The DOOM WAD Book Club
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- Jan 19, 2012 1:56 am GMTSo it seems someone actually liked the subway. Different strokes for different folks, I guess. Maybe I'm still spoiled by the last wad we played for this; D2R had a very good subway level.
The 'ambush' at the end was almost insultingly obvious, allowing me to melt the lot of the offending Mancubi without taking a hit in return, thanks to the ever-reliable Plasma Rifle.
I agree, especially since IIRC there's a computer map earlier in the level. The layout of the room itself should trigger alarm switches in any doomer's head immediately...
That being said, it was painfully dull toward the end (all those Demons... Christ almighty this is a terrible use of Demons), despite the welcome change of pace overall.
I actually liked the Pinky swarms... Someone called them traffic jams earlier? It's a good reason to take your chopper to the highway (I'm fairly sure that's quoting someone else in this thread too), not to mention a welcome change from all the crap sniping you.
but the Soulsphere secret was ingenious in execution; a masterful use of untextured lowers to hide an item that seems to appear out of nowhere on hitting a switch, and by default only scoring the secret when the sector floor's raised and entered. Very clever stuff.
Oooh, that's how they did it... I admit I was puzzled when the sphere appeared out of thin air. Guess this is the Doom equivalent of being a stage magician.
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For who could ever...? - Jan 19, 2012 6:18 am GMTMAP21: I am kind of wary entering Hell since a)the last wad involved in this jumped the shark really hard there, b)last time I got a pistolstart on m21 was Scythe and that had me pulling my hairs out from three levels in Hell. Died in a stupid rush because I thought Shotgunners 2.0 drop a shotgun. They don't. Second attempt, I took it slow, using non-berserk fist (goddamn, that weapon sucks) as much as I could. Duck, cover, this felt like early D2R. Awesome music, though... Which is nice because just getting to the red key took me 10+ tries; revenants sniping you when you got no guns or ammo isn't fun. It gets easier after that point, thankfully. Had a very exciting berserk-off
with the final archvile, too.
IOS: DOOMGUY NEED SSG BAD!
MAP22: Oh, it's a haunted house, neat. Very tight combat given the lack of supplies, but a fair bit more enjoyable than the previous map; guess it's just feeling safer in enclosed spaces. MEGAMUR pretty much hit the nail on the head with the early E3 feel. Except larger, and with, y'know, revenants. Did not like the baron trapped in the middle of the pentagram, that was just an ammo sink. When it collapsed to reveal a berserk, I felt all warm and fuzzy, though. Even better when I got a rocket launcher. All in all, I vastly prefer those smaller encounters with limited equipment to the usual BFG spam most late levels devolve into. The SSG crusher was more silly than dangerous, still, points for trying.
IOS: Boy, was I glad this map has two megaspheres.
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For who could ever...? - Jan 20, 2012 12:25 am GMTI can't believe people still play this game! I remember when I was four and first played it at my friend's house. He was controlling DoomGuy and I was shooting with ctrl XD. Needless to say I've been addicted ever since. I might participate once I finish ICARUS which I'm playing right now.
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Xbox Live Gamertag: Darth Tinman
Live long and prosper. - Jan 20, 2012 9:47 am GMTMAP23: The Atrium sounds like the least intimidating place Hell has to offer. The music is nothing special for once, but the level sure is action-packed. This would be a really easy map if not for the set of trapped switches at the plasma rifle, that killed me more than a few times. No idea how you're supposed to get that invisiblity, and it's probably for the best, as that particular powerup is kind of... Double-edged. Ultimately solved the trap by finding an invulnerablity sphere then making a mad dash for the switches while the monsters infight.
IOS: Easy... With the exception of that one part.
MAP24: Rocky tileset reminds me of Slough Of Despair, hopefully it won't be that awful. Thankfully I have a megasphere from the previous level, but the progress is slow - I'm afraid of every corner. I blame the anticipatory music. Turns out it's just buildup for this big temple/castle thing, much better. I strongly dislike timed puzzles of any kind so I spent a few minutes running blindly around the barbicans without realizing what the switches on them actually do. I like the little guiding arrows that get you to the keys; great idea on a larger map like this. The final mastermind fight actually managed to be pretty tense given the arena layout... Before I managed to clear the left half and get it stuck in a corner.
IOS: Really liking this wad's execution of Hell.
MAP25: Okay, so this is suspicious. There's a soulsphere right at the end of the last map and another one at the start of this one. The opening with the partially barred hallway really reminds me of another wad I played, too bad I can't remember where it was. Music is annoying as hell and they're giving you waaay too much free stuff, I'm extremely suspicious of this place. Hence there being no surprise at the massive ambush at the blue key, which didn't stop it from killing me. Second try went much smoother with me running like a little girl after yanking the key, letting the monsters and the cyberdemon settle their own differences. By the time I ended up in the pit for the second time, most of the stuff there was dead. Sadly, I expected that to be the extent of deathtraps in the level so the army of mancubi that spawned next caught me completely unaware; cue restart number three, ultimately proving I'm really no good at wide open areas.
IOS: This was probably the first time in my life I regretted telefragging a cyberdemon.
MAP26 is a ****ing nightmare and is kicking my sorry ass rather hard. Going to sleep on that one.
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For who could ever...? - Jan 21, 2012 2:52 am GMTMAP26: Nice work with the landscape, apparently we're out of the "civilised" area of hell. The two revs behind the lava waterfall made short work of my full stats, so there goes that advantage. The music is familiar... Plutonia again? Descending down the elevator in the coffin shop or whatever killed me in about five seconds, so I made a quicksave before that. Ten deaths later, still trying. THOSE ****ING REVENANTS. That whole underground area is a massive pain in the ass. Another quicksave and eight more deaths at the archvile room. Blue key is *so* not worth the effort. At least there's a soulsphere afterwards. I didn't like the Revenant curve in AV, I didn't like it in DV2, and I sure as hell don't like it now when I don't even have a BFG. The fleshy pathway with all the revenants is a right female canine too, although the BFG kinda helps... Revenants, revenants everywhere. I am NOT enjoying this level, it's as if Hell Revealed and Epic 2 had a monstrous baby. That megasphere was the best-placed powerup ever, it honestly brought tears to my bloodshot 6 health eyes.
IOS: 30+ deaths on just this map. The stuff of nightmares.
MAP27: Start with BFG and a megasphere has me worried already. I ended the last level full, so I kept the megasphere... Only to find out I can't go back for no real reason. Hit and run tactics slowly clear out the first room, although most of the megasphere is lost in the process. I resort to quicksaving pretty fast. The soul sphere from the next room is even shorter-lived because I'm an idiot and don't realize I got tons of cells and so I keep trying to shotgun all the revs. Needless to say, it doesn't go well. Level turns reasonably easier behind to blue door, with a couple of really useful secrets - I honestly stopped counting the soulspheres by now. Cyberdemon behind the yellow door gets a stream of hot plasma to its face and I'm starting to feel confident again. Hell hath no fury like a doomer owned!
...And then I got sniped by an archvile.
On the next, more careful try, the lava maze is slowly but effectively cleared by bait tactics and a secret radsuit. Another soulsphere is much appreciated. I get the red key, then find the invulnerablity sphere only to promptly waste it on an archvile and three imps. I hate my life. The final ambush of three poor archviles is met with the ridicule it deserves.
IOS: Can't believe I got 100% on this thing.
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For who could ever...? - Jan 21, 2012 11:49 am GMTMAP15:
Not bad. While the molten gold was a refreshing change for 'liquid' textures, it doesn't mask the author's love of damagesectors. Thankfully most were avoidable, and the map itself wasn't particularly difficult to pass through either. That ambush near the Plasma Rifle and 200 Cells was a pain in the ass though, laying waste to most of my Armour.
Secret exit was easy to find indeed, the different texture immediately aroused suspicion and ended up being a fake wall. The switch was barely visible though, so extra marks for at least trying to make the Megasphere seem like the only reward.
(Oh, and as for that Arch-Vile at the start... well you can hide in the gaps in the wall at the side if he tries roasting you. Other than that, it's easy enough to just punch the **** out of it.)
MAP31:
Eh, I can appreciate the idea and most of the execution, but the water-into-lava switch was a bit much and severely hinders the enjoyment from then on, despite the Radsuits -- it's just incredibly unnecessary to throw in. Other than that, this one was mostly fun yet largely a pushover, especially that Cyberdemon. I liked the use of a simple switch at the normal exit, just a basic secret exit method that's very easy to overlook and miss, instead of using 9001 cryptic tasks.
The clever use of all six keys is also something not really used often enough; makes a refreshing change from hitting a bunch of random switches and wondering just what the **** opened up somewhere else in the map. The remixed music was also pretty cool.
MAP32:
Not particularly good. Technically fine, but a completely **** exit which serves no purpose at all for story nor gameplay, and ruined everything else about the map in one swoop. It's as though the author's punishing us for having the sheer audacity of finding his ****ty super-secret level.
[cont]
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The noblest of all dogs is the hot dog: it feeds the hand that bites it.
DOOMBEARS II - Return to the Labyrinth: http://www.youtube.com/watch?v=yWdejK6yKiQ - Jan 21, 2012 12:01 pm GMT[cont]
MAP16:
High-risk with a side-order of caution, thanks to that inexplicable reason for MAP32's exit. After plugging the Shotgun Guys in the guard towers and scrounging a pathetic amount of Health back, things started to pick up and eventually became very enjoyable. Generally an easy map whichever way you look at it, although the two secrets outside were easy to forget.
MAP17:
Blah. Why-oh-why does he love damagesectors so much? Alright, so the aesthetics are great, and all that nonsense, but taking damage from the floor because you're wanting to avoid incoming fire is just ludicrous bull****. Oh, and that exit's terrible. Come on, surely there could have been a better way than that? Or are we really playing a WAD that once again falls into the habit of injecting mandatory damage under the pretence of difficulty?
Inside the 'base' though, everything's fine. A bit crowded with those Zombies scoring far too many hits for my liking, but unlike the cavern/rail areas it's all fair game with plenty of Health items to make up for it. The music is damn good too.
MAP18:
Oh, now this one was very good. Both sections are eventually interconnected once you screw with all the keys, and despite generally being very cramped there's never a stressful moment. A fine example of 'doing it right', with great flow, solid fights and a comfortable amount of ammo.
There's also that Megasphere area which I don't know how to open up, but I somehow did. I am not complaining about that, especially since everything at this point was toast, leaving me with a 200/200 exit.
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The noblest of all dogs is the hot dog: it feeds the hand that bites it.
DOOMBEARS II - Return to the Labyrinth: http://www.youtube.com/watch?v=yWdejK6yKiQ - Jan 21, 2012 12:19 pm GMTDo forgive my lack of participation guys. The difficulty in Doom 2 Reloaded has me completely stumped. And i'm intent on going through it all before i carry on with anything else.
After i do, i'll make sure i join in with the next WAD.
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Ieyasu......Ieyasu.....
IIIIEEEEYYYAAAAAAASSSSSSUUUUUUUUUUU!!!!!!! - Jan 21, 2012 12:31 pm GMTThis one is mostly easier, although I haven't really seen the last two levels yet. The only real roadblock I hit was map26.
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For who could ever...? - Jan 21, 2012 1:29 pm GMTI just beat Jenesis, so here's the final writeups.
MAP28: Now this looks nice, and again, great music. Low monster count,
too, this should be a relaxing level... right? Right? I'm totally letting that soulsphere sit there for the inevitable worse times, though. It won't lull me, oh no. This is a map28, something terrible will happen. The yellow key not being trapped totally throws me off my balance, making me wonder around a bit looking for monster closets. I think I prefer blood sewers over normal ones - while I don't really care for the gothic look, they don't do damage. The secret soulsphere and megaarmor next to each other are pretty neat too. Blue key gotten, I'm starting to think this place gives you too many soulspheres. The thought quickly perishes, there's no such thing as too many soulspheres. Having to pick one up to progress is pretty bad design, though. The mini-chasm is... Well, of all the levels of Doom 2 to do a tribute to, that wasn't a well-picked one. The fight with the cyberdemon over the bridge above red nothingness was pretty epic... Or would be, if the place wasn't so goddamn small and cramped. At that point, I'm backtracking for the soulsphere...
Why hello there... Icon?
Okay, that was a neat Icon fight. Cheap switch crap, sure, but D2R's was worse.
IOS: A very nice level, the whole "calm before the storm" buildup first for the cyberdemon, then the Icon battle out of nowhere. Liking this map very much.
MAP29: Anal insertion complete, huh. There's got to be a better way of using this texture than what D2R and this are doing with it. Surprisingly enough, this place is a techbase filled with mobs of Shotgunner 2.0. After hell, it feels kinda weird, and the ambient music doesn't help much. Am I on Earth again or what...?
Mobs of hitscan enemies aren't fun, especially when you can't really mow them down with the chaingun. Ammo problems hit pretty fast, the Icon fight drained me. Very neat-looking, atmospheric level. The office block honestly freaked me out - didn't expect to find anything like thathere. Really, the environment switch was well-done, reminds me of Reverie, which has similarly tranquil ending levels... Although a much deadlier map29.
IOS: Nice and easy, and I'm even leaving with a megasphere. edit: I probably didn't emphasise this enough, but atmosphere of this place is awesome. I particularly like the pair of cacos hovering across the endless ocean, popping out from windows; that whole area is really good.
MAP30: So, I've been calling for a Body Of The Many level for such a long time... And here's one, finally good use of the flesh texture set. This level's style is really, really good. Of course, the final fight is an Icon...oid. The switch puzzles took me long enough to figure out so the monster count went to 200, so that took a few save/loads before I actually found a more or less save spot to unload rockets into the thing. Pretty good, actually. And it wasn't that hard, I mean, Icon firing four spawncubes in a much smaller area sounds bad, but most of the monsters take care of themselves.
IOS: A good ending, actually.
Time: 8:15:45
Deaths & Quickloads: OFF THE ****ING CHART. I may run a death count on the next one just to embarass myself further.
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For who could ever...? - Jan 21, 2012 1:32 pm GMTFinal thoughts: I actually really enjoyed this wad. It may have been not as detailed as (most of) D2R, but the levels flowed much better, you could tell the focus is on gameplay and not details. Some levels stand out in particular - 10, Ruins, for the amazing atmosphere, 20, Into the Gate, I think as best level overall, 26, whatever that bastard is called, for its abundant reve- I mean, difficulty. The "story" bits in particular were very well-executed: there was a distinct sense of progression between the levels and especially at "story points", like the two transfer stations, the gate to hell and so on. The final environmental switcheroo from hell to a fort to a base to a stomach was really neat too, it kept me guessing.
My complaints are mostly two. One, Shotgunner 2.0. I don't understand the point of that enemy. I can see the purpose of adding enemies to Doom - hell, I really like some of the wads with those - and even when the lineup changes are minor, they're usually pretty well justified - see Deus Vult 2 and it's Hexen clerics added because the guy wanted a more dangerous imp-tier monster. However; Shotgun Guy 2.0, zombie marine or whatever that is, seems to serve no purpose altogether and there's next to no situations where he couldn't be replaced with normal zombies without any loss (In fact, the only one I can think of is map21 where that extra HP matters since you're on a forced pistol start). The second complaint is, obviously, REVENANTS. Goddamn stop abusing those. Map26 is literally the hardest level in this just because of really assholish revenant (/archvile) placement. And this wad showed that it's capable of legitimate difficulty too, it's just this cheap **** that annoys me to no end.
All in all still among the best wads I played and I'm really glad you guys introduced me to it. I mean, I had it in the folder, but the name is like really unpromising so who knows if I'd ever get to it otherwise.
edit: One more commendable thing about this wad, it never went overboard with Cyberdemons and all the ones you meet (outside of secret levels) feel justified, like the pair sitting on the hellish wall or the one guarding the entrance to the Icon - they're at places that you'd think "Yeah, they'd want to guard this with the meanest demon of them all". For all the other monster atrocities it commits, this is nice - it also never really devolved into BFG spam, the finale aside.
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For who could ever...? - Jan 22, 2012 7:37 am GMTOk, confession time doomers, i rage quitted DR2. Which is a shame considering the great layout of the levels, especially for vanilla doom 2. I just hated that the levels would throw at you:
1)Mancubi where there is lack of cover (Or where there is cover, but is already taken by, say, chaingunners)
2) Constant use of the Chaingunner/Shotgun Guy combo, meaning either way, i'll take damage from the one i don't kill first.
3)Revenants where there is clearly no room to maneuver (Or where the only place to run is into a Mancubus, or Hell Knight)
4) Although i was using free-aim with Auto aim set to Never, Woe-be-tide anyone who is not using that feature due to the placement of barrels right around some corners.
These point's ruined what would otherwise be a brilliant and well detailed WAD.
So fellow Doomers/Masochists, i'll be joining in with the next one, whichever that may be.
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Ieyasu......Ieyasu.....
IIIIEEEEYYYAAAAAAASSSSSSUUUUUUUUUUU!!!!!!! - Jan 22, 2012 11:12 am GMTTo be honest I don't blame you. If not for something along the lines of 15 - 16 years of Doom II playing and all the experience that brings, I'd probably have ragequit myself at some of the more absurd 'features' in D2R.
Such as MAP18.
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The noblest of all dogs is the hot dog: it feeds the hand that bites it.
DOOMBEARS II - Return to the Labyrinth: http://www.youtube.com/watch?v=yWdejK6yKiQ - Jan 22, 2012 11:58 am GMTTo be fair, it's an original idea, I don't think I've ever seen a stealth level in Doom. It's just soulcrushingly badly executed.
edit: Now m24, there's no excuse for that.
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For who could ever...? - Jan 22, 2012 5:46 pm GMTaniLEhilated posted...
MAP22: All in all, I vastly prefer those smaller encounters with limited equipment to the usual BFG spam most late levels devolve into.
Much, much agreed. I really wish more Hell levels did this, making you weak and desperate and scrounging for supplies (why would Hell be littered with goodies, anyway?) instead of having you blast through stadium-fuls of demons again and again. It's a nice spin on the usual DOOM gameplay, and is a bit more atmospheric, making you tense and edgy as opposed to making your trigger finger itchy.
MAP26: The music is familiar... Plutonia again?
Evilution, Map16/26. Plutonia's soundtrack was just recycled tracks from DOOM & DOOM II.
Descending down the elevator in the coffin shop or whatever killed me in about five seconds, so I made a quicksave before that. Ten deaths later, still trying. THOSE ****ING REVENANTS. That whole underground area is a massive pain in the ass.
I just ran through there as fast as I could. No way I could take on all those Revs. I just cleared them out when backtracking through.
MAP29: I probably didn't emphasise this enough, but atmosphere of this place is awesome.
It really is. If that map was released as just a standalone, single-level WAD, I'd still love it. I wish more levels had captured that moody vibe, but at least the last two maps having some suffocating eeriness was pretty fun.
As for "Shotgunner 2.0," I thought they were pretty clever, though it's mostly because I assume they replaced the useless SS Nazi. I'd much rather deal with these guys than having stupid SS guards wandering the levels, and it's good they put the SS enemy to some sort of use. And though they aren't really effective enemies, they're not bad at "picking at" the player, chipping off some health with their hitscan attacks and making you waste ammo on their damage-sponge bodies. They caused me some serious trouble in Map29 since there were so many of them and I couldn't waste them fast enough, so they plinked off my health until I dropped.
Lord Vader 2003 posted...
I can't believe people still play this game! I remember when I was four and first played it at my friend's house. He was controlling DoomGuy and I was shooting with ctrl XD. Needless to say I've been addicted ever since. I might participate once I finish ICARUS which I'm playing right now.
Even more surprising is that people are still making levels for it, and on a fairly regular basis at that. Several 32-map sets are usually released every year.
I hope you have fun with Icarus. It's one of my all-time favorites.
Recoome_is_god posted...
MAP18: There's also that Megasphere area which I don't know how to open up, but I somehow did.
Nobody seems to have a clue how that secret is activated. I almost wonder if the author just gave it away as a freebie.
Little_Ishida posted...
4) Although i was using free-aim with Auto aim set to Never, Woe-be-tide anyone who is not using that feature due to the placement of barrels right around some corners.
Ah, yes, I grew very tired of that little trick. I can see how one would ragequit D2R, mostly just because some levels have some fairly severe difficulty spikes. Heck, I never actually beat it since Map29 & 30 were too hard.
Hey, aniLEhilated, since you beat the game, would you like to cast a vote for the next WAD? And should we just make a whole new thread for it, or just keep posting in this one, making sure to note which WAD we're playing in each post?
As for those who're still playing JENESIS, don't worry! The thread isn't going anywhere.
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It's okay. You don't have to type my name in all-caps. - Jan 22, 2012 9:23 pm GMTI have play suspended in MAP20 at the moment partly because of my insistence on getting 100% kills. I reached the end and realized that I still have around 40 monsters left to kill and I think I may have not triggered something. I can hear them carrying on behind a wall around the outdoor area (where you fight the Cyberdemon), but have no idea how to get them to come out.
I've wasted too much time on this, so I'm just asking. >_>
Also I can't find that BFG, but that's less of a deal to me.
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Essy, Avian Enthusiast - Jan 23, 2012 12:22 am GMTEsuriat posted...
I have play suspended in MAP20 at the moment partly because of my insistence on getting 100% kills. I reached the end and realized that I still have around 40 monsters left to kill and I think I may have not triggered something. I can hear them carrying on behind a wall around the outdoor area (where you fight the Cyberdemon), but have no idea how to get them to come out.
I've wasted too much time on this, so I'm just asking. >_>
Also I can't find that BFG, but that's less of a deal to me.
Hit the nearby switch, they should all come flooding out.
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The noblest of all dogs is the hot dog: it feeds the hand that bites it.
DOOMBEARS II - Return to the Labyrinth: http://www.youtube.com/watch?v=yWdejK6yKiQ - Jan 23, 2012 12:39 am GMTI don't really know, to be honest. I don't visit doomworld or anything related, most wads I play are based on various recommendations and as such are probably well-known. I'll try to browse doomworld a bit, see if I can turn up anything.
Anyway, I'd keep it at this thread, as long as we do a reasonably large "introductory" post with the link and stuff so they're clearly separate.
I have play suspended in MAP20 at the moment partly because of my insistence on getting 100% kills. I reached the end and realized that I still have around 40 monsters left to kill and I think I may have not triggered something. I can hear them carrying on behind a wall around the outdoor area (where you fight the Cyberdemon), but have no idea how to get them to come out.
I thought you need to press that switch to progress? Anyway, there's a teleport ambush at the helipad that's probably supposed to help you with the cyberdemon. It might quite well be 40 monsters.
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For who could ever...? - Jan 23, 2012 1:13 am GMTYeah, I did hit that switch and got some enemies to swarm out, getting a nice, big bout of infighting with the Cyberdemon, but there are still a bunch behind that wall. I'm doubting that ZDoom would alter anything about how they teleported in, but I guess there is a chance they got stuck.
I'll probably just replay the level from the start tomorrow to see if I just got unlucky. I won't mind, it's really enjoyable map.
EDIT: I instead decided to no clip behind the wall to see the enemies, then did a fresh start and no clipped my way to that room to press the switch. All of the enemies flooded out like they should have, so the trap probably did screw up and left 41 enemies stuck inside their little containment area. It's possible that my running off to let them infight in the background instead of sticking around caused that.
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Essy, Avian Enthusiast - Jan 23, 2012 1:09 am GMTAnyhow, I'd suggest looking for the next wad among Doom1 episodes since I think we all deserve a break from REVENANTS after two wads' worth of that crap.
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For who could ever...?
Game Stats
- Game Universe:
- Doom 3 (PC, XBOX, MAC, UNIX),
- Doom (SAT, PC, PS3, GBA, X360, 3DO, 32X, JAG, SNES, PS, ARCH),
- Doom II (PC, GBA, MAC, ZOD),
- Final Doom (PC, PS, MAC),
- Doom 3: Resurrection of Evil (PC, XBOX),
- The Ultimate Doom (PC, MAC),
- Doom 4 (PC, X360, PS3),
- Doom Collector's Edition (PC),
- Doom 64 (N64),
- Doom II RPG (MOBILE, WINM)
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