UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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UnknDoomer
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

A minute of statistics, another new video will come a bit later.

1. 101 folks subsribed on the channel.
2. 606+ videos been uploaded.
3. In this case I remind about existance of a topic, where you can recommend something to look on and, probably, I will.
Last edited by UnknDoomer on Fri Jun 09, 2023 12:20 am, edited 1 time in total.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

2. CARTUCHO, CHIVALRY, SLEDGEHAMMER (2023).

https://www.doomworld.com/forum/topic/1 ... nilla-map/
https://www.doomworld.com/forum/topic/1 ... 2-vanilla/
https://www.doomworld.com/forum/topic/1 ... ughtermap/

3 extremely short maps, that in total can be completed in less than 5 minutes, the main feature of which was the limitation on the grid size of the level of 512x512. The second feature, also characteristic of all three, can be called the element of the "combat puzzle", embodied with some variability.
Settings and features:

* GzDoom 4.10.0, UV difficulty.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

136. WMC04: Heresy (2021). Build RC1.

https://www.doomworld.com/forum/topic/1 ... r-heretic/

Screenshots:

https://www.old-games.ru/forum/attachme ... ng.290896/
https://www.old-games.ru/forum/attachme ... ng.290897/
https://www.old-games.ru/forum/attachme ... ng.290898/

The second and, at the moment, the last wad from the WMC series, which I decided to consider. Unlike its three counterparts, it is focused on working with Heretic. Consists of 8 levels (no secret one). The gameplay has a clear bias in run & gun, there are few enemies, on average within 150, the difficulty can be assessed as moderate. No plot intended. There are three main features here - high-quality detailing of levels, new, sometimes unique type of enemies, two new weapons.

Settings and features:

* GzDoom 4.10.0, difficulty 4/5.
* It takes ~ 1,5 hours to complete.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

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137. Doomguy Does Speed (2023). Build RC1.

https://www.doomworld.com/forum/topic/1 ... speedmaps/

A fleeting wad of 7 levels. In addition to the features mentioned in the review of the previous wad, which are generally characteristic of most WMC works, there was a place for another one - the limitation of 666 linedefs, which thus makes the levels quite compact. I usually don't stick to the "pistol start" walkthrough, but at INfront95's suggestion, I decided to make an exception by dropping all previously collected weapons at the start or end along the way, saving only at the beginning of a new location along the way. The alternative is to enter the IDCLEV code, which I somehow managed to forget about.
Settings and features:

* GzDoom 4.10.0, UV difficulty.
* It takes ~ 25 minutes to complete.
* Jumps and squats must be enabled.

Pros:

+ M5 - Discrete Showdown. A good map in the urban style, accompanied by an old-school rap track.
Last edited by UnknDoomer on Sun Jun 11, 2023 11:15 am, edited 1 time in total.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

3. (diagonal) REALM (2020).

https://www.doomworld.com/forum/topic/1 ... n-idgames/

Map with a bias in hard skirmishes in small spaces. Beyond that, the main feature is the way the level is built - there are a lot of diagonal lines, which makes it rather atypical.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* It takes ~ 1-1,5 hours to complete.
* Hardcore.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

138. Hundreds & Thousands (2023).

https://www.doomworld.com/forum/topic/1 ... lity-maps/

Wad of 5 short levels, the characteristic feature of which is the health of the doomguy - exactly 1 HP. Pharmacy is not provided. As a result, it is necessary to pass all levels without taking damage as such. The entourage is made in the spirit of ancient space temples that has already set the teeth on edge, in my subjective opinion - a rather overrated style, leading its history from the early 00's, at the same time, can note the presence of a good soundtrack. Recommended for the passage mainly avid fans of hardcore challenges.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* It takes ~ 1 hour to complete.
* Hardcore.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

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139. Wrath of the Titans (2023).

https://www.doomworld.com/forum/topic/1 ... crossport/

Screenshots:

https://www.old-games.ru/forum/attachme ... ng.290973/
https://www.old-games.ru/forum/attachme ... ng.290978/
https://www.old-games.ru/forum/attachme ... ng.290979/

Wad for Heretic, consists of 9 levels (1 secret). No innovations are provided here, with the exception of rare inclusions of custom textures, the overall bias is generally made in the "old school" format. The difficulty is moderate, although throughout the whole wad there is a fairly severe shortage of ammo and flasks to replenish health, and at the end, given the chosen difficulty, it was not possible to cope with the abundance of malotaurs without cheat codes in my case.

Purely theoretically, a telefrag should have been used here, but I have never been able to use one, while the real solution would be to save phoenix pod ammo + tome of power combination to the very end, so flamethrower might be applied.

Separately, I note that a number of maps from this wad, in particular the same Montain's King Domain, were previously considered as part of Master Levels for Heretic.

Settings and features:

* GzDoom 4.10.0, difficulty 4/5.
* It takes ~ 3 hours to complete.

Secret level.

https://www.old-games.ru/forum/attachme ... ng.290974/

E2M4 -> E2M9. In the process of passing you can find a helmet, then proceed through it to the section in the south.
Last edited by UnknDoomer on Wed Jun 14, 2023 7:00 pm, edited 1 time in total.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

While earlier I limited myself to about twenty wads from the "modern" "top 100" list, in many respects, perhaps, it is still quite subjective against the background, all other things being equal, of the annual Cacowards, from the lists of which previously also in general were gleaned representing one or another the interest of the position, which to a certain extent stood apart, remained the "early" period of mapping, or, to be more precise, until 2003 inclusive.

A more or less recognized list from those times, especially regarding wads before 1998, is usually the Top 100 WADs of All Time, covering the period from 1994 to 2003, compiled, unlike many other "late" lists, in 2003, group of 5 authors.

Previously from it were considered:

1. Cyberdreams (1998). #50 in a modern top.
2. Revolution! (2001). #84.
3. To some extent, 2002 A Doom Odyssey, or rather its modern incarnation 2022ADO (2002 / 2022).
4. Scythe (2003). #8.
*. Separately, here can recall the compilation of Compendium.

Today I decided to dive deeper into the past, but not so much with the goal of covering more early creations, such a goal, especially an attempt at comprehensive coverage, was never set, but with the goal of considering the most interesting single maps.

If exclude TC, multiplayer wads, megawads, as well as wads with 2 or more maps, it turns out that single maps over a period of 10 years occupy more than 1/3 of the list, namely 36 positions. Considered, in turn, will be 10 of them, 1 for each year.

4. Crossing Acheron (1995).

https://www.doomworld.com/idgames/level ... c/achron22
https://doomwiki.org/wiki/Crossing_Acheron (wiki)
https://doomwiki.org/wiki/John_Anderson_(Dr._Sleep) (wiki, about author)

First on the list is Crossing Acheron, the second level in a series of 9 levels, which, according to the author, is a visual representation of hell from Dante Alighieri's Divine Comedy (see Wikipedia):
CROSSING ACHERON (pronounced 'ak eron) is the second level in a series that began with DANTE'S GATE. For any of the two or three of you out there who have read Dante Alighieri's masterwork THE DIVINE COMEDY -- or even only "Inferno" -- I'm sure you've been able to appreciate the many allusions to this work in DOOM. I have tried to take a tack of my own along the same lines. (I do this not only because I think the idea is neat, but so that people will think that I'm very clever.) I'm not so naïve as to expect everyone to rush out and get a copy of "Inferno" (I mean, it IS pretty tedious stuff, at times), but it's well worth the read -- and a little patience is a virtue that is often well-rewarded.

(By the way: Acheron is a river in Hell (basically). But don't look for any rivers in here: I tried it several different ways and just wasn't convinced.)
It was once planned that they would eventually be released as a single wad, but this did not happen. In addition, the release of the ninth map did not take place. As for the plot of the series, its events take place parallel to the events of the poem, and in short it is as follows:
The text files provide a small storyline paralleling the Divine Comedy. The space marine protagonist plays the role of Dante and seeks his paramour Beatrice with the poet Virgil for guide.
The influence of the author's maps extended not only to other well-known representatives of the community, but also to his own course, which led to participation in the work on well-known projects in the gaming industry, such as Blood and Unreal.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* It takes ~ 10-15 minutes to complete.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

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5. Doomsday of UAC (1994).

https://www.doomworld.com/idgames/level ... u/uac_dead
https://doomwiki.org/wiki/Doomsday_of_UAC

A wad, that began it all...Perhaps this is how this map could be described in a nutshell, loosely paraphrasing the slogan for a well-known action movie from Hong Kong. Officially one of the first custom wads, or rather one level, released on June 23, 1994, after and to this day is remembered for various reasons, not least, despite its general simplicity, due to the first use of some technical and design features. There is a backstory:
Earth date December 10, 2010. Location UAC branch of Jakarta, South East Asia. Local Time 18:35. Monsters from hell just spawned in UAC complex. UAC has deployed their truck to pick you up, along with your 5 other pals to help them. But the only person sit in the secret compartment is you. The truck got attacked, just after it entered the complex. You were knocked unconcious... minutes later, you got out from the compartment and tried to find your pals. "Where are they ?" "Where are inhabitants of this complex ?" "If they are dead, where are the corpses?" Thus, the adventure begins... Later, you will find them all. but, they are dead. EVACUATE is your priority then.
Settings and features:

* GzDoom 4.10.0, UV difficulty.
* Requires original Doom to run. The map occupies slot E1M8.
* I ignored the hidden section with the plasma gun and chainsaw, so in particular, some of the opponents were not detected.
* The complete passage takes ~ 10-15 minutes.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

6. A Hidden Mountain Factory (1996).

https://www.doomworld.com/idgames/?id=5563
https://doomwiki.org/wiki/A_Hidden_Mountain_Factory

As the name implies, the action takes place in a factory lost somewhere in the mountains. Unlike the meditative and spacious DoU, the gameplay here is run & gun in nature, with tough skirmishes in narrow passages. The difficulty is quite high. The chip of the map is a large number of switches and lowering / rising platforms.
Settings and features:

* GzDoom 4.10.0, UV difficulty.
* It takes ~ 20 minutes to complete.

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7. Hell's Eventide (1997).

https://www.doomworld.com/idgames/?file ... f/eventide
https://doomwiki.org/wiki/Hell's_Eventide

The level begins with the doomguy being fired upon from all sides by enemies, among which there are machine gunners. A similar beginning sets the spirit of the rest of the map - traps await here and there, in which archives will hide from time to time.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* The complete passage takes ~ 13 minutes.

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8. VENOM (1998).

https://www.doomworld.com/idgames/level ... /v-z/venom
https://doomwiki.org/wiki/Venom

According to the author, the map is made in the spirit of the fourth episode of The Ultimate Doom. As a consequence of this choice, a green tone and high complexity prevail. Local architecture is notable for its good attention to small details.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* It takes ~ 15 minutes to complete.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

9. KZDoom 1 (1999).

https://www.doomworld.com/idgames/level ... -l/kzdoom1
https://doomwiki.org/wiki/KZDoom1

The first map in the KZDoom series. As the name suggests, the combination of the letters "K" and "ZDoom" actively uses the elements of the then new port. The second gun here has a faster reload, the imps attack more often and can temporarily become invisible. The entourage is inspired by Quake and some of the sounds are directly drawn from it.
Settings and features:

* GzDoom 4.10.0, UV difficulty.
* It takes ~ 15 minutes to complete.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

10. Atomic Tomb (2000).

https://www.doomworld.com/idgames/level ... rts/a-c/at
https://doomwiki.org/wiki/Atomic_Tomb

A typical map in the spirit of those that could be seen in the first episode of the original Doom, for which it was adapted, with one difference - the emphasis here is on the now rarely seen chaotic gameplay. Doomguy is allowed to sweep through the level like a hurricane, destroying everyone and everything in his path, just as famously picking up objects that come across the road.
Settings and features:

* GzDoom 4.10.0, UV difficulty.
* The complete passage takes ~ 4 minutes.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

11. Null Space (2001).

https://www.doomworld.com/idgames/level ... o/nulspace
https://doomwiki.org/wiki/Null_Space
A large wood and stone structure frozen in the void. You've just arrived here to be greeted by a less than friendly reception.
Doom wouldn't be what it is without some elements of surrealism. NS makes a small bet on this element, while the rest are the lack of ammo and the abundance of enemies. As a consequence, one of the ways a doomguy will be able to get to the final, which is represented here by an arena battle that takes place in several stages, will be to ignore a number of monsters, in my case about 100.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* It takes ~25 minutes to complete.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

12. Ruma (2002).

https://www.doomworld.com/idgames/level ... s/p-r/ruma
https://doomwiki.org/wiki/Ruma

Gray technical base somewhere in the canyon. This is how the author himself describes the map, and this is how it can be described in general. This would, ceteris paribus, could mean that we have something extremely ordinary before us, but, as usual, even if the context is quite typical, the end result depends on the embodiment, which in this particular case succeeded.

Of the gameplay features, one can note the lack of ammunition and the fact that the sound effects of weapons have been replaced.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* The complete passage takes ~ 14 minutes.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

13. Doom Raider: Crypt of the Vile (2003 / 2020).

https://www.doomworld.com/forum/topic/1 ... ider-2020/
https://www.doomworld.com/idgames/?id=12035 (original version)
https://doomwiki.org/wiki/Doom_Raider:_ ... f_the_Vile (wiki)

Something between a map and total conversion. The level is inspired by the classic Tomb Raider games. Doomguy goes to the tomb in order to find a certain fiery artifact. Along the way you have to deal with several puzzles, avoid many traps, a classic boulder escape is provided, and also fight a series of modified monsters of four types and one boss.

The arsenal has also been changed to match the mastermind - two pistols instead of one, submachine guns, and a Quake-inspired nail gun as a bonus.

In the process of passing I missed a few secrets. Most of them do not carry any special value, with the exception of one that requires finding a red skull - armor-piercing pistols are hidden in it.

The original map came out in 2003. In 2020 the author released an updated revision focused on working with GzDoom. I opted for the latter.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* It takes ~ 30 minutes to complete.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

Doom and surrealism. Part 1. M.K. Escher.

As already briefly mentioned when describing one of the previously reviewed maps, Doom would not be what it is at all, if it were not accompanied by a certain degree of surrealism both in the environment and what is happening, which distinguishes it favorably from conventionally typical military-style shooters, and not less conventional horror / psychedelic works that have more or less action elements. When it comes to custom maps and wads, the concept of what is generally considered surreal is often blurred and, as a result, it is placed on the same abstract shelf with others, in particular the mentioned genres. This fact, perhaps, is partly due to the fact that in a pure, distilled form, such creations are much less common, both in the context of custom wads and if we take the gaming industry as a whole, but they exist. Next, 5 + 1 maps and 2 wads will be considered, a total of 8 works, which, in my opinion, are the successful incarnations, to one degree or another taking one of the three key elements as the main one.

Pointwise elements of this kind were encountered repeatedly in a number of previously reviewed wads, where wads under Doom 64 could be singled out in particular. In today's new rubric an attempt will be made to find more "clean" examples, or, in any case, those that are close such status, starting with two projects inspired, like The Bridge (2013) and, to a lesser extent, Kairo (2013), by the works of the famous artist. Brief reference from Wikipedia:
Maurits Cornelis Escher is a Dutch graphic artist. Known primarily for his conceptual lithographs, engravings on wood and metal, in which he masterfully explored the plastic aspects of the concepts of infinity and symmetry, as well as the features of the psychological perception of complex three-dimensional objects, the most striking representative of imp art.
14. Impossible: A New Reality (2006). Cacowards 2006.
Don't trust your instincts. Don't trust your sense of reality. This fall, there are more than three dimensions.
On the face of it, this map starts out pretty ordinary. Doomguy explores another fortress in brown tones, but the farther, the more the surrounding space is rebuilt according to unknown laws, seemingly endless stairs lead nowhere until the hero turns around and goes back, somewhere the mirror is just a mirror, and somewhere... it's a pass... The combination of unusual transitions, puzzles and unexpected skirmishes, culminating in a battle with a cyberdemon in the looking glass, served to ensure that I:ANR not only received the annual Cacowards award, but became one of the most familiar examples of how Doom can be embodied something borderline.
Settings and features:

* GzDoom 4.10.0, UV difficulty.
* The full passage takes ~ 40 minutes.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

15. F&*% You, Escher! (2020).

https://www.doomworld.com/idgames/level ... f/fuescher
https://www.doomworld.com/forum/topic/1 ... ou-escher/

This map, can be called the complete opposite of the previous one. While in I:ANR the emphasis was on unusual elements as such, puzzles and not simple battles, fuescher completely shifts the focus to the structural component. The location as a whole, as well as its individual elements, represent the maximum, as far as possible in the realities of the local code, the approximation of the implementation of geometry to the spirit of the paintings of the Dutch artist.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* The full passage takes ~ 40 minutes. On youtube I found only one video with this map, where the author did not have the patience to fully complete it - he was not able to open the door where the yellow skull is used, noclip was took a place. Judging by the topic on the forum, the problem is common, I also encountered this moment.

https://www.old-games.ru/forum/attachme ... ng.291241/

At the lowest level of the library it's easy to miss the switch, hidden in the otherwise inconspicuous little room, where the chain gunner is located. By default it is hidden behind one of the bookshelves.

By the way, somewhat departing from the "fictional" abstraction. This has nothing to do with the note about maps, but I recommend watching this video: https://youtu.be/UnURElCzGc0
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

Part 2. Strange dreams.
16. Doom Dream (2009).

https://www.doomworld.com/idgames/level ... f/doomdrem

Dreams. A mysterious space, devoid of any framework and restrictions. A place where the wildest fantasies can come true with a light touch. Given such a context, the implementation of high-quality thematic wads in this vein was only a matter of time. DD is, according to the author, a compilation of six dreams. The hero begins his journey in a strangely built space, moves to an empty city, where he has to find a series of toggle switches, after which he has to escape from the ormada of imps and several cyberdemons, and at the end a snowy landscape and a waterfall await. There are a lot of custom textures, new weapons, among which can distinguish an assault rifle, new types of enemies, in this context, successfully combined with the usual roster.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* The complete passage takes ~ 30-40 minutes.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

17. Surreal 2 (1995).

https://www.doomworld.com/idgames/level ... u/surreal2

This is specific +1 map. One of the earliest attempts to take the designated theme, and this is primarily interesting. Short, the map can be completed in 5 minutes, rather unprepossessing, with places obviously not well-chosen textures, but at the same time still having a certain atmosphere. The idea of a gas station or similar objects in the middle of an all-encompassing void will be used more than once later, the sound effects also came in handy.

Settings and features:

* GzDoom 4.10.0, UV difficulty.

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18. bunker (2022).

https://www.doomworld.com/forum/topic/1 ... n-idgames/

The hero wakes up from a strange sound - a siren sounds somewhere outside the window, a tornado is approaching. In order to hide from such, he descends into the basement... and finds himself in a strange, distorted world. Moving through the space, part of which is devoid of walls, and some of the elements of which repeat each other, he will have to cross the canyon, which will lead... to M1 from the original Doom 2, but not at all the one that everyone had time to remember. In order to do without spoilers, I will not say how this story ended, besides, the map is not difficult and is devoid of any puzzles - the whole emphasis is on the atmosphere.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* It takes ~ 20 minutes to complete.

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19. Sharp Things (2017).

https://www.doomworld.com/files/file/18 ... rp-things/

Map from a well-known modder in the community under the nickname Haser. According to a short backstory, the action of which remains behind the scenes, in the process of clearing the weeds in the backyard of the house, a portal is found to the "thorny", in the architectural sense, due to the use of a large number of triangles, hell. Armed mainly with a plasma gun, you will have to escape from this metaphorical "weed".

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* The full passage takes ~ 40 minutes.

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140. U N W E L C O M E: Episode 1 (2018).

https://www.doomworld.com/forum/topic/1 ... episode-1/

Screenshots:

https://www.old-games.ru/forum/attachme ... ng.291274/
https://www.old-games.ru/forum/attachme ... ng.291275/
https://www.old-games.ru/forum/attachme ... ng.291276/
https://www.old-games.ru/forum/attachme ... ng.291277/
https://www.old-games.ru/forum/attachme ... ng.291278/

Grey, raspberry, blue, but at the same time beneficial looking, gamma, ambient sound effects, puzzles, level variation, from meditative spirit to arena - the four main elements, not counting the general surreal atmosphere inherent in this wad of 8 levels.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* After pressing the switch in the form of a skull at all levels except the eighth, you must return to the beginning, to the point in the form of a combination of blue and pink lines.
* On one of the levels, you will need to solve a riddle with switches, for this, remembering the sequence on different parts of the map. The correct combination is: 1 - red, 2 - blue, 3 - red, 4 - blue, 5 - blue, 6 - red, 7 - blue, 8 - red.
* It takes ~ 2 hours to complete.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

Part 3. In search of the unknown Kadat.
141. Strange Aeons (2015 / 2016). Cacowards 2015. Build 5.7.

https://mikestoybox.net/2017/01/04/strange-aeons/
https://doomwiki.org/wiki/Strange_Aeons

Screenshots:

https://www.old-games.ru/forum/attachme ... ng.291282/
https://www.old-games.ru/forum/attachme ... ng.291283/
https://www.old-games.ru/forum/attachme ... ng.291284/
https://www.old-games.ru/forum/attachme ... ng.291311/
https://www.old-games.ru/forum/attachme ... ng.291312/
https://www.old-games.ru/forum/attachme ... ng.291315/
https://www.old-games.ru/forum/attachme ... ng.291349/
https://www.old-games.ru/forum/attachme ... ng.291422/

Finally, I would like to dwell on the most volume in the issue of content, consisting of 5 episodes and 45 levels (5 secret). Like the previously reviewed Dead, But Dreaming (was not translated), Lovecraft's "sleep cycle" is taken as the basis here, but, unlike the creation of DBP, the narrative lasts much longer and the events that take place are made not just on a similar basis, but in many ways directly cover events and locations, associated with the search for a strange city. I won't go into the details of the context, just like the plot of the wad specifically, those interested can find the book's preface on the DBP page (was not translated too), while the premise of SA is described in the PDF attached to the wad. Instead I will focus on more "practical" components.

In the context of the constituent parts, four elements are combined here at once - surrealism, horror, suspense and the strangeness inherent in dreams. There are 4 new types of weapons, among which there was a place in the spirit of Hexen, an AK-47 assault rifle, a crossbow and something like an alternative plasma gun. There are 3 new spheres that last longer than the original ones - infinite ammo, accelerated attack, modified berserk. There are 18 types of enemies.

To create the atmosphere a lot of custom and borrowed textures were used. The bulk of the soundtrack was taken from Chasm: The Rift, System Shock, 2, F.E.A.R. and not too well known to the layman Death Mask (1995), a shooter that once came out on the Amiga. Structurally and stylistically many levels, especially from the second episode, also refer to Chasm, however, somewhere there can be traced parallels with Quake / Unreal.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* Wad is focused on working with Ultimate Doom.
* Falling into the abyss here does not lead to death - the hero instead teleports to one or another fragment of the location.
* 3 types of monsters are present only in the fifth episode, while another 1 type, a reference to Maniac Mansion (1988), is only in one secret level.
* It takes ~ 7 hours to complete.

Secret levels.

https://www.old-games.ru/forum/attachme ... ng.291285/

E1M3 -> E1M9. In the northwest you can find the level map. Otherwise, apparently, you need to press the switch on the platform in the center of the sewers. As a result a passage in the southeast will be available.

https://www.old-games.ru/forum/attachme ... ng.291287/

E2M5 -> E2M9. If you move far enough from the point where the yellow key is marked on the map and then quickly run back, you can go into a small section and pick it up. The exit itself is located in the western part of the map, you will need to press a switch that has two sides.

E3M5 -> E3M9. After accessing the main exit, in particular by pressing the four switches in the tower near the start, you must return to the place where the only teleport is located - this time it will move to the secret exit.

https://www.old-games.ru/forum/attachme ... ng.291401/

E4M1 -> E4M9.

You need to climb higher and follow the passage in the east.

E5M3 -> E4M9.

At the end of the level you need to stand on a square platform. Then run to the switch, then to the second switch - a passage to the main exit will open. After that you need to repeat the sequence, but after pressing the first switch go to the teleporter - after moving you will notice a section opened in the rock with another teleporter.

Pros:

+ General atmosphere.
+ Architecture and level design.
+ E1M9 - "Haunted Hospital". This map most clearly demonstrates the element of suspense.
+ E1M5 - "Juggernaut". The action takes place on a moving platform carrying weapons, explosive barrels and some insects in flasks.

Contras:

- E3M4 - "The Gondola Grotto". Since Daikatana in particular, it has been known that the use of fast, small and, on top of everything, quickly killing the hero enemies is a bad pick. The same applies to leveling to the level of the ranks of boss enemies, especially if they were such just an episode ago.
- E5M6 - "Cthonian Planet". The final battle on this one actually copies that of another episode, while at this point the creatures that act here as such intermediate bosses have already come across more than once on ordinary levels, with the difference that they could often be ignored. I did not calculate the balance for such an outcome, as a result there were not enough ammo to care of - I entered the "god" cheat code.
- The fifth episode actually feels rather secondary, in particular due to the presence of a lot of self-repetitions against the background of the other four.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

142. You Have 1 HP (2023).

https://www.doomworld.com/forum/topic/1 ... i-megawad/

Wad of 32 (2 secret) ultra short, it may well be enough to pass the majority within 30 seconds, while the time to pass the rest is determined by the number of attempts, levels. With only 1 HP on board you need to solve a series of "combat" puzzles, covering all sorts of spectrum, from the conditionally standard destruction of a mastermind with a plasma gun, continue with tasks like the need to place three pinkies under barrier, run over the revenants in order to press the switch and then activate the press, cutting circles and simultaneously pressing four switches, as result to summon enough friendly cacodemons to the arena so that they deal with the cyberdemon, ending with a fleeting move to the treasured switch to the next level, through the use of rocket jump.

Settings and features:

* GzDoom 4.10.0, Hard difficulty.
* The full passage takes ~ 40-50 minutes.

Secret levels.

M1 -> M31. It makes sense to leave one imp alive, after which, focusing on a light brown brick, finish him off - you will have like about 1 second to stand on the retractable switch. Further from it it will be possible to cross over the wall.
M26 -> M32. Before getting rid of the archvile you need to take invulnerability and ensure that he throws the doomguy behind one of the walls, where the texture looks a little different.

Pros
:

+ Lots of small original concepts.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

20. Hell Under (2023).

https://www.doomworld.com/forum/topic/1 ... gle-level/

A variation on the theme of E4M1 from the original The Ultimate Doom, which is, in the main part, the same map, but with a number of changes. The difficulty has remained about the same - significantly higher than the original three episodes, but subjectively not higher than the original E4M1.
Settings and features:

* GzDoom 4.10.0, UV difficulty.
* The complete passage takes ~ 10 minutes.
Last edited by UnknDoomer on Sun Jun 25, 2023 11:26 am, edited 1 time in total.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

143. NEVER (2023).

https://www.doomworld.com/forum/topic/1 ... p-release/

Wad of 6 levels, with a predominance of dark tones. The soundtrack here, a rather rare phenomenon for Doom, is techno-style compositions. There are two new types of monsters - toothy cacodemons that chase the doomguy until they either die or run into an obstacle, and purple lost souls that shoot fireballs here, similar to those that the original cacodemons were equipped with. 2 new guns have been announced - a modified pistol, as well as the same one, but with an accelerated rate of fire, replacing the machine gun slot.

The output turned out to be a pretty good combination with a moderate level of complexity and a gloomy, somewhere surreal, atmosphere.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* Most of the puzzles on M5, with the exception of the first puzzle, can be ignored with proper use of rocket jump.
* It takes ~ 1,5 hours to complete.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

21, 22, 23. Dimensions of Dismay, Data Fortress, UAC Restrooms (2023).

https://www.doomworld.com/forum/topic/1 ... om-ii-map/, https://doommaps.site/wp-content/upload ... /dodis.zip
https://www.doomworld.com/forum/topic/1 ... ginal-map/
https://www.doomworld.com/forum/topic/1 ... situation/

Today, a slightly unusual format - 3 maps of different spirit, from three different authors, combined into one video. In the first doomguy got lost somewhere between the spaces and he has to get 3 keys in tough fights in order to return to his "usual track". In the second he will have to visit a fortress that combines medieval stylization and technogenic elements, get two keys and complete the process with a battle in a kind of arena, where monsters will teleport en masse. In the third, a skirmish with a cyberdemon awaits in one of the micro sections of the UAC bases, or rather, in a toilet in the 512x512 format.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* The complete passage takes ~ 5, 25 and 1 (excluding failed attempts) minutes, respectively.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

24. Long Drop and a Missing Stop (2023).

https://www.doomworld.com/forum/topic/1 ... sing-stop/

A short map, the atmosphere of which, according to the author, is inspired by Doom 3, although for me the little-known Polish shooter Pył (1998) is much closer here. The arsenal of weapons is small, only two varieties - SMG and something like a machine gun, which is capable of firing at one charge. Varieties of enemies, the number of which is within 100 here, are also not large - zombies in the spirit of Doom 64, only moving much faster, like fire gargoyles found in a number of other wads, baron, one piece.

Settings and features:

* GzDoom 4.10.0, Violence difficulty.
* It takes ~ 15 minutes to complete.
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