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Endless Random /idgames WAD Adventures #050!


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7 hours ago, LadyMistDragon said:

You don't remember much from 20 years ago, do you?

 

What on earth are you attempting to communicate here?

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10 hours ago, Xaser said:

 

What on earth are you attempting to communicate here?

Only that the response in question was a little minimal and bereft of detail.

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What more is there to say? Worst Hub is a dumb shit post that lives up to its title (unfortunately) and I'm sorry you had to suffer through it. I was just acknowledging that yes, playing through it is the worst. :P

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3 hours ago, Xaser said:

What more is there to say? Worst Hub is a dumb shit post that lives up to its title (unfortunately) and I'm sorry you had to suffer through it. I was just acknowledging that yes, playing through it is the worst. :P

Ok, I just though your memory of it just wasn't so great :p)

 

 

Anyways...we've got a wad to finish. But first...

 

The War Field (1995) by Ryan Caine (Eternity)

 

A single deathmatch map consisting of square and rectangular rooms that transitions from one theme to another in a rather....interesting way? Player 1 starts in a typical starfighter computer room, then transitions into dungeon brick, then wooden palisades with a modern dock facility in the middle, and finally, walls of vines. Feels like there could be much more ammo, and what's there are rockets perhaps placed somewhat inconveniently. On the other hand, might be ok for 1 on 1 but maybe this map is a little too large to remain fun for long. In one corner you can find Barons who add nothing.

 

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After this, we continue with Redundancy!

 

Map 10: This is a cave with some yellow lava floor carpet further in. I didn't get very far in 5 minutes because the start is incredibly hostile. Revenants behind you, shotgun guys some distance in front and Cacodemons and Imps rounding out the immediate opposition, not helped by the nearby and most certainly taunting FPS

 

Map 11: More people should make highways in Doom. No matter, despite having a fair amount of room, this map packs a serious punch and might be the best so far. Or maybe it's too mean for its own good. Things actually became somewhat possible after the RL, though one should probably lean on infighting for the finale. The replacement story was quite amusing.

 

Map 12: Aesthetics are a little bit behind the rest of these maps, but overall not actually that bad for a tyson map...health doesn't seem too bad either.

 

Map 13: An utterly beautiful map, utilizing greater amounts of verticality than any map so far and featuring vined walls,  a decaying slime yard and an outer courtyard with....crates. I admit, not being too concerned with the combat but the layout here was close to excellent.

 

 

 

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Edited by LadyMistDragon

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Walter|2 wads|6 maps

 

Complex 867 by Simon "Volte-Face" Broadhead - Limit removing port, Doom 2, SP, 2002, played with Eternity "forseti" 4.0.2

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A good map with a pretty intricate, non-linear layout, lots of opening passage and fun tricks lots of themes mixed well and the best way to present a maze I've ever seen, sure that will took quite some work behind it! Anyway, this is a good effort for a map despite it's basic design. Maybe a SSG somewhere it will not hurt, i think.

Boy, if this review was short!

 

And now comes a unexpected return!

Superfast Mapping: Deathmatch Edition by Combinebobnt and Argentum Boom compatible ports, Doom 2, DM, played with zandronum 3.1 and bots + inuyasha skin for player

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Ok, i have some time as well to return back at this megawad I've left untouched for some days... 5 maps played.

MAP16: It's a square arena, pretty basic stuff and also kind of campy since you can just go in a corner of the main arena and shoot at many as you can bots you'll see running over you and making big points with easy frags. The title sure is badass.

MAP17: Pretty map visually and also on the layout side with the terrible crime of having a large pit on toxic liquid wastes in the northwest room, why?

MAP18: Another open square arena with a pyramid in the main arena but this one a very neat twist: at the top of the pyramid (and in "secret" alcove guarded by a door there's a plasma rifle as well, too bad I've been blasted out before fragging some bot) there's a RL with some box of rockets, ready for big frags, making you think of use it strategically and to defend this point, like it's some sort of CTF game but with a rocket launcher. Very cool map!

MAP19: A pretty nice cavernous map with a theme similar to "The Living End" with water rivers around it, lots of stairs and verticality at it's best. Not it's finest, unluckily.

MAP20: Another very cool map, pretty cramped but with lots of frenetic combat, loved the brit10 style as well of this map, very classy. The instant raising bridge is a pretty cool touch.

Edited by Walter confetti

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  • thelamp | 1 wad | 2 maps
  • total: 11 wads | 15 maps

INFERNAL by William Quijada is a set of two maps best played continuous, which I did not do and ended up cheating my way thru the second level as a result. It would've been much, much easier with guns as the second level has plenty of ammo but no guns. Reading the text file more closely, this was originally one level that that William decided to split into two which leads me to believe they assumed players would play continuous. I'm surprised I even got as far as I did with nothing but the pistol

 

 

 

 

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Year 2 Month 02 Day 08

 

I play until I die or intentionally stop. I don't comment the wad where I died/stopped.

 

[1] HARBOR2.WAD by Bob Fergusson (1997)       (1 map)

 

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From the seaport, where UAC goods are delivered, you will find your way to an ancient castle, which is very realistic both from outside and from inside. This WAD is a remake of an earlier version called HARBOR, which was a little too easy to play. There is more challenge in the hurt-me-plenty level, and completing the game in ultra-violence mode now really is a tough task.

 

I had the occasion to play Bob Fergusson's maps once during my adventure and I'm totally hooked by his level design philosophy  consisting to make pseudo-realistic maps packed with a ton of low-tier ennemies, mainly zombies and imps. Harbor2 features also a lot of exploration in crampy rooms and corridors, which sound like a terrible flaw told like that.

 

Honestly, most of the level doesn't rank above 90's standards in terms of visuals, except at the final castle area but I love how the doors leading to secrets are easy to find and how I never struggle with health and ammo, whereas I state the lack of armor which heavily encourage me to keep on my toes.

 

I love this map because I love slaughtering defenseless enemies with my mighty SSG I got early in the map. Contrary to what the author indicates, it's a very easy map on UV but I absolutely don't recommand to run it on nightmare for obvious reasons !

 

Grade : A

 

[2] Death Trap by Brett Brewer (1996)           (1 map)

 

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I felt relieved after completing this map because this very bland-looking fortress guarded by dumb demons and nazis doesn't have any death trap. You have to explore a serie of ugly mazes built with mostly grey and red bricks. As the previous I played, getting the SSG gives you an unfair advantage throughout the whole map and getting the megasphere transform you into Rambo.

 

Pretty fun inoffensive map  but the author could have made a little effort on the alignment of the brick textures.

 

Grade : C+

 

[3] Rim - The Colony by Frank Polster (2006)                    (1 map)

 

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You are on Rim, a planet covered with water. Small but neat map.

 

The grey cloudy sky topping up the spacious watery outdoors give the impression to be in heaven. More than that, the simplistic piano rendition of "Dream On" by Aerosmith contributes to create a lightened ambiance.

 

While released in 2006, it seems the level was built in 1997 and despite it was released 3 years after the release of the iwad, it's rare to see a vanilla ultimate doom with so much open outdoors. In general, ultimate doom maps tend to be more claustrophobic and it's refreshing to explore levels which emphasize a lot on the sky and the architecture.

 

This map oozes a lot of mystery thanks to the contrast between the bright outdoors and the underlit indoors. Sadly, this map is short so it doesn't have a lot of surreal places to offer and the gameplay, while remaining enjoyable , doesn't stand out.

 

Grade : A-

 

I accidentally fell in a dead pit after being chased by surprise revenants in The X File

 

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Edited by Roofi

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  • Endless | 1 WAD | 36 maps

 

Vengeance | By various | 1999

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This was quite the interesting find, if a little too tedious at times. Vengeance is a complete megawad for Ultimate Doom, with contributions from various legends of the 90s, including Jim Flynn, Nick Baker, David Gevert, David Shaw, Mark Klem, Ty Halderman, Billy Daniel, Roger Ritenour, TeamTNT, etc. It is a bigass project with a variety of contributors that mostly stay true to the feel and style of the original Doom, akin to the DtWiD, years before they even became a thing, and yet the most unexpected thing, it seems this megawad is rather unknown today, and from the little research I did, didn't made such a bang during its release year. Why? Maybe it was because it is for Ultimate Doom, and in 1999, Doom 2 was still all the rage. Maybe it is because the community had slow down? Or perhaps the legends weren't so legendary anymore? Who knows, yet I still find it to be quite the solid megawad. While it lacks a little of the punchy soul that so many projects had during those years, this collection of maps is well done and consistently decent all around. It has some common issues that were quite the tropes during the era, like a little too many puzzles and confusing progression, but, other than that, it is a solid megawad that should be brought up again some day.

 

It would be nice to see it played on the DWMegawad club.

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Redundancy (continued)

 

Map 14: A Hydroplant with a rather mean hitscanner beginning, the yk rooms on each side being the exact same is a little dumb. But nice and open tank room, with a cheap cyberdemon in the center. tight combat to the point of ridiculousness pervades around all of the keys.

 

Map 15: A large and open yard that does exactly what the title says. It's good to get maps like this every once in a while

 

Map 31: A largely indoor hell map with lots of use of shadows and a surprisingly complex structure, the gamut other than (thankfully) marble is covered here. For a map that wasn't even in the initial release, this is shockingly high-effort.

 

Map 32: Well, the title says it all. Imagine trying to stay out of the line of arch-vile attacks while shooting enough of the Mancubi in the door out of here while Revenants are chasing after you and you might start to see the problem. And it only gets worst from there. \

 

I'm not certain I'll continue this megawad very much past this point because I'm not going to have much time this weekend. I've liked most of what I've seen so far however

 

 

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Then finally for another wad

 

 DRDEATH1.WAD (1994) by Dr. Death of the X Organization "XoRg" (Eternity)

 

So from this individual that we can safely assume does not possess a medical degree in anything (maybe not) involving design and has a user name that seems suspiciously Scientology-inspired, we get this extremely early but also quite easy proto-slaughter 'masterpiece.' Look, the massively overscaled rooms will never win over too many people. However, the fact remains that in spite of quite-obvious flaws that also include completely anonymous doors (would a real doctor forget something like that? well, ackshully, perhaps....), this is actually fairly fun for one very important reason: not EVERY square inch of any area is absolutely stuffed with monsters. So while you might be gunning down large groups, the only real trick is dodging the fire from the numerous shotgun guys. Besides that, this map has some serious personality and charm. It would be a complete waste of time to describe the layout. However, the sheer scale of the various structures and rooms is at the very least, amusingly endearing. Whether it's the flashing lights of the deep blue tech rooms from the outside starting location or the vast slime pools in certain areas, nothing is exactly tasteful but neither is it offensively garish either.  Unfortunately, the interesting aspects eventually start to fade for a bit and you're left in a maze of some really bland-rooms and entirely invisible doors. For this latter reason, this map gets a 4.5/10

 

 

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Year 2 Month 02 Day 09

 

I play until I die or intentionally stop. I don't comment the wad where I died/stopped.

 

[1] Hide In One Of 4 Toillets Or Die by Ante Smolcic - Smola (1997)

 

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This WAD is based on a true story. One day I've had a terrible rush finding a good public toillet. I ran from one toillet to another and I realized how important they can be in true life.

You'll find four toillets in the corners of the main room in wich you'll just have to hide. I put a lot of health so the game shouldn't slow down for loading when they kill you.

There is also two secret rooms. One of them is filled with goodies but I think you can do without them. The other is not so secret but you'll have to enter in, if you want 100% secrets.

 

I'm sometimes attached to maps which express the real life of their mappers and their struggle. Indeed, find good toilets is hard, especially in a dirty city. So, the author built 4 toilets rooms in order to take cover from monsters attacks coming from all sides. Indeed, this arena-shaped level will probably kill , even with the megasphere, if you don't manage to take cover from the caged arch-vile's attacks.

 

Once, you cleaned the main room, your goal consists to find a switch which lowers a lift hiding a path leading to the exit, but you can explore optional in order to trigger some vicious traps if you're a bit a daredevil such as surprise lifts revealing monsters, dark crampy corridors hosting enemies, or a shallow pit which locks you in front of chaingunners. Some traps were more annoying than fun but I consider more efficient than traps I usually find in standard 90's maps.

 

If you a tad more challenge, there is also a cyber to kill you can skip with ease if you will.

 

Quite an average map overall, but the hectic battles generate some good actions at time.

 

Grade : C+

 

I tried to kill a spider mastermind without cover from afar in Dead Simple: Revisited but bullets still managed to hit me.

 

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Redundancy (continued)

 

Map 16: Tons of Pain Elementals. I would say nice Nazereth reference but in a METAL fortress such as this, that would probably be giving it too much credit. This map has the strange habit of spawning in an Arch-vile every time a key is collected and given that there's really not much room to move around, that made this incredibly aggravating to play, despite the low-enemy count. Nice use of red trim though.

 

Map 17: Now this map might just be a little too ambitious for its own good. A mix of natural and tech-y environments, this has one of the higher monster counts thus far. The Spider Mastermind is probably stupidly easy to avoid, but she also feels somewhat out of place so it's fine. In a sense, it's fascinating to see how many different directions you can go. There are optimal paths though, at least if you want to Super shotgun. Next to 13, this may be the best,

 

Map 18: Red-brick room that throws enemies at you from the very outset and just gets worst. The red-key ambush throws no less than three and possin;y FOUR arch-viles your way, all while chaingunners, cacodemons, and Revenants combine to make your life miserable. Later, a darkened void teleport trap of hell knight and revenants while one arch-vile at a time always gazes at you. A little bit much for me at the moment.

 

Map 19: Hard to describe what's sort of generic tech base, but basically you have to keep moving forward as the title says. The obnoxious difficulty of the last few maps may be starting to wear on me. There's this interesting gimmick where there's a key behind one set of key bars and the BFG behind the other. Use the BFG, but be smart about it.

 

After taking one look at Map 20's monster count, I noped out of there for the session. I did get a screenie of it

 

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DeathQuad III(1995) by Rockt & Ambo (Eternity)

 

A small deathmatch map containing a diamond-shaped layout with four sides as the title says with disgustingly identical blue floors and teleporter in each corner. Honestly, it's fine, but quite unremarkable

 

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Finding that map to be almost offensively substanceless, I rolled again and got more DM. However....

 

 

Heretic: Contention (2011) by Matt "Peanut" Clauder (Eternity)

 

Bet you didn't expect anyone to release a Heretic deathmatch wad in 2011, did ya? It might as well be nonexistent for our awareness of it. But anyways, the release date may be one of the main reasons every map here is of higher quality than any of the Heretic DM maps so far I've happened to come across. Smooth and efficient visually, these are specfically designed for one on one duels.

 

Map 01: Two square rooms, one indoors and one an outer pool. 

 

Map 02: I can't say I've memorized every metal song, because this sounds like it and I wasn't really in the map for long. However, this feels very much like a sacred place. I like those caged red pillars in the middle, as well as the path running along the outside.

 

Map 03: Oval-shaped, one long corridor heading south and another one curving to your south that is quite small with some green skull trim

 

Map 04: A city map! So there is a large inaccessible area, but divided equally between outdoor courtyard and indoor space

 

Map 05: Hey, we have some Hell's Maw seeping into here! Love these tiny little lava rivers running into ice pools and even the sandstone station in the middle

 

Map 06: Probably not as fun as Map 01, but these are some really neat outdoor areas, filled with caves and cliffs, with the indoor area this time being a slightly curving room. 

 

Map 09: A...temple? Well, the nice blue carpet here is fine.

 

Map 07: Ugly beige, rectangular hallways and a watery outer area. not too much to say here, but possibly the most fun in dm

 

Map 08: This on the other hand.....is a very nice and intricate map. Perhaps not as fun to move around, but the sheer amount of variance in width, height and room size/shape is quite impressive.

 

This overall looks like a very strong set to duel in and shows heretic DM can definitely still be mined 7/10

 

 

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Brick | 1 wad | 32 maps

Adventure total | 21 wads | 88 maps

 

Herian (1998) by Ian Wilson (GZDoom HNTR)

 

Some time last year ICID had this one as one the five selections for one of the Adventures. I wanted to play it then but didn't have time so regrettably passed on it. When I rolled it earlier this week I thought what the hell, I'll see how far I get and just post about the maps I complete by week's end. Turns out many of the maps in the second half are tiny, and I ended up pushing and finishing it tonight.

 

I'm not sure how much of an improvement Herian 2 is to have made it into the Top 100, but I definitely wouldn't push for this one to be there too. It's a strange mishmash of repurposed iwad levels (I recognized a few from Hexen), very tiny maps that can be done in 2 or 3 minutes, and long epics that could take an hour. Wilson is also very fond of obscure progression in those large maps and it can be infuriating. I'm a huge fan of Hexen, Eternal Doom, John Landis and Jim Flynn, so I'm pretty used to looking for hidden switches and I enjoy figuring out how to crack those kinds of maps, but Wilson takes it way too far. Not only does he hide his switches, sometimes at awkward angles in pitch black rooms just to make sure you will miss them, not only does he hide required doors with the same perfectly aligned surrounding textures, he even then marks these doors as GR. Worse are the many many W1 lines, often on some random windowsill, or at the far end of a dead end so that seeing a dead end isn't enough, you have to walk all the way to the wall, every time, just to be sure you didn't miss a trigger. Worst, imagine the above but with WR lines activating time-limited doors or lifts, usually far enough that you don't even hear them. I had to open an editor for every other map, and not once did I think that it was a fair puzzle after all.

 

I can see the attraction, especially at the time, of having the Heretic/Hexen assets in a Doom wad, but it's not as impressive as it seems. All the replacements are cosmetic only, so while you see bishops summoning gargoyles, they're just PEs and lost souls, with nothing changed. It's still fun, but it's a simple reskin, and there were already many partial conversions even before 1998, not to mention ones with very impressive Dehacked to actually change how things work. Still, I thought the mishmash of assets worked better than I expected, and I can't deny it's fun to blast Raven-looking enemies with the SSG and the BFG. The mapping is of variable quality. Wilson tries some interesting tricks, such as an almost hub-like structure sometimes where you revisit the same location and go different directions each time, there's an interesting one that spans all of MAP19-25, but then there's something like MAP28 which combines a large maze (half of it in complete darkness of course) with blind backtracking and it just becomes so tedious.

 

I did think some of the maps were quite memorable. The refurbished iwad maps are sometimes well done, such as MAP08 (humorously named Doomtoo - I'll let you guess which map is the original), other times not as much; MAP16 is Hexen's Shadow Wood as a standalone, and the changes turn it into pretty awful progression. MAP09 is one of the most infuriating with the backtracking, but it is also a sprawling and beautiful city map with some very fun gameplay outside of the more frustrating moments. MAP13 lives up to its name of Siameze, it's a humorous fusion of E1M1 and, well, the other E1M1, and I thought that one was a ton of fun, I liked it enough to take multiple screenshots just to show it off. For all the Doom/Heretic/Hexen mix, once in a while a bit of Duke3D seems to slip through the cracks - MAP29 is a Disco of all things, with strippers on the rising and lowering floors and Keens guarding the door in, the whole thing looks completely ridiculous. The finale is a more typical IOS, though with a slowly rising floor instead of a lift, so an easier shot to line up (though the slowness also means it's easier to get knocked off by enemy fire), and mercifully only one rocket required.

 

Ultimately I'm left with mixed feelings. When Herian works I found it a lot of fun, but when my progress ground to a halt because I hadn't stepped on the correct linedef I was sorely tempted to throw the towel. I think it's worth playing with either a walkthrough or cheat codes handy. At least it's definitely worth checking out the best maps, and you can always skip the ones that you don't like. I'm taking a break but I think this has interested me in trying Herian 2 eventually.

 

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Edited by brick

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Year 2 Month 02 Day 10

 

I play until I die or intentionally stop. I don't comment the wad where I died/stopped.

 

[1] OPEN.WAD by Chris Carollo (1994)                  [1 map]

 

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I've tried many a deathmatch level, and for the most part, I've been dissatisfied. Many of the levels I've seen seem too much like 'novelty' levels, not of the quality or style of id's original maps.

When I set out to make this level, I tried to keep in mind the levels from id, especially E1M1 and E1M5, which are my favorites for deathmatch. I also tried to keep the level very small and open, while always leaving at least two ways out of any area. The frags should be quick, but not necessarily 'cheap', because you can normally get out of any situation in which you may find yourself.

Some rather kick-ass frags to attempt: - Shoot a rocket up the open lift from the courtyard and hit your opponent. My personal favorite. :) - Set the lift into the off from the stone room, but don't fall in. Then drop down after the lift has fully lowered, and shoot your opponent. - Shoot your opponent in mid-air as he jumps off the hallway into the courtyard.

 

I already discovered this aged Episode 1-themed deathmatch level during Month 9 Day 29. Nothing to add compared to my previous review, it's very standard while not ugly.

 

[2] Frag o' Mania - a DeathMatch WAD for Doom1 by Kevin Worrel (1996)                         [1 map]

 

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A circular arena with 4 raised areas accessible by stairs in the center of the arena. On the out- skirts of the arena, are 4 watch towers with outer "ready rooms" where players start. The raised areas also have hidden alcoves where former human snipers covered with vines start out. On the + side, after you kill the former humans you can use the alcoves to hide yourself and possibly find a little goodie behind the back wall! Try using -respawn to make it a little more interesting. I have, though, included a response file with the params that this wad was meant to be played with: fragoprm.txt

 

A pretty circular-shaped deathmatch map which seems to be built by the actual lead level designer of Call of Duty games. It's so fascinating to discover the first baby steps of some famous designers among the dephts of idgames archive ! Beside that, nothing special about that map. 

 

[3] Tab6 Level by Michael Contorno (1997)                         [1 map]

 

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Here's a level in the Tab series which allows a wadaphile to compare and contrast the early Tab work to the later levels. Still, pretty good stuff.

 

I know it's not a popular practice to touch author's works without his consent but we definitely should compile all the tab series someday and upload it on idgames.

 

Your goal in Tab 6 will be to infiltrate a seaside ancient mansion and discover what it conceals. The author describes this level as hard, maybe because of the few tough enemies here and here but you got so much health and ammo in counterparts that it represents a quiet day for the regular space marine. You'll find a lot of cells, a soulsphere and a megapshere which is event not hidden in a secret. To be sincere, it results to unengagin combats but Contorno compensated it with exploration and pseudo-realistic locations I always enjoy in Doom maps. I appreciate the garden and the long stairs offering a nice view on the sea.

 

Tab6 could be a great early level for a classic megawad, I really like it.

 

Grade : A-

 

I didn't see the large and deep pit in front me because of the fog in Hexhell.wad('Hell' stands for HELL if I know what to name this!)

 

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Redundancy (the last part, I guess)

 

Map 21: Simpler and easier than the last few maps, but featuring some attractive hellish caves and a nasty end fight on a bridge involving teleporting Cacos coming in from both sides.

 

Map 22: Map filled with lots of circular passages in inside red caves, with the exception of a marble structure sitting on the outside that one doesn't even need to enter. Heading back and forth between different area to pick up rad suits gets a little irritating though. At least the teleport traps are minimal. The best way to pick up the first key is probably to take the passage behind the player start

 

Map 23: As the map says, lots of ashwalls. However, pistol-starting is a pain in the ass because despite getting an SS, there's a need to contend with Revenants and Mancubi from practically the beginning. This was a little too cramped for my personal tastes.

 

 

Redundancy Final Verdict (including any maps I may play tomorrow)

 

6.5/10

 

Ok, this may be about as gimmicky as Switcheroom or something but a wide variety of themes were explored, soundtrack is fantastic, and gameplay retains a consistent intensity throughout. Although things do start to get incredibly annoying near the back end. The first hell maps do seem like they attempt to reign things in that way.

 

 

 

Tower of Death (1996) by Walter D. Zanz (Eternity)

 

So think of a map that packs in all of the annoying 90s cliches besides ammo overload although it's still quite a generous ammo on the whole, and you'll know what this map is about! Lots of small and practically pointless rooms which serve little to no purpose. Misalignments abound, detail is often sparse, and navigating can be quite cumbersome. Accessing the initial blue carpet area's method was something I only realized in retrospect. And we won't get into the extremelyy random use of the red trim for sometimes no discernable reason. On the plus side, there is tons and tons of killing, but Walter overdoes things with the Arch-viles, to such an extent that it seems like he never quite learned effective placement. On the plus side, there are some half-baked attempts at realistic spaces. For instance,   a parking garage and monitoring station that's probably a little too large for its own good but still hides a wicked ambush near the back, a star-shaped platform in the middle of the sewers with the yellow key that unleashes a pinkies ambush that feels too repetitive with the resources immediately available but some people will still like, a teleport room with no computers of any sort because they're not needed apparently,.  and a decently-detailed water tank room. Unfortunately, themes will abruptly change in the far corners of this sprawling map and while one can say they're well done, they feel a little bit tacked on. But despite all that, this is still a solid 6/10, just a little bit repetitive in certain spots. Better than practically anything in Hell Revealed and you can take that to the bank (the blood bank!)

 

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Edited by LadyMistDragon
adding redundancy bits because icid is late

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Thanks for playing, everyone! This was a great turnout. While I'm sure we're all a little sad to see Adventure #50 end, we're still rolling onward with a regular ol' ER/iWA, as we will until the end of time:

 

 

While I appreciate everyone here who participated and racked up the big points, I gotta give a special shoutout to the one and only @brick, who played an astonishing 88 maps these past two weeks and has unsurprisingly rocketed up the rankings to a well-deserved place in the top 10. Well played, adventurer. Well played.

 

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