Tumgik
endlessdoom · 2 years
Photo
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
SCREENSHOT SHOWCASE Resurgence
MAP16: Close Quarters
MAP17: Underground Barrage
MAP18: Excavation Project
34 notes · View notes
endlessdoom · 3 years
Photo
Tumblr media
Deadly Standards 
By various authors
E1 Replacement for Ultimate Doom
2018
https://www.doomworld.com/idgames/levels/doom/Ports/s-u/standard
Tumblr media
E1M1 - No Crates On Phobos by Liberation
The first map in this set is an intricate and stylish tech-base that successfully combines indoors with outdoors, giving excellent progression and offering tight, fast-paced combat with good progression thanks to perceptible and balanced enemy management as well as item positioning. A solid tech-base map that works as a perfect introduction. 4/5
Tumblr media
E1M2 - Janus Complex by Capellan
A solid sequel expands in difficulty and layout but always remains stable, giving the player a good medium-length map with light challenge. 3/5
Tumblr media
E1M3 - Main Reckon Facility by riderr3
What would be a fantastic map with realistic structures and good gameplay, is marred by a cryptic progression and a poorly understood sense of progress, with almost no clues as to what to do at the end. The rest of the factors at least hold up, offering excellent visuals and fun encounters, as long as you know which way to go. 2/5
Tumblr media
E1M4 - Research Station by The_SloVinator
Simple and attractive. Its style is quite reminiscent of the classic E1, with excellent use of lights and combat based on teleporter traps that give it a nice change of style. 3/5
Tumblr media
E1M5 - Third Moon Lab by CarpetolA
More tech-base! We have a simplistic map with more darker visuals and a good use of lights that work together to create a more tight and spooky ambience. 3/5
Tumblr media
E1M6 - The Inner Port by mrthejoshmon
A short-bite-sized level with more height and lots of silver. Pretty simple and pleasing to the eye. 3/5
Tumblr media
E1M7 - Eden Log by Angry Saint
Not a bad map at all. A large techbase that consist of lots of open-areas and fights that range from your typical corridor standoff to some more open and bloody battles. 3/5
Tumblr media
E1M8 - Obliterate Anomalies by Spectre01
The last map swallows you whole into a gigantic arena of pure madness. What is otherwise and impressive-looking map, gets shaken by a very loose progression system and over-detail, to the point that I thanks my perfomance. Also doesn’t help that the first keys are pretty much hidden away. I’m sorry, but I just dislike this type of maps. 2/5
Tumblr media
E1M9 - To the surface by riderr3
Simple, compact yet very fun thanks to a more simplistic layout that offers continous playtime and lots of fun little encounters that slowly scale in difficulty and change behavior. Pretty nice. 3/5
Tumblr media
End.
Overall:
» A replacement episode for the original Doom, with a design as pleasing as a solid gampleya that evokes fantastic feelings of classic years of yesteryear. 9 maps in total and each of them a solid effort worth playing for any reason.Visually it's a fascinating work of art that is a welcome veneration of the tech-base genre; the maps are visually sweet to look at thanks to an excellent use of classic textures and a compact design that creates an atmosphere that allows you to more closely appreciate the details and design, as well as the comprehensible layout (on most maps) and the variety of synergistically connected rooms on each map. With little divergence from a general style, each author has decided to use small differences in design to give them an identity that fits the general rule of E1. The bases are sometimes compact, closed with a multitude of computers and darkness; other times they are open, large, with plenty of outdoors areas and a multitude of secrets, and of course, the ending is, this time, a little more complicated than the classic anomaly of always, closing the set in a different tone.Deadly Standards, despite the name, is not as deadly as we might expect. The fact that it's an episode for the first Doom means we'll have fewer enemies than before, but the lack of variety is rewarded with good enemy management and careful positioning designed to offer a solid challenge without going too far. A zombie-fest, you'll encounter hordes and hordes of these enemies, which are entertaining to kill, admittedly. On the other hand, if that bores you, the final map will throw you for a loop by giving you one last surprise. Personally I hated it, but more than one person will like it.You can't ask for more or less. This WAD manages to create the perfect balance between warmth and number. The 9 maps are solid, some may be more cryptic to explore than others, but each one offers something new without being too different from the rest, creating a good sense of cohesion that sticks and is enjoyable.
6 notes · View notes
endlessdoom · 3 years
Photo
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Plutonia: Revisited Community Project 
By various authors
32 map megawad
2011
https://doomwiki.org/wiki/Plutonia:_Revisited_Community_Project
Plutonia: Revisited Community Project (2011)
By various authors
 Remember Plutonia? It was a nice megawad released together with Final Doom in 1996. A small thing, nothing more, not that it was a revolutionary example of the violent transition of difficulty and synergy between maps and enemies. Or that it created probably the best IWAD ever and one of the few mapsets of the 90s that still maintain a stable glory more than two decades later. Of course, it's only 32 maps made in less than a couple of months by two brothers. Nothing more, nothing less.
 Leaving aside the sad attempt at sarcastic comments by my pretentious ass, Plutonia: Revisited Community Project is a megawad inspired, clearly, by the classic Plutonia Experiment. As the name suggests, the project revisits the classic early Plutonia maps and gives them a new name, a new geometry and new massacres to enjoy. While not following a totally strict set of rules stating that each map must be an exact re-interpretation of the originals, PRCP does its own thing but always following a clear path of inspiration; the classic Caribbean jungle textures, the floating bridges and of course, an absurd amount of Chaingunners and Revenants. A combination as classic as it is fatal. After a few years, you can expect to see maps that feel so fresh they make you want to put them in frescos, but at the same time they also bring with it a classic Casali-inspired design that provokes you to move quickly through huge violent battlefields among vines and wastes.
 And, as you would expect, it can be quite tough. Just like the classic Plutonia, PRCP has some teeth and it’s going to be more than willing to bite you hard if you stumble blindly into it expecting it to be another WAD. While not fully slaughter-ish, it has a fair share of giant maps with over 300 demons, most of them scattered in tight groups more than willing to give you a fisting, boy. Just as before, the combat is quite contentious and you will need patience and good skills to be able to survive in this UV world. Turn the difficulty down a bit and you still have a megawad that offers entertaining and solid challenges around its full length. And oh boy, this is a big one. 32 maps of pure carnage that will take you by surprise more than once. Expect, easily, a minimum of 4 hours of playtime as you throw yourself into this beast. Expect to get UV Max? Double it. But one thing's for sure, if you're a Plutonia fan or just looking for a challenging but stable megawad on its own terms, you'll find it here and more.
 While some maps seem to expand just for the benefit of being bigger, the problem sometimes lies in certain confusion and distress factors that can generate tremendous sizes without a real sense of progress. Some maps are painfully confusing while others are painfully short, which creates some discordance in terms of the average length of each map, however, it is a minor problem that really depends on the player's patience. That said, if you like non-linear maps, there are a good handful of those here.
 Plutonia: Revisited Community Project is a fascinating example of a megawad inspired by a classic done right. It doesn't copy directly from the original and doesn't reference it to death, but it takes the original theme and gives it a modern upgrade that includes an expansion of limits while also delivering more brutal challenges. While the overall project can be broken down map by map, it is the whole conceptual idea that makes PRCP a success, as it seeks to bring Plutonia back to a new point of view in a new life. And it succeeds.
4 notes · View notes
endlessdoom · 3 years
Photo
Tumblr media Tumblr media
Mayan Temple 
By Paul Turnbull
1 map for E1M1
1994
https://www.doomworld.com/files/file/1134-mayan-temple/
Mayan Temple feels like one of those 1994 classics that remain in our memories as an exemplar of a good concept that is, technically, poorly executed, either due to a limit of tools and creativity, but at least you can say that the presentation here is that of a clear, fantastic idea that personally appeals to me.
As the name indicates, what we have here is a map that tries to recreate, in a somewhat arbritrary way, a Mayan architecture or at least visuals that give some idea of Mesoamerican culture. While it fails miserably in the architectural/geometric aspect, the map still possesses a certain charisma thanks to its simplicity and directness. We start on what appears to be a ball field (ancient Mayan game) with a few secret paths on either side of the map. The architecture is quite simple, even if the ''pyramids'' are not surprising, I think their very design is so cute that I can't help but smile. Considering it's 1994, I've seen worse examples out there.
Perhaps most surprising is the use of photorealistic textures, something that would be popularized by Trinity College. In fact, between Trinity and Mayan Temple there is only 4 months difference.
While its design is somewhat simple at first glance, it is creative and entertaining enough to offer about 10 minutes of clear nostalgic fun. The layout is simple, uncomplicated and follows a clear line of combat that gives us some sweet surprises for each encounter. From the awakening in the structure to the final fight in the middle of the field. It's fun, solid for what it is and something really worth trying just for its appealing concept.
6 notes · View notes
endlessdoom · 3 years
Photo
Tumblr media Tumblr media
Line in the Sand
3 maps by various authors.
2021
https://www.doomworld.com/forum/topic/115829-line-in-the-sand-team-mapping-challenge-beta-1-out-now/
Tumblr media
MAP01: Rejecting Dignity, Evicting Royalty by Worm318 and Weirdsandwich
A beast, a magnifcent beast! This gigantic map starts with the classic exploration system that reveals little by little the real magnitude of the map. I have to mention first that the creative premise of this WAD is that each map was made by two authors, each having a respective part of the map for their own pleasure and should not cross over to the other side of the other author's map, hence Line in the Sand. While it is a bit difficult to find the true distinctions of each author if you don't know much about each author's repertoire (and also if they are so good that they are able to create a unified and well planned map) each map section can feel the true major effort that went into it. In this case we have one that encourages exploration, combat in enclosed areas and gives us a fantastic feeling of fantasy or medieval exploration thanks to a great MIDI accompaniment. While the length of the map easily exceeds 25 minutes, or more, depending on your play style, at no point did I ever feel truly lost or disoriented. There are a multitude of paths but each one is interconnected in such a way that we end up exploring something new and always arrive at the destination we are meant to reach. With only two keys needed to reach the exit, the flow of the map is quite enviable and fantastic, creating an excellent sense of progress that does not stop and remains stable, as well as a good gameplay that is pleasantly graded. A great map from start to finish. 4/5
Tumblr media
MAP02: Reawakening into Samsara by ViolentBeetle and Pegleg
The second and penultimate map. Less large than the previous one but with a similar quality that borders from shoulder to shoulder. With a more drastic style that changes from room to room, the map starts off with a bang by throwing us into a small arena with Cacodemons and Archies ready to do a good job of us. After this introduction the map opens up and we are welcomed into a cool acid and platforming section, full of enemies and plenty of opportunities to approach and fight. The map evolves in this way, following a simple but attractive scheme of new room " new combat " new reward " repeat. This formula creates a great map that does not feel the same at any time, offering a great variation both visually and in gameplay in every minute that we go playing, creating a great atmosphere of fighting in which we feel as if we were really fighting in a hellish fortress. Add to that one of the best MIDIs I've ever heard and we have a map of orgasmic proportions. Complex in terms of its visual appeal but with an understandable layout that encourages you to play it without stopping for a single second. Fantastic to the hundred and a real gem to enjoy if you like those maps of unstoppable action. 5/5
Tumblr media
MAP03: Chaotic Plateau by 4MaTC and Surreily
As a kind of error in the matrix, we have a map that combines two visual styles under a graphic progression system where small patches and fragmentations of the map show a combination of the different themes. Like two dimensions fighting to dominate each other, all in a modest and simple way that sets its priority under vanilla. On the one hand, it is also a challenging map with a multitude of paths and surprises that make navigation quite complex, reaching points where we will probably run into a wall and not know where to go. A pity, taking into account that the map is incredible from an aesthetic point of view, proudly showing a giant and extensive architecture that combines different modes under a clear division thanks to the ''line in the sand''. With a progressive but challenging gameplay, you can expect a few minutes playing this solid beast. 3/5
Tumblr media
End.
Overall:
» Maps created by multiple authors is not a new thing to the community. It has probably been done since the beginning, like the Doom 2 maps made by Tom Hall and then finalized/tweaked by Romero or Petersen. A practice that back then was born out of pure necessity to get a deadline or simply because the situation required it. On the other hand, this method of working is one that can also result in a combination of different styles working in synergy to deliver a monument to cooperation and extravagance. Introducing Line in the Sand, a compilation of 3 maps made by a total of 6 authors, each working in pairs for each map, so each map is made by no less than 2 authors. The main concept of this WAD is that the maps are not only worked in cooperation, but also have a certain distinctive feature: The maps are ''divided'' by a line, hence, Line in the Sand, and no author should leave his line or retouch the other section. The result? An interesting amalgamation of concepts and visuals that works successfully to deliver something different and entertaining. From the beginning we will realize that despite being only 3 maps, each map is a beast on its own terms. These are huge maps that will undoubtedly take you more than 20 minutes to complete, or up to 30 or more if your game mode is that of the patient and explorer. Each map makes incredible use of stock textures to create a design that is appealing to the eye and nostalgic to the heart, designed with great care and attention to detail. Huge fortresses that expand to the limit of drawing or gigantic hellish caves full of labyrinthine paths and demonic hordes. You have it all. Each map feels like a fantastic adventure; a journey through the vanilla world where we are presented with a set of fantastic art designs that work fantastically well with each mapper's style. Thanks to the simple but interesting rule of drawing a line that divides the maps in half, each author has enough freedom to expand the map to their liking or, if they wish, create a cohesive style that works side by side. This trifecta of maps shows you that under good hands, great things can be created if you set the boundaries well and follow a clear idea. But of course, as is to be expected from massive maps, we can also expect massive combat. All maps have more than 300 enemies in UV, some reaching twice that. However, contrary to what you might think, this is not slaughter, but a precise form of gameplay where combat is based on a progressive flow of more difficult encounters per turn. Some may throw you into direct combat from the start, but the massive map design will also give you more than enough opportunity to take different approaches to the encounter. Die, revive, repeat, die. Sure, I don't think you die a lot (at least I didn't die more than 5 times in one map) but the idea of it is that even if you die many times, you always have a plan B, C or D for your next attack. Many strategies are open thanks to the set of decisions in the design. Sometimes you can take a different route or completely ignore a certain encounter. As I said earlier, the maps feel like a journey through a battlefield, as you decide where to go and where to fight. Line in the Sand is a project with enormous potential. While it's sad that the rest of the maps have not been finished, this trio of maps does more than enough to make up for it with their fantastic design and fun gameplay. Just to say that it personally took me over 1 hour to finish all 3 maps, I can tell you that I am more than satisfied with the result. Of course, big also means that if your navigation skills are not very good, you might get lost, but that's the important thing about these maps being so open and promoting exploration: getting lost is part of the fun. In conclusion, a great explosive project.
8 notes · View notes
endlessdoom · 3 years
Photo
Tumblr media
Abyssal Speedmapping Session #10
By various authors led by Obsidian
10 maps
2014
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/abyspe10
Tumblr media
MAP01: Dirge of the Blighted Ovum by Obsidian
The introduction to this new project throws us into a small, compact map that seems reminiscent of fireblu but in a more attractive way. The glitched visuals and the use of two-color textures remind me of Tron, creating an interesting environment that matches the square box architecture. With only a handful of monsters, the action unfolds quickly in effective single combat that works to keep us on our toes. With no secrets or further exploration, this map works effectively without needing to be extremely complex or bombastic. A solid example of a good introduction. 3/5
Tumblr media
MAP02: Tyson Fun! by Darsycho
As short as the previous one but with a simpler style and more adaptable to the eyes. This is a classic map in terms of structure and design, without major revolutions or anything special to offer. The title indicates that it is designed for Tyson, but if we bring the shotgun from the previous map it is slightly faster, although doing it in Tyson is balanced enough to offer a good minute of fun. The combat is simple and the layout understandable, go left and then right and that's it, you have completed it. It's not bad, but it's not great either, it's just average. 3/5
Tumblr media
MAP03: Jimmy Has An Essay Due Tomorrow But Instead He's Speedmapping With These Assholes by Jimmy
Jimmy is considered a master of the art of speedmapping, and here we can see that even in his early days he was able to handle the concept in a theatrical and fantastic way. This is a medium sized map with a more practical and classic design that shows us an interesting facet of the project. With simple but attractive visuals and a decent queue of enemies, the map follows half-traditional routes that create an environment quite attractive and entertaining to play, as well as slightly challenging at times. While my enjoyment was being quite high due to the map's great length, it is interrupted with a stupid exit at the end of the map that I still don't understand exactly how to overcome. A dozen Archies on top of you and I don't know what the fuck to do. Mind you, this is a common thing in A.S.S. so, anyway, how's that? 3/5
Tumblr media
MAP04: Nazi Tittyflake Tornadoes by Unholypimpin
Such an extravagant title brings with it a map that is relatively simple. This map has an air of shovelware shit, and for some reason that gives me a charismatic charm that makes me feel graceful. It's a simple, straightforward map with no major problems or bugs. On the outside it looks pretty simple but as we go deeper we find some pretty hellish and rusty textures that remind me of Silent Hill, as well as a bunch of blue Nazi sergeants ready to attack us and a few more surprises involving Cyberdemons and a few little spiders. Not bad, very enjoyable and for some reason I can't get out of my head that feeling that I just played a hidden gem of shovelware from the 90s. That's good in my book! 3/5
Tumblr media
MAP05: Cookies 'n Wine by ClonedPickle
Fairly square and open in the beginning, presenting a simple layout with bland combat without much complication. The map then changes to cave-like interiors and launches us into an adventure of hunting spectres and so on. It ends with an obligatory death-exit, in my opinion, and that's it. Nothing more, nothing less. This is a fairly simple map that is not complicated at all and follows a somewhat boring system at times. With quite simple visuals and without much work, it is probably one of the most mediocre of the WAD. 2/5
Tumblr media
MAP06: Spatterblue 2: Mosh Galosh by Alfonzo
It is hard to believe that this map is a speedmap, but the truth is that it contains certain features that give it that air, but above all, it overcomes the restrictions and works perfectly well under its limits. The blue visual theme and the compact but excellent way of creating a well designed circuit layout make this a very enjoyable and challenging map under its own justifiable terms. It is fast, intense and has a good flow with no bugs or major problems. Even the little secrets feel like they blend perfectly under the established system. It may be quite small, but it's so much fun that it's among my favorites of this session. Pretty cool and done as it should be. Speedmapping done right! 4/5
Tumblr media
MAP07: Industrial Butt Scream by Rottking
If you like Quake, this map will give you a good game. Quite brown, enclosed and with an industrial feel. Designed with a system based on a block layout, the map is simple in its flow but has enough touches to make it entertaining, attractive and fun in gameplay and action. Without major complications and with a basic closed layout. Not bad at all! 3/5
Tumblr media
MAP08: Alfonzo and Gary Oldman Visit The Museum of Social Decay! by Tarnsman
Oh oh, I hope you like fireblu and pain. This map has a style that reminds me of the first one, but it opens its limits and shows us a more bloody and intense frontier. Plenty of chaingunners serve as the main appetizer, but things get even fatter when we're thrown into an insane room with dozens of archies and a Cyberdemon for company. With a super simple and compact layout, the real juice of this map is centered on its atrocious yet cool gameplay. A bit bland visually at times but interesting and engaging. 3/5
Tumblr media
MAP09: Avoid by General Rainbow Bacon
More blue and red but in a style that reminds me of a dungeon. This dark map establishes an eerie atmosphere thanks to the silence and anticipation, but ends up being a traditional map with a few explosive surprises near the end. Simple, without much to offer and quite short. Not bad, not good. Decent. 3/5
Tumblr media
MAP10: Half-Assed Fun! by Darsycho
The title gives us an idea of the type of map it is. Half finished, half fucked up, but decent by its own standards. Dark and full of Spectres, the real fun of the map lies in the BFG spamming and the pile of monsters we have to kill. Difficulty is almost nil, aside from the first room that features some fun combat, after that it's just point-and-click or fire-and-forget. I guess it's entertaining enough under ASS's own characteristics to say it does a good enough job. But it's meh in my opinion. 2/5
Tumblr media
End.
Overall:
» Ah, speedmapping. We all love it, we all hate it. An art as old as the history of WADs itself, and one that has proven to bring with it both the worst mappers in history and the best. It's a difficult technique to acquire, but one that with time and practice can yield fantastic results. The very idea of limiting ourselves to a certain set time can be detrimental at worst, but at best, when we give the tools to an artist looking for a challenge, masterful work can result. Here we have a group of illustrious intellectuals who have come together to form a cooperation that is as unique as it is discordant. One where love and hate mix to enjoy one single thing: creating maps. Abyssal Speedmapping Sessions is all about speed, asses and Alfonzo. So, let's dive into this hole and see how deep it goes. After a somewhat long break from the first sessions, I suddenly had the urge to return to this iconic series that from time to time hides more than a few gems, or a total disaster. Luckily, session #10 seems to be a good balance between shitposting and good map design. Very entertaining maps, indeed! Mappers had the option to choose 3 textures from: Erratic Texture Pack 1, DrDoctor Texture Pack and Marcaek's Super Special FIREBLU Ensemble! So most of the maps are quite simple to look at but contain enough touches to establish a good visual rhythm. Considering there are no stock textures, that alone gives it some appeal. Especially striking are the fireblu textures, which create a rather techy atmosphere that reminds me of the original Tron movie. A certain visual touch, from a couple of colors that manage to create enough depth to establish a sense of place. Not all maps are entirely blue with red, and there are a few surprises that turn the color around and bring attractive designs. Quake-inspired maps and some that look like sapphires to boot. Undoubtedly, even if most of the maps have a rather simple and plain layout, no map is truly ugly and some even stand out for having a solid visual quality. The sessions stand out for being crazy gameplay as well. It's often hard to balance something if you have a time limit, especially if it's only two hours, but the guys here know what they're doing... mostly. Most of the maps throw you right into the action, trying to create a tactical feeling that tells you how to move and at the same time how to fight. The maps aren't fucking difficult but maintain a solid and balanced challenge that welcomes all types of players, in my opinion. While certain combat can feel a bit simple at times, overall, each map brings something different to the table and creates a nice variety of treats to try.
4 notes · View notes
endlessdoom · 3 years
Photo
Tumblr media Tumblr media Tumblr media
Doom 2 in Spain Only
32 maps megawad.
By various authors.
2021
https://www.doomworld.com/forum/topic/120623-megawad-doom-2-in-spain-only-rc-final/
Tumblr media
01 - Entrada by El Pedersen
Olé! A solid little introduction that exudes a lovely 90s aura. Sweet, short and with comprehensive and satisfying secrets, as well as well-established combat with a good difficulty curve. 3/5
Tumblr media
02 - Salas de Debajo by El Pedersen
Rustic and simple, but effective and well designed to offer a classic experience without effective problems. Small map that will make us enjoy well. 3/5
Tumblr media
03 - Las Vias del Tren by South American McGee
A thematic change that reminds me slightly of the old west. This is a small map that expands the complexity a bit more and gives us a quite entertaining layout with a balanced gameplay that grows little by little. 3/5
Tumblr media
04 - El Foco by Sal Verde
A kind of level designed around drains. The Focus is a classic tribute to Doom 2 maps that like to use dirty water. 3/5
Tumblr media
05 - Los Tuneles de Residuos by South American McGee
As a direct continuation of the previous map, but this time it opens up a more expansive design and delivers a little more variety in terms of combat, expanding the average duration by a few minutes. 3/5
Tumblr media
06 - La Trituradora by South American McGee
South American McGee is among my favorite developed Doom, and this map is a good example of it. Fast, intense and in constant movement. The action never ends and the flow is incredible. Totally fun, that added to the fantastic MIDI makes me want to shout olé! 4/5
Tumblr media
07 - Facil de Muertos by El Pedersen
Abstract and with a complex path system but never breaks flow. It is one of those maps that despite having some complexity / depth, follow a route so clear that the combat never stops and the fun is always a great luxury to enjoy. With intense combat based on traps, the gameplay is as dynamic as it is fascinating. Totally fun and admirable. The Pedersen knows! 4/5
Tumblr media
08 - Trucos y Trampas by Sal Verde
Not so many traps and tricks, but a lot of acid and a few surprises here and there. A simple level that can be a bit confusing at times when you get to the last key, but it stays solid and presents a good balance. 3/5
Tumblr media
09 - El Pozo by El Pedersen
Deep and with a few surprises. The well increases the difficulty a bit by giving us some more tactical challenges that will require prior preparation, at least slightly. It is a short map, simple but with an entertaining flow although a bit bland to see. 3/5
Tumblr media
10 - Base de Reabastecimiento by Juan Romero
3/5
Tumblr media
11 - Circulo de la Muerte by El Pedersen
3/5
Tumblr media
12 - La Fabrica by Juan Romero
3/5
Tumblr media
13 - Centro de la Ciudad by Juan Romero
3/5
Tumblr media
14 - Los Antros Mas Intimos by South American McGee
3/5
Tumblr media
15 - Zona de la Industria by El Pedersen
4/5
Tumblr media
16 - Afueras by South American McGee
4/5
Tumblr media
17 - Viviendas by Drug Shuttle
3/5
Tumblr media
18 - La Corte de Yardas by Drug Shuttle
3/5
Tumblr media
19 - La Ciudadela by El Pedersen
3/5
Tumblr media
20 - Te Tengo Ahora! by South American McGee
4/5
Tumblr media
21 - Estado Trascendente by El Pedersen
3/5
Tumblr media
22 - Las Catacumbas by South American McGee
4/5
Tumblr media
23 - Barriles de Diversion by El Pedersen
3/5
Tumblr media
24 - El Abismo by El Pedersen
2/5
Tumblr media
25 - Cataratas de Sangre by El Pedersen
3/5
Tumblr media
26 - Las Minas Abandonadas by Juan Romero
3/5
Tumblr media
27 - Monstruo Condominio by Drug Shuttle
2/5
Tumblr media
28 - El Mundo de los Espiritus by Tomas Pasillo
3/5
Tumblr media
29 - El Extremo Vivo by Juan Romero
3/5
Tumblr media
30 - Logotipo Malvado by El Pedersen
4/5
Tumblr media
31 - Zona Secreta by Drug Shuttle
2/5
Tumblr media
32 - Hotel California by Sal Verde
4/5
Tumblr media
End.
Overall:
» Welcome, to an imaginary world where Doom is not a release made by a bunch of American nerds, but was actually released by a bunch of Spanish programmers! Delivering us one of the best cult games in history, highly inspired by the geography of Spain and carrying with it a cultural value as epic as it is magnificent. Not really. But it was made by Juan Romero, so that's epic.Doom 2 in Spain Only is, in one way or another, a mesmerizing megawad released entirely for Spain (and the world) and created by a group of Spanish guys. Supposedly. It certainly has a pretty funny, unexpected and mysterious context. This megawad came out of nowhere and took the world by storm with a classic megawad that re-imagines the classic Doom 2 maps in a new, more Hispanic context. Most of the maps, for example, bring direct or ''bad'' translations of their original names, and of course, we can see how the names of the original authors have been modified in order to bring the blood of Spanish speakers inside. Juan Romero? Somebody give him a Cacoward for the best name. So, what was once Sandy Petersen is now the Pedersen, or what was once the Icon of Sin, is now the Evil Logo. If you know Spanish, reading these names becomes part of the experience and I'm sure it will give you more than a few laughs as it did me. The sheer charisma of the idea makes this a great touch of unexpected comedy that deserves applause for the simple idea of establishing a new yet old trend, encapsulating the best of two worlds: Spanish and ''Re-imagine Doom for the nine hundredth time''. A simple concept but one that works very well under the right circumstances. From the cool titlepic to the end of the megawad when we get the ridiculously weird surprise. Spoiler: It involves mariachis. Spoiler: Those are from Mexico.As we can expect from a megawad that seeks to re-imagine the classic Doom, what we have here is a vanilla-compatible project that follows a similar scheme to the original, but changing the theme to deliver a direct translation of the names of each map to the design. So the resupply base will finally be a resupply base, and the Icon of Sin is, well, a real sin logo. It's little touches like these that deliver a solid experience, that coupled with a good vanilla map design that gets its priorities straight. The first maps follow a classic formula but deliver a slightly more urban feel, while the final ones evolve into a hellish nightmare that also contains a bit of architectural realism.The style of each map tries to evoke a bit the idea of Spanish architecture, but in a simple and modest way, of course. Part of the story takes place in Madrid so we can expect a few vague influences here and there, such as a bull rising in the skybox. A nice surprise, comical and interesting at the same time. Not bad at all! Of course, each map will follow this kind of structure so at times you may feel like you're walking through the same map over and over again. At times the design can feel a bit bland on some maps, and at times a bit lost, but there is no map that is truly bad. A select few will stand out for their unique style and introduction of interesting concepts, as well as well-balanced combat with a vanilla factor that tastes great.If you like olé, you'll probably like this, and if you like Doom 2, you'll probably like this too, and of course, if you like vanilla, then you'll love this. A classic example of a megawad that reimagines Doom 2 under a crazy but solid concept, giving us an interesting, funny and full of funny little references that fill the spirit with laughter. While the map design itself is serious, the charisma it brings lightens the concept and makes us enjoy it in a pleasant way. Olé!
14 notes · View notes
endlessdoom · 3 years
Photo
Tumblr media
Endless Random /idgames WAD Adventures #005
bildoom1.zip
THT: Threnody (oh shit)
Heroes 2 (oh fuck)
Hells Half Acre
Demon's Revenge
Dreams
FATE01.WAD "Fate Series"
Tumblr media
bildoom1.zip
Uploaded to the archives in 2011, but with real date being 1995. This WAD with 3 maps is probably one of the reasons why so many tenge are afraid to explore the /idgames archives randomly. It is clearly a rather novice WAD from 1995 that has all the kind of bugs and factors that we would find during that decade. Admittedly, 1995 was not a very bright year for WADs, but what can we expect? They were barely a year old with real editors. One way or another, this collection of 3 maps is one that has a certain childish charisma that I can't help but laugh at. It's crap, sure, but even in the crap there's a certain charisma.
The first map is probably the most understandable of them all. It looks pretty ugly and plays pretty ugly. The use of only one type of texture on extremely high walls is quite common, as well as a strange use of linedefs that seems to mimic a kindergarten crayon drawing. On the other hand, the path is understandable enough and the secrets connect well enough to at least deliver some playability.
The second map is a simple combat arena with Mancubus and a few extra enemies. From an objective point of view, it's the best map in terms of quality for the simple fact that it doesn't ask for much and does what it needs to do. And yet it is mediocre.
The third map is probably the most interesting in terms of design, but a headache in terms of path-finding. What we have here is a layout that starts with a hub system that hides a multitude of secret paths in total darkness. We have to search through each of the paths until we find all the keys to escape this nightmare in a final fight. While the beginning gives a certain sense of adventure, it quickly becomes a miserable dungeon crawler with unfair combat and lots and lots of darkness. I don't want to imagine how this looked in the original DOOM.EXE. In conclusion, it's very bad, but I've seen worse.
Tumblr media
THT: Threnody
A collection of 20 maps makes this a respectfully large megawad that works in the style of Community Project, with the difference that the authors have managed to work under a fairly cohesive factor that gives a certain palpable identity to THT. Speaking of THT, this is also a WAD in the form of a tribute to one of the legends of the community, one of our greatest pillars and fantastic creator. THT stands for Ty Halderman Tribute, creator of the iconic TNT mappers group and also the maintainer of /idgames archive from 1997 to 2015. That's an amount of effort that very, very few of us in the community will ever manage to encompass. That's a lifetime of providing us with both content and pure hard work. This WAD is a dedication to Ty, a love letter of sorts that without needing to be an exact replica of his past works, has certain monuments to his legacy. A WAD that contains a particularly special essence, let's see what it is all about, shall we? 
While the megawad is designed in the form of a tribute, it does not attempt to replicate Ty's style exactly, nor copy directly from his creations; on the contrary, it chooses a system of references so subtle that they function like little poems whispered in silence. As we move forward, we will see things that remind us of his great contributions, while at the same time we play with the vague notion that we were already in this place once. A kind of dream that we never dreamed, and in that this megawad manages to carry that fantastic tribute idea.
I may have felt quite frustrated at times thanks to the constant hordes of enemies and the pseudo-slaughter gameplay at times, but every stage made it worthwhile. On the other hand, I'm capable of putting up with punishing combat, but confusing layouts? That really kills my patience, but I understand that sometimes the glory and fun lies in this singular aspect, the exploration and the feeling of being lost. On the other hand, don't let my words sound so extreme, this isn't Eternal Doom either, but you will need to pay attention and take note of where you've been and where you're going. If you like that, then you will love it. But even if you don't, let me tell you that I had a great time and thoroughly enjoyed the megawad. It's a long, but satisfying adventure that ends on a nostalgic note through space and time, like a dimensional goodbye from mirrors we don't see. A fine tribute that I'm sure Ty would love.
Tumblr media
Heroes 2
An interesting megawad that works similar to what we would find in the ''shovelware'' discs of the 90s, that is, a compilation of random items united under the desire of commercialization. On the other hand, Heroes 2 doesn't have more than 3000 levels and won't make us regret our existence... that much. It is a compilation of 32 maps for Doom 2 compiled during 1996. What we will find here are maps so 90s that we will breathe both nostalgia and frustration. All the tropes that are common during these times lie in this megawad in such a way that it becomes like a kind of relic museum. It's perfect if you love this kind of WADs, but on the other hand, it's a great punishment if you prefer the life changes of modern times.
Tumblr media
Hells Half Acre
From 1996, there is not much to expect in this WAD. It is a map that replaces E2M1 and contains some questionable design decisions. It starts with a simple room that then expands to reveal a pool connected to a multitude of paths. These paths are a marvel. As lost as they are cramped, it feels like I'm playing Daggarfall or a dungeon simulator. Possibly that was the author's intention. There is nothing special about this WAD that seems to set no higher expectations. While the design isn't truly terrible, it isn't great either and falls perfectly in the realm of mediocre in all its features. From the bland gameplay to the extremely confusing path system, the progression is just too boring. You don't miss anything by skipping this map, so it's an experience I'd totally recommend ignoring.
Tumblr media
Demon's Revenge
A solid level designed with a theme reminiscent of Thy Flesh Consumend. Quite small but with enough detail and good touch to give it a charismatic essence that successfully unfolds in an enjoyable average time. With a relatively challenging gameplay, the level features an excellent balance between visuals and combat, offering a solid effort that is worth playing, even if it doesn't stand out for much else. Small errors here and there in decision making can be found, but overall, there's nothing major that truly destroys the map. As I said, solid all around. The only strange thing is that it doesn't have any MIDI songs, which makes it feel slightly awkward, but still fun.
Tumblr media
Dreams
Simple, concrete and without much appearance. This is a 1996/7 level that doesn't try to be pretentious and delivers what it sets out to. A short level with a dungeon design that combines the classic textures of a hellish fortress with a few tints of absolute darkness. Nothing special but nothing terribly bad. Decent, honestly.
Tumblr media
FATE01.WAD "Fate Series"
It looks like this is a 90s marathon this week. A simple, straightforward WAD replaces a single map and offers a system based on three connected rooms on a ''find the key'' basis. Combat is explosive, intense but simple without much tactical tact or any sort of deep mechanics within it. It's not too bad, but I would honestly classify it as mediocre. Nothing special or worthwhile.
3 notes · View notes
endlessdoom · 3 years
Photo
Tumblr media Tumblr media Tumblr media
THT: Threnody 
20 maps for Doom 2.
By various authors, lead by Chris Hansen.
2016
Tumblr media
MAP01: Eirene by Chris Hansen
We start this megawad with an entry by the legend Chris Hansen. This medium sized map quickly introduces us to a style that is quite appreciable and sweet to admire, with solid visuals that combine a bit of vanilla design with a few new textures that bring new life to the map. The layout is as simple as it is attractive, offering small deviations from the path that reward us with new items, as well as interesting and well-balanced encounters. A great and fun map. 4/5
Tumblr media
MAP02: Rockage by Ilya Lazarev (joe-ilya) and Chris Hansen
With a similar premise to the previous map, this level has a sensible but sensitive design that is quite satisfying to admire. The combination of interiors and exteriors is well done, as well as a good variety of rooms that is complemented by a modest layout that doesn't complicate things. The gameplay is slightly upped in difficulty to offer a little more variety of encounters by making use of traps. All in all, a good and decent quick level. 3/5
Tumblr media
MAP03: Chemical Facility by Paul Corfiatis
A combination of the previous two maps in a larger and more diverse context. With deep paths and an interconnected layout, this medium-large map offers more diversity in terms of combat and gameplay, delivering several zones that are connected under a good design scheme with a decent and fluid style. 3/5
Tumblr media
MAP04: Manly Hatred by Chris Hansen
An interesting graphical style results in a modest and pleasant level in terms of visual aspects, which at the same time offers a layout that, despite being somewhat complicated and unusual, gives us a certain sense of adventure and offers interesting combat. 3/5
Tumblr media
MAP05: Nukevil by Adam Post (Doomkid)
Fun, fast and simple. A lovely adventure that contains both a challange and a good-looking map. 4/5
Tumblr media
MAP06: Cut Throat by Adam Post (Doomkid)
As an evolution of the previous map that reveals itself in a larger size, greater challenge and more fun. This map combines excellent areas with natural design that give a refreshing feeling, as well as an explosive gameplay that grows with each new and different room. 5/5
Tumblr media
MAP07: Fort Halderman by Gothic
Big and violent at times, but with interesting visuals and a good graphic theme. This is a large map with over 300 demons that can take a bit of time to complete, especially due to the layout that requires a lot of backtracking. 3/5
Tumblr media
MAP08: Fightnancial Crisis at Enwrong by dobu gabu maru
This is a massive level that bleeds detail into sheer absurdity. If you are one of those who enjoy looking at a map designed with absolute attention to every single centimeter, you will feel incredibly good about this map. A visual treat that unfortunately suffers from somewhat lackluster gameplay and a super complex layout that hinders the flow of the gameplay. 3/5
Tumblr media
MAP09: Forgotten Reaches by Adam Post (Doomkid)
Atmospheric and tight, but full of excellent combat in a setting so varied that the evolution and rhythm of the map is incredibly dynamic and enjoyable. 4/5
Tumblr media
MAP10: Fomalhaut by Brett Harrell (Mechadon)
Giant and brutal. A huge brown fortress that goes into a kind of valley surrounded by mountains, with a system of caverns and outdoor areas, as well as a huge graphic detail that give a magnificent flavor to this map. Unfortunately, the sheer size of the map means that it has an incredibly cryptic layout to manage and difficult to understand paths, as well as a few traps and encounters that feel repetitive. With a somewhat dick-ish slaughter ending, this is a visually appeasing map but one that disappoints me personally in terms of gameplay. 3/5
Tumblr media
MAP11: Parallel Dimension by Seongbae Park (antares031)
As the name suggests, this map makes use of parallel dimensions to transport us to a level developed with care and good attention to detail, being elevated in an excellent visual touch and a complementary look. Unfortunately, you have to reach a point where you have to wonder if it's worth sacrificing certain elements to get that visual quality; while the combat feels intense and well developed, the confusing teleportation system and complicated path system make this map one with an incredibly dull and complicated layout for its own good. 3/5
Tumblr media
MAP12: WormHell by z0k and Fonze
Big, dark and gothic. A particularly designed style that creates an excellent atmosphere, establishing a clear influence that combines different styles that complement each other quite well. With constant and tight combat, this map flows pleasantly thanks to an understandable and accessible layout. It can be tiring at times, but rewards it with nice fun. 3/5
Tumblr media
MAP13: Binde Haldetmand Palae by Paul Corfiatis
Short and gothic. A style quite reminiscent of Hexen. This small map makes use of a good combat system thanks to a well-defined layout and a progressive gameplay that remains constant. Entertaining and attractive, combining excellent rooms and height changes. 4/5
Tumblr media
MAP14: Labour of Despair by Philip Brown (Liberation)
Charmingly large but with a magnitude wide enough to give you a good sense of freedom. Some somewhat annoying paths at times, including pools of blood that slow us down, but with good, entertaining and challenging combat that culminates in a solid final arena. 3/5
Tumblr media
MAP15: TY45-15 by Didy
Solid medium sized level set in a medieval city with touches of dark fantasy. The gothic design permeates the environment and delivers a fantastic map in terms of visual style, along with good gameplay that delivers fun encounters and a layout understandable enough to not compromise the fun factor. 4/5
Tumblr media
AP16: Ayahuasca by Chris Hansen
Lovingly detailed and with a tight design that promotes the personal. It exudes ambiance and features a fascinating design that expands through a solid layout. Explosive combat makes this a challenging but enjoyable map. 4/5
Tumblr media
MAP17: Tyvivec by Angry Saint
Massive in terms of its outlook. A set of islands with fortresses linked by bridges in an ocean of lava. An epic view in every sense along with a brutal gameplay that punishes for certain moments in unexpected traps. Progress feels balanced and features solid moments but is at times a bit difficult to navigate. 3/5
Tumblr media
MAP18: Fallen Steward - Eternal Archive by Mithran Denizen
Medium but chaotic. It throws us into an explosive combat from the beginning, giving us a constant and brutal combat for the entire duration of the game. With a small progression system that goes down relatively in difficulty, this is a short but nice map. 3/5
Tumblr media
MAP19: Big Freaking Guardians by Fonze and Didy
Gigantic and extremely beautiful to admire. Full of details and variation of visuals, giving it a very dynamic and entertaining progress. On the other hand, it is a challenging and exhaustive map. You can expect 30 minutes of gameplay on this. 3/5
Tumblr media
MAP20: Sky Pillar by Seongbae Park (antares031)
An explosive ending to an explosive WAD. MAP20 is a big yet compact level with a great dynamic progression that allows for multiple combats at a time while still retaining a focus on progressing the level. The fantastic visuals evoke an eerie feeling that plays right into the overall theme. 4/5
Tumblr media
End.
Overall:
» THT: Threnody (2016) By various authors led by Chris Hansen
A collection of 20 maps makes this a respectfully large megawad that works in the style of Community Project, with the difference that the authors have managed to work under a fairly cohesive factor that gives a certain palpable identity to THT. Speaking of THT, this is also a WAD in the form of a tribute to one of the legends of the community, one of our greatest pillars and fantastic creator. THT stands for Ty Halderman Tribute, creator of the iconic TNT mappers group and also the maintainer of /idgames archive from 1997 to 2015. That's an amount of effort that very, very few of us in the community will ever manage to encompass. That's a lifetime of providing us with both content and pure hard work. This WAD is a dedication to Ty, a love letter of sorts that without needing to be an exact replica of his past works, has certain monuments to his legacy. A WAD that contains a particularly special essence, let's see what it is all about, shall we?
With 20 maps in total, created by legends like @antares031, the didactic @Chris Hansen, the passionate @Doomkid or the extra prolific @pcorf (just to mention a couple of the ones I've played before) this megawad leaves no loose reins and brings with it a pretty special cast, who working under the direction of Chris Hansen, managed to create something with a touch of palpable identity that at the same time works as an excellent museum of memories to all that many of us have appreciated thanks to Ty. Mainly, we have to frame that this WAD makes special use of textures created by TNT, the OG group, as well as a few references to other projects that can be found within the repertoire of Ty's work. Each map is a blast in terms of its visual design, delivering such a dynamic variety of visual themes that it becomes a complete visual pleasure in every encounter; even the small and short maps have such an attractive design that it makes us want to create a photo gallery of this megawad alone. This is in part thanks to the incredible texture set that manages to combine a perfect blend between the classic gothic style ala Hexen and a bit of pure Doom technology. Like a discordant dichotomy of two separate styles that together manage to establish themselves quite well. It's common to find more than one TNT logo there and then, and every time we look at them we probably end up smiling either from nostalgia or simple charisma.
The maps are, to put it simply, barbaric. The first set starts off slow, setting up a dynamic progression with a little extra challenge and a UV that gives us an idea of the type of combat we'll encounter as we progress. After the first 10 or so maps, things get more violent and at the same time more spectacular. MAP10: Fomalhaut by Brett Harrell (@Mechadon) is probably the wake-up call that will make us realize what kind of beast we have. This gigantic map is a work of detail and fortifications, combining lavish combat with somewhat bogged down but always steady progress. @antares031 also delivers huge maps of magnificent dimensions and incredible themes. MAP11: Parallel Dimension is probably one of the most unique and attractive maps we will find in the set, as well as a challenge that will ask for patience. MAP12: WormHell by @z0k and @Fonze is another giant that combines very well a 90s style that evolves to reveal a gothic work. MAP19: Big Freaking Guardians by @Fonze and @Didy takes the prize in terms of violence and magnitude, a huge map in every sense that will undoubtedly make us suffer through an adventure in the beautiful dimensional spaces of TNT. These are huge maps, violent and somewhat frustrating at times, but with an attention to detail and absolute visual glory that make us feel in another world. As I said before, a photo gallery. Of course, it's not all beastly here, we also have modest, short and simple maps that will deliver a rich pleasure in what we could describe as a quickie. MAP01: Eirene by @Chris Hansen, the first map, delivers an excellent moment of fun in a short but dynamic and constant level of pure balanced action and welcome for all types of players. MAP05: Nukevil by Adam Post (@Doomkid) and all his maps, are excellent examples of medium to short maps that work as excellent points of intermission where the balance between gameplay and aesthetics is perfectly succeeded in total linearity of evaluations. Nothing beats the other, and everything beats the other at the same time. MAP13: Binde Haldetmand Palae by @Paul Corfiatis is another great example of a short map with a compact design that evolves on itself, offering an excellent hard to miss layout that never stops progressing, while giving us an excellent visual style. These are some of my favorite maps, maps that work as well in their gameplay factor as they do visually, and of course, I can't forget the last one: MAP20: Sky Pillar by Seongbae Park (@antares031) is a magnificent work that ends this megawad in an arena of eternal confines where melancholy combines in the air with the blood of eternal demons under the autumnal sky of a forgotten hell.
While the megawad is designed in the form of a tribute, it does not attempt to replicate Ty's style exactly, nor copy directly from his creations; on the contrary, it chooses a system of references so subtle that they function like little poems whispered in silence. As we move forward, we will see things that remind us of his great contributions, while at the same time we play with the vague notion that we were already in this place once. A kind of dream that we never dreamed, and in that this megawad manages to carry that fantastic tribute idea.
On the other hand, while the megawad is a marvel for the eyes, I'm sure it won't be to everyone's taste for those who prefer to focus on the gameplay. Only 20 maps, but you can expect about 5 hours of gameplay in UV, counting deaths. The final maps are incredibly long and challenging, giving us an excellent beating if we are not prepared for it, to the point that many will have to rely heavily on trial-and-error to overcome these maps. This, added to the sad side effect of large, layous and confusing maps, makes the levels often feel overcomplicated for what they are, punishing the player with an unstable, tiring and extremely long progress. But then I get to thinking, isn't Eternal Doom like that? Maybe it's all part of the tribute, who knows. One way or another, if you want to throw yourself into this megawad, I think I can tell you with a firm hand to do so. It's not just a simple project, it's one made with dedication, passion and a lot of love. The maps you will find here are of a higher quality than normal, and each one of them feels like a long and memorable adventure.
I may have felt quite frustrated at times thanks to the constant hordes of enemies and the pseudo-slaughter gameplay at times, but every stage made it worthwhile. On the other hand, I'm capable of putting up with punishing combat, but confusing layouts? That really kills my patience, but I understand that sometimes the glory and fun lies in this singular aspect, the exploration and the feeling of being lost. On the other hand, don't let my words sound so extreme, this isn't Eternal Doom either, but you will need to pay attention and take note of where you've been and where you're going. If you like that, then you will love it. But even if you don't, let me tell you that I had a great time and thoroughly enjoyed the megawad. It's a long, but satisfying adventure that ends on a nostalgic note through space and time, like a dimensional goodbye from mirrors we don't see. A fine tribute that I'm sure Ty would love.
5 notes · View notes
endlessdoom · 3 years
Photo
Tumblr media
Endless Random /idgames WAD Adventures #004
Clockwork 70
Deep into the Massacre (Version 3 Music Fix) (First random megawad that is not the same room over and over :P!)
NICKS1ST.WAD
Aberration Caves.
Quantum4.wad
Ultimate Suck
LOCAL HERO for DOOM II 
Hell Keep redux v0.9.3 
Tumblr media
Clockwork 70
As we usually say when we like something: short and sweet. This map, inspired by the brown style of Quake, delivers an adventure through a castle-like structure guarded by a multitude of enemies. With an incredibly smooth layout, the gameplay flows in an unconscious way as we go through the combat with a good show of weapons. The visuals make basic use of the stock textures, creating a vanilla feel that manages to look across the established boundaries, but also does a few extra tricks to create that heavy atmosphere that can be found in Quake. With a well-established simplicity, balanced gameplay and a great layout, this is a short but solid map in every aspect that is well worth your time.
Tumblr media Tumblr media Tumblr media Tumblr media
Deep into the Massacre (Version 3 Music Fix) 
There's no way I'm going to finish a megawad in one day, so I'll probably try to play this megawad as the week goes on and see how far I get. With the first few maps in and taking a quick look with noclip2 at the rest of the maps, I can tell this megawad is well packed. Slaughter style gameplay with medium to small maps with arena designs, everything seems to be made to give me a strong challenge and a few hours of suffering. Oh boy. So far I can see that the overall design of the megawad is simple, featuring stock textures and even the original Doom 2 music (a bit disappointing), which gives me a feeling that the megawad was made more with the goal of creating something numerous but still prolifically challenging. We'll see what the rest of this huge adventure is like, but for now I can say that it looks slightly solid, basic at its worst moments. I'm not a big fan of this style, but I can appreciate the effort. We'll soon see if I'll pull the rest of my hair out with this!
Tumblr media
NICKS1ST.WAD 
A tiny little debut map from 1995 created during the boom of the community maps. It has a fairly simple and square layout that makes us explore a bit until we find the right path, leading us through long roads that are mostly empty or, on the contrary, full of invisible traps where enemies are waiting to attack us. As you might expect, it's no big deal. It comes with an extremely simple design, rough and ungraceful use of textures (the doors aren't even identified) and the gameplay is mediocre at its best. Still, it's not terrible, it doesn't punish us as much as other WADs of the time and, in one way or another, it's better than what we'd find in something like Maximum Doom.
Tumblr media
Aberration Caves.
An interesting clash of worlds. The proposition of bringing Quake life to the world of Doom is one that has been done a long time ago and has nothing extremely new about it at present, however, I can assume that this 2008 WAD is probably one of the first among the list of Quake-themed WADs. Aberration Caves is a medium-sized map that, as the title suggests, is set among a cavern system, adorned with the detail of Quake's brown, detailed textures and accompanied by Doom's near-perfect glossary of demons. Map development concentrates on small, linear paths with little exploration, but presents an attractive and solid detail under an understandable layout. It is impossible to get lost in this map. Its short size and intense combat give it a good flow that keeps on giving throughout. The beginning can be a bit fatal for blind players, but the further we progress the opportunities expand and the fight swings. The ending seemed a bit wasted and presents a boss battle a bit annoying or at least boring. It doesn't have much impact in its ending but the simple presentation and fun map layout gives it enough juice to give us a solid 10 minutes of fun. Entertaining, decent and a worthwhile one, honestly.
Tumblr media
Quantum4.wad 
One of the comments on /idgames says that this WAD dates from October 1996, which seems quite possible. On the other hand, the submission date in the /idgames archive is 2003, so I'll go with that. First of all, this WAD self-describes itself as a puzzle adventure, which in its own way I can see was what the creator was aiming for. On the other hand, oh the 90s, this was an era where ''puzzle'' meant creating confusing layouts, hiding buttons and a cryptic progress system. In other words: lost. The WAD has some potential as its design is quite avant-garde and at times somewhat admirable under the circumstances considered, however, it suffers from quite a few glaring errors that make it a mediocre experience at its best. Poorly used textures, doors that vanish into thin air, buttons that sometimes don't even work properly and the so-called "puzzles" are more of a wall-humping party. All 4 maps suffer from this fate, but at least the last two offer some interesting layouts and more daring combat, but even so they are not saved. I wouldn't recommend this WAD, honestly. It's not fun but for historical purposes it might work as an interesting perspective on how we've progressed. Despite only being 4 maps it took me about 50 minutes to complete, so take that into account.
Tumblr media
Ultimate Suck
The title of this WAD is the kind of name you would expect from one from the 90s, however, this one was made in 2020 and released with all the ironic reality that can come with it. It's a replacement for the original E4M1 that combines the visual style of classic tech-base with the macabre hell of Thy Flesh Consumed, creating a beautifully peaceful atmosphere that makes me nostalgic for some reason. The map features an interesting design that seems to show a clear understanding of layout and enough detail to give it an appealing visual value. The gameplay and certain design decisions tend to be fairly basic, mediocre to a point, but they get the job done without going too far. With a fairly attractive start that then evolves into a simple but fun map, this is a pretty decent WAD that tries to keep it simple without going overboard on difficulty. Relaxing and basic, like a coconut on the beach. 3/5
Tumblr media
LOCAL HERO for DOOM II 
1999 is quite an interesting year for the history of Doom. Apart from being the end of the 90s era, it also marks a sort of transition between the classic style of yesteryear and the modern renaissance of 2000 onwards. Many WADs this year have left a great mark, and this one, Local Hero for Doom II, is one that I can say leaves a good taste in the mouth. The Doom-City style is a unique genre that was practically born with Sandy Petersen, thanks to its abstract and strangely realistic levels set in urban areas, mainly cities. Doom's textures, as limited as they were, gave enough essence to create slightly realistic settings that worked well enough to evoke a sense of architectural realism. This WAD aims entirely to achieve that category and succeeds in doing so in a solid, successful and fun way. A 90s classic, with an acceptable style and a gameplay more challenging than it looks, this map can give us between 10 to 20 minutes of entertainment and offer us an interesting perspective within the Doom-City genre, one as famous as hated at times, but one that I enjoy. Local Hero is interesting, engaging and has an aroma that is as charismatic as it is appealing. A WAD worthwhile if only for its historical value and solid design. It may look a bit clunky by modern standards, but it still plays well. 3/5
Tumblr media
Hell Keep redux v0.9.3 
Gigantic marble fortress in the middle of an infernal paradise. This huge to medium sized map is an incredible work full of variety, detail and a good challenge designed with balance in mind for all types of players. Starting with the epic entrance that launches us straight into the action until the bombastic end in cruel battles. This is a map that at the same time works as a ''return'' from the author, creating something new after such a long time that is worth playing with all kinds of admiration. It uses stock textures to create a nostalgic atmosphere that pays homage to the classic episodes. E2 and E4 is an environment that stands out quite a bit in my mind, especially thanks to the use of marble and tight gameplay that emphasizes survival and good tactics, especially with the attention you pay to your environments. Its size may seem detrimental from afar, but the map doesn't feel elongated and maintains a stable feeling of flow thanks to a comprehensive and dynamic layout that follows a clear difficulty curve. A great map in every way. Fun, well made, modest (in its own way) and full of charisma. 4/5
3 notes · View notes
endlessdoom · 3 years
Photo
Tumblr media Tumblr media
2002 A Doom Odyssey - 10th Anniversary Edition
Ultimate Doom megawad by various authors, spearheaded by Paul Corfiatis.
2002 (original release) 2012 (10th Anniversary Edition)
https://doomwiki.org/wiki/2002_A_Doom_Odyssey
Tumblr media
E1M1: The Entry by Paul Corfiatis
The introduction to this iconic Ultimate Doom megawad starts with a solid small map that reveals the flow and vanilla visual style as well as the theme of the big project. This is a small map with a good, charismatic and fun progress system that makes use of small groups of enemies and scene variation. 3/5
Tumblr media
E1M2: Helicopter Bay by Kristian Aro
We continue our adventure through a nice and simple map that traps us in tight corridors with varied enemies and a good flow of combat as well as a variety of secrets and areas to explore. 3/5
Tumblr media
E1M3: The Doomed Lab by Paul Corfiatis (Exit to secret level)
Larger than the previous ones and with a well-defined combat in traps and varied encounters in corridors. The lighting is noticeable and a good general design of the level gives a nice feeling of progress through a classic tech-base. 3/5
Tumblr media
E1M4: Substation 537A by Kristian Aro
Fantastic map that seems to be clearly inspired by the style of the first maps of the original E1. A collection of connected corridors with different areas that set up intense combat zones at all times, as well as a few dangerous surprises with barrels. 3/5
Tumblr media
E1M5: Combat Station by Paul Corfiatis
A much larger map than the previous ones with a variety of scenes and a high amount of teleporting enemies. This map stands out for its use of acid as well as its textures that scream 90s style in all its glory. Combat tends to focus on standing in a certain area and attacking you until the wave of enemies ends, giving some emphasis on survival and the search for secrets. 3/5
Tumblr media
E1M6: Toxic Treatment Plant by Kristian Aro
This is one of those maps that sticks to a visual theme and succeeds in achieving it successfully. As the title indicates, this is a medium sized map with a design focused on industry and toxics. The variety of areas are connected to each other in a thematic way creating a sense of realistic narrative quite appreciable. Combat focuses on filling different areas with a variety of enemies, usually next to plenty of barrels of toxic waste. The crate storage area stands out visually and thematically on this map, offering something different and welcome. 4/5
Tumblr media
E1M7: Service Base by Paul Corfiatis
More in the same style as HUB-arcoiris but with an excellent variety of areas to explore and interesting encounters in each meter we advance to reach each key. I like the idea that the map is in the heights, giving a great feeling of dreamlike design in the scenes where we can find windows. The dynamic combat is enhanced in the way it is presented in each area to get the keys, and that coupled with one of my favorite MIDIs make this a great map. 4/5
Tumblr media
E1M8: Paradox by Kristian Aro
What is an E1 finale without a map with Barons as the final battle? Well, while in the original we have 2, here we have a good group of Barons to fight. The map starts with a cool intro that alternates the tech-base style to the classic Hell of Doom, and then introduces us to the final battle in a cool arena full of detail and sweet visuals. 4/5
Tumblr media
E1M9: Lugano Base ZR-X by Paul Corfiatis (secret level)
We heard you like tech-base, so we put more tech-base inside your tech-base so you can play tech-base. Basically this map and this episode, but that doesn't mean it's bad. This is a sprawling hub style map that throws huge amounts of enemies at us in blobs to create satisfying meat and gore combat. Variety of large areas with height give us plenty of room to have fun on a little odyssey through this new/old tech-base. Nothing special like a secret map, but fun. It is worth mentioning a swastika in the blue key room, I guess a reference to Wolf3D. 3/5
Tumblr media
E2M1: Station Alpha by Paul Corfiatis
The small box store starts the introduction of the E2. This is a small map with a simple layout that, like the author's previous maps, follows a classic and understandable Hub system where we will go around several paths while capturing the necessary keys. The number of enemies has increased slightly, as well as the challenge, so we can say that things are going to get hot. 3/5
Tumblr media
E2M2: Station Beta by Chris Hansen
The perfect blend of tech-base with a little bit of corruption. The atmosphere of the map stands out thanks to its excellent use of vanilla textures and attention to detail, evoking a sense of abandonment and desolation at all times. Coupled with a moving gameplay and a large amount of gameplay thanks to the use of various enemies, this is a fun map that takes us through a deep base from top to bottom. Cool, fun and beautiful. 4/5
Tumblr media
E2M3: The Lost Labs by Rory Habich
Tender medium map with a fairly clean style that seeks to create a technological atmosphere with a bit of progressive storytelling. This map takes us through long corridors as we take on a few enemies. Lost Souls dominate the map, as well as the color blue. Overall, it's a simple, modest, cute map. 3/5
Tumblr media
E2M4: Shotgun Blues by Paul Corfiatis (Exit to ZDoom bonus level E5M1)
What appears to be a small level at first, hides much more than meets the eye. The development of the map is revealed as we advance deeper through its intricate corridors and open spaces. It combines excellently well the styles of tech-base with hellish fortresses and even forgotten caverns. With a multitude of teleporter traps, combat is unleashed arena-style, including varied combat scenarios throughout the duration of the map. With 10 secrets in total, this is a map that cries out for you to explore, although a large majority of the secrets are so well hidden that you'll probably need a guide to complete it. Luckily, if we do this we will be rewarded very, very pleasantly. Overall, it's a fun and fantastic map to explore. The secret areas are worth it. 4/5
Tumblr media
E2M5: Fortress of Fatalities by Paul Corfiatis (Exit to secret level)
I have a special place for classic map fortresses. As we can see, this is a map designed around the idea of creating an infernal fortress. The design focused on establishing a solid blend between the palpable architecture of the brick hell along with a bit of flesh corruption, creating a nice theatrical environment that works as a nightmare scenario. Combat unfolds on the basis of different fixed scenarios, usually near the keys, being these areas guarded by high amounts of demons that sometimes work in waves. In itself, its charismatic design and my weakness for fortresses make me feel obliged to say that I love it. It is good. 4/5
Tumblr media
E2M6: Between Demons and Insects by Rory Habich
We start in a small room with two paths that slowly but dynamically reveals the rest of the map, until it evolves into a long odyssey with a huge amount of demons to kill. Excellent scenery variation and intense combat make this a pretty hot map that raises the difficulty expectations as we advance in this challenge. Near the final area we will find an interesting zone with teleporters and a long fight against a multitude of demons. 3/5
Tumblr media
E2M7: Puzzles to Solve by Kristian Aro and Paul Corfiatis
If you were expecting puzzles, well, I'm sorry, the truth is that there aren't any. This map is more like a kind of puzzle pasted together, giving a discordant idea of design that manages to work thanks to good detail decisions and texture work, giving opportunity to tasteful fights that develop pleasantly around the entire map. 3/5
Tumblr media
E2M8: Total Disturbance by Paul Corfiatis
We end the second episode with a nice and decent boss map, as we can expect. The introduction to the map is a fantastic way to set the mood and hype towards the final battle, to reveal a huge arena with a holy natural pool and towers surrounding it, as well as Cacodemons and our illustrious Cyberdemon. I like it. 3/5
Tumblr media
E2M9: Dungeon of Hate by Paul Corfiatis (secret level)
Excellent secret map with Heretic's visual theme. Lots of traps from the start and a few unexpected tricks that give it a great aura of mystery and precuation in every step we take. With well designed combat, pure power and violence, as well as great overall architecture and layout design, this is one of my favorite secret maps. 4/5
Tumblr media
E3M1: Gatehouse by Sam Woodman
A beautiful entrance that opens to a hellish corner. This small iconic map marks the beginning of the third episode with an excellent demonic touch thanks to a detailed architecture in a simple and small layout that sets a good rhythm of movement. Dynamic in terms of presentation and fluid in terms of combat, it's a great level with sweet touches of lighting and good design philosophy. 4/5
Tumblr media
E3M2: Caves of Bosnia by Paul Corfiatis
Deep and full of atmosphere. This map pleasantly complies with the visual design, creating a hellish level with excellent design touches that manage to capture that atmosphere of sin. On the one hand, the gameplay jumps back and forth between fun and tedious. The traps and scenarios do a good job of the combat, but there's an obscene amount of Lost Souls that do nothing but halt our progress and make us waste ammo. 3/5
Tumblr media
E3M3: Stronghold of Damnation by Rory Habich
With an open-ended style that has us go on a quest for keys to slowly progress through the map, this level has a good sense of direction and progress, as well as a chaotic gameplay that is fun and challenging without being tedious and annoying. The earthly design with demonic architecture gives it an interesting and attractive touch reminiscent of E4, with good detail in terms of small monuments and actions that give it a nice touch of challenge. 4/5
Tumblr media
E3M4: Hall of Ebola by Rory Habich
Yes it is a hall, although I don't know if there is ebola. This is a hub style map with many paths and many doors designed to give you a fairly tight combat, which stands out for being designed based on monster-closets and many, many teleporters. The charismatic design and little extra details give it a nice touch, although the gameplay will make it turn red pretty quickly. 3/5
Tumblr media
E3M5: De-Moon Side by Vick Bobkov
Welcome to a new infernal fortress. This map leaves no loose ends and gives you a quick definition of what's to come thanks to its tetric entrance. A large design with a square layout offers plenty of places to explore plus intense and tight combat with a few surprises that add some spice to the flavor. A final fight with a surprise gives it a different twist, giving it a certain appealing style of combat. Too bad there are so many Lost Souls. 3/5
Tumblr media
E3M6: Obituary Written by Chris Hansen (Exit to secret level)
Interesting map with some small puzzles that give a touch of adventure to your strange exploration. The layout can be a bit inflexible at times, but it has an attractive design and a punishing combat that will make us pay attention at all times, especially for the fact that much of the map is in damaging floors. 3/5
Tumblr media
E3M7: System Central by Paul Corfiatis
If you missed the tech-base, here's a little something for everyone. This map combines the architecture of hell with the classic Martian tech-base, creating a strange but attractive discord that works under its own standards. With a great layout and a multitude of interconnected paths, the map works pretty much on the basis of a lot of backtracking, but usually releases a few surprises along the way to keep us from getting bored with it. A nice reference to E1M1 on the blue path can make our day. With an explosive gameplay that is dedicated to surprise us with a multitude of surprises and quite a few Cacodemons, it can be a bit challenging at times so you better have good aim. Or autoaim. 4/5
Tumblr media
E3M8: Spider Temple by Paul Corfiatis
The end of the episode sees us traversing a small map but with a vast amount of exploration areas filled with small groups of enemies to end in a grotesque boss climax. 3/5
Tumblr media
E3M9: The Lost Chord by Sam Woodman (secret level)
The secret map of this episode is a small but intense map with an attractive and modest design to the eye. Based mostly on speed and fluidity, the map follows an almost linear path through an intense battlefield with enemies in high density. This map, if played well, works as a good resupply point. 3/5
Tumblr media
E4M1: Play School by Paul Corfiatis
You can't start episode 4 without introducing the iconic orange sky and the pure attrition difficulty. This is a small map with solid visuals that weaves itself into an interesting backtracking through an evolving map, with good (and hard) gameplay that emphasizes tactical decisions and ammo conservation. The start can be a bit rough if you don't know what to do right away, but with a few tries the map becomes easier and more fun. This is my favorite type of map. My kink. 4/5
Tumblr media
E4M2: Back to Base X by Anthony Soto (Exit to secret level)
A brown base that vaguely reminds me of Quake. With hidden corridors and dark atmosphere thanks to the good use of lights, this map is designed to give us constant and effective combat thanks to good construction of the setting and unexpected traps at times. 3/5
Tumblr media
E4M3: Hell Unleashed by Chris Hansen
The title honors the challenging map. With tight corners, little room to maneuver and a multitude of traps, including an inescapable invisible trap that I'm not a big fan of, this map leaves no loose ends and throws everything at us in terms of difficulty. The attractive and simple design gives a sense of home thanks to the enclosed and diverse complex, but add in the bloody combat and the result is a home of pain. An interesting design that is somewhat obfuscated by a relatively unfair difficulty. 3/5
Tumblr media
E4M4: Disreputable Stronghold by Chris Hansen 
Tumblr media
E4M5: Indomitable Haunt by Chris Hansen 
Tumblr media
E4M6: Dementia by Joe Pallai
Tumblr media
E4M7: Odious Grounds by Chris Hansen 
Tumblr media
E4M8: Impossible Mission by Paul Corfiatis 
Tumblr media
E4M9: Secret Wolfenstein Level by Paul Corfiatis (secret level)
Tumblr media
E5M1: The Mighty Green by Paul Corfiatis (E2 secret level, exit back to E2M5)
2 notes · View notes
endlessdoom · 3 years
Photo
Tumblr media
Endless Random /idgames WAD Adventures #3
Vezeni
sfffft/meow..P
Jungle Fever
Pretty Hate Marine: Starfuckers Inc.
Random
TechBase1 - my first released map
Tumblr media
Vezeni
From the simple description and the year, I blindly thought it would be a terrible map, but on the contrary, it's a fun map! Perhaps a somewhat mediocre and average design at its best, but it has enough understanding of the mapping philosophy that it manages to set its priorities in a satisfactory way, resulting in a small but fun map that delivers 5 to 10 minutes of natural 2000s bliss. With some pretty stock visuals but at least not ugly, it's not the best work for the eye, but the real highlight is in the good flow of the map, coupled with an interesting and simple gameplay, resulting in an interesting work with variety. For 2002, not bad at all!
Tumblr media
sfffft/meow..P
From 2001, this single player WAD contains one single map that manages to deliver quite the good times. With a simple and short layout, the main juice of this map focuses on constant combat, 100% relegated to keeping your hands busy. On the one hand, it is a simple combat that does not suffer from major alterations and is even relaxing to play in UV, compared to other maps of great difficulty. Overall, with a simple use of vanilla textures, plus a concrete layout that contains no major bugs and accomplishes what it wants to do, this is a short, fun and sweet map that gave me 2-3 minutes of nice fun. I can see this kind of map in a 2001 CP, no doubt. Fun and simple, good map.
Tumblr media
Jungle Fever 
A 1995 WAD that replaces the E2M1 map from the classic Doom. The only review of this WAD in /idgames criticized this WAD for absolutely everything, especially for being too lost. That lowered my expectations a bit so it probably helped me to be more satisfied with the final result.
This is a map with a much more interesting design than it looks. I thought it would be a simple sand with vine textures but nope. Yes it is made entirely of vines, surprise surprise, but there are a multitude of varied rooms with different encounters the gameplay flows quite well while being dynamic with the development of the map, offering some pretty decent progress that is enjoyable. It has mazes, simple to complete by the way, tight areas, explosive combat and a good amount of enemies. Sure, the visuals are, as you'd expect, a mess, but the map overall has a solid layout and gameplay, giving it an excellent score for a 1995 game. I enjoyed it.
Tumblr media
Pretty Hate Marine: Starfuckers Inc.
Holy shit, this is actually very good. A map created by Pablo Dictter, a prolific author who worked extensively during the early 2000s delivering a multitude of independent maps. A quick search for the author in the /idgames archive and you will find a total of 26 files to his name, the lowest of which has 3 stars. On average, the guy has an excellent rating and based on my experience with this map to assume the rest of his output has to be of good quality.
This is a short but well designed map that makes use of the classic tech-base style with a balance reminiscent of the original E4, after all the map itself replaces E4M2. Fast, interesting and with excellent action. The low amount of enemies is rewarded with excellent positioning in a small but well justified layout that makes use of personal combat. There is not a single zombie soldier and the only ones we will find are shotgunners accompanied by Imps and Cacos. This map is not overly difficult, but we can clearly see the kind of attention that was put into creating a good gameplay. The visuals, on the other hand, are to be admired, taking into account the year it was released I can say that the simple but well detailed design makes this a glorious proof of how authors with a good touch are able to create works that will last a lifetime. This is a great map and one that is definitely worth playing.
Tumblr media
Random
What appears to be yet another WAD lost among the annals of Doomworld during the 2010s is actually an old submission sent in 1995. A not-so-small map with a medium size that makes excellent use of detail but sacrifices a bit of gameplay juice and binds too much in a layout too complicated and lost for its own good. It seems to try to create a sense of varied adventure that starts first in subway levels and then moves up, but sadly, I can't enjoy much of a map if it's too lost. Still, it has certain salvageable aspects like the visuals that give it some respect.
Tumblr media
TechBase1 - my first released map
Portrayed as the first complete map, this is a small WAD with a single map for DOOM 2 designed with a classic style and a good understanding of progression as well as rewards. This map combines a solid base layout with decent visuals that function as the pedestal to place, what I consider, the best factor, the gameplay. With a constant fighting style and varied enemies as well as an excellent sense of compensation and satisfaction, this small map offers good scenarios that are both fast and fun to play. In itself, it is a simple map that manages to do what it sets out to do: offer quality fun.
1 note · View note
endlessdoom · 3 years
Photo
Tumblr media
Drought 
4 Maps by Tango
2019
https://www.doomworld.com/forum/topic/109557-drought-d4v-3-maps-rc-2-106/
Tumblr media
MAP01:
A great introduction to this fantastic little WAD. It's a tiny map but with good punch and a design that manages to deliver good quality without being in your face. 3/5
Tumblr media
MAP02:
We expanded our limits and we have a bigger and much more brutal map than the previous one. The new enemies are truly a nightmare to face, but our weapons, although more powerful than the vanilla ones, will manage to take care of the enemy depending on how we use them. 3/5
Tumblr media
MAP03:
The last map attacks us with everything. Big and with an incredibly beautiful design that seems to remind us of autumn. Orange leaves fall on the ground at the same time that demons die. The combat is intense, maybe too intense in UV, but the overall production and map design is rewarding. Interesting how there are a multitude of optional areas to explore. 4/5
Tumblr media
MAP04:
The last map is a small credits map that feels incredibly relaxing. The design is elegant, simple and super ambiental in this natural landscape. 4/5
Tumblr media
End.
Overall:
» Drought (2019) By Tango
Drought is a small WAD of 3 maps (4 counting a credits map) that shows how small packages can bring big gifts without needing to be wrapped in gold or extravagant diamonds. With simplicity and a great love for exterior design, these maps reveal a unique visual quality that added to a new touch of gameplay thanks to the use of the D4V gameplay mod, create a glorious battle season that goes from dry brown to autumn yellow. A journey of colors, a journey of combat. Let's see what we have here.
To understand the essence of the map we have to look at the type of design that Tango usually looks for when making its creations. Easily, we can detect a great attention to detail, but something that stands out in my eyes is the use of exteriors. He tends to create maps that are pleasing to the eye, making extensive use of natural environments and geographical features that represent semi-realistic conceptions of nature. Drought, despite the name, floods us with a beautiful sense of nature and beauty in every movement, in every scene. If there were a story attached to WAD, I could say that it is about recovering nature from corruption and giving life to the green color of the world. Part of this I draw from my conclusion based on MAP04, a beautiful green map that relaxes even the most dull-minded, like me. On the other hand, the beauty of the maps also matches the combat style; colorful and unrelenting, in a constant flow that will put us in total attention to our environment if we want to survive. A contrary synergy that in one way or another, works to give us a violent play.
Tango combines the mapset with the D4V gameplay mod, a mod that combines the aesthetics, weapons and demons of Doom 2016 under the classic Doom 2 palette. The mod, in its own merit, is absolutely brilliant and excellently implemented under its own features that give it a special place within the large mod community. On the other hand, balancing the mod directly to a map can be a somewhat tricky task at times, behold, Tango. An author who apparently likes to combine mods within his projects, he manages to establish the clear differences between the vanilla and the new, creating a mapset that manages to dance fluidly with the machinations of the gameplay mod, offering a new playthrough mode that is as refreshing as it is fun, though at times quite challenging in UV.
The first map launches us into the action by introducing each enemy one by one a in simple, small yet detailed theater of combat where the brown-ish aesthetic makes wonders for the overall ambience of the map. A great introduction to this fantastic little WAD. It's a tiny map but with good punch and a design that manages to deliver good quality without being in your face, that meaning that detailed is concentrated in small bits that work wonders to showcase the great quality in a modest way. Near the end part of the map is where things can get quite hot in a matter of seconds, so get ready for some berserker action. By the second map, and the half of the WAD, we’ll see ourselves in probably the hardest starting area in the whole WAD, and one that truly deserves the moniker of challenging, because it is, in UV, its damn hard. Fortunately, the map features new weapons and items that are designed to make this odyssey easier, but we must not let that deter us from the fact that the combat will still be tough and will require our utmost attention. We expanded our limits and we have a bigger and much more brutal map than the previous one. The new enemies are truly a nightmare to face, but our weapons, although more powerful than the vanilla ones, will manage to take care of the enemy depending on how we use them.
If we still want more action, luckily, we have the third map to give us all the hot massacre satisfaction we desire. This is, apart from a challenging map, a beautiful one that really shines for its excellent design, making fantastic use of a style where we seem to be stuck in a kind of cave that hides beautiful secrets. Autumn leaves fall on the ground, vines and orange moss cling to the wall, and secret zones reveal reddish areas of suspiciously hellish feel. The simple but well-placed lighting gives a weighty atmosphere that catches the eye, as well as a layout that offers direct advancement but also the opportunity to explore in magnitude. Overall, it's a beautiful map with brutal combat, too brutal at times for my taste.
Many times I found myself in precarious situations in which I was close to dying, either because of my lack of familiarity with the new gameplay mod or because at times we are flooded with a large number of enemies. The waves of Revenants are something common here, and taking into account that the new Revenants attack twice as fast and now have the ability to float for a few seconds, I can tell you that I didn't really enjoy those events in particular. The Barons of Hell now also stand out for being brutal, becoming a kind of mini-boss that if we overestimate, we will get the surprise of our lives. The combat zones are usually tight, so I have to admit that I was not a fan of being 3 meters away from one of these bullies. If you just want to play a few maps quietly, I'd recommend lowering the difficulty, but don't expect a trip to the park.
Drought is a preamble to the Tango era, where it would reveal excellent projects of incredible magnitude. I can't say that this is an easy start, since this WAD bleeds quality, but I can say that it is one that shows how an author, with a specific and well patented style, can create works that transcend their own history, leaving a special mark that remains relevant even with the passing of the years. Sure, it is only two years old, but it is proof that where there is talent and hard work, there is talent and good work.
3 notes · View notes
endlessdoom · 3 years
Photo
Tumblr media Tumblr media
Sacrament
14 maps by Clan [B0S] of the russian community.
2011
https://doomwiki.org/wiki/Sacrament
Tumblr media
MAP01: Reposa In Pace by Slavius
Sacrament is a particularly special map that stands out for its unorthodox factors to the traditional, and boy does it show it! MAP01 is an interesting environmental proposal with a tight, labyrinthine design that enjoys losing the player in a new world more than throwing him into combat. 3/5
Tumblr media
MAP02: Doxylamine Moon by Lainos
Iconic in the history of the game and I can easily see why. This is a huge map that represents an incredibly detailed city with a deep and vast opportunity for exploration in every area. That, coupled with an excellent setting make this a map that is hard to forget. 4/5
Tumblr media
MAP03: Dirtyllery by Wraith
Confusing at times but with more combat than previous maps and a fairly interesting design that combines a variety of rooms, offering an interesting progress system that, although it gets lost at times, is manageable. 3/5
Tumblr media
MAP04: Phobia by Dr. Max
More direct than the previous ones and with a comprehensive layout that offers exploration and combat under an atmospheric, yet distinctive, presentation compared to the rest of the maps. 4/5
Tumblr media
MAP05: Lavatraz by Wraith
A fortress in the middle of a lava lake surrounded by a large crowd of enemies. This is an intense map with enough combat to satisfy those who want a bit of a fight, while maintaining a good flow and offering excellent presentation for combat. 4/5
Tumblr media
MAP06: Pandora's Box by Archi
Large and expansive, with huge open areas and an iconic start through a shadowy tunnel. Fantastic map, with good combat and many areas to explore as well as many fights to participate in. 4/5
Tumblr media
MAP07: Arena by Dragon Hunter
The most divergent map of all maps. This is a combat arena that ends with a totally unexpected slaughter surprise. It is probably the most traditional map of the whole set, one that differs from the philosophy of the episode but still perfectly satisfying, fun, entertaining and well challenging. 4/5
Tumblr media
MAP08: Zone X by Archi
We return to a realistic map that combines the urban effect with a bit of industrial architecture while offering progress through a palpable and realistic layout. With constant combat and a few surprises, it manages to make its mark. 4/5
Tumblr media
MAP09: Vancouver by Archi
It has nothing to do with Vancouver, but more to do with Doom. This is a map that manages to perfectly combine the atmosphere of the episode with a good puzzle system and exploration without sacrificing combat at any time; offering interesting challenges, varied and progress that flows without pause under a good atmosphere of fun. 5/5
Tumblr media
MAP10: Wood Prison by Azamael
Gigantic wooden (or brick?) fortress with a huge multitude of rooms and scenarios. Combat is intense and almost constant, but the layout leaves something to be desired at times, as well as a few missing textures. 3/5
Tumblr media
MAP11: Seaport by Azamael
A fascinating concept that combines natural scenery with human architecture, giving it a distinctive touch that together with the MIDI and the progress system, create a very palpable atmosphere. 4/5
Tumblr media
MAP12: Industrial Processing by Dragon Hunter
Quite large, dark and ambient. At times it reminds me of the tight maps of Doom 3, combining intense combat in tight corners that encourage tactical combat and be careful with our steps. The visuals are often hidden in the darkness, but it manages to convey a decent idea of abandoned tech-base. 3/5
Tumblr media
MAP13: Controlled System by BeeWen
This is a map to end on a high note... gold. Huge and quite distinctive thanks to the excellent work of detail and ambience, adding a Silent Hill song, this map bleeds atmosphere and releases horrors. With a huge layout, unfortunately, it shoots itself in the foot by creating an almost incomprehensible path system that becomes incredibly complicated near the map, however, the challenging combat and wonderful visuals manage to give it its name. 4/5
Tumblr media
MAP14: LOGOEND by Lainos
And finally, an unwinnable map that works like a credits map, but without the credits. Still, the monument and the skybox is great. Maybe music would have improved this. 3/5
Overall:
» Sacrament (2011) By Clan [B0S]
Deep in the snowy lands, far to the east and hidden in the veil of mystery and poem, lies an abandoned world, without faith, without time; a world where man does not exist and sin reigns, desolate lands, lost lands, home of the devil and battlefield for all those who dare to desecrate the... sacrament. Whoops! I missed the rails. That little paragraph may encapsulate a bit of the idea and excitement behind this 14 map WAD designed to totally blow your mind in the most unorthodox and fantastical way you can find within the confines of Doom. Sacrament is an episode created by the B0S clan that shows how the world of Doom still has much, much more to offer.
Sacrament's story is something that would make a writer's cheeks swell with the desire to make it a novel: The plot follows a "Clan [B0S] fighter" as he wakes up from a nightmare into an apocalypse already in-progress. It is then gradually revealed that "the worthy" have already ascended to heaven, while everyone else have turned into bloodthirsty demons who are left to infight. He journeys into a now-desolate world, searching for answers as to what had happen, and why only he retained his humanity. Extract from the Doomwiki. That alone sounds like something absolutely awesome that inmediatly gathers my attention, and as expected, the rest of the WAD also did. With 14 maps, you'd better be ready to embark on an adventure of your own that is worthwhile in every way and demonstrates with considerable quality how to create a world entirely within the confines of Doom in a creative, inventive and different way to what we are used to. As a result, a kind of environmental son that evokes distant sensations of desolation, added to an explicit combat that sometimes is silent and then surprises you with brutal violence.
Sacrament knows very well what it is trying to achieve and succeeds with flying colors, even if it is not to everyone's taste. The main aspect of this WAD and its distinctive point is nothing more and nothing less than the amazing presentation it has. When I talk about presentation, I mean the shared set of visuals, progressive narration and extra details like music or even the titlescreen. WAD makes extensive use of all these details to create an ironically perfect conglomeration. While presentation is often overlooked or of regular importance in the mainstream Doom landscape, it is an aspect that can still pleasantly elevate the value of a WAD. That's just what happens with Sacrament. @Lainos is the mastermind behind the conception of this work, and he manages to successfully convey the idea of desolation and abandonment that each map possesses. The cohesion is generally understandable, and even though the maps are not dependent on each other, each manages to create a shared atmosphere among the entire WAD, either through the use of realistic architecture combined with muted colors, or even sharing design similarities that evoke a shared history in different areas. Sacrament successfully manages to give that fantastic feeling; that of playing in an environmental adventure like no other.
It is worth mentioning the incredible use of music and colors. Music used to be a factor that ranked as a rear position among the overall quality of WADs in the old days. A positive factor, but not essential. On the other hand, modern times have begun to highlight the essentials of music and how they can pleasantly increase the quality of a WAD. Proof of this is the recent Cacoward for OST. Well, Sacrament makes extensive use of music from different sources and all in an .OGG format, which means that we will hear high quality music in glorious sound true to the way the author intended. While the music is not of original production for the project, the selection of each tune was done with enough attention to create a comprehensive odyssey of ambient symphonies. MIDI breaks the mood at a certain point, yes, but the great job they have taken in choosing songs that match the color palette of the map and the ambiance is a good example of how this format is perfect for drowning us in a world. Add to that an excellent use of skybox, dark blue colors and lots of creepy textures reminiscent of rust and confinement, and surprise, Sacrament is a work of pure ambience.
But not everything that shines blue is sapphire, and here we must see the strange, unorthodox and polemic side of this WAD, the gameplay. Sacrament tells you directly in its structure that it is interested in the environment, leaving the gameplay to take a back seat (not entirely true, but you get the point), something that many would consider sacrilege, but thanks to good management decisions and excellent production, it works under the same aesthetics of this project. Most of the maps make a great focus on exploration and environment, especially the @Lainos maps, which bleed pure desolation and loneliness. The influence of Lainos is felt in most of the maps, especially with the intense use of music and skybox, on the other hand, not everything is generally pure exploration, it would be somewhat detrimental to steal the gameplay completely to this map, and if what we want is action, well there is, in one way or another there is. Intense maps that offer explosive combat like MAP07: Arena by @Dragon Hunter or the huge and challenging MAP13: Controlled System by @BeeWen, both maps that show incredible use of design and devastating gameplay at times. However, if Sacrament is a black sheep, then these maps are Sacrament's black sheep, so to speak.
Sacrament is not meant to be a run-and-gun, nor a kind of traditional WAD. It comes with all the right to break schemes and demonstrate something different and well produced, something that however strange and fascinating it may be, it manages to establish its place within the annals of the history of WADs. While its complex layouts and divergent gameplay may be somewhat detrimental to some players, that doesn't detract from the simple fact that Sacrament is a quality work that deserves to be tried just for the one virtue it possesses, that of allowing us to plunge into a world of Doom.
3 notes · View notes
endlessdoom · 3 years
Photo
Tumblr media
Endless Random /idgames WAD Adventures #2
Quick and Deadly
The Iron Forge
asshole
A rush of blood to the head
kboom series 3
The Cutting Room Floor : Jungle Boogie, 3 maps for DOOM2
Tumblr media
Quick and Deadly
Short but lethal. A small map with a good welcome balance that gives us enough juice to enjoy it. For being from the year 2000, this WAD presents a well designed map with good attention to detail that delivers entertainment with a solid quality. It's nothing special per se, but there is huge potential, and it would work very well as a starter-map in some sort of megawad. Cool map.
Tumblr media
asshole
The name gave me the idea that it would be a terrible map, or at least a kind of WAD joke, especially the extra description, but on the contrary... it's just a regular mediocre map that can be easily found in the huge ocean of /idgames archive. Nothing really spectacular but not bloody terrible either. Just a simple, very simple map.
Tumblr media
A rush of blood to the head
Simple, entertaining and quite acceptable. This is a map that falls into the famous category of ''myhouse.wad'' kind of maps. It is a curious re-interpretation of a realistic style with touches of Doom under the simple and entertaining balance of Ultimate Doom. With a solid use of textures and an understandable layout, it's an entertaining map that manages to expand on its own merits in a decent way. Fun and fast.
Tumblr media
kboom series 3
This WAD gives me the idea of being a tech-demo species for some reason, maybe because of the title. Although the title is only kboom series, the .wad is called kboom 3 of a total series of 10 maps, each created by Kurt Kesler of Team Insanity, classic creator of the 90s. What we have here is a solidly designed map that presents classic monumentalism in a simple and attractive way. For 1998, I could easily see this type of map as a kind of CP, since the overall quality of the map is not bad and I actually had enough fun with this map.
With a presentation of stock textures, as we can expect, and a layout not too difficult to figure out as well as a few extra tricks with liquids, kboom_3 is an interesting map with a simple style that stands out for being solid among the ocean of bad content that was the 90s. It makes me curious and makes me want to try the whole series. We may have some interesting stuff here.
Tumblr media
The Cutting Room Floor : Jungle Boogie, 3 maps for DOOM2
3 maps created under a simple but quite effective design system that establishes its priorities well. With tight and understandable layouts that often combine traps with close combat, these maps remind me of E4M1 (one of my favorite maps) so I can say that I find them fascinating. Part of the taste I have for them comes from the type of difficulty balance it has, where the enemies are usually more than 100 but there are not usually floods of demons, on the contrary, the combat feels tactical and bloody, where every meter we advance requires good strategy and attention to the environment around us, offering a solid challenge that seeks to meet all kinds of skills in its maximum expression.
From the first map to the last, 3 maps with modest design but excellent use of textures and good skyboxes that accompany us in bloody combat. Each map has an average duration of 5 to 10 minutes, but due to its intricate design and evolving layout, they don't feel long and the action remains constant. One of the best WADs I've played in these randomized adventures!
Tumblr media
The Iron Forge
Finally a Heretic map, and one made by none other than two legends! Despite being proclaimed as a medium map, I believe it is a map of superior magnitude that features incredible monumentalist architecture along with a classic fantasy design that combines excellent tropes such as ledges, lava pits and dungeons. With fantastic visuals that emanate gothic fantasy in every inch, WAD feels like an incredible adventure that immediately throws you into a world of quality. Thanks to the excellent use of textures and good layout, the map has a constant, non-stop flow that allows for exploration and even admiration of detail, bringing with it excellent design decisions that blend perfectly with the gameplay, thanks in part to the Wayfarers Tome included with WAD. The superior way to play Heretic.
A very joyful, challenging and fantastic map that delivers fully. Truly heretical.
2 notes · View notes
endlessdoom · 3 years
Photo
Tumblr media Tumblr media
DBP21: Occult Secrets of the Third Reich on Mars
9 Maps by the Doomer Boards Community
2020
https://www.doomworld.com/vb/thread/112484
Tumblr media
01. "Corporate Secrets" | Big Ol' Billy
Welcome to the dark past of the UAC. Or should I say, Ultimate Aryan Corporation? This is a great introductory map that tunes exploration with combat under a fun visual theme. 4/5
Tumblr media
02. "The Final Frontier Solution" | Phobus
Shorter than the previous one but with a more powerful flow that follows a linear path full of enemies. Oh, and you bet your ass there will be a lot of Rammstein here. 3/5
Tumblr media
03. "Blut und Eisen" | hardcore_gamer
Short level that has us moving in an almost straight line while crossing a variety of rooms in a kind of scientific base. 3/5
Tumblr media
04. "Unterdämonen" | Big Ol' Billy
A Nazi base with a few secrets tucked between different zones with excellent encounters and variety in layout. 4/5
Tumblr media
05. "Mars for the Reich" | Walter C. and Benjogami
A great map with a multitude of combats and a worthy ending. Entertaining encounters intertwined through a well-designed layout that promotes constant gameplay, without breaking the dynamics and always in motion. 4/5
Tumblr media
06. "The Gas Chambers" | joe-ilya
Plenty of enemies and plenty of opportunity for combat make this map a fun example of satisfying power-fantasy. 4/5
Tumblr media
07. "Ares Vallis" | glenzinho
Fantastical map full of action, fun and violence for everyone. Ultra-violence that is. That MIDI absolutely rocks. 5/5
Tumblr media
08. "Drakoidian Outcast" | valkiriforce
Huge map with an intricate and complex system of interconnected paths that lead us through a glorious adventure of extermination. 4/5
Tumblr media
09. "This Spell Banishes Space Fascists!" | Big Ol' Billy
A fantastic ending with an unexpected and welcome boss. With a fascinating design that encourages full movement under massive fire, this is a fantastic ending to a great WAD. 5/5
Tumblr media
10. ‘‘End Credits’‘ |
And of course, the end. 3/5
Tumblr media
Ending.
Overall:
» DBP21: Occult Secrets of the Third Reich on Mars (2020) By the Doomer Boards Community
Well, well, well, look what we have here, a conglomeration of the most controversial topics in history under a new coat of paint that may or may not have lots and lots of blood and some specks of Satanism. I can neither confirm nor deny that, yet on the other hand, I can confirm that what we have here is an absolute surreal work that brings us the best of both worlds in an engine ready to rumble, one where BJ would be happily smiling over all our glorious, rip and teary, work.
Occult Secrets of the Third Reich on Mars is a project created by the famous Doomer Boards krew where we are thrown into a world full of Nazis in space (Mars, to be exact) along with a few demons that possibly have something to do with all the related chaos. The project is an extensive example of the use of Wolf3D textures used under a strict but accurate layout system that creates images as provocative as cool to admire at all times, under any circumstances of combat and always with the great touch of quality. Self-proclaimed as the biggest agglomeration of sectored swastikas in history, I can say that probably that claim has a lot of weight confirming such a thing. Every map is a blast that shows us what Wolfenstein could have been if it had been given some love during the Doom era, luckily, Doom already gives it more than enough love in one form or another, otherwise, this project gives it not only a big hug of appreciation, but forms a respectful ode full of inspiration and grace.
As usual, I like to acknowledge the work of each mapper in these projects, even with a few words: Starting this time, we have none other than @Big Ol Billy with MAP01, an ambient intro that immediately traps us in the new spooky atmosphere while showing us some of the juice of the WAD. MAP02 by @Phobus pats us on the back as he throws us into a small but intense map with good flow. MAP03 by @hardcore_gamer shows classic tints in its design that remind me a lot of the original Wolf3D. MAP04 by @Big Ol Billy is a huge base with a multitude of secrets and interconnected paths that work synergistically to create a fun adventure. MAP05 created by @Walter C and @Benjogami expands on the previous map and opens the doors to exploration, intense combat and excellent entertainment that never stops. MAP06 is an opportunity to unleash our power-fantasy desires, created by @Joe-ilya, it pleasantly fulfills that function. MAP07 by @glenzinho is an absolute blast from start to finish that takes my heart by possessing an unstoppable flow, a fantastic layout with a well thought out design and a gameplay that combined with an exciting MIDI creates an orgasmic work of bloody proportions. MAP08 by @valkiriforce, as we can expect, is a huge labyrinthine adventure with a multitude of interconnected paths and an evolving level development that features different encounters with varied and entertaining combat. Finally, MAP09 by @Big Ol Billy brings us a rain of pain in a boss-fight arena where we face off against the boss of the Nazis on Mars. A glorious final battle that, accompanied with Rammstein, gives birth to a totally rewarding finisher. And of course, MAP10 is the credits map that curiously gives us, literally, the credits. Tarantino somewhere?
Occult Secrets of the Third Reich on Mars is a fantastic project from start to finish, with 10 total maps that are an absolute blast to play thanks to their incredible unparalleled presentation and excellent balance that allows players to enjoy a challenging but well-designed adventure for every type of doomer out there. I love the simple fact that it takes inspiration from the great father of all FPS's (at least that's what they call it) and recreates it in a new version that is able to present a unique, engaging, fun and well identifiable style. With great use of new textures and skins for the demons, as well as extra sounds and even a few new tricks up its sleeve, Occult Secrets of the Third Reich on Mars gives us a head-to-toe tribute to what Wolf 3D was and what it could have been. With little references like collecting the gold relics on the maps, or simply finding the hidden secrets where we can find wonders, WAD fulfills its purpose of delivering quality under a nice shade of, uh, Nazis and demons.
By this point, the projects have demonstrated a superior ability to enhance crazy ideas and give them new life. The idea of creating a WAD with such hardcore themes as Nazis, demons and gore in a total project of 10 maps sounds crazy, and could prove catastrophic if not done correctly. Fear not, for this WAD demonstrates with absolute grace how to create something that even though it sounds like a bad idea, can give a fantastic result. This WAD should definitely be on your must-play list, not only because of the simple idea and concept it brings to light, but because it's a blast that offers fun maps, with an entertaining combat flow and perfect MIDIs; do you like Rammstein? Do you like to have fun? Do you like Doom? You like… uh, forget it. Play this, dammit!
10 notes · View notes
endlessdoom · 3 years
Photo
Tumblr media
Endless Random /idgames WAD Adventures #1
THE CHAMBERS OF DEATH TRILOGY v1.2 and DOOM BATTLEFIELDS
Archviolence
Peppermint Cookie
The Trial.
the abandoned base
Waterworks - my newest map [GZDoom]
Tumblr media Tumblr media Tumblr media
THE CHAMBERS OF DEATH TRILOGY v1.2 and DOOM BATTLEFIELDS
This is the kind of WADs that make us take a spiritual journey and transcend beyond the simple humanistic perception of reality that is shown to us through the obvious extramartian manipulation. If you play this WAD, you will see the face of God.
No seriously, this is the first Terry WAD I've ever played in my life and boy is it surprising (I hope it's a Terry) because it's just, uh, made of what I might say like poop cake. And it's a complete megawad! The 4 episodes of Ultimate Doom replaced by a plethora of repeated episodes that change minimally in layout and show a selection of textures... questionable. Honestly, playing this is a laughable torture. Like when you were tickled to death as a kid. Only the tickling here is with knives and an obscene amount of bugs. Everything you shouldn't do in a WAD was done by this one. And I can't believe I played the whole thing.
You better have an overkill mod ready or you'll have to play with God all the time, because a few maps were simply impossible to complete; Cyberdemons by the dozens stuck in little nooks and crannies. Paths that make absolutely no sense and fake walls everywhere.
God, this is beautiful.
PS: You're going to see a lot of Memfis comments on /idgames, lol the guy is everywhere.
Tumblr media
Archviolence
An interesting project from 1995 (quite, quite old) with a strange puzzle premise that seems to incite the quirky and almost... incomprehensible. Archviolence lives up to the fact that both the end and the beginning of the map present us with an Arch-vile, making different uses of these. The beginning, in particular, requires us to arch-jump in order to progress through the map, however, it is after this technique that things get a bit more interesting as we are shown a cryptic system of switches that open different doors and raise different elevators.
It is interesting to see the point of innovation that the author had for the year, even if it is a completely dated WAD, it shows tricks that we can deduce, were inspired by a desire for innovative ambition. On the other hand, I think that even for 1995 it has a few errors that make it slightly incomprehensible.
Starting with the puzzles, which make no sense at all (and there are several switches that can get us stuck in softlocks) as well as a particular design that doesn't look good at all. There are about 7 textures all over the map. On the other hand, the gameplay is bombastic and challenging, being a bit unfair at times but relatively fun. If this were 1995, it would probably be a very difficult map.
A peculiar experience that shows us how the minds of yesteryear thought... in part. On the other hand, this WAD does show a hint of maturity and respect, something that not many WADs of the 90s had.
Tumblr media
Peppermint Cookie
Holy fuck a slaughtermap, and this one is absolutely nuts.
By the end of the map there is an insane (and ridiculous) totality of 9000+ enemies on a large square map designed perfectly to become the largest massacre arena I've ever played. Many probably know that I'm not a fan of slaughterwads and their gameplay, but I can appreciate the (violent) charisma they convey. What we have here is a map with huge ambitions but not so great executions. On the one hand, my biggest problem with this map is the simple fact that my potato PC can't run it properly for the first 5 minutes. There are too many enemies, too much combat and an insane amount of Pain Elementals spitting out Losts Souls per second. Seriously. For every 10 demons I managed to kill with the BFG, another 10 Lost Souls would take their place. The kill counter kept growing and the action wouldn't let you rest for a single second.
This is a 2020 map, finally something modern in /idgames Random File feature; on the other hand it's just not my style, but I won't let prejudice completely ruin my rating of this. On the one hand, it's a simple map, simple in terms of its red and white design. It's supposed to be a sort of Christmas present for doomers who love to bust their heads against 9000+ demons at the same time. On the other hand, the type of combat we find here is nothing more and nothing less than pure BFG spam. It's not complicated, but it's damn difficult and victory will depend more on our patience and how well we know how to do circle-strafing. If you love unlimited violence on a gigantic map where everything, absolutely everything, is filled with enemies as grotesque as they are varied, then you'll have more than enough to keep you entertained for a good, good while. Success is not guaranteed, but pain is. The MIDI is a good match for the ridiculous style and constant frenzy of this massacre, as well as the simplicity of the color scheme that creates a perfect backdrop for painting it red. Blood red.
Unfortunately I wasn't able to complete the map properly because 1) I don't enjoy slaughter. 2) My FPS went to 5 FPS at its worst and about 20 FPS for most of the game, which killed any fun I had.
Maybe some masochists out there enjoy this absolute monster. Fucking hard, but completeable.
Tumblr media
The Trial.
A 1999 WAD that in its textfile claims to have 5 maps but is actually only 1. While at first that sounds like bad publicity, this map is surprisingly decent and with palpable ambition. I think it's one of the few times I've seen a WAD authored by a company, in this case HyperSoft Inc, something I've never heard of before and probably didn't get to release too many quality WADs. On the other hand, concentrating on this particular example we have a map that, in spite of having certain design misfortunes, has a decent quality that concentrates the efforts in its exploration and dungeon design.
With over 200 enemies and a multitude of scenarios and areas, The Trial is an example of a map that puts exploration before any other aspect, giving a few touches of visual narrative and placing a multitude of areas that vary in terms of presentation and layout. Secrets and mazes are something that stand out quite a bit here, as well as tight corridors and a variety of texture usage, albeit somewhat misused.
The Trial is a WAD that, by modern standards, is bad, but placing ourselves in the era in which it came out, it's not so bad. A light adventure with fun overtones.
Tumblr media
the abandoned base
comp_01.wad is a single-map WAD designed by John Cartwright in about 2000. For a map of yesteryear, though of course not as old as others, The Abandoned Base has some decent qualities that make it stand out from the pile of junk we tend to find randomly in the archives. With a simple but sophisticated design that establishes its bases well, the author manages to create a map with a good flow and a pretty decent and entertaining gameplay at times. While the map is not a marvel in any way, I can appreciate the effort that went into making this modest attempt at entertainment.The layout is particularly commendable, because during the early years of WAD-making history, one of the biggest problems was the authors' ability to create maps that felt cohesive and natural, failing to create something organic where getting lost is almost always part of the gameplay.
On the other hand, Abandoned Base is nothing more and nothing less than a decent map that satisfactorily fulfills the features presented, giving a healthy 5 to 10 minutes of gameplay in a somewhat square map, visually lackluster and with simple gameplay. A relaxing experience, to be honest.
Tumblr media
Waterworks - my newest map [GZDoom]
A simple little map with a decent design that makes use of vanilla textures and a layout that reminds me quite a bit of the WADs of yesteryear. While the level doesn't stand out for much and features a simple gameplay system, it lives up to idealized expectations and manages to satisfy on its own merits as a short but fun map.
2 notes · View notes