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

Post by UnknDoomer »

154. Innocence X3 (2018).

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

The last and final wad in Innocence trilogy. Consists of 7 levels (1 secret).
Settings and features:

* GzDoom 4.10.0, UV difficulty.
* M7 is a sort of a reference to one of the most difficult maps in history - https://doomwiki.org/wiki/No_Chance (2008).
* Complete completion will take ~ 1 hour.

Secret level.

M3 -> M7. Access opens upon reaching the regular exit, the secret one is easy to spot on the map.

Pros:

+ M3 - "Deep Six". At this level in a secret you can find a local variety of unmaker, more reminiscent of a plasma gun. Rune, apparently, not provided.
+ Soundtrack.
+ In the context of atmosphere this part can be called the best of the three.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

155. PSX DooM: The Forgotten Chapter (2010 / 2023).

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

Screenshots:

https://www.old-games.ru/forum/attachme ... ng.298358/
https://www.old-games.ru/forum/attachme ... ng.298359/
https://www.old-games.ru/forum/attachme ... ng.298364/
https://www.old-games.ru/forum/attachme ... ng.298365/
https://www.old-games.ru/forum/attachme ... ng.298367/
https://www.old-games.ru/forum/attachme ... ng.298368/

An extraordinary, in every sense forgotten vad, which began its history back in 2010 on IDDQD under the authorship of comrade Dantosking, known in narrow circles for the fact that he periodically organizes themed LAN parties in St. Petersburg, Russian Federation. The final release took place ~ 13 years after the start of development.

Consists of 13 levels (2 secret). Wad was not least inspired by the previously reviewed "Threshold Of Pain" duology and, although it does not stand out as anything special compared to other representatives of PSX-oriented creations, one thing cannot be taken away from it - the elaboration of small details, which probably took a significant part of the time.
Settings and features:

* GzDoom 4.10.0, UV difficulty.
* Complete completion will take ~ 3 hours.

Secret levels.

https://www.old-games.ru/forum/attachme ... ng.298357/

M3 -> M31. The secret exit in the warehouse apparently opens before the normal one is reached.

https://www.old-games.ru/forum/attachme ... ng.298366/

M9 -> M32. The situation is similar. During the passage, you can use a teleport, which will open upon reaching the main exit.

Pros:

+ "Eternal Twilight". The largest map in the war, both in scale and in detail and the number of opponents, more than 600. The complexity is balanced.
+ Custom cyberdemon in the finale.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

156. Psx Doom Uniques Revamped (2023).

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

Screenshots:

https://www.old-games.ru/forum/attachme ... ng.298401/
https://www.old-games.ru/forum/attachme ... ng.298402/
https://www.old-games.ru/forum/attachme ... ng.298407/
https://www.old-games.ru/forum/attachme ... ng.298408/
https://www.old-games.ru/forum/attachme ... ng.298409/

One of the features that distinguished Doom for PSX from the original Doom for PC was the presence of 8 new levels (2 secret). Over time some things play the same as they did many years ago, while others become obsolete. The author of this wad ncluded the mentioned levels into the last category. The purpose of creating the wad itself was to bring them together specifically and give them a new look, acceptable by current standards. The list of innovations is as follows (hereinafter quoting the author):
New graphics
New textures
3 new monsters
1 new powerup
Brightmaps (also thanks to the mod BRIGHTMAPS PLUS 1.9.1)
New sounds (a couple of "my own" and the monsters etc. from DOOM PLAYSTATION SOUND REVISITED)
New lights
Breakable decorations

In addition to this, we can note the fact that now this is not just a set of levels - there is a narrative, and at the end a custom boss. You can feel differently about the result obtained, but one thing can be said - the visual component has changed radically, as has the perception of the cards as a whole - as a visual comparison here you can take M3 and compare it with M28 from "Console Doom" from 2002, which I remember more than others at the time. If in "Console Doom" it was, by and large, just a retelling of the level structure from PSX in the context of Doom II, now the atmosphere is much closer to the specifics of PSX specifically, not least due to the options that GzDoom provides.

Some will like the result, others will not, just as the idea of revising classic maps in general is not new, including, as you can see, in the context of Doom for PSX and Doom 64 in particular, but the fact itself has value, especially taking into account the fact that in general there are no more than a dozen PSX-style wads, as well as single cards within the same framework.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* Complete completion will take ~ 2-2,5 hours.

Secret levels.

https://www.old-games.ru/forum/attachme ... ng.298400/

M3 -> M7. Just like before. In the north of the map you can find a secret passage, then press the green torch and quickly run to the opposite side of the cave.
M5 -> M8. Here it is easier to watch the video starting from 1:55:30.Pros: + Visual component.

Pros:

+ Visual component.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

157. Fall of Triton Remake - TRITON II (2018 / 2020).

https://www.doomworld.com/forum/topic/1 ... triton-ii/

Screenshots:

https://www.old-games.ru/forum/attachme ... ng.298529/
https://www.old-games.ru/forum/attachme ... ng.298530/
https://www.old-games.ru/forum/attachme ... ng.298537/
https://www.old-games.ru/forum/attachme ... ng.298558/
https://www.old-games.ru/forum/attachme ... ng.298684/
https://www.old-games.ru/forum/attachme ... ng.298738/
https://www.old-games.ru/forum/attachme ... ng.298750/
https://www.old-games.ru/forum/attachme ... ng.298751/
https://www.old-games.ru/forum/attachme ... ng.298752/
https://www.old-games.ru/forum/attachme ... ng.298753/
https://www.old-games.ru/forum/attachme ... ng.298866/

The last wad, in this collection and in the previously designated console format as a whole - by now all key works have been reviewed, both in the context of Doom 64 and PSX, not counting the Fusion of Realities wad that was postponed until a potential adaptation to the latest version of the EX port. In the future, it is planned to consider only new releases, without any connection to one aspect or another, most of which, most likely, will not be released this year - of the publicly identified works, about 5 wads in the context of Doom 64 are in development and 1 in case of PSX. Probably also, as a notable exception, 1 wad for SEGA 32X will be considered.

FoTR II - scale wad. It consists of 40 levels (10 secret) and is a remake of the work of the same name, which was released in 2018. The following changes have been announced:
- All Original Maps Completely Remastered
- New Locations, Much Bigger Worlds To Explore
- PlayStation Doom Style Lighting
- A New Monster
- Much Harder, Faster Gameplay
- The Geometry And Game Mechanics Of The Maps Have Been Completely Improved.
- PSX DOOM Music (Updated to Fit The Themes of Each World)
- Much More Detailed Levels
Otherwise, in short, this creation can be described as a classic example with a PSX atmosphere, where, due to the large number of slots involved, there was a place for all sorts of mechanics and types of cards - the action begins in man-made bases, then moves to the demonic surroundings, and then to a strange, otherworldly world, with elements of the first and second. One of the gameplay features is the hero’s movement speed - if HP drops to 25 units or below, then it decreases significantly. In this context, two versions are supplied - hardcore and simpler:
Alternative Version (Changes 50% Health Speed Penalty to 20%)
Although such mechanics look fresh, I personally don’t particularly like such designs, so the emphasis was placed on an alternative version, where the effect is quite noticeable, in particular, a run towards the same machine gunner along a long corridor can end badly. The maps are vast and there are many enemies. The roster of enemies and textures are generally standard for PSX, although there are a number of custom monsters.

Settings and features:

* GzDoom 4.10.0, UV difficulty.
* A noticeable shortage of ammunition throughout the entire wad.
* Hardcore.
* Complete completion will require ~ 16-17 hours.

Secret levels.

https://www.old-games.ru/forum/attachme ... ng.298531/

1. M2 -> Bonus 1. You can return to this before reaching the main exit, pressing any switches does not seem to be required, and if required, then, as an alternative, you can perform a rocket jump.

https://www.old-games.ru/forum/attachme ... ng.298532/

2. Bonus 1 -> Bonus 2. You must press the switch next to the main exit, which is guarded by a cyberdemon - the fence blocking the passage to the alternative exit will be removed.

https://www.old-games.ru/forum/attachme ... ng.298535/

3. M6 -> Bonus 3. After finding the blue key, you need to press the switch on the east of the map. On this map there may be problems with selecting one of the keys due to the fact that the teleport trigger appears to have been set incorrectly - noclip will be required.

BeeWen from 1.10.24 here and further: "Everything is set correctly. It's required to find the correct access to the blue key.".

4. Bonus 3 -> Bonus 4. A normal exit from the level will lead to Bonus 4.

https://www.old-games.ru/forum/attachme ... ng.298678/

5. M15 -> M31. Reaction speed combined with at least one pressed switch will be required. 1 - switch, 2 - output. Under ? indicated a barely noticeable switch nearby, it’s difficult to say whether it affects anything, as well as a platform with an ID inscription that did not fit on the map - if you walk around the building, you can teleport to a sector with a secret exit.

https://www.old-games.ru/forum/attachme ... ng.298680/

6. M31 -> M32. To access the specified area you will need to find a yellow key.

https://www.old-games.ru/forum/attachme ... ng.298754/

7. M20 -> Bonus 5. In the specified location you will need a sufficient supply of HP to perform a rocket jump.

8. Bonus 5 -> Bonus 6. Having reached the main exit, you will notice that there are two switches - one is a regular exit trigger, and pressing the other will open a teleport leading to the section with the cyberdemon and the secret exit.

https://www.old-games.ru/forum/attachme ... ng.298838/

9. M27 -> Bonus 7. Towards the end of the level at the indicated point you can raise a wall. Behind it there will be an archville and a switch, pressing which will open the passage to the secret exit.

10. Bonus 7 -> Bonus 8. The normal exit will lead to this level.

Pros:

+ M11 - "Burning Blood",
+ M14 - Acid Falls",
+ M15 - "Jaws of Darkness",
+ M31 - "The Devils Inside",
+ M32 - "True Terror",
+ and in particular Bonus 4 - "Hot Metal".

The drop in movement speed, combined with a severe shortage of ammunition, becomes especially noticeable on these, in every sense, especially in the case of M11, M14 and M15, “demonic” maps - you have to invent new strategies, often ignoring a significant part of the opponents in certain places, or by betting on clashes between them.

+ M17 - "Crying Fears".
+ M18 - "Torture Chambers". The level is similar in spirit to Grout's mansion from Vampire: The Masquerade - Bloodlines (2004) - the demons here are not enemies, but random prisoners like the main character.
+ Bonus 8 - "Hells Gateway". Of all the available maps, perhaps one of the most hardcore, not so much because of the number of monsters, there are few of them here, but because of their specific chosen type and the structure of the map like a puzzle.
+ M29 - "Hellcore". Of the "demonic" cards I've ever seen, this one can be called one of the most detailed. The general ambience and complexity... the original third episode against this background will seem like an easy walk in the park.
+ M30 - "Devastation".

Bugs / issues:

1. M6, mentioned earlier. If I remember correctly, the problem is related to the red key.
2. M16. After picking up the blue skull, leaving the section without a noclip seems impossible.

BeeWen: "The central elevator has a switch on the wall behind it that provides a way back to the previous location. In the process of getting the blue key I was more concerned with how to make the sequential lowering of the boxes with hellnights simultaneous after picking up this key, regardless of the number of traps that have already been triggered.".

*. M18. The door requiring the red skull appears to only open on one side and, as a result, this section can only be accessed via rocket jump.

BeeWen: "Need more specific information about the location of this segment on the map. I can only add that during numerous tests nothing similar was found on any map of this project and all such problems occur solely due to the player's oversight.".

3. M25. The trigger responsible for opening the exit door appears to be broken => noclip.

BeeWen: "It's not broken. It opens a door with a switch behind it at the end of the hallway, behind the player. You need to go back a bit, shoot some monsters and run back to the opened exit door.".

4. Bonus 7. The exit trigger is located outside the teleport with the inscription exit => noclip.

BeeWen: "There is a switch in the elevator on the balcony behind the yellow doors that allows you to quickly solve this problem of finding the exit.".

*. M28. The blue skull was only taken by means of a rocket jump.

BeeWen: "The corridor leading to the room with that blue skull has two ends. The one on the right has an elevator that leads to the ability to lower the fence in front of that blue skull.".

*. M29. Climbing the peculiar tower in the east of the map, where the switch is located, is possible, apparently, only with the help of rocket jump.

BeeWen: "By raising the sector between the upper platform and this tower, you can easily get regular access to its top. This can be done with the switch located in the same location, on the right, at the end of the steps.".
Last edited by UnknDoomer on Sat Oct 05, 2024 11:20 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 »

158. MIDNIGHT (2023).

https://www.doomworld.com/forum/topic/1 ... the-gloom/

An run'n'gun wad in dark colors. Contain of 7 levels, the main feature of which was the starry sky. The emphasis is on storytelling, while the number of monsters per level does not exceed the number of 120. It is worth noting that the number != ease - tough skirmishes await on almost all maps.
Settings and features:

* GzDoom 4.10.0, UV difficulty.
* Complete completion will take ~ 1 hour.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

159. Mosaic (2023).

https://www.doomworld.com/idgames/level ... ads/mosaic

Screenshots:

https://www.old-games.ru/forum/attachme ... ng.303779/
https://www.old-games.ru/forum/attachme ... ng.303783/
https://www.old-games.ru/forum/attachme ... ng.303785/
https://www.old-games.ru/forum/attachme ... ng.303786/
https://www.old-games.ru/forum/attachme ... ng.303787/

Szymanski:
Mosaic was a competition to create maps from a fixed template of triangular sectors. The template consists of 1536 isosceles triangles with 64 unit length sides, arranged as a large 1024 unit sided hexagon. Mappers could adjust the attributes (height, texture, tags etc) of the individual sectors but not modify their shape.
A wad of 26 maps, the structure of which is built from triangles, giving the maps a rather unusual, angular style. The levels are the same in size, compact, but different in specificity and theme, each map was created by a separate author, for this reason they as a whole were clearly not balanced in the context of “ongoing” gameplay - it is assumed to start with a pistol. A forced start, as in some wads, is not provided here - by the fourth level you can collect all types of weapons, but, for example, the same third or eighth map, considering that I play exclusively on the Ultra-Violence difficulty, remains tough even in this case, I personally am accustomed to the approach.

As in most cases, when it comes to some technical limitations, the main gameplay comes down to the core idea, but everything else fades into the background. Based on this can say that there will be a couple of remarkable maps here, but, as usual, you shouldn’t expect any revelations - there are simply enough typical levels and arenas with packs of enemies here.
Settings and features:

* GzDoom 4.11.3a, UV difficulty.
* Complete completion will take ~3 hours.

Pros

+ M11 - "Stygian Scrap Stack".
+ M18 - "The Witch's Cabin".
+ M23 - "Metamorphic Mastification".

Contras:

? M25. It is not entirely clear whether this is a bug or not, but on this map it was not possible to pick up the red key without noclip - the platform does not lower.
- Unremarkable ending.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

160. Sigil II (2023).

https://romero.com/s/SIGIL_II_V1_0.zip

Wad by John Romero, released on the 30th anniversary of the original Doom and, like the original Sigil, focused on working with The Ultimate Doom. Positioned as the unofficial sixth episode, it consists of 9 levels (1 secret). Traditionally, in the author's style, the locations are relatively compact, and the number of enemies on average does not exceed 150, and somewhere around 100 per level. Compared to the original, the gameplay has become somewhat more cheerful, but the concept remains similar. The main mechanics boil down to interacting with hidden switches, from now on, at each level you will encounter one, and sometimes two, cyberdemons.
Settings and features:

* GzDoom 4.11.3a, UV difficulty.
* Complete completion will take ~ 2,5 hours.

Secret level.

E6M3 -> E6M9. On the map you can see a small isolated area. You will need to perform a rocket jump from the nearest ledge opposite.

Pros:

+ E6M6 - "Vengeance Unleashed".
+ E6M8 - "Abyss of Despair".
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

161. Sekhemti (2023)

https://www.doomworld.com/forum/topic/1 ... -in-egypt/

Quite a high-quality wad, of 6 levels in the surroundings of ancient Egypt. The action takes place in the "Valley of the Kings". Doomguy needs to explore tombs full of monsters and traps, find a mysterious artifact, and then escape safely from the wrath of the ancient gods, expressed in this case by the constant spawning of new enemies on the last map.
Settings and features:

* GzDoom 4.11.3a, UV difficulty.
* Complete completion will take ~ 1 hour.

Pros:

+ M5 - "The shrine of Shepseskaf".
+ M6 - "The Tomb of Shepseskaf".
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

163. KGZDoom1 (2023).

https://www.doomworld.com/forum/topic/1 ... -kgzdoom1/

Screenshots:

https://www.old-games.ru/forum/attachme ... ng.304222/
https://www.old-games.ru/forum/attachme ... ng.304223/
https://www.old-games.ru/forum/attachme ... ng.304224/

This two-level wad was not on my initial list for consideration, in particular because it was published a few days ago, and at first glance it may seem unremarkable, if you do not take into account a few “buts”:

1. This is the first published work in 18 years by kdoom, that highly rely on GzDoom features.
2. In addition to custom specifics and textures reminiscent of a combination of Quake II and the first Unreal, the work is notable for its balanced difficulty, although the final boss and the method of its destruction may raise some questions.

Settings and features:

* GzDoom 4.11.3a, difficulty 4/5.
* Complete completion will take ~ 1,5 hours.
Last edited by UnknDoomer on Sun Dec 24, 2023 1:43 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 »

164. Veil of Darkness (2023). Cacowards 2023.

https://www.doomworld.com/forum/topic/1 ... et-gzdoom/

Screenshots:

https://www.old-games.ru/forum/attachme ... ng.304253/
https://www.old-games.ru/forum/attachme ... ng.304254/
https://www.old-games.ru/forum/attachme ... ng.304255/
https://www.old-games.ru/forum/attachme ... ng.304256/
https://www.old-games.ru/forum/attachme ... ng.304257/
https://www.old-games.ru/forum/attachme ... ng.304258/
https://www.old-games.ru/forum/attachme ... ng.304259/
https://www.old-games.ru/forum/attachme ... ng.304260/
https://www.old-games.ru/forum/attachme ... ng.304261/
https://www.old-games.ru/forum/attachme ... ng.304262/
https://www.old-games.ru/forum/attachme ... ng.304263/

A wad for Hexen, notable for a number of features. In particular there are:

- new consumable items;
- the usual roster of monsters was supplemented with unique varieties;
- several colorful bosses, in particular ettins, driving chariots and a tank in the Warhammer style;
- chests of two types with different utilities; to open them you need to find keys;
- 5 trolls, the first of which can be found behind one of the shelves in the first location; finding all five will give access to the fourth weapon, which would otherwise be quite difficult to assemble (the first part is hidden in the basement of the castle, the second under the mill, in the ventilation, which can only be climbed using the jump panel, finally the third is hidden in the pyramid, access to which will open when saving a character in the starting location; I personally did not get it).
- custom textures.

Based on the combination of these factors, wad is comparable to Wolfen, released in the 2000s.

According to the plot, the chosen hero will have to confront a demoness named Nox (the reference to the corresponding title is quite direct) and explore a series of locations, from a swamp and forest, to a castle, an ice cave and the huge mechanical basements of a mill (hello Hexen II). Balanced gameplay, interesting puzzles and a patch for compatibility with Walpurgis are included.
Settings and features:

* GzDoom 4.11.3a, difficulty 4/5.
* Walpurgis 0.96A.
* Complete completion will require ~ 6,5 hours.
* Colored lamps do not have a special functional load and can be used for additional lighting in a particular location.
* The ending is open.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

162. PUSS XXVIII: Quoth the Raven (2023).

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

Screenshots:

https://www.old-games.ru/forum/attachme ... ng.304025/
https://www.old-games.ru/forum/attachme ... ng.304027/
https://www.old-games.ru/forum/attachme ... ng.304031/
https://www.old-games.ru/forum/attachme ... ng.304032/
https://www.old-games.ru/forum/attachme ... ng.304035/
https://www.old-games.ru/forum/attachme ... ng.304039/
https://www.old-games.ru/forum/attachme ... ng.304040/
https://www.old-games.ru/forum/attachme ... ng.304044/
https://www.old-games.ru/forum/attachme ... ng.304045/
https://www.old-games.ru/forum/attachme ... ng.304046/

Wad for Heretic, consisting of 3 episodes and 27 levels (3 secret). It is a collective work of 17 authors, created, among other things, in a short time frame - no more than 8 hours to develop one map.

Despite such timing, the end result is quite solid, the maps are well detailed, not least due to the use of a custom texture pack. In this sense, in general, it can be noted that this element, which 4-5 years ago in the Heretic context was rather a unique event, is now gradually becoming commonplace.

The name of the game does not refer to the company that developed the original game, but to Edgar Allan Poe and his famous poem, in connection with which, in particular, there is a related plot. The theme changes from episode to episode - if at first it is the surroundings and various spaces, such as caves and forests, then in the second episode these are combined with the predominance of urban buildings and with a small, or, conversely, large number of enemies. The third is the embodiment of conventionally abstract demonic, or more precisely in this context, “snake” fortresses.
Settings and features:

* GzDoom 4.11.3a, difficulty 4/7.
* Heretical Doom 1.5 + Monsters 0.4.
* Complete completion will require ~ 5,5 hours.
* EXM9 exit is automatic from E1M6, E2M4 and E3M4.

Pros:

+ Small details.
+ Soundtrack.
+ E1M7 - "The Deep Woods of the Hopeless Morrow".
+ E2M4 - "Clue".
+ E2M9 - "Water Weird".
+ E2M6 - "Crystal Caverns".
+ E3M4 - "Quaff of Raven".
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

2. Phoenix Temple (2023).

https://www.doomworld.com/forum/topic/1 ... ingle-map/

A map for Heretic, notable for two facts. The first is complexity, due to which you will have to rely heavily on the default weapon and time bombs. The second is the complete absence, which is rare, of gargoyles. To exit a level it is not necessary to find all the keys and destroy all enemies. In this sense can say that the choice is subjective.

On the other hand, if measure it by the standards of Doom, then there is nothing extraordinary here. For example I managed to pick up a phoenix pod after finding the first, yellow key, and I picked up the third and fourth weapons by the time there were practically no enemies left on the map. Would it be easier with them? Of course, especially considering the number of rounds for the third one. Is it possible to complete it without them? Yes.

Settings and features:

* GzDoom 4.11.3a, difficulty 4/5.
* Complete completion will take ~ 45 minutes.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

165. Heretic To Hexen Mod (2019 / 2023).

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

The last work on the current list and which I would like to focus on this year. Conversion of three original Heretic episodes into the Hexen reality. Everything was replaced - textures, enemies, weapons, consumables. At the same time, the structure of the levels itself remained the same as it was many years ago, but from the standpoint of the surroundings it was also replenished with the possibilities provided by the latest versions of GzDoom, which is why the familiar atmosphere is perceived doubly differently.

Otherwise, there is nothing special to say here - the same Heretic, only in different angle. Since I played through the original three episodes more than "few times", and the author does not plan to expand it to five, in general I decided to limit my playthrough only to the first episode, additionally diluting it with a gameplay modification of Walpurgis. As a result the balance became somewhat lame, which is why it is recommended to get acquainted with it without any “additives”.

Settings and features:

* GzDoom 4.11.3a, difficulty 4/5.
* Walpurgis 0.96A.
* The first episode will take ~ 1,5 hours.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

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166. Nerves of Steel (2015 / 2017).

https://doomwiki.org/wiki/Nerves_of_Steel
https://mikestoybox.net/2017/01/04/nerves-of-steel/

About some notable works of a guy under the nickname Impie, such as Strange Aeons and Realms of Dr. Chaos, I told you earlier. Today I would like to talk about another one, this time pure TC, inspired by one of the worst shooters of all time - Nerves of Steel (1995).
199X... Japan fell into the hands of the fascist Red Moon Faction and returned to Edo Period isolationism, cutting itself off from most of the outside world. Visiting foreigners were swiftly booted out and told never to return. Outside communications were heavily censored by the secret police. The faceless leader of the faction, known only as Aniki -- "Big Brother" -- ruled the country with the iron fist of a modern shogun, torturing and crucifying all dissenters. Despite their fearsome campaign, the Red Moon was written off as a candle in the wind, Aniki as a third-rate Kim Jong-Il who would be out of power by the turn of the century.
More details in the .pdf attached to the wad file.​

As you know, “from love to hate there is one step.” Taking this principle as the cornerstone, the author converted all his anger regarding the original title into the creation of a unique total conversion, which, on the one hand, nominally takes the plot of the original as a basis, but in fact is somewhat different in this regard, including for technical reasons, and on the other hand, in the context of the elaboration of details and gameplay, it is many times superior to the unremarkable original and moves it's interesting concept to a completely different level.

TC contain:

* 2 heroes to choose from.
* 7 guns.
* 16 types of Japanese-speaking opponents.
* 3 episodes of 6 levels, each with unique textures and soundtrack.
Settings and features:

* GzDoom 4.11.3a, "Senpai" difficulty (4/5).
* Complete completion will take ~ 3 hours.
* Those interested in similar works can be recommended to pay attention to the “spiritual” successors of Operation Body Count (1994), Angst: Rahz's Revenge (1996), Fears (1995, Amiga CD32) and Killing Time (1996) represented by Operation Body Count (2017/2018), Dinomensch (2020), Fears (2020) and Mask of Sobek (2023) respectively.

Contras:

- E1M6. In my opinion, the teleport sequence is not a good idea. I still couldn’t find the right combination to move to the next section - I used cheat codes.
? E2M9, E3M14. At the end of the level, one of the sections did not open. I couldn’t find any switches that could open it. It's not entirely clear whether this is a bug or whether I missed something. A similar problem occurred on the M14.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

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167. IronTusk's Diablo 3D (2018 / 2022). Build 1.2.25.

viewtopic.php?t=59198

About a year and a half ago, I briefly mentioned this TC, in one topic on OG, but it didn’t come to a detailed analysis then - the initial familiarization raised some questions about the context of the gameplay, but a more in-depth study made it possible to select subjectively suitable settings.
Diablo The Lord of Terror has invaded the world of Sanctuary to free his brothers Mephisto and Baal. Your job should you choose to accept it, is travel to the depths of the labyrinth and stop diablo before he escapes to free his brothers. This game takes The original Game HERETIC on the doom engine, and transforms it into a FPS/RPG horror game. Now this diablo 3D story will contain, diablo as episode 1, fighting diablo and defeating his essence in hopes his followers will scatter and save tristram. Episodes 2-6 will follow the storyline of Diablo 2 Lord of Destruction. Acts 1-5, plus an additional story which takes place between the events of Diablo 2 and Diablo 3. There are no TRUE open maps, Some maps like Canyon of the Magi, Stony Field, Tristram, most of episode 5, are Somewhat open, but not true open areas like you would expect.
I've noticed a lot of players having issues of finding the next dungeon after the Caves. While I did once have a wikia page that explains the mod in complete detail, Trying to stay true to the original diablo Hellfire expansion, After the cave exit, that takes you back to tristram, The town now has a hole in the ground on right of the map, across the bridge. That hole takes you to the level "The Festering Nest" Once completing that level, you are back in tristram again. This time an opening by the Cathedral will allow access to "The Crypts" Map. When you finish the crypts map, the teleporter will transport you to Lazarus's Domain. This game features a ton of puzzles to open secret passages or doors. If played through with every passage unlocked you should be able to get through the first diablo experience plus Hellfire, as well as Diablo II and its expansion LOD. There is a fan made expansion after defeating Baal, which delves deep into Legendary Diablo Lore.
What in contain?

* Adaptation of the classic Diablo I / II duology, including Hellfire, based on GzDoom, visually and structurally looking like a wad for Heretic, borrowing some elements from Hexen. The narrative is divided into several episodes, covering not only the events of the mentioned duology, but also a fragment between the second and third parts.
* The skill tree here is responsible for an additional modification, Wrath of Cronos, included in the archive.
* There are six classes - barbarian, paladin, mage, hunter (here, apparently, a huntress), necromancer and assassin.
* Monsters, on the one hand, moved straight from the original titles, on the other hand, they are variations from various sets and remade monsters from the original Doom / Heretic / Hexen. Weapons are selected for classes, five for each.
* A basic inventory and trading system is provided - in this aspect the content is substantially closer to Heretic/Hexen than to Diablo I and especially II proper. Although there is enough different loot, consumable items, and armor, there is no full-fledged inventory system that would correspond to the original. All items are used in the same way as consumable bottles, be it pants or armor. The only exceptions are essentially accessories, a small number of which can be found from the seller at the starting location or at levels. Each at the start costs 5,000 coins (the cost can be reduced by increasing the charisma skill), you can carry no more than two with you at a time. Judging by the notes in the topic, this arrangement was not so much a conceptual decision of the author as a general technical limitation.
* Maps are static and do not change from the start of a new game, although in general, to a lesser / greater extent, Doom has been allowing such functionality for quite a long time. In addition, the segments themselves were significantly reduced. The same Hellfire, which in the original occupied 4+4 floors, here essentially occupies only two, and hell is only one.
* There is no monster respawn.
* The quest component was completely leveled down to simply clearing dungeons. With the exception of the sellers, there is no one to interact with here, and all side segments, such as the poisoned spring or the pit with skeletons, are linearly built into the overall structure of the levels. The same applies to side quests in general. So, for example, picking up a black mushroom simply gives a bonus, but there is no witch in local Tristram to whom it could be given.
* I limited my playthrough to the local variation of Diablo I + Hellfire.
* Bosses, including Diablo, are often weaker here than ordinary opponents, like the same dark knights.
* Development of the modification is currently completed and no global updates are planned, as opposed to, for example, The Hell III for Diablo I, a full release of which is expected no earlier than middle of 2025.

Settings and features:

* GzDoom 4.11.3a, "Hatred" difficulty (5/9). Roughly comparable to Ultra-Violence, Destruction (6/9) is more close to Nightmare - one or two skeletons can kill in a couple of hits.
* To launch, you need to put the files in the Heretic folder, for example E:\Games\Steam\SteamApps\common\Heretic Shadow of the Serpent Riders\base, launch through "iron tusks Diablo 3D - FULL.bat".
* I have a 16:9 monitor, 1920x1080. “Scale factor” was set to 1.0, but with lower values, I usually use 0.75, local small inscriptions become difficult to read.
* I chose the hunter class. It is possible to call a raven and a wolf for help. Certain parallels with Walpurgis emerge here.
* The parts covering Diablo I + Hellfire will take ~ 4 hours to complete.

At the end of the day can briefly state that it turned out to be an interesting project in its own way, but there are no really special features that could significantly distinguish it from other large-scale total conversions, and in some places including some wads for Heretic / Hexen I've seen around.

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