And of course, how can we forget that BtSX is also a technical marvel. While I'm no savant of the intricacy behind mapping and Doom, this megawad ran into serious problems in its development by pushing the limits of vanilla beyond the limits, and yet they still managed to complete it and make it fully compatible with vanilla. That alone is more than enough to admire it. It is a classic, and one that deserves its reputation. NOTE: I'm not doing full reviews anymore. I sadly don't have the time nor the stamina left. I went away from megawads for a time too. It's been well over two months since I last made a full long-form review. While I admit that it's a bit disappointing to have to leave this form behind, I also have to say that I have found some satisfaction in simply playing the game without having to treat it as if it were some sort of college essay or office job. My joy flows better this way. Anyway, I hope you guys enjoy my reviews for almost decade-old WADs, hehe! :D 7 Quote Share this post Link to post
P41R47 Posted August 17, 2021 On 8/14/2021 at 10:07 PM, Endless said: NOTE: I'm not doing full reviews anymore. I sadly don't have the time nor the stamina left. I went away from megawads for a time too. It's been well over two months since I last made a full long-form review. While I admit that it's a bit disappointing to have to leave this form behind, I also have to say that I have found some satisfaction in simply playing the game without having to treat it as if it were some sort of college essay or office job. My joy flows better this way. Anyway, I hope you guys enjoy my reviews for almost decade-old WADs, hehe! :D kinda what happened to me. I started playing and then writing reviews just because i wanted to express my gratitude to the people who made the mapset. But then, the review become important as i feel the need to contribute somehow to the community giving a good glance of what the mapset is about, and then i started to feel the heavy wheight of looking far more into the details, far more into the layout and lots of other things, thus failing to experience fun on the mapset alone. Now i play one or two maps a day, and if i write a review, i write it from memory of how i enjoyed it, not obsesively detailing. After all, this is a game, and its nice that there are studies and essays about it, but if there is no fun first, all is for nothing. Hope you recover from the burnt out. It took me far more than a month of not playing a single map to recover from it. 2 Quote Share this post Link to post
Endless Posted September 5, 2021 The Mean Green 2 (2021) By @Chris Hansen The veteran shows us once again that his map making skills are still at their best! The Mean Green 2 is the sequel to the original WAD, this time being twice as violent, twice as dark and twice as intense. 3 maps for Doom 2 with a new palette of dark colors and intense red, as well as adrenaline-filled levels that will make you want to bleed from the eyes of pure rage created by the ecstasy of the massacre. The 3 new maps are a fairly simple design and a very short layout, but each of them is designed to become an arena of pure, pure combat. What you will quickly encounter from the start is the new color palette, which, more than new, is modified. The colors are now darker and the red feels more intense thanks to this, which gives it a very special touch and makes it feel full of personality. It may be difficult to navigate these maps if you play with low brightness, but with a few tweaks, it's worth it. The maps are sensual, fun and very detailed. All done in glorious vanilla textures, with a few touches of people here and there. The style of each map is palpable thanks to a good focus on creating a steady progression where combat is what moves you. Rivers of blood flood this WAD, and with good reason! For these are arenas that, despite being small, are ready to give you a good kicking if you're not prepared. From the first map to the last, you will drown in the blood of a gothic world, dark and with a hellish touch. The Mean Green 2 is a worthy sequel that does what a sequel should do: double the quality, double the excitement and double the intensity. It's fast, it's short, but it's incredibly satisfying and relevant. The difficulty is a serious blast, as are the new visual effects thanks to the use of different colors, and of course, the maps are, despite their slight size, incredible and sweet to admire. I highly recommend this WAD! Especially if you like violence, baby. 3 Quote Share this post Link to post
Endless Posted September 9, 2021 DBP22: Biotech is Godzilla (2020) By the Doomer Boards Community The scent of a good pine tree, the sweet dew of the morning mist, the grass between your toes, the leaves falling on your hair, demons tearing each other apart under an eternal rain of agony and blood, little forest animals sharing the love of nature. Another great day for green lovers. And even better if you're a Doom fan, because here we combine not only the best of nature, but also a bit of ultra-violence. Oh yeah. Biotech is Godzilla is project #22 of the Doomer Boards Projects, this time directed by glenzinho and with the collaboration of the typical crew. The maps, as I said in the short introduction, are set around a sweet ecological surrealistic theme, where the combination of technology is overshadowed by the biological advance of an unstoppable nature. And what better name to illustrate such a surreal theme than to combine Biotech with one of the best anti-pollution allegories in history: Godzilla, or Gojira, for the cultured. Both names seem to give a sense of something different, unique and wild, and I think it combines perfectly well to describe the kind of maps that we will find in this great WAD. Starting with the first map, we can see where this realization comes from. The visual theme is green; nature combined with a bit of technology and human touch, like small outpost lost in the middle of ancestral forests, or a cabin hidden among a kind of magic plane. The idea is, clearly, to combine a fantasy species with a more palpable reality, and add to that the typical violent scheme of Doom's visuals and as a result you have a fascinating set of maps that seem to be taken from a dream. Dream-like is a good word to describe certain maps that we will come across, that go so deep into the theme that they literally tell us to our faces that this is a dream, and a very good one. And, of course, as we've come to expect, we have a solid quality map set that maintains that quality throughout the map progression. The layouts are a bit more complex than you'd expect from your average episodic mapset, but make up for it with great detail, well-defined flow and, of course, fantastic presentation of forests drowning in technology. The average length of each map ranges from about 10 to 20 minutes, depending on your game type. Some maps have exquisitely complex layouts that connect in such a way that the action is unstoppable. @SuperCupcakeTactics is a master of this map making technique, one that I admire and enjoy, always delivering just the right amount of violence to keep us engaged in combat for a while. And speaking of combat, boy does it stand out here! First of all, it's worth mentioning that new enemies join the classic Doom repertoire. The Imp is replaced by a cybernetic version that shoots plasma. The Baron now instead of throwing boring green plasma balls at us, shoots missiles directly at our faces, effectively turning him into a mini Cyberdemon, much more manageable, of course. And the Lost Soul is now replaced by a weaker variant, similar to Doom 3. The rest of the changes to the enemies are purely cosmetic, adapting them to their new reality of corrupted nature and tech-base. The maps combine quite well with the new monsters and vice versa, giving it a solid visual consistency, entertaining and well done. Even if some maps can feel a bit more stretched than necessary, they always remain fresh and fun, partly because it's hard to get bored of such a unique, fresh and simply green visual theme, in every sense. Biotech is Godzilla is fun, challenging and worth playing, even if it's just to admire the visual theme, which makes you want to breathe it through the screen. Just good! 2 Quote Share this post Link to post
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