terminator Posted May 15, 2021 (edited) 4 hours ago, Walter confetti said: Wait, this space it's also for our own maps reviews? personally, i would not mind at all. though other people may consider them biased views or more of a promotion rather than actual reviews, as someone pointed out. Edited May 15, 2021 by terminator 2 Quote Share this post Link to post
terminator Posted May 16, 2021 (edited) map title, author: forevermore (by @Demonologist)theme/features: castle, exquisite decoration, gargoyles, medieval gothic art style, indoors outdoors big arenas, masonry, medium monster count (>100 to <1000), medium sized map, resources from eternal doom (team tnt), sculptures, slaughterfest, slaughtermap, stonework.review: a visually majestic map composed of multiple arenas. the slaughtery type, it imposes quite a challenge in uv, though not to the suicidal degree. even at the very start, the player is immediately submerged in the crossfire of battle. and in the final battle, getting cornered with little ammo by archviles and cyberdemons was extremely intense. puzzles are straightforward, ideal for those wanting to focus on monster massacre and and not switch hunting or exploration. undoubtedly geared to delight slaughterfest enthusiasts, the map is astounding in both presentation and gameplay. like it lots.download/more info:https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/frvrmore https://www.doomworld.com/forum/topic/68960 screenshots: Spoiler Edited May 16, 2021 by terminator 5 Quote Share this post Link to post
Demonologist Posted May 16, 2021 Thanks for the review, glad you liked it! I'm not really fond of my early works anymore, as they were rough around the edges and flawed in more ways than one, yet things have to start somewhere I suppose. Good to know people still might express their interest towards those regardless. Cheers! 2 Quote Share this post Link to post
MajorRawne Posted May 16, 2021 HELLO A short slaughtermap built by Terminator for training purposes: how to survive in a room crowded with monsters. Music: Default (Doom 2 map 1). Map design: Just a square room which kind of plays like The Descent from Hell Revealed, except instead of monsters beaming in, you start off surrounded. There is no cover and no architecture. There are also no arch-viles, thank the Emperor, otherwise it would be unplayable. The super shotgun and plasma rifle are your primary weapons, with some backpacks and medikits. Monster deployment: You are surrounded by multiple, powerful monsters with a few hapless minions thrown in. The intention is to survive as long as you can and preferably kill all the monsters, though one entire wall acts like an exit switch. This is very good training for surviving this specific situation although even just a central pillar would be nice, as most maps provide some kind of cover. Difficulty level: For anyone who enjoys pure slaughtermaps this might be a moderate roadbump. My howls of rage echoed across infinity and now there are multiple alien species who know Earth exists. I haven't beaten it yet but doing so would be so sweet. Is it worth playing: Yes, this will test the majority of players. 1 Quote Share this post Link to post
terminator Posted May 16, 2021 (edited) 8 hours ago, MajorRawne said: HELLO A short slaughtermap built by Terminator for training purposes: how to survive in a room crowded with monsters. Music: Default (Doom 2 map 1). Map design: Just a square room which kind of plays like The Descent from Hell Revealed, except instead of monsters beaming in, you start off surrounded. There is no cover and no architecture. There are also no arch-viles, thank the Emperor, otherwise it would be unplayable. The super shotgun and plasma rifle are your primary weapons, with some backpacks and medikits. Monster deployment: You are surrounded by multiple, powerful monsters with a few hapless minions thrown in. The intention is to survive as long as you can and preferably kill all the monsters, though one entire wall acts like an exit switch. This is very good training for surviving this specific situation although even just a central pillar would be nice, as most maps provide some kind of cover. Difficulty level: For anyone who enjoys pure slaughtermaps this might be a moderate roadbump. My howls of rage echoed across infinity and now there are multiple alien species who know Earth exists. I haven't beaten it yet but doing so would be so sweet. Is it worth playing: Yes, this will test the majority of players. lol! what a surprise! thanks for playing and the awesome review. i hope you like it :) tips to play "hello wad": Spoiler at the start, disregard all attacks from monsters and focus all your firepower to the nearest weakest monster. that will give you the much needed exit from the central space. then immediately seek for the first medikit. deliberately use circle-strafing to conserve ammo, blasting only monsters that totally block your way. once the number of monsters' have dwindled considerably due to monster infighting, you could then finish them off with the remaining ammo. good luck :) Edited May 16, 2021 by terminator 1 Quote Share this post Link to post
Biff Dunderbuff Posted May 16, 2021 Map/mapset title and author: The Journey (by hervoheebo) Theme/features: Small, fast paced levels that require you to play smart to survive. Average time per level is ~8 minutes. Review: Don’t let the small monster counts fool you. The Journey is filled to the brim with levels that are as difficult as they are atmospheric. Hervoheebo uses strategically placed monsters coupled with a bit of ammo scarcity to encourage players to explore and fight with quick wits. As for the visuals, The Journey takes you through a variety of different environments. Although a far-cry from a visual masterpiece, the levels are appealing to look at and have a good sense of place. The best part? All 32 levels are co-op and deathmatch compatible. Download/more info: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/tj Spoiler 5 Quote Share this post Link to post
terminator Posted May 18, 2021 (edited) map title, author: the unending (by @Remilia Scarlet)theme/features: castle, custom textures, intricate wall decorations, medium-sized map, non slaughterfest/slaughtermap, sculptures, storyline of a person in a repeating personal hell, superb realtime lighting and shadows, tight health and ammo, unexpected but understandable ending, uses source port k8vavoom (by @ketmar), very detailed map.review: a beautiful very detailed map with realtime lights and shadows. i was full of oohs and aahs with such visual delight, made possible by the k8vavoom source port. the author's attention to detail was mind-boggling with finely crafted sculptures, intricate wall decorations, custom textures, as well as building architecture. overall map layout was a breeze to navigate, to the point i only used the automap about 3 times. for gameplay, i received a good thrashing in uv. even with the low monster count at 94 monsters, barely made it out alive. a good personal reminder that even non slaughter maps could give you a nice wallop if you are not careful enough. ammo and medikits were rare items. i often had to use monster infighting, even between just 2 monsters, out of fear of ammo being in limited supply. the ending was unexpected, but blends well with the storyline of a repeating personal hell. overall, a map of exceptional beauty with some good challenging gameplay. kudos to the author for making such a grand map and to the maker of k8vavoom source port. love it. hope more mappers design their maps around k8vavoom since it is also compatible with gzdoom.download/more info:https://alexa.partition36.com/files/doom/k8-unending.ziphttps://www.doomworld.com/forum/topic/120114 screenshots: Spoiler Edited May 18, 2021 by terminator 7 Quote Share this post Link to post
Walter confetti Posted May 18, 2021 map title and author: 30 doomed keens by mohammed firas aka @Hitboi theme/features: Gothic/Techbase that uses the commander keen tag gimmick, barrels, secret hints, terry mock-up at MAP02 review: a small, pretty good looking map sets in a techbase / gothic structure, is a funny short adventure with some challenge in it in form of reverant and a archvile in the exit room, the new graphics are really good and the layout is pretty basic but modern. A fun little map, overall. download: https://www.doomworld.com/idgames/levels/doom2/Ports/0-9/30keens pictures: Spoiler 2 Quote Share this post Link to post
Rook Posted May 18, 2021 UAC Ultra (2010) by 40oz and Super Jamie [idgames] [wiki] (Boom format, linear, dark, 1x custom monster, sector boss, 11 maps, custom textures) UAC Ultra won a Cacoward back in 2010 and still stands up well today. I've played it a number of times, on this occasion using the Final Doomer mod with the Hellbound weapon set which is a good fit. It does show its age in its very linear design and relatively boxy geometry, but I keep coming back to it because of its straightforward, energetic gameplay. The texture set created specifically for the WAD is dark and grimy, and has enough variety to sustain itself over 11 maps. MAP07 and MAP10 are particularly good - the former introducing a new enemy, the "Haymaker". While I always wish there were more outdoor areas, and that 40oz and Super Jamie let us play with the big guns a bit more often, this is a personal favourite. Playable in something like 90 minutes, this is a good choice for a quick and modestly challenging blast. Screenshot (MAP09: "Counteraction Terminal") Spoiler 4 Quote Share this post Link to post
Hitboi Posted May 18, 2021 (edited) @Walter confetti I read my name and username then I clicked the screenshot spoiler and I got suprised lol. I didn't know the file got uploaded, because I stole someone's code and I didn't ask him for permission and credit him.. So I wanted the file to be rejected, so I removed the email I've sent to IDGames but I was late. (it's fine I can upload a new version) Edited May 18, 2021 by Hitboi 2 Quote Share this post Link to post
terminator Posted May 20, 2021 (edited) map title: baloney (by @Killerratte )theme/features: awesome monster placement, custom cacodemon monster, medium monster count (>100 and <1000), medium sized map, non slaughterfest/slaughtermap but have some big brawls, vanilla architecture, vanilla textures. review: a map visually chock-full of vanilla goodness, i played this wad till finish twice, the first in itytd and the 2nd in uv directly after, just for the sheer fun of it. what captured my interest was the fine monster placement and game flow in the map. the mancubus right at the start of the map, the traps and ambushes, the opening of walls, the discernible gradual size increase of brawls, etc, though all very common in many maps, somehow felt cohesive, well orchestrated and with the right proportions in this one. i like it, lots. kudos to the author for an excellently made map. download/more info:https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/baloneyhttps://www.doomworld.com/forum/topic/121882 screenshots: Spoiler Edited May 20, 2021 by terminator 3 Quote Share this post Link to post
terminator Posted May 22, 2021 map title, author: hell's keep redux (by @Gwarl)theme/features: blood fountain, courtyard, dungeons, hard to find level exit, lava pits, medium sized map, not a slaughtermap, satanic bed, scenic keep, toxic pool, vanilla textures, weird eyes decorations.review: visually vanilla medium sized map, some places in the map were pictureque. gameplay was not slaughtery and thus not too overwhelming, even in uv. ammo was tight, thus a relief that one could backtrack to all previously visited areas for ammo hunting. overall, this is one of those maps perfect for a delightful quick blast after a long day at work. enjoyed it, lots.download/more info:https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hellkeephttps://www.doomworld.com/forum/topic/120701 screenshots: Spoiler 2 Quote Share this post Link to post
Walter confetti Posted May 23, 2021 (edited) Map title and author: OSE by bazar_assa Theme/features: slaughtermap, techbase, abstract, trolling (?) Review: A large hallway with nothing than million of shotgunners and some mancubi at the end, no exit even if I was thinking that was the different wall at the end of the hallway, sprite segs bug in vanilla doom 2 exe. Maybe I'll discover one day that was some wad uploaded by accident like the previous one i played last time? Anyway, the author wants to thanks the office of Russian internal affairs, that it's the place where the level supposedly takes action. Also the title made me suggest of something mildly erotic involved in this wad, that is thing that didn't happen. No screenshot for now, sorry. Edited May 23, 2021 by Walter confetti 1 Quote Share this post Link to post
MajorRawne Posted May 23, 2021 1 hour ago, Walter confetti said: Anyway, the author wants to thanks the office of Russian internal affairs, that it's the place where the level supposedly takes action. If that's the way things work in Russia, it's no wonder they score so highly in Eurovision XD 2 Quote Share this post Link to post
terminator Posted May 27, 2021 (edited) map title, author: fear factor (by @MAN_WITH_GUN)theme/features: brown grey red celadon green colour theme, lava moat, lots of narrow platforms/pillars, many cyberdemons, require expert platforming skills, non slaughterfest/slaughtermap, simple architecture, surprising traps, vanilla textures. review: though having simple architecture, the map is an eye-candy due to clever use of vanilla textures and lighting. some battles in uv were very cunning. especially when pitted against a popup mancubus, 2 legions of hell knights, and hidden archviles - a death sentence without some preparation. a relief that some monsters could be safely sniped from a distance, particularly archviles in the central tower in the middle of the lava moat, and barons in the red key area. conserving ammo throughout the game was critical in preparation to confront a horde of cyberdemons. a special note, be sure platforming gaming skills are up to par since this map has a lot of very narrow platforms. had a tough time navigating them. overall, this is the type of map i would spend my sunday afternoons on. not too intense and the puzzles not too difficult either, just nice. i like it. download/more info:https://www.dropbox.com/s/80m6f8shg0fpxfq/fearfactor.7z?dl=0 https://www.doomworld.com/forum/topic/103727 screenshots: Spoiler Edited May 27, 2021 by terminator 1 Quote Share this post Link to post
LadyMistDragon Posted May 29, 2021 Map/mapset title and author: Cannonball Pandemonium (by Cannonball, duh) Theme/features: corrupted techbase, some lava pools lots of crimson textures, some wooden ones, that white/green techbase texture you often see in toxic areas like the area near the exit of E2M2, the dark silver octagon texture, some wood skull pillars, hellish skybox, all Ultimate Doom vanilla gameplay, exploration-centered Review: Funny story, I loaded my save game from EIGHT YEARS AGO. A long break but I think I completed it before. Anyways, this take on the Pandemonium Fortress is a very solid and not particularly challenging journey. That's ok because finding the secrets was really cool. The spot where you found the BFG in the original is actually a linedef that opens another secret. You can collect the three keys in any order. Layout is pretty simple to navigate though. The final fight with the Baron of Hell and other enemies in the more tech-y area was decently satisfying if kind of on the easy side. Overall, very well done. Download/more info: https://www.doomworld.com/idgames/levels/doom/a-c/cbpand 2 Quote Share this post Link to post
terminator Posted May 29, 2021 (edited) mapset title, author: wmc01 - the rising (by @Endless (lead), @Nikoxenos, @Doom_Dude, @GratefulName, @TheEvilGrin, @4MaTC. @Remilia Scarlet )theme/features: awesome architecture, cunning traps, high-res custom textures, jaw-dropping visuals, non-slaughtermap, superior lighting. review: nearly 200 screenshots, shortlisted to 35, then randomly picked 5 since could not make up my mind. this wad is undoubtedly incredibly gorgeous. high-res custom textures, superb architecture, superior lighting effects, etc. the whole visual shebang. to date, not many wads could even match its visual prowess. as for gameplay, played in uv with vanilla weapons, and it was pure delight. monster count was medium (>100 to <1000), but battles were tough and strongly felt that ammo was carefully calibrated to be tight yet have that slight room for some player error. had to deliberately calculate mentally the ammo/health points whether an ammo/medikit should be picked up or be used later since the traps were very cunning. especially map05 where picking up a special item would cause the player to be immediately surrounded by 20-30 revenants at close quarters then being blasted by them. the ending was also very tricky with several cyberdemons and seemingly endless number of monsters being teleported in, all within a small limited space. to sum it up, this wad is truely epic in both visuals and gameplay, hands down. love it, lots. download/more info:https://mega.nz/file/I5UVzYCC#mvKJSZxlqopPKova2UK6wFA7-ykPsZWHQ5b5u_LXPbchttps://www.doomworld.com/forum/topic/120335 screenshots: Spoiler special screenshot: after being surrounded by 20-30 revenants at close quarters then finishing them off. don't know how the revenant got on top of that wadazine, though. Spoiler Edited May 29, 2021 by terminator 5 Quote Share this post Link to post
Endless Posted May 29, 2021 3 minutes ago, terminator said: mapset title, author: wmc01 - the rising (by @Endless (lead), @Nikoxenos, @Doom_Dude, @GratefulName, @TheEvilGrin, @4MaTC. @Remilia Scarlet )theme/features: awesome architecture, cunning traps, high-res custom textures, jaw-dropping visuals, non-slaughtermap, superior lighting. review: nearly 200 screenshots, shortlisted to 35, then randomly picked 5 since could not make up my mind. this wad is undoubtedly incredibly gorgeous. high-res custom textures, superb architecture, superior lighting effects, etc. the whole visual shebang. to date, not many wads could even match its visual prowess. as for gameplay, played in uv with vanilla weapons, and it was pure delight. monster count was medium (>100 to <1000), but battles were tough and strongly felt that ammo was carefully calibrated to be tight yet have that slight room for some player error. had to deliberately calculate mentally the ammo/health points whether an ammo/medikit should be picked up or be used later since the traps were very cunning. especially map05 where picking up a special item would cause the player to be immediately surrounded by 20-30 revenants at close quarters then being blasted by them. the ending was also very tricky with several cyberdemons and seemingly endless number of monsters being teleported in, all within a small limited space. to sum it up, this wad is truely epic in both visuals and gameplay, hands down. love it, lots. download/more info:https://mega.nz/file/I5UVzYCC#mvKJSZxlqopPKova2UK6wFA7-ykPsZWHQ5b5u_LXPbchttps://www.doomworld.com/forum/topic/120335 screenshots: Reveal hidden contents special screenshot: after being surrounded by 20-30 revenants at close quarters then finishing them off. don't know how the revenant got up that wadazine, though. Reveal hidden contents Thanks a lot for the review! Very happy to read that you loved it. The boys and gals at the Wadazine worked very hard with this one :D Don't forget to check out WMC02 once is out too! 1 Quote Share this post Link to post
Doom_Dude Posted May 29, 2021 What Endless said. Thanks @terminator for the review. It was great fun working with the Doom 3 textures that Remilla put together. So much so that it spawned a couple maps that I had to force myself to put on the backburner. haha. 1 Quote Share this post Link to post
terminator Posted June 1, 2021 (edited) map title,author: bloody graveyard (by @Unholypimpin)theme/features: big open hilly fields, blood rivers, boss fight, jaggered cresent moon, dark environment, dungeon, mausoleum, tombstone.review: simple visuals with crooked moon and plain buildings, large open spaces littered with ammo and medikits, monsters creeping up like vanilla gameplay. with such setup, one would assume the map an easy affair, even in uv. then slowly realise in horror that the abundant ammos and medikits were simply not enough to survive. especially when fighting against the super-powered monster boss. though arguably not a slaughtermap, the map punishes severely those who fall for its facade. recommended to be played late at night for that extra spooky effect :)download/more info:https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/bloodygrhttps://www.doomworld.com/forum/topic/70693screenshots: Spoiler Edited June 1, 2021 by terminator 0 Quote Share this post Link to post
terminator Posted June 5, 2021 (edited) map title, author: control tower (by @Stabbey) theme,feature: 1 hard timing puzzle, inverse hub map design, medium monster count (about 700), straightforward puzzles, vanilla gameplay with slaughtery goodness at the end, vanilla textures. review: a vanilla styled map that has a different approach to map design with an inverse hub layout. at the outer rim, the player needs to encircle the entire level 4 times. every round introduces more monsters and in greater strength, depleting resources (ammo, health) at the outer rim. the player can't backtrack due to sections at the outer rim being blocked after passing through, effectively making the battles more difficult at every round. in a way, this also balances the game, which proved to be quite a challenge in uv. puzzles were straightforward except for 1 hard timing puzzle. and the traps were just awesome. to summarize, the map is a refreshing take at map design, and was a delight to play. i like it :) download/more info: https://www.doomworld.com/forum/topic/116466 screenshots: Spoiler Edited June 5, 2021 by terminator 0 Quote Share this post Link to post
MajorRawne Posted June 16, 2021 HELL REVEALED 2 Probably regarded as the hardest megawad of its time, certainly one of the most famous. Viewed by some as an insurmountable challenge, by others as a cheap knock-off of HR with better graphics in place of better gameplay. Which is correct? Ask your mother, for she sat in my lap as I played it through! Music: Starts out well, but rapidly becomes cheese. A bit like the gameplay! Map design: There are too many "tributes" to other maps, particularly HR maps, so it can feel somewhat reptitive at times. Despite this, nearly all of HR2 is gorgeous in comparison to the original. Map layouts tend to be small and intricate, with lots of rooms, 3d bridges etc, plenty of nooks and crannies. The maps are often quite punishing as if the mappers decided you need to die as soon and often as possible. Inmost Dens III is frankly insulting, it's one of a tiny number of maps that you wonder how it got past quality control, possibly a symptom of HR2 languishing in development hell before being pushed out into the world. Monster deployment: More like a slaughter wad in some respects, but the beauty of the Hell Revealeds is that they play like proper, traditional megawads. Yeah it is insanely hard and UV on some levels looks unbeatable, but difficulty levels are fully supported. There is a bit of a leap between HNTR and HMP, and a ridiculous leap between HMP and UV, but as long as you prepare for the crap factor of "Arch-Viles hidden behind Revenants", which I shall henceforth call Doom Blight, this makes SUPERB training for modern wads. Difficulty level: This is where I am going to confuse you. In some respects, the diffiulty of HR2 far surpasses that of the original. But weirdly, overall, you get the impression that once you know what to do on each map, HR2 is a pushover in comparison. I actually had more of a blast learning and beating HR2 from a pistol start than I did the original. (Initially I dropped to Not Too Rough, then HMP, then again on UV.) Some original maps are simply beyond either my skill, or my patience, whereas I kicked HR2's arse after a few days of learning. Sometimes the difficulty is pure cheese, sometimes through bad map design, sometimes it's an absolutely epic challenge. Playground, the notorious super-secret map, was probably the most satisfying level to beat that I've ever played. Is it worth playing: I found myself struggling to enjoy this at first until I tried them all from a pistol start. My skill improved markedly, then I could see how wonderful and underappreciated HR2 is. It lacks the raw innocence, the stubborn brutality, of the original, but there are fewer "nope" maps here, it looks good for its age and I realised I was enjoying every single minute. Doom Blight moments didn't spoil the fun. I'm in Hell Revealed withdrawal now. HR2 is definitely worth a second look, and it now caters for those who can't manage Sunder. 2 Quote Share this post Link to post
MajorRawne Posted June 17, 2021 (edited) STRAIN Legendary early-days megawad noted for new weapons, new enemies, often confusing progression and the weird way it was broken up into four segments (thankfully now corrected). Music: I really liked it. Map design: This is by far the most divisive thing about STRAIN. It's half wonderful, half horrible. You will run round in circles looking for a switch or a door you've missed. MANY maps force you to make extended runs through nukage with either a single suit, a hidden suit or no suit. I had to noclip and resurrect several times. The maps start to get repetitive: in AV, the later maps are called Whispering Shadows, Firewalk With Me and Point Dreadful, and are a tour de force in hell mapping. In STRAIN we get Sub-laboratory, Main Laboratory and Main Laboratory II. The upside is, the maps are often small and massively detailed. There are lots of rooms and nooks to explore, lots of secrets, and many of the early maps are exciting. Monster deployment: This is my favourite use of new monsters in any megawad ever. The project mastermind didn't like the Doom 2 monsters, so he made a bunch of new creatures to replace them. The Doom Viscount, a white Baron replacing the Mancubus, is surely the scariest and nastiest inclusion ever, and just one appearing in front of you can derail your progress as he cuts a swathe towards you. The new Imp is surely one of my favourite monsters. These things should be in the Bestiary! The new monsters are never spammed so they don't get boring, and I love the way the fit in effortlessly. Many people disagree about the new monsters which is proof that heresy is everywhere. New weapons: The shotgun and pistol fire quicker and you get awesome double fists. Unfortunately the brand new weapons, while showing what Doom was capable of by drastically altering the characteristics of the BFG and plasma gun, are very poorly implemented. The BFG replacement is hilariously bad, but only uses rocket ammo. Plasma - or "batteries" - are reserved for the NFG, a devastating assault rifle which is crippled by an ammo capacity of 100 with a backpack. Considering that it can take 25-30 shots to kill a Viscount, along with tragically limited battery supplies in each map, this weapon is tantamount to useless outside of a total emergency. Shouldn't new weapons be better than the ones they're replacing? Difficulty level: Starts off easy but the difficulty ramps up. It's satisfying and sometimes feels hardcore, but will certainly not be off-putting to less experienced players. Ammo balance for the shotgun and NFG are wonky to say the least, but there are plenty of rockets and bullets. I used the chaingun a lot. I did run out of all ammo on one early map. Is it worth playing: Yes, with reservations. If you don't like backtracking while wondering what you've missed, STRAIN definitely isn't for you. On the other hand when it's firing on all cylinders, you're on a good map and a pair of Hell Viscounts are ripping the crap out of everyone nearby, I found myself grinning and enjoying STRAIN more than I've enjoyed Doom in years. Just don't play too many maps at once, as some of them are very similar to each other. Edited June 17, 2021 by MajorRawne 0 Quote Share this post Link to post
LadyMistDragon Posted June 22, 2021 (edited) Map/mapset title and author: Black Tower, Sverre Kvernmo Theme/features: largely generic demonic stuff, other than the Doom. skyscraper wall texture you see at the beginning. Unusual demon faces in certain locations mark important points of progress. Pea=soup green walls, some sludgy poison on the outside, wood, marble, house types of textures. Review: Tons of inventive and sadistic ambushes not seen in modern Doom. Despite a rough beginning, you'll basically be equipped to handle whatever comes your way. The Baron/pinky room towards the top of the tower is an excellent idea, though the constant teleporting....honestly kind of sucks. Like Alien Vendetta, expect nothing to be given for free. Despite the high monster count, much of it comes from newly-teleported monsters when you're making your way back down, and its no so bad. Download/more info: https://doomwiki.org/wiki/MAP25:_Black_Tower_(Master_Levels) Edited June 22, 2021 by LadyMistDragon 0 Quote Share this post Link to post
LadyMistDragon Posted June 22, 2021 Map/Mapset title and author: The Interdiction Zone - Jim Flynn Theme/features: Partially corrupted city. Doom II techbase textures. Library shelves, brick towers, skyscrapers, some marble, house and office textures of green and black with lines of brown running through. Second building has lots of doomcute review: A Jim Flynn map not part of either the Titan or Enigma series, so possibly gets less attention, but is just as good. Opening room has a structure not unlike that of Trapped on Titan's opening room. The puzzle to exit this first building is probably the trickiest of the map. The other puzzles are more intuitive and can be figured out with little foort if you're familiar with Flynn's schtick. Crushable Cyberdemons are also part of this. Curiously, Flynn plays quite a bit with Doomcute, such as the Revenant receptionist you encounter in the seconf building, and the desk containing a Baton of Hell. Lost Souls in the fireplace are nice and snug. Final battle amongst the towers is challenging, because of Arch-vile and Pain Elementals. Good stuff overall. Download: https://www.doomworld.com/idgames/levels/doom2/g-i/intzone 0 Quote Share this post Link to post
Jacek Bourne Posted June 22, 2021 Speed of Doom: Favorite Maps: 4, 6, 14, 16, 20, 24, 26, 27, 28, 30, 31, 32 Favorite Map: 4 and 6 (Can't Decide) Least Favorite Maps: 11, 13, 17, 19, 21, 23 Least Favorite Map: 21 Conclusion: Very Good. My least favorite maps of this megawad were still decent and not really bad. Exception is map 21. I believe that this is a very good mapset and enjoyed my playthrough of it. The later part of episode 2 was annoying however. 0 Quote Share this post Link to post
MajorRawne Posted June 23, 2021 (edited) KAMA SUTRA Spiritual successor to the Hell Revealed and Alien Vendetta megawads, regarded by many with huge affection. Map 30 is infamous, with many white knights declaring their outrage that the boss shooter happens to be a spread pair of women's legs. These same white knights presumably fall silent when they find out Geri Halliwell used this as the background for her live tour. Music: It's ok, better than HR2 at least. Pretty sure a lot of tracks are also used in HR, HR2 and AV, so there is huge nostalgia factor. Map design: Most of the maps are short and nicely designed with plenty of cool vistas. I did find that I got stuck on various jutting walls, especially in narrow areas when trying to collect keys, and monsters are sometimes placed awkwardly so you struggle to run past them. The longer maps can be a bit confusing as missing a key can have you running in circles, and even after collecting a key or hitting a switch, it is occasionally not obvious where to go - map 18, which is a riff on AV's Hillside Siege, is horrible for this, I missed the blue key (which some would say is obvious, but it was behind a Cyberdemon, so) and ended up clipping around to find my way. This isn't the only map I had this problem with. Positives: the maps are hugely nostalgic and play like real Doom maps, as opposed to just a big slaughter arena. Make no mistake though, this is definitely a slaughter wad. Monster deployment: Lots of super-shotgunning Cyberdemons, but these are actual playable Doom maps with progression through an environment, not over-styled boxes the size of cathedrals. While monster numbers usually aren't that high (a number of maps only have a couple of hundred), they're densely deployed among crammed terrain and you'll usually be surrounded. It's not as ridiculous as the Slaughterfest wads and relies on providing a clever challenge rather than waves of Revenants, though this does still happen. Difficulty level: It's fairly tough to start on UV but difficulty takes a huge spike around map 10. Some of the difficulty comes from being surrounded by Chaingunners, which I personally find cheap, or from having multiple Cybers roaming freely. Difficulty is up and down between maps with the harder ones starting you surrounded or hiding vital weapons like the super shotty, which I also hate. It's much harder than HR2 due to monster density and these nasty little tricks, but would make an excellent post-HR2 trainer for building up to the Slaughterfests and eventually ESP. Is it worth playing: Kama Sutra is probably the best megawad for me personally to train, as it's just that bit too hard for me on UV while probably being within my grasp if I keep at it. It's nostalgic and will have a wider appeal than pure arena slaughter wads, while providing good training for them. Weirdly, there's something about it that makes me feel like it's not my cup of tea which is weird as it's the kind of megawad I've been looking for. I think it's because you never know what you'll get when a map loads - will it be a fun, small-scale challenge, or will you just be gunned down instantly by a horde? Chances are, you'll love Kama Sutra as most people do. Edited June 23, 2021 by MajorRawne 0 Quote Share this post Link to post
Jacek Bourne Posted July 1, 2021 (edited) Scythe 2: Favorite Maps: 1, 8, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 30 Favorite Map: 24 and 27 Least Favorite Maps: 14, 29 Least Favorite Map: 29 Hardest Maps: 1: 26 2: 27 3: 23 4: 29 5: 30 Conclusion: Excellent. I feel like map29 completely screws up the pacing of the final episode. It should have been the crescendo to map30 to continue the current pace at that point. Instead it stops the momentum and feels very out of place. Other than that I have no other major complaints. Edited July 1, 2021 by Jacek Bourne 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.