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  1. Hellcrap (2017) by Michael "Optimus" Kargas Play Settings Difficulty: Ultra-Violence, continuous Source Port: GZDoom Originally designed as the beginning of a megawad by frequent community contributor Optimus, these are a couple of blocky Inferno riffs with extremely tight ammo balancing. I wouldn't want a full 32 maps of this; rooms are a little too rectangular and combat is just straightforward and incidental. But the areas mostly look nice enough and as a two-map sampler I had a decent amount of enjoyment. Final thought: "Hellcrap" would be a perfectly fitting name for Doom's actual third episode. The Fall of Hell (2015) by Nambona890 Play Settings Difficulty: Ultra-Violence Source Port: GZDoom Setting a WAD after the death of the Final Boss is an interesting concept (just look at how Eviternity II starts to see a similar idea executed well) but there isn't much done with it here. This is a 22-monster map taking place in a single room - clear all the baddies, kill the cyberdemon, enjoy your victory text. Pretty fun for what it is! Water Works (2016) by mrthejoshmon Play Settings Difficulty: Ultra-Violence Source Port: GZDoom It's annoying that this WAD only says it's for "Final Doom" so for anyone reading this in the future: he meant Evilution specifically. In fact, Water Works makes pretty heavy use of the TNT-branded textures, which I find a little weird to do if you're not actually a member of TNT, but whatever. Leaving that aside, it's impressive to make a map that's both choked with hitscanners and feels ammo-starved but Water Works achieves it, mostly by denying you the SSG (maybe it's in a secret somewhere, idk.) Having 50+ shells, as I did towards the end of the map, doesn't mean much when all you have is the combat shotgun and there are a dozen revenants converging on your position at once. Mostly you're going to rely on the chaingun, which you never have enough for - by the end I was running past barons and pain elementals and barely made it to the exit. Phew! Maybe it's better balanced on lower difficulties. That aside, it looks really nice - you definitely get the "water" theme without the map having to lean on it too hard and TNTs aside the Evilution textures are definitely used well. White Light (2006) by James "Phobus" Cresswell Play Settings Difficulty: Ultra-Violence Source Port: GZDoom Oh hey, it's Phobus! Phobus is a name I was vaguely aware of but didn't pay much attention to until the ER/iWA, where he became one of my favorite mappers. Almost every time I've run into some work of his I've loved it. This, sadly, is not such a case. The map is simple: you run around a blindingly white map picking up keys. Each time you pick up a key, you have to kill an "aeon", a transparent circular custom monster with a high health pool and ear-splittingly high-pitched attacks. They're not fun to fight (particularly because you get no feedback when you shoot them) but they're pretty easy to dodge so it's not too hard until the map turns red and you have to do the final fight on a small pillar - fall off and you'll softlock yourself. It's at this point that I encourage you to avail yourself of our old friend iddqd to finish the level. It's not fun, but it's sort of an interesting idea and there's some clever scripting in here - if this kind of weird experimentation is the thing you need to use as practice in order to create masterpieces, then I suppose I'm for it. Defiled Waters (2019) by Carlos Lastra Play Settings Difficulty: Ultra-Violence Source Port: GZDoom Sorry if you're reading this, Carlos, but I didn't like this at all. A mazey switch hunt that uses the UDMF format but no UDMF features (as far as I can tell). Uses a recurring motif of water with bloody cracks in it that looks kind of cool the first time but just makes an already convoluted map that much more confusing - the two screenshots I took above are completely different areas on opposite sides of the map, believe it or not. As far as combat goes, we are once again deprived of the SSG through several fights with cacos, revs, an absolute flood of pinkies etc. and after the other maps I've played tonight I am just absolutely sick of peekaboo shooting with the combat shotgun.
  2. Happy Birthday Mike Reiner (2010) by 40oz Play Settings Difficulty: Ultra-Violence Source Port: Crispy Doom Extremely solid little vanilla techbase with indoor and outdoor areas that actually make interesting use of the brown textures. The MIDI doesn't loop correctly and the final fight is really easy to cheese but other than that, extremely solid. I have no idea who Mike Reiner is. Bronze (1996) by Kevin Waugh and Jake Wershler Play Settings Difficulty: Ultra-Violence Source Port: Crispy Doom Five rectangular brown rooms with four monsters apiece. Pointless, but I'm not gonna make too much fun of it because both authors were 11 in 1996. go to kill (1996) by Michael Krause Play Settings Difficulty: Ultra-Violence Source Port: Crispy Doom I was intrigued by the text file's promise of "excessive attention given to the appearance of the level" and sure enough, this has a lot of sectors for 1996. The attention to detail is undeniable but it's the duty of the reviewer to ask what that attention was put in service of, and in this case it's a super dark Quake-inspired colorless castle, extremely cramped and deeply annoying on UV (get ready to sit there and poke mancubi with the default shotgun for several minutes). I say "Quake-inspired" not only because of the architecture but because most of the monster sounds have been replaced with the sounds from Quake, so get ready to hear a lot of that awful congested zombie snorting. This has a lot of very positive reviews on /idgames so it clearly found its audience, but personally, I hated it. PRISON OF TERROR (1996) by Walter D. Sanz Play Settings Difficulty: Ultra-Violence Source Port: Crispy Doom Bad on its own terms as a series of huge, mostly grey rooms packed with utterly random assortments of monsters. I found a BFG and all the cells I could ever want in the second room and that was pretty much the end of the challenge, though the areas are so big that you can also just run past most monsters without engaging at all if you like. None of that matters, though, because the more important thing about PRISON OF TERROR is that it replaces every single sound effect and all the replacements are horrible and the variety of monsters in every room screaming at you is actually physically torturous. Some of them are "funny" (they mostly just seem to be a white guy doing an impression of a "black voice"), some of them are meant to be taken seriously like the ear-splitting plasma ray gun, a lot of them are oddly mechanical like the strange whirring noises pinkies now make constantly while running around, all of them are way too loud and I'm walking away with this from an actual headache. Avoid at all costs. As Roofi would say, "I stop here for today."
  3. Deviled (2018) by Mysterious Haruko (Misty) Play Settings Difficulty: Ultra-Violence Source Port: GZDoom Very nifty little GZDoom map that takes place in three major areas with different music. The first is a standard "techbase" shootout in what looks like an ancient temple, the second is a large outdoor area where it's very easy to cheese fights, the third is a boss battle with an extra-tough cyberdemon with two rocket arms. The Ancient-Aliens-y blue and purple palette looks nice, the music is good, and while the combat doesn't really have any ideas you haven't seen elsewhere it's fun enough to hold your interest. The GZDoom additions like doors that only open when you kill certain monsters are cute without getting in the way. Solid little gem. Alpha Map (2008) by Maarten Pinxten Play Settings Difficulty: Ultra-Violence Source Port: GZDoom This is a ZDoom map from 2008 but it feels more like a vanilla map from the 90s - it's dark, cramped, confusing, and poorly-balanced for UV. It even forces you to shotgun a hell knight with zero cover right after eating a blur sphere. I think of this sort of thing as basically the default flavor of the ER/iWA. I'll have forgotten it exists ten minutes after I hit send on this post. My Soul Trapped in a WIN98 PC (2015) by Lukasxd Play Settings Difficulty: Ultra-Violence Source Port: GZDoom Visually this is impeccable, and a great little nostalgia clip for anyone else who, like me, had their first Doom experiences with Doom95. You're trapped inside the representation of an old computer that appears to be rotting with demonic corruption as you go deeper and deeper into it - it's a consistently creative and exciting visual/narrative idea. But the heavy use of custom textures often left me very confused about where to go next (brick said the opposite, so this may well be a Me Problem.) Furthermore the combat is kind of a slog on UV - it takes way too long to fight an SSG and the mapmaker seems to have a crippling addiction to hell knights and lost souls, so you're going to watch the combat shotgun animation a lot. With some small improvements to combat and readability I'd be arguing for this deserving a lost Cacoward; as it is, it's still pretty neat and worth playing. Island (1995) by Sean Mathews Play Settings Difficulty: Ultra-Violence Source Port: Crispy Doom And bringing us crashing back to earth is "Island", an almost entirely brown, almost entirely FULLBRIGHT eyesore with an unconscionable 298 monsters and exactly zero SSGs. The gameplay appears to have been inspired by the worst parts of Doom II's "Downtown", even going so far as to include the same imp cubbyholes. The kind of map where halfway through you start thinking about things like the fact that we all only have one life, and the living well thereof. Did not finish. keys (1996) by Jonathan DeValentine Play Settings Difficulty: Ultra-Violence Source Port: Crispy Doom "Oh, I grabbed a Deathmatch map without noticing", I thought as I booted up "keys" and saw that it consisted entirely of huge, mostly empty rooms. Nope. That's just Jonathan DeValentine's artistic vision. By virtue of occasionally looking interesting and being more or less a straight line to the exit, this is better than Island, but that's all I can say for it. 10 monsters (2021) by Ilya "joe-ilya" Lazarev Play Settings Difficulty: Ultra-Violence, continuous Source Port: Crispy Doom A series of 15 vanilla maps (actually 14 maps and a "THE END") that all have, as the name implies, ten monsters. Most of the early maps are forgettably easy and small, but difficulty starts ramping up around the awful Dead Simple riff (where you have to lure all the mancubi into a crusher in a tiny room full of columns for them to constantly get stuck on and confused by). Of course the only way to really make a map with ten monsters difficult is to hammer the Arch-Vile button, and once joe-ilya starts doing that he's out of ideas, so the last few maps are just about getting good stun rolls with the SSG. An interesting mapping exercise but not much fun to play or look at. Conway's Game of Life (2022) by Piotr Wieczorek Play Settings Difficulty: Ultra-Violence Source Port: GZDoom A Boom-compatible implementation of Conway's Game of Life, which is some kind of cellular simulation that I skimmed the Wikipedia page for and don't really understand. You step on blocks and hit a switch and then the blocks start moving on their own to represent 0 and 1 inputs while a bunch of barrels and mancubi go crazy behind you. I'm not smart enough to tell you if it actually does what it's supposed to or not and it's not in any meaningful sense "Doom" but it's sorta interesting, I guess.
  4. Just wanted to confirm that it was absolutely not. I always enjoy reading our reviews of the same WADs because we bring very different perspectives to the same work. I have never played Equinox on HNTR and I assume your review is correct about the limitations there. I enjoyed reading it and was glad you enjoyed reading mine :)
  5. Equinox (2001) by B.P.R.D. Play Settings Source Port: Woof! Difficulty: Ultra-Violence, continuous One of my many personal failings is that I find it very easy to write about things I hate but very hard to write about things I love. But I'll try. As I've stated in past ER/iWAs, B.P.R.D. is one of my favorite mappers and this is probably my favorite of his WADs. It's the most accessible and "normal" of his works in many regards - it basically plays out like a regular megawad where you are indeed supposed to kill all (or most) of the monsters, get the secrets, and find the exit. Its "story" is clearly communicated in dozens of wonderful little moments - entering the Equinox research facility, blowing up the genetic experiments, traveling up to the mothership and ending the alien invasion. One of these special narrative beats that stuck out to me this time is how you find a dead cacodemon several rooms before you actually fight one. B.P.R.D. didn't have to bother building anticipation for a monster we've all seen, but Equinox is made as though Doom never existed, as though this was the original standalone game all these creatures came from. The WAD takes place over 13 maps and each and every one of them is a banger. After the jaw-dropping intro you find yourself in the teleporter hub, play a mini-adventure over 2-3 maps, come back to the hub and do the same thing, watching as everything gets more and more ruined each time. Combat is fun and in my opinion well-balanced, provided you play it as it was meant to be played. In the 90s/00s getting 100% kills wasn't a given and most people were playing continuously, and played in this fashion Equinox is tense and exciting, forcing you to decide which combats to take and which ones to run past (especially in the epic, terrifying final slaughtermap) but still letting you fight more often than not. It drives me nuts when people (mostly parroting a certain YouTuber) complain that the set is poorly balanced because the first maps give you too much ammo and the last ones give you too little - because yeah, you're supposed to carry that with you. Ultimately, though, the combat is not what has brought me back to Equinox so many times, even though I do find it quite fun. It's the experience. The powerful bass-boosted THUD of the new pistol and chaingun; the pounding, heroic music; the sense of dread of the later maps (particularly the incredible plasma-centric riff on Plutonia's "Hunted"); the wordless storytelling; that memorable, ever-collapsing hub; the sense of a 90s mapper trying to push against the technical and artistic limitations of the medium at the time. After this, B.P.R.D. started pushing more and more against the limits of what Doom is supposed to be, with more avant-garde work like Grove and Mucus Flow or goofy provocations like Nuts 2 and Boring Doom. I always feel a sense of artistic frustration in his work, though frustration with what I'm not quite sure. At any rate, this bizarre, beautiful adventure is the closest you're gonna get to regular Doom from one of our community's first true artists and you owe it to yourself to play it all the way through. Not with pistol starts, though.
  6. If you'd like to play some new Doom content with modern design sensibilities and classic-style graphics I have great news about the website you're on.
  7. Thanks for playing everybody! Here's the new thread: In what I believe to be an ER/iWA first, I managed to pull one of the same mapsets as the DWMegawad Club!
  8. (logo by @4MaTC)  ICID, what the hell is this now? Endless Random /idgames WAD Adventures is a small project of exploration, interaction, entertainment and reviews where we meet once every two weeks to select random WADs in search of hidden treasures, lost promises, or our worst nightmares! We use the /idgames archive’s special feature that lets us search for random files. Of course, sometimes the results are resources or unplayable stuff, so we focus on looking for WADs.   So, what do we do here? Play at least one random WAD in a two-week period of time. WADs are selected using the Random File feature on /idgames or from the list below. Post a review of whatever you play. Always provide the name of the WAD, the name of the author, and a link to the file. Play however you want, on any skill level, and with any source port, as long as you play the WAD as intended/in working shape. Be respectful. It's okay to criticize a map, but remember that many mappers read these review threads and behave accordingly. Also, please don't tag mappers into a negative review of their work.  What kind of WADs are we looking for? Any file on /idgames is fair game, but most of us choose to stick to singleplayer Doom or Heretic WADs that work in our sourceport(s) of choice. If you're worried about finding Terrywads or broken files, I also pull at least five random WADs for the event. Feel free to play them with me if you wish, or look for your own! The point of the event is to encourage you to explore this vast, random world. Recommendations for reviewing: Endless Random /idgames WAD Adventures of this event: Deviled Alpha Map My Soul Trapped in a WIN98 PC Island Equinox Join the Doom Master Wadazine community for more events like this! » https://discord.gg/Q2RKn4J And check the Doom wiki for the full list of past adventures.
  9. As long as you didn't cover it previously, it counts! Welcome to the Adventure :) Base Series (1998) by Kurt Kesler Play Settings Difficulty: Ultra-Violence Source Port: Woof! A true hidden gem and some of the best Doom I've played in a hot second - a tight, 350+ monster techbase with shockingly modern combat. Ammo and health are tight enough to matter but you always have what you need to proceed and there's a lot of really cool setpieces, like a pair of lifts that dispense arachnotrons just offset enough that you have a chance to kill one before the next spawns, but which will easily overwhelm you if left unchecked. The fact that your two primary weapons throughout are the SSG and rocket launcher gives everything a satisfying punch while also creating some tension as you have to stop and hide during reloads. Monsters are placed intelligently (rare to see a 90s map understand hitscanners this well) and there are even opportunities for infighting should you choose to seek them. Aesthetically, screenshots can't really do it justice. Yes there's only vanilla textures here and yes the whole thing's a bit dimly lit, but the atmosphere really carries things as you start in cramped, loud environments full of whirring machinery (lifts hidden behind textured pillars) but you occasionally get glimpses of the more open spaces and peace of quiet outside, motivating you to pushing past increasingly high-tier monsters to get there. Of course, once you do, it's full of even stronger enemies and even deadlier traps. Areas open up in interesting, often surprising ways but progression is still straightforward enough that I never got lost. Said atmosphere is definitely helped by the use of "Death's Bells", the best MIDI in any IWAD. Just a fun-as-fuck experience worth any Doomer's time. Morbid Doom! (1996) by Ryan Robinson Play Settings Difficulty: Ultra-Violence Source Port: Woof! Nice little DM map with some cute architecture (I particularly like the blood river) and simple gameplay: weapons are scattered around the small cube-shaped room, go get them. Hell 77 N°02 (2018) by Gillibert "Ramon_Demestre" Raymond Play Settings Difficulty: Ultra-Violence Source Port: Woof! Solid-enough limit-removing map that's a little opaque and a little too mean at times (like throwing you into a coverless room with an arch-vile) but mostly goes down smooth. Has too little ammo in the beginning and then way too much after you get the BFG in the second half and what feels like infinite cells for it. The aesthetics are a little overdetailed for my personal taste but that's subjective; they were clearly crafted with care and attention. The MIDI doesn't loop correctly. Fear Complex (version 1.0) (2003) by Edward "Orion" Wong Play Settings Difficulty: Ultra-Violence Source Port: Woof! Giant E1 tribute with a lot of the usual references: secret chainsaw, dark maze, high ledge over a goo pit etc. Fun at first but wears out its welcome quickly - I don't think Thy Flesh Consumed's limited monster and weapon set really lends itself to a 300+ monster magnum opus, and eventually Orion runs out of ideas except for throwing bigger and bigger numbers of shotgunners into your rockets. It doesn't help that since 2003 we've seen a lot of E1-inspired mapsets and a lot of them are better than this - ironically you could say this throwback is ahead of its time.
  10. Didja miss me? :) Fellowzdoomer's 1 Hour Map (2014) by Fellowzdoomer Play Settings Difficulty: Ultra-Violence Source Port: Woof! Extremely unsurprising that this was only made in an hour (technically 90 minutes according to the text file.) You walk down a hallway, grab a blue key, note the pinky who spawns stuck in a wall, run back and exit, unless the RNG of arch-vile movement blocks your path. Your only weapon is the shotgun but you don't even really need that. As I've said in the past: this kind of map is a great way to practice your mapping skills, but there's absolutely no reason to upload it to /idgames. Minos (2017) by Kloki38 Play Settings Difficulty: Ultra-Violence Source Port: Woof! A gigantic, 400-monster patience tester with a lot of great ideas that don't really cohere. I like, for example, that the player starts with the base shotgun and the plasma gun - this means that the map can start you off in the usual corridors of zombies and imps but also throw the occasional surprise arch-vile at you that forces you to switch to plasma. Unfortunately ammo is so sparse and the rooms are so big that, like brick, I mostly found myself running past enemies on the gigantic, endless switch hunt that makes up most of the gameplay here. Aesthetically, again, I'd say good ideas with imperfect execution. I love the look of some of the rooms - particularly in the high-tech server area whose entrance is shown in my second screenshot - but most of them are SO big and SO detailed that they actually start to look like nothing notable. Just a mass of sprites. Kloki's done better work elsewhere (I will continue to sing the praises of Czechbox at any opportunity) and even this is certainly nothing to be ashamed of but unfortunately it's more of a slog than a true magnum opus. shrek vs doomguy: a battle of ogre proportions (2013) by chesse20 Play Settings Difficulty: Ultra-Violence Source Port: GZDoom When I saw this come up while picking the files for this adventure I let out a loud sigh. From the title alone I knew exactly what it was gonna be and sure enough, it's that: a dumb two-room boss battle against a really half-assedly cropped jpeg of shrek that's basically unkillable. 2013 was, of course, the year of the "Shrek Is Love, Shrek Is Life" meme and given how the Doom community works it was pretty much inevitable that this would exist, and equally inevitable that it would be a complete waste of everyone's time. The one notable thing here is the room full of fly monsters that are weirdly hard to kill and have a really creepy sound effect, it's actually a little freaky when they swarm and chip-damage you to death. Stomping Grounds (2009) by Morpheus Play Settings Difficulty: Ultra-Violence Source Port: Woof! Sorry fellas, I accidentally let a really good map into the pool this time - won't happen again, I assure you. Stomping Grounds is a short but sweet map from the great Morpheus with a kickass midi, an early SSG and a strong emphasis on kicking ass. There's a couple clever setpieces like the blue key trap and the final arch-vile who you are forced to spawn far enough away from you that he can do a lot of respawning, and the rest is just solid meat-and-potatoes mapping that's a little visually and experientially reminiscent of Alien Vendetta, which I mean as high praise. Diamond1 (1995) by Steven Mrozinski Play Settings Difficulty: Ultra-Violence Source Port: Woof! The description of this only says "My first wad but I worked hard and playtested it for hours." You know what, Steven? It was worth it. This is a pretty solid deathmatch map with some cool visuals and interesting hiding areas (I particularly like the giant crate that's actually a door the player can hide inside of.) The teleporter puzzle that unlocks the BFG seems pretty annoying but I get what you were going for. The Corruption of Substation Alpha (1995) by Bill J. McClendon Play Settings Difficulty: Ultra-Violence Source Port: Woof! A surprisingly nasty map for '95 that takes great joy in locking you in small spaces with high-tier monsters - but it is beatable with proper routing. Once you've died enough times to figure out which of the four starting areas gives you an SSG and which of the four gives you a chaingun, you can begin puzzling out the rest of the map to a satisfying conclusion. From what I read in the /idgames reviews non-UV difficulties are implemented and quite a bit easier - there's also supposedly some HOMs but I didn't see 'em. Solid enough.
  11. Thanks for playing, everyone! We've had our first movement in the top 10 for quite some time: brick has finally succeeded in surpassing me as #5! (For now...) Here is the new thread for your edification and delight:
  12. (logo by @4MaTC)  ICID, what the hell is this now? Endless Random /idgames WAD Adventures is a small project of exploration, interaction, entertainment and reviews where we meet once every two weeks to select random WADs in search of hidden treasures, lost promises, or our worst nightmares! We use the /idgames archive’s special feature that lets us search for random files. Of course, sometimes the results are resources or unplayable stuff, so we focus on looking for WADs.   So, what do we do here? Play at least one random WAD in a two-week period of time. WADs are selected using the Random File feature on /idgames or from the list below. Post a review of whatever you play. Always provide the name of the WAD, the name of the author, and a link to the file. Play however you want, on any skill level, and with any source port, as long as you play the WAD as intended/in working shape. Be respectful. It's okay to criticize a map, but remember that many mappers read these review threads and behave accordingly. Also, please don't tag mappers into a negative review of their work.  What kind of WADs are we looking for? Any file on /idgames is fair game, but most of us choose to stick to singleplayer Doom or Heretic WADs that work in our sourceport(s) of choice. If you're worried about finding Terrywads or broken files, I also pull at least five random WADs for the event. Feel free to play them with me if you wish, or look for your own! The point of the event is to encourage you to explore this vast, random world. Recommendations for reviewing: Endless Random /idgames WAD Adventures of this event: Fellowzdoomer's 1 Hour Map Minos Shrek vs Doomguy: A Battle of Ogre Proportions Stomping Grounds Community Chest 4 Join the Doom Master Wadazine community for more events like this! » https://discord.gg/Q2RKn4J And check the Doom wiki for the full list of past adventures.
  13. Callisto Anomaly (2006) by Vince Russett Play Settings Difficulty: Ultra-Violence, pistol starts Source Port: PRBoom+ via Delta Touch, complevel 3 Looking at screenshots of Callisto Anomaly - particularly the impressive recreation of a section of the Roman Baths in E1M2 - you might think of Vince Russett as someone with a passion for architecture and history. That might be true, but playing this WAD will show you that his true love is tiny, dark corridors. Slog through those and your reward, as brick described in greater detail, is progression so perplexing I bailed on most levels about 2/3rds of the way through the monster count - that's about the part when even the frustrating combat dried up in favor of a switch and door hunt where switches and doors can be literally any texture in the game, to lower invisible walls that don't show up on the automap. It really is a beautiful-looking mapset that does a lot with simple vanilla textures but as I've said in the past, beauty in Doom is usually secondary to fun.
  14. Misson: BADV (1994) by AggroBen79 and BADV Remaster (2021) by Roebloz Play Settings Difficulty: Ultra-Violence, continuous Source Port: dsda-doom, complevel 3 Contained in a single /idgames upload is a set of four maps by AggroBen79 that were seemingly never released to the public and a one-map remake that combines all four by his son, the uploader. Constant readers will know I love a WAD with a story behind it and this one's awful sweet. What I genuinely like about both sets of maps is that they're charmingly amateurish in different ways. The original is your typical "baby's first maps" type thing with simple, square rooms and trivial combat - they can all be beaten in under three minutes. MAP03 is one room with an instantly-accessible exit and MAP04 is just text that says "MERCI HEROS". The remake, on the other hand, tries to make up for the original's simplicity by over-detailing nearly every area to within an inch of its life while still keeping more or less the same gameplay - it feels very 2000s despite coming out in the '20s. Neither is a truly great WAD but they're short and cute and I enjoyed visiting with Roebloz and his father. JAX04 (1996) by Glenn Jackson Play Settings Difficulty: Ultra-Violence, continuous Source Port: dsda-doom, complevel 2 I have a bad day at work and I come home, play Doom, drink a little too much and pass out at 21:00. Jax had a bad day at work and he came home, fired up Doom in the editor, and invented the slaughtermap. Sure, it's not nearly hard as the rambling text file suggests (though I made it a little more challenging by running into each new room as soon as it became available instead of clearing each one methodically) but it looks nice enough, the scope of the rooms is at times impressive, and there's a good deal of fun to be had holding down M1 and blasting away. Cliffs (1995) by Gregory Korzuchin Play Settings Difficulty: Ultra-Violence, continuous Source Port: dsda-doom, complevel 2 An obvious riff on The Chasm, not only because it contains those nasty little platforms we all love to hate, but because of its emphasis on exploration and goofy, overpowered secrets. I actually quite like the Chasm but didn't care as much for this - the actual path to the exit is quite linear and the final areas are frustratingly choked with high-tier monsters before ending with a typically annoying Icon of Sin battle. No thank you.
  15. Green Inferno (2017) by ArconyX Play Settings Difficulty: Ultra-Violence Source Port: Prboom+ via Delta Touch, complevel 9 Could have sworn I played this for a previous ER/iWA but I searched high and low and can find no evidence of doing so, so I guess E4 riffs just all look the same. This one is specifically inspired by the notoriously ammo-starved E4M1, but it's much better than that map - a little more generous with ammo, a little more clever about monster usage, and much, much better-looking.
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