The /newstuff Chronicles #396 - 57 Comments Dreadnaught...a complete hub for Hexen - Scott McNutt, Darrell Esau

Hexen - Vanilla - Solo Play - 253568 bytes -

Reviewed by: ultimatecarl

It's a rare day that a Hexen WAD comes through /newstuff, and an even rarer one that sees a GOOD Hexen WAD. Today is unfortunately not that day.



I really wanted to like this WAD (despite the efforts of the readme). I miss the days of large, classic-styled Hexen hubs. The second biggest problem with Drednaut (spelling intentional?) is that it's TOO classic. Companies release sequels less similar to the original game than this WAD. Check some of the screenshots for yourself; the areas are one step away from wholesale copies of original Hexen areas. I say "copies", but I think "cheap imitations" would be more accurate, as these areas are invariably less decorated and riddled with misaligned textures/HoM/etc.



The number one issue with this WAD, though, is that it's impossible without cheating. I don't mean the enemies are too much (we'll come back to that), but that the puzzles are either broken or so incredibly obtuse and obfuscated that they aren't worth figuring out. Even using noclip once in the second level, I still got stuck again later and called it quits. In both cases it seems like triggers were misplaced, so areas are paradoxically not opening until after you're already inside of them.



As a Mage on Difficulty 5, I didn't break a sweat enemy-wise, enemy difficulty is definitely pretty easy if you don't play as a Fighter. Areas are overpopulated with melee enemies clumsily shambling around in front of windows waiting for you to drop them before they're ever an issue, and even when you spawn in a new map surrounded by Afrits and Serpents, multiple 100% safe locations are never far.



Did I mention the readme? Go check it out, it's good for a laugh. It reads like a 14-year-old's self-insert fanfiction. You couldn't come up with a bigger Gary Stu if you played Anime Mad Libs with Twilight passages. To top it off, it doesn't make sense because you still pick a character class in this WAD! Also, "Scott's Portals"? "There are those who call me... Tim?"



I've already spent more time writing than I should have spent playing. Bottom line: avoid. According to the /idgames page there's supposedly a two-hub version of this map? It's older, however, and who cares.





- Scott McNutt, Darrell Esau - It's a rare day that a Hexen WAD comes through /newstuff, and an even rarer one that sees a GOOD Hexen WAD. Today is unfortunately not that day. I really wanted to like this WAD (despite the efforts of the readme). I miss the days of large, classic-styled Hexen hubs. The second biggest problem with Drednaut (spelling intentional?) is that it's TOO classic. Companies release sequels less similar to the original game than this WAD. Check some of the screenshots for yourself; the areas are one step away from wholesale copies of original Hexen areas. I say "copies", but I think "cheap imitations" would be more accurate, as these areas are invariably less decorated and riddled with misaligned textures/HoM/etc. The number one issue with this WAD, though, is that it's impossible without cheating. I don't mean the enemies are too much (we'll come back to that), but that the puzzles are either broken or so incredibly obtuse and obfuscated that they aren't worth figuring out. Even using noclip once in the second level, I still got stuck again later and called it quits. In both cases it seems like triggers were misplaced, so areas are paradoxically not opening until after you're already inside of them. As a Mage on Difficulty 5, I didn't break a sweat enemy-wise, enemy difficulty is definitely pretty easy if you don't play as a Fighter. Areas are overpopulated with melee enemies clumsily shambling around in front of windows waiting for you to drop them before they're ever an issue, and even when you spawn in a new map surrounded by Afrits and Serpents, multiple 100% safe locations are never far. Did I mention the readme? Go check it out, it's good for a laugh. It reads like a 14-year-old's self-insert fanfiction. You couldn't come up with a bigger Gary Stu if you played Anime Mad Libs with Twilight passages. To top it off, it doesn't make sense because you still pick a character class in this WAD! Also, "Scott's Portals"? "There are those who call me... Tim?" I've already spent more time writing than I should have spent playing. Bottom line: avoid. According to the /idgames page there's supposedly a two-hub version of this map? It's older, however, and who cares. Serpent: Resurrection - RPG System - Stephen Clark (The Ultimate DooMer)

Hexen - GZDoom - Solo Play - 2414650 bytes -

Reviewed by: ultimatecarl

Does exactly what it says on the tin: no new maps (other than a single "shop" map), weapons, or enemies, but a shiny RPG-style advancement system that works with all three Hexen classes. The readme says it should work with any "vanilla" Hexen WAD and I don't see why it wouldn't. I can confirm it works with both HEXEN.WAD and HEXDD.WAD.



The mod also adds some new items and a multitude of spells which is pretty cool, but all of the extra keybinding you have to do makes it clunky and annoying. Binding keys to check your current XP and spend stat points isn't too bad since that only happens every so often (and not in the middle of battle), but the extra spells are just too annoying for me to bother with. Sticking with a Fighter, however, this WAD is a hell of a lot of fun and adds considerable replayability to Hexen!





- Stephen Clark (The Ultimate DooMer) - Does exactly what it says on the tin: no new maps (other than a single "shop" map), weapons, or enemies, but a shiny RPG-style advancement system that works with all three Hexen classes. The readme says it should work with any "vanilla" Hexen WAD and I don't see why it wouldn't. I can confirm it works with both HEXEN.WAD and HEXDD.WAD. The mod also adds some new items and a multitude of spells which is pretty cool, but all of the extra keybinding you have to do makes it clunky and annoying. Binding keys to check your current XP and spend stat points isn't too bad since that only happens every so often (and not in the middle of battle), but the extra spells are just too annoying for me to bother with. Sticking with a Fighter, however, this WAD is a hell of a lot of fun and adds considerable replayability to Hexen! Sacrament - Various

Doom 2 - Limit Removing - Solo Play - 21481401 bytes

Reviewed by: ultimatecarl

This was already reviewed by duncan in T/nC #393.



I dunno why this was re-uploaded as it doesn't seem to be updated any. Second map is still bad enough to not bother with the rest of it, which is pretty but mediocre anyway.





- Various This was already reviewed by duncan in T/nC #393. I dunno why this was re-uploaded as it doesn't seem to be updated any. Second map is still bad enough to not bother with the rest of it, which is pretty but mediocre anyway. Sirens II - Wraithchilde

Doom 2 - ZDoom Compatible - Solo Play - 2619803 bytes -

Reviewed by: ultimatecarl

NOTE: Needs Sirens for the full effect. Not sure why the creator didn't just lump this mapset with the graphics to begin with but whatever. Also also note, WAD contains (pixelated) nudity. I censored it in the screenshots, you horndogs you.



Welp, there's no getting around it: this is first and foremost a "porn WAD", and boy does it show. While the levels are not overtly offensive to your senses, they aren't exactly good either, and by MAP05 it's clear the creator wasn't even trying anymore, as not only can you get trapped (you're able to one-way teleport to the other side of a locked door without first getting the key so you can't get back out), the level is flat-out impossible to finish without using noclip, as the creator didn't bother to test that a small passage on the way to the exit is actually too narrow for the player to pass.



MAP04 is similarly weird, having "secrets" that are actually necessary to find in order to finish the map, and others that only open the way up to several enemies instead of any rewards. Overall the maps are boringly designed and they don't flow well, with some being downright broken. Difficulty is a joke: playing on UV, after halfway through the first map I never dropped below 300 health. Yes, you read that correctly.



The WAD makes odd changes, giving you a health maximum of 600 (the Supercharges liberally sprinkled throughout the maps, however, do not heal you above 200 and so are oddly less useful than medkits most of the time) and doubling your shell count. Weapons are slightly modified. The shotgun (which looks like a pistol) is the same, but the chaingun (which also looks like a pistol) fires twice as fast, the rocket launcher is now some kind of bizarre rapid-fire launcher that uses cells instead of rockets, and the plasmagun is now a chainshotgun. The weapon changes remind me of those annoying "EXTREEEEEEEEME" WADs that just turn everything (stupidly) up to 11, and since the enemies are largely just palette swaps, it makes things even easier.



But you're not here for all that, are you? You're here for the titties. Well. There's titties (and for some reason Hell Knights and Mancubuses) everywhere. They're almost all just sprite edits of the succubi enemies from the original Diablo. The art isn't half bad, though you'll be hard-pressed (hurr, get it?) to pop a boner if you're over the age of 12. They all giggle and groan with delight as they spot you, attack, and die, and you'd better get used to those noises because you'll be hearing them a lot, especially since the WAD lacks any music. The other sounds are pretty much ripped directly from Quake II (as is one of the enemies and the rocket launcher replacement) with a hint of Heretic. Oddly, they seem capable of infighting with their own types, which yet again makes this WAD EVEN EASIER.



Give the mapset a miss entirely. I'd say boot up the replacement WAD with your favorite mapset for the novelty, but with the changes it's really more annoying than fun and it'll make you feel dirty. In fact, I'm embarrassed I even played this long enough to write a review and now I feel like I need a shower.





- Wraithchilde - NOTE: Needs Sirens for the full effect. Not sure why the creator didn't just lump this mapset with the graphics to begin with but whatever. Also also note, WAD contains (pixelated) nudity. I censored it in the screenshots, you horndogs you. Welp, there's no getting around it: this is first and foremost a "porn WAD", and boy does it show. While the levels are not overtly offensive to your senses, they aren't exactly good either, and by MAP05 it's clear the creator wasn't even trying anymore, as not only can you get trapped (you're able to one-way teleport to the other side of a locked door without first getting the key so you can't get back out), the level is flat-out impossible to finish without using noclip, as the creator didn't bother to test that a small passage on the way to the exit is actually too narrow for the player to pass. MAP04 is similarly weird, having "secrets" that are actually necessary to find in order to finish the map, and others that only open the way up to several enemies instead of any rewards. Overall the maps are boringly designed and they don't flow well, with some being downright broken. Difficulty is a joke: playing on UV, after halfway through the first map I never dropped below 300 health. Yes, you read that correctly. The WAD makes odd changes, giving you a health maximum of 600 (the Supercharges liberally sprinkled throughout the maps, however, do not heal you above 200 and so are oddly less useful than medkits most of the time) and doubling your shell count. Weapons are slightly modified. The shotgun (which looks like a pistol) is the same, but the chaingun (which also looks like a pistol) fires twice as fast, the rocket launcher is now some kind of bizarre rapid-fire launcher that uses cells instead of rockets, and the plasmagun is now a chainshotgun. The weapon changes remind me of those annoying "EXTREEEEEEEEME" WADs that just turn everything (stupidly) up to 11, and since the enemies are largely just palette swaps, it makes things even easier. But you're not here for all that, are you? You're here for the titties. Well. There's titties (and for some reason Hell Knights and Mancubuses) everywhere. They're almost all just sprite edits of the succubi enemies from the original Diablo. The art isn't half bad, though you'll be hard-pressed (hurr, get it?) to pop a boner if you're over the age of 12. They all giggle and groan with delight as they spot you, attack, and die, and you'd better get used to those noises because you'll be hearing them a lot, especially since the WAD lacks any music. The other sounds are pretty much ripped directly from Quake II (as is one of the enemies and the rocket launcher replacement) with a hint of Heretic. Oddly, they seem capable of infighting with their own types, which yet again makes this WAD EVEN EASIER. Give the mapset a miss entirely. I'd say boot up the replacement WAD with your favorite mapset for the novelty, but with the changes it's really more annoying than fun and it'll make you feel dirty. In fact, I'm embarrassed I even played this long enough to write a review and now I feel like I need a shower. Prancing Pony Deathmatch - Michael Reed

Doom 2 - Vanilla - Deathmatch - 28535 bytes -

Reviewed by: ultimatecarl

The cutesy name may lead many to quickly disregard this WAD and... well, actually, that's probably for the best.



Prancing Pony DM doesn't commit any grave sins, but it simply isn't a great DM map. There's really only one location for each weapon (and the rocket launcher is ridiculously easy to camp and hold), and anyone going for the Supercharge might as well sit down and put a giant target on their back. The map in general is too small and cramped, with an over-reliance on small, one-person-wide corridors.



Also texture misalignment all up in this bitch.





- Michael Reed - The cutesy name may lead many to quickly disregard this WAD and... well, actually, that's probably for the best. Prancing Pony DM doesn't commit any grave sins, but it simply isn't a great DM map. There's really only one location for each weapon (and the rocket launcher is ridiculously easy to camp and hold), and anyone going for the Supercharge might as well sit down and put a giant target on their back. The map in general is too small and cramped, with an over-reliance on small, one-person-wide corridors. Also texture misalignment all up in this bitch. Alfa 3 - Wraith

Heretic - Heretic Support - Solo Play - 942373 bytes -

Reviewed by: ultimatecarl

I... I enjoyed this? I kind of enjoyed this.



There's two WADs (an "easy" and "hard" version which is just unnecessary, nobody plays on anything but HMP or UV/NM anyway), the map is ugly as all hell (even the readme acknowledges it!) and the first 1/4th of the map is a boring, tedious, backtracking-filled switch-and-key hunt with no enemies in sight. When you finally do get to the monsters, it's an uninspired slaughter map with wide, flat arenas.



But against all odds, I actually had fun finishing it. Maybe it's because I haven't played Heretic in forever and have been itching to lately, or maybe my sanity has finally given out from reviewing three other ass-tier WADs until 3AM.



I played on UV (or Smite-Meister, which is pretty much the best difficulty name ever) on the "hard" version of the WAD and it was difficult, but not impossibly so. The enemies are varied and arranged such that you can corral them into a lot of infighting (I'd estimate 3/4 of the monsters killed each other, I only mopped up scraps). It's not TOO easy to do, though, you still need to weave through the battlefield and be smart about it.



I should probably go to bed before I start gushing about Æons of Death or something...





- Wraith - I... I enjoyed this? I kind of enjoyed this. There's two WADs (an "easy" and "hard" version which is just unnecessary, nobody plays on anything but HMP or UV/NM anyway), the map is ugly as all hell (even the readme acknowledges it!) and the first 1/4th of the map is a boring, tedious, backtracking-filled switch-and-key hunt with no enemies in sight. When you finally do get to the monsters, it's an uninspired slaughter map with wide, flat arenas. But against all odds, I actually had fun finishing it. Maybe it's because I haven't played Heretic in forever and have been itching to lately, or maybe my sanity has finally given out from reviewing three other ass-tier WADs until 3AM. I played on UV (or Smite-Meister, which is pretty much the best difficulty name ever) on the "hard" version of the WAD and it was difficult, but not impossibly so. The enemies are varied and arranged such that you can corral them into a lot of infighting (I'd estimate 3/4 of the monsters killed each other, I only mopped up scraps). It's not TOO easy to do, though, you still need to weave through the battlefield and be smart about it. I should probably go to bed before I start gushing about Æons of Death or something... Water World - Peter Guts

Heretic - Vanilla - Solo Play - 58656 bytes -

Reviewed by: skaman86

Water world is a single map WAD for Heretic E1M2.



Gameplay:

It was kinda dull. If you play this fresh from E1M1 then you better conserve ammo. It's not until a while that a couple weapons caches are discovered, and by then your ammo is pretty much depleted from battling many Gargoyles, and when you manage to get ammo, it's used on a Golem or single Lich battle. It gets kinda tedious to navigate. This map was made with ALMOST exactly enough ammo to pass with no problem. Use the Tome wisely!



Visuals:

Not much to be amazed by in this map; 80% of it looks the same. Very easy to get lost--the automap is needed very much to navigate this maze just because everything is just so similar. It's not even that large of a map either.



I'm not trying to knock "Peter Guts" at all. I know the patience it takes to make a wad. If you're looking something exciting and action packed... this is not for you. If you are a huge Heretic fan and just can't get enough new maps... give this a shot. We need more Heretic maps.





- Peter Guts - Water world is a single map WAD for Heretic E1M2. Gameplay: It was kinda dull. If you play this fresh from E1M1 then you better conserve ammo. It's not until a while that a couple weapons caches are discovered, and by then your ammo is pretty much depleted from battling many Gargoyles, and when you manage to get ammo, it's used on a Golem or single Lich battle. It gets kinda tedious to navigate. This map was made with ALMOST exactly enough ammo to pass with no problem. Use the Tome wisely! Visuals: Not much to be amazed by in this map; 80% of it looks the same. Very easy to get lost--the automap is needed very much to navigate this maze just because everything is just so similar. It's not even that large of a map either. I'm not trying to knock "Peter Guts" at all. I know the patience it takes to make a wad. If you're looking something exciting and action packed... this is not for you. If you are a huge Heretic fan and just can't get enough new maps... give this a shot. We need more Heretic maps. Cybernetic - Jeff Wormald

Doom 2 - Skulltag - Solo Play - 4030829 bytes -

Reviewed by: BloodyAcid

Here we have "cyber", the author's supposedly first WAD. Well, that much is apparent. (Note, your life will be much easier with GL on). This WAD includes new graphics, monsters, music etc.



The story starts off like most any other: A teleporter breaks down and hell comes charing in. There are four maps to this wad, each almost as sloppy as the next. The story is told via intermission screens and ACS HUD messages.



MAP01:

A "base" map, with armor bonuses as credits. There are two hallways, each with one texture spanning them. To the left hallway, there are 10 zombies clustered together, and about 15 "credits". To the right, there are two poorly textured and designed shops. The first shop sells a chaingun for 30 credits, and the store beside it sells a shotgun for the same amount. Of course, you've got 29 credits, and there's one left in a tiny 64x64 hallway. As you approach to collect the last credit needed, the level ends.



MAP02:

First thing here is that you'll acquire an AK-47, which is totally out of place compared to everything else. You'll also notice that the music isn't the best. Looking around, there's a small 64px opening and a Doomsphere (4x damage), and a room full of imps, shotgunners and dark imps. After killing the monsters and try to get up the stairs, you'll find out that the linedefs are impassible, forcing you to squeeze by the side. Keep in mind that this map looks as bad as the previous. Afterwards, it's a quest of getting a blue key to reach the exit. To get the blue key, you'll wander into rooms of stealth monsters and hitscanners that you can't kill because of ammo deficiency. Oh, and a lazy-ass marine having some impse.



MAP03:

You'll start off in a poorly designed room with a few weapons and some dark imps. Afterwards, you'll open an unpegged door (looks weird), and enter a hell room with many, many archviles, Diablos and generally tougher monsters. As you cross to the other side there's a BFG, some ammo and a hallway. Going back means wasting your ammo on monsters that will annoy the hell out of you. In the next marble room, there are Realm667 monsters that will take a while to kill. Ignoring it and crossing to the next room, there are more Realm cacodemons and a spider mastermind variant. Killing it leads to the exit teleporter. This means that the first room was completely useless in terms of gameplay (I mean, there are some monsters that you can't reach).



MAP04:

The map starts off with a lame dialogue between you, the marine, and "Hellsmith", the leader of hell. You'd think that hell would be bigger than a 300x200 rectangular room. Also, the monster's a minotaur. Defeating it blah blah blah save the world etc.



In general, this wad is decent for a beginner's first try, and it's very clear that it's a first wad. There are a few typos here and there, and the maps are pretty ugly. Verdict? Avoid.





- Jeff Wormald - Here we have "cyber", the author's supposedly first WAD. Well, that much is apparent. (Note, your life will be much easier with GL on). This WAD includes new graphics, monsters, music etc. The story starts off like most any other: A teleporter breaks down and hell comes charing in. There are four maps to this wad, each almost as sloppy as the next. The story is told via intermission screens and ACS HUD messages. MAP01: A "base" map, with armor bonuses as credits. There are two hallways, each with one texture spanning them. To the left hallway, there are 10 zombies clustered together, and about 15 "credits". To the right, there are two poorly textured and designed shops. The first shop sells a chaingun for 30 credits, and the store beside it sells a shotgun for the same amount. Of course, you've got 29 credits, and there's one left in a tiny 64x64 hallway. As you approach to collect the last credit needed, the level ends. MAP02: First thing here is that you'll acquire an AK-47, which is totally out of place compared to everything else. You'll also notice that the music isn't the best. Looking around, there's a small 64px opening and a Doomsphere (4x damage), and a room full of imps, shotgunners and dark imps. After killing the monsters and try to get up the stairs, you'll find out that the linedefs are impassible, forcing you to squeeze by the side. Keep in mind that this map looks as bad as the previous. Afterwards, it's a quest of getting a blue key to reach the exit. To get the blue key, you'll wander into rooms of stealth monsters and hitscanners that you can't kill because of ammo deficiency. Oh, and a lazy-ass marine having some impse. MAP03: You'll start off in a poorly designed room with a few weapons and some dark imps. Afterwards, you'll open an unpegged door (looks weird), and enter a hell room with many, many archviles, Diablos and generally tougher monsters. As you cross to the other side there's a BFG, some ammo and a hallway. Going back means wasting your ammo on monsters that will annoy the hell out of you. In the next marble room, there are Realm667 monsters that will take a while to kill. Ignoring it and crossing to the next room, there are more Realm cacodemons and a spider mastermind variant. Killing it leads to the exit teleporter. This means that the first room was completely useless in terms of gameplay (I mean, there are some monsters that you can't reach). MAP04: The map starts off with a lame dialogue between you, the marine, and "Hellsmith", the leader of hell. You'd think that hell would be bigger than a 300x200 rectangular room. Also, the monster's a minotaur. Defeating it blah blah blah save the world etc. In general, this wad is decent for a beginner's first try, and it's very clear that it's a first wad. There are a few typos here and there, and the maps are pretty ugly. Verdict? Avoid. The Oozing Affair - TheCupboard

Ultimate Doom - ZDoom Compatible - Solo Play - 4255141 bytes -

Reviewed by: ultimatecarl

Ah Chex Quest. Wolfenstein gets Super Noah's Ark 3D and Doom gets this. I've always felt the love for Chex Quest is 100% nostalgia. The sprite replacements are, in my opinion, ugly as sin, and it makes everything more confusing than it should be (is that a small or a large bowl of breakfast? They're the same size!). Imagine if Doom named all of the weapons "Bullet Shooter", "Bigger Bullet Shooter", "Faster Bullet Shooter", "Energy Bullet Shooter", etc. and named all of the ammo pickups things like "Bullet Pack", "Big Bullet Pack", "Double Bullet Pack". It's needlessly confusing, not to mention silly. But I'm getting sidetracked here.



The Oozing Affair is actually quite a fun little "vanilla" (gameplay-wise at least) episode complete with secret level. Honestly I found it better than any of the actual CQ episodes. The first thing that will strike you about this WAD is that despite the kiddie appearance, when playing on UV (or Ultra-Slime or whatever the hell CQ calls Difficulty 4) it's actually a bit difficult. Certainly compared to most of today's WADs it's nothing, but with intelligent traps and monster counts pushing 150+ from the second map on, it's harder than any of the original three Doom episodes.



Unfortunately the second thing you'll really notice is that it's pretty ugly, and not just because of the CQ replacements. Environments are largely pretty flat with very repetitive texture use and almost no variation in lighting (with the exception of E1M2), textures are occasionally used in ways they were never intended (check screenshot three for some gnarly tree tiling), and misalignments are found in more than one spot. Still, the gameplay is solid and it has a certain charm to it.



So if you (for whatever reason) have an itch that can only be scratched by a good zorchin', I'd take this over the official Chex Quest episodes any day. If you're not really into CQ, the classic-style romp within probably won't do much for ya.





- TheCupboard - Ah Chex Quest. Wolfenstein gets Super Noah's Ark 3D and Doom gets this. I've always felt the love for Chex Quest is 100% nostalgia. The sprite replacements are, in my opinion, ugly as sin, and it makes everything more confusing than it should be (is that a small or a large bowl of breakfast? They're the same size!). Imagine if Doom named all of the weapons "Bullet Shooter", "Bigger Bullet Shooter", "Faster Bullet Shooter", "Energy Bullet Shooter", etc. and named all of the ammo pickups things like "Bullet Pack", "Big Bullet Pack", "Double Bullet Pack". It's needlessly confusing, not to mention silly. But I'm getting sidetracked here. The Oozing Affair is actually quite a fun little "vanilla" (gameplay-wise at least) episode complete with secret level. Honestly I found it better than any of the actual CQ episodes. The first thing that will strike you about this WAD is that despite the kiddie appearance, when playing on UV (or Ultra-Slime or whatever the hell CQ calls Difficulty 4) it's actually a bit difficult. Certainly compared to most of today's WADs it's nothing, but with intelligent traps and monster counts pushing 150+ from the second map on, it's harder than any of the original three Doom episodes. Unfortunately the second thing you'll really notice is that it's pretty ugly, and not just because of the CQ replacements. Environments are largely pretty flat with very repetitive texture use and almost no variation in lighting (with the exception of E1M2), textures are occasionally used in ways they were never intended (check screenshot three for some gnarly tree tiling), and misalignments are found in more than one spot. Still, the gameplay is solid and it has a certain charm to it. So if you (for whatever reason) have an itch that can only be scratched by a good zorchin', I'd take this over the official Chex Quest episodes any day. If you're not really into CQ, the classic-style romp within probably won't do much for ya. Temple of Chaos - Mark "Thomson" Jones

Doom 2 - ZDoom Compatible - Solo Play - 339870 bytes

Reviewed by: C30N9

Wow, nice name, wow, very detailed, wow, very shitty!



Get ready to take a glorious adventure... in the butt. What is here is that the wad describes a story for a real map, with a real name and a lot of monsters added in order to trick the player. After a few steps you will be teleported to a place while going crazy with an unfunny joke. (I felt that the story and the name are stolen.)



I didn't take screenshots because it isn't worth anything. Do not even look at the name or the author. Also I'd like to tell Mark "Thomson" Jones: map for real, this isn't the place to make dump wads, also you'll make yourself a fool in front of members. Think twice next time.





- Mark "Thomson" Jones Wow, nice name, wow, very detailed, wow, very shitty! Get ready to take a glorious adventure... in the butt. What is here is that the wad describes a story for a real map, with a real name and a lot of monsters added in order to trick the player. After a few steps you will be teleported to a place while going crazy with an unfunny joke. (I felt that the story and the name are stolen.) I didn't take screenshots because it isn't worth anything. Do not even look at the name or the author. Also I'd like to tell Mark "Thomson" Jones: map for real, this isn't the place to make dump wads, also you'll make yourself a fool in front of members. Think twice next time. Where Serpents ever Dwell - Adrian Hanekom

Heretic - Limit Removing - Solo Play - 200365 bytes -

Reviewed by: udderdude

One map for Heretic. Pretty nice docks/castle map with some nice traps. Detail and level layout are both good. Ammo count is very tight, so make sure to use the items given effectively! Also don't miss out on the Gauntlets. I managed to beat it without dying first try, so it's not too tough. Another nice one for Heretic fans.





- Adrian Hanekom - One map for Heretic. Pretty nice docks/castle map with some nice traps. Detail and level layout are both good. Ammo count is very tight, so make sure to use the items given effectively! Also don't miss out on the Gauntlets. I managed to beat it without dying first try, so it's not too tough. Another nice one for Heretic fans. Random Chaos Duel Collab - Rivalries - Members of <+RC+>

Doom 2 - Skulltag - Deathmatch - 9268413 bytes -

Reviewed by: BloodyAcid

A mixed bag of maps, created by the clan members of Random Chaos <+RC+>.



There are five duel maps (MAP02-06), and a hub (similar to Duel32). Some are great, while others are sub-par. Let's take this map by map:



Titlemap: Interesting titlemap, using marines that attack each other. Good job on that.



MAP01: Meh. A hub, standard. Please note that you have to get onto the blue switches, not just run towards the image.



MAP02: Techni-Arena

This map is an average duel map, with hallways bordering a main room. All the colors are red, mixed in with minor metal. Detailing isn't really there. This map isn't the worst, but not too much fun. It's pretty typical, but could be better with some height variations and hallways that aren't one texture.



MAP03: Brothers in Ash

A small block map with 64px catwalks that border two lower rooms (think square figure eight with openings). There are two spawn spots in total. This map, in my opinion, is the worst out of the pack. There is no detailing whatsoever, and gameplay can be irritating, since most of it will be spent on the nukage floor.



MAP04: Best Frienemies

A very interesting map that utilizes completely new textures. Because of that, detail can be overlooked, as the whole map itself looks visually interesting. The map in general can be a little bland/big for two people, but this is a very good map. It's worth downloading just to explore this place for awhile.



MAP05: Classic Confrontation

Although this map was an improvement to the 32-in-24 one, this map is the best out of the pack. It flows nicely and looks amazing! Excellent job on this one. It blends browns and metal/tech very nicely, showing off the tech features too. Definitely worth the play.



MAP06: Duel Spire

Another map enhancement. A small, cross-shaped map with two teleports on either ends that teleport you to the other side. It's not that much fun to play, but looks very well done, incorporating tech and gray smoothly.



All in all, it's worth downloading to see the latter maps. Nicely done, RC.





- Members of <+RC+> - A mixed bag of maps, created by the clan members of Random Chaos <+RC+>. There are five duel maps (MAP02-06), and a hub (similar to Duel32). Some are great, while others are sub-par. Let's take this map by map: Titlemap: Interesting titlemap, using marines that attack each other. Good job on that. MAP01: Meh. A hub, standard. Please note that you have to get onto the blue switches, not just run towards the image. MAP02: Techni-Arena This map is an average duel map, with hallways bordering a main room. All the colors are red, mixed in with minor metal. Detailing isn't really there. This map isn't the worst, but not too much fun. It's pretty typical, but could be better with some height variations and hallways that aren't one texture. MAP03: Brothers in Ash A small block map with 64px catwalks that border two lower rooms (think square figure eight with openings). There are two spawn spots in total. This map, in my opinion, is the worst out of the pack. There is no detailing whatsoever, and gameplay can be irritating, since most of it will be spent on the nukage floor. MAP04: Best Frienemies A very interesting map that utilizes completely new textures. Because of that, detail can be overlooked, as the whole map itself looks visually interesting. The map in general can be a little bland/big for two people, but this is a very good map. It's worth downloading just to explore this place for awhile. MAP05: Classic Confrontation Although this map was an improvement to the 32-in-24 one, this map is the best out of the pack. It flows nicely and looks amazing! Excellent job on this one. It blends browns and metal/tech very nicely, showing off the tech features too. Definitely worth the play. MAP06: Duel Spire Another map enhancement. A small, cross-shaped map with two teleports on either ends that teleport you to the other side. It's not that much fun to play, but looks very well done, incorporating tech and gray smoothly. All in all, it's worth downloading to see the latter maps. Nicely done, RC. Missions for Doom2 - Sean Roy

Doom 2 - Vanilla - Solo Play - 4738391 bytes -

Reviewed by: BloodyAcid

First off, the text file is wrong. This wad replaces maps 1-8, not 1-7. This wad is from 1999, and replaces intermission/title screens, and some weapon sounds.



The mission: Aliens have killed humanity etc., save 'em etc. You are now in an airplane.



MAP01 is an airplane "massacre" map, where you fight to the cockpit and then jump out. Detailing from 1999 was pretty damn cool in my opinion, despite one or two minor misalignments. Great way to start the wad.



The next one is titled "Freefall", where you're trapped in a 64x64 box with cacodemons as you take damage, until the level ends. Eh? Still OK.



I should be going into detail, but the maps are pretty monotonous from there on.



MAP03 is the last okay one, despite the overuse of imps.



MAP04-08 are pretty much the same, as the author got lazy despite a great start. Start in room with imps, exit room, more imps, open door, demons, S-shaped hallway, large room with copy-paste detail and imps, annnd key. Wash, rinse and repeat for most of the maps.



I have a confession to make. I skipped MAP08. After playing through the other maps, you will want to too.



All in all, this wad is NOT worth your time.



This wad also replaces the chaingun with an M-16, and a re-sprited Pistol. At first, the M-16 looked promising, until you fire it. It has been clearly murdered with Paint. The pistol is bearable, but an extra sprite couldn't have hurt.





- Sean Roy - First off, the text file is wrong. This wad replaces maps 1-8, not 1-7. This wad is from 1999, and replaces intermission/title screens, and some weapon sounds. The mission: Aliens have killed humanity etc., save 'em etc. You are now in an airplane. MAP01 is an airplane "massacre" map, where you fight to the cockpit and then jump out. Detailing from 1999 was pretty damn cool in my opinion, despite one or two minor misalignments. Great way to start the wad. The next one is titled "Freefall", where you're trapped in a 64x64 box with cacodemons as you take damage, until the level ends. Eh? Still OK. I should be going into detail, but the maps are pretty monotonous from there on. MAP03 is the last okay one, despite the overuse of imps. MAP04-08 are pretty much the same, as the author got lazy despite a great start. Start in room with imps, exit room, more imps, open door, demons, S-shaped hallway, large room with copy-paste detail and imps, annnd key. Wash, rinse and repeat for most of the maps. I have a confession to make. I skipped MAP08. After playing through the other maps, you will want to too. All in all, this wad is NOT worth your time. This wad also replaces the chaingun with an M-16, and a re-sprited Pistol. At first, the M-16 looked promising, until you fire it. It has been clearly murdered with Paint. The pistol is bearable, but an extra sprite couldn't have hurt. Terry Sux - Somemong

Doom 2 - Vanilla - Solo Play - 108463 bytes -

Reviewed by: BloodyAcid

Hello, Doomers, look at your wad, now back to Terry's, now back at your wad, now back to Terry's. Sadly, it isn't Terry's, but if Terry stopped abusing XWE and switched to proper map making, he could make something like this. Look down, back up, where are you? You're in a room that's pretty hard to beat. What's in your hand, back at me. I have it, it's a teleporter that links all the rooms together. Look again, the pieces of shit now look very well done. Anything is possible when Terry puts his mind to it (with some help). I'm on an imp.



--



Nicely done considering the restrictions and limitations. Hard map that's worth a download, with appealing architecture and detailing. Since there are many themes, they're linked with teleporters. Gameplay is door -> switch -> another door -> teleporter.





- Somemong - Hello, Doomers, look at your wad, now back to Terry's, now back at your wad, now back to Terry's. Sadly, it isn't Terry's, but if Terry stopped abusing XWE and switched to proper map making, he could make something like this. Look down, back up, where are you? You're in a room that's pretty hard to beat. What's in your hand, back at me. I have it, it's a teleporter that links all the rooms together. Look again, the pieces of shit now look very well done. Anything is possible when Terry puts his mind to it (with some help). I'm on an imp. -- Nicely done considering the restrictions and limitations. Hard map that's worth a download, with appealing architecture and detailing. Since there are many themes, they're linked with teleporters. Gameplay is door -> switch -> another door -> teleporter. 64 Lemons - Anigav

Doom 2 - Vanilla - Solo Play - 179715 bytes -

Reviewed by: BloodyAcid

Four maps that are made in a 64px grid are in this wad.



Initially, the maps would prove to be interesting if executed properly. However, the author decided to go with "slaughtermap" as the theme (which is an excuse to have less detail). All four maps are moderately detailed considering the restriction, but the gameplay murders all of the good quality.



Each map is similar to all the others. Here's the rundown:



Start -> BFG/Awaken Hellknights etc. -> Fight to new area/hit switch -> Archviles spawn in the dead monster pools -> Kill -> Switch -> Archviles -> Switch -> Cybers -> Switch -> Viles -> etc. -> end.



That's pretty much it. Maps weren't that fun to play, and are impossible with one life due to low amounts of BFG ammo in some areas and the lack of walls to dodge vile attacks.



Only download to open with a map editor to edit out archviles or to take a look at the map structure itself.



Does this /newstuff Chronicles suck? Does your wise ass think you can write better reviews than these jerkoffs? Then get over to the /newstuff Review Center and help out. I know you must have a Doomworld Forums account because you like griping about every edition in the comment thread, but if you don't, you need to get one to submit reviews.

