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 »

238. Musical Mayhem (2025).

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

A 9-level wad, the structure and design of which were inspired by specific album art: McCartney (Paul McCartney), Good & Evil (Tally Hall), Realities of War (Discharge), Stormblåst (Dimmu Borgir), Sample Heaven (Mere Notilde), St. Anger (Metallica), Uber L33t N00b Br34k5 (Mr. Spastic), Seasons In the Abyss (Slayer), Lateralus (Tool). Gameplay features fast-paced, intense encounters with large (and smaller) groups of monsters.


Settings and features:

* GzDoom 4.14.2, UV difficulty.
* A full playthrough will take ~ 40 minutes.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

239. Community Pouch (2025).

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

A 6-level for Hexen (the hub counts as one level), with a predominantly linear flow. Overall, it's a fairly standard work, albeit executed with great attention to detail.


Settings and features:

* GzDoom 4.14.2, difficulty 4/5.
* A full playthrough will take ~ 1,5 hours.
Last edited by UnknDoomer on Mon Dec 29, 2025 3:22 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 »

240. TNT : Overcharged (2021 / 2025).

https://www.doomworld.com/forum/topic/1 ... st-update/

A challenging, masterable wad based on the Casali brothers' work, featuring 37 levels (30 main, 4 secret, and slots 35 through 37 representing maps 28, 29, and 30, but with even more monsters and accessible only via console). The original concept was a conceptual and ideological reimagining of Final Doom: TNT - Evilution (1996). However, during development, the focus shifted to the author's own vision, which bears little resemblance to the original, save for some custom textures and familiar segments in the first couple of levels.

The gameplay emphasizes protracted, difficult encounters with monsters in typically confined arenas. Completing individual maps can take a significant amount of time, ranging from 40 minutes to 1,5-2 hours. There is no narrative component.

Subjectively, the last four maps turned out to be the most successful - M27 - "Casali's Stuff", M28 - "The Next Technology", M29 - "Evilution", M30 - "Forgoten Echoes", but M21, which is the previously reviewed TNTPhobia, does not fit into the local specifics and dynamics at all, as does M26 - "No Where".


Settings and features:

* GzDoom 4.14.2, UV difficulty.
* Mouse look is disabled.
* Complete completion will take ~ 22 hours.

Secret levels.
Spoiler:
Last edited by UnknDoomer on Sun Dec 28, 2025 4:19 pm, edited 2 times in total.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

241. TNT 2: Devilution (2009 / 2025).

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

A long-running project, first revealed to the public back in 2009 but finally completed only in November of this year, 16 years later. This 36-level wad (2 secret and 4 bonus levels accessible via console or by episode pick) is a direct sequel to Final Doom: TNT - Evilution (1996). The action takes place immediately after the end of Evilution, and this time, the local story revolves around Jupiter's natural satellite, Io. TNT.WAD is required to launch.

The gameplay is predominantly run-and-gun, tempered by varying presentations, some more dynamic, others less so. So, while M1-M5 indirectly reflect the spirit of classic mapmaking from the 1990s and early 2000s, M6, M10, and M14, with their extensive use of scripts and mechanisms, represent modern trends. The same projection is evident in the number of monsters: instead of the usual limit of ~ 150 in the first case, the second exceeds 300, simultaneously featuring brutal skirmishes in enclosed arenas with archviles and cyberdemons. Convoluted movement also follows, as opposed to conceptual or any other component.

The rather long gap since the original's release, as well as the overall development time, apparently contributed, and not in a positive way – the work leaves a rather mixed impression. There's little in common between this and the original in spirit and atmosphere, beyond the purely formal plot thread and individual elements. The middle of the game feels both redundant and drawn-out, while the last third features rather mundane, unremarkable maps. There are a couple of conceptually interesting maps that capture the spirit of a bygone era, but nothing more.

I rarely leave unambiguously negative comments, and I simply avoid works that I find uninteresting, but this was a special case. Regardless, the overall verdict is disappointing – at best, it's an average work, which probably could have attracted some attention around 2009-2010, or more likely 2003-2005, but, by today's standards, it's completely lost in the crowd of other modern projects, just as it objectively doesn't measure up to being a sequel to Evilution per se. In turn, the once reviewed TNT: Revolution (2017), which was spun off into a separate project and was also not without various problems, subjectively turned out to be an order of magnitude better. Here, it is perhaps also worth noting that another breakaway project is expected to be released around 2026 - Exolution.

Settings and features:

* GzDoom 4.14.2, UV difficulty.
* A full playthrough will take ~ 11 hours (excluding bonus maps).

Pros:

+ M16 - "Techmine Superior."
+ M32 - "Null Set."

Cons:

- M19 - "The Habitatening." Textures, horses, and people are all mixed up... 1007 monsters, traps at every corner, the structure, and the characteristically placed enemies evoke clear associations with Plutonia, not Evilution. However, you can leave the map without destroying even 200 of them.

- M20 - "The Infernal Carrier." 695 monsters and a sort of lite version of the map similar to those found in Stardate 20X6 (2013), though inferior to the latter in all aspects.

- M30 - "The New Techology." After finding two keys, I became completely confused by the intricacies of the local teleports and the logic of movement, if there is one at all, and wandering back and forth for about 45 minutes was quite tiring – I reached the exit using noclip. From my point of view attempt to create a technological map with surreal elements can be considered a complete failure – over the years, mapmakers have more than honed this combination, and I can recall many interesting and conceptually complex works. But here, the structure is simply a jumble of elements piled on top of one another, coupled with an overhanging, constantly changing theme throughout the course of the wad itself, lacking its own distinct style. One simply doesn't fit together.

- Bonus maps M33-M36 are generally variations on the given theme; I couldn't find any interesting details in them, other than the reference to torches in M35.

Secret levels.
Spoiler:
Last edited by UnknDoomer on Mon Dec 29, 2025 3:22 pm, edited 2 times in total.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

242. NEON OVERDRIVE (2024 / 2025). Cacowards 2025.

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

A synth / retro-wave-styled wad for Doom II, consisting of 16 levels (15 plus an epilogue). In spirit, this work is similar to the previously reviewed DBP37: AUGER;ZENITH (2021), with the difference being that even more attention is paid to small details, and the overall, consistent visual style and context are maintained throughout the entire game. In terms of gameplay, the wad can be divided into two parts: conceptually sound, relatively small, and balanced levels, interspersed with the now-obsolete, huge arenas where doomguy is locked in combat with a horde of monsters. The first component, in this particular case, predominates over the second, while the consistently high demand from the mass audience for intense skirmishes, which overshadow all other components, remains a long-standing trend in recent years.

In addition to the usual abundance of custom textures, it's worth noting the modified sprites of all the weapons and monsters that feature the metal baron, as well as the fact that the BFG here shoots faster than usual.


Settings and features:

* GzDoom 4.14.2, UV difficulty.
* A full playthrough will take ~ 7 hours.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

243. Malevolence: Episode 1 (2022 / 2025).

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

A post-apocalyptic wad for Doom II, consisting of 10 levels, features doomguy challenging a crazed AI and its army of cybernetic demons, lost somewhere in a mountainous base. Classic monster sprites are mixed with hand-drawn presentation and most enemies prefer plasma, rockets and other rapid-fire weapons over their usual attacks. The Cacodemon, in particular, has become much more dangerous and one subspecies of imp can fire two rockets in quick succession. The overall movement speed of enemies has also been increased, compensating for their small number (in most levels) in any given area. Weapons have also been updated, with the arsenal overhauled. The pistol has been replaced by a slower-motion version of the machine gun, a flamethrower, a rare addition to custom builds, is now available but sometimes more effective than the standard rocket launcher and the plasma gun has been replaced by a rapid-fire machine gun.

At the moment, one episode is available, it is difficult to say whether a second one will ever appear.


Settings and features:

* The sound in the menu and cutscenes is borrowed from System Shock (1994).
* M6, 15:26. I encountered a soft lock when trying to reach the red key. This could be a bug, or it could be a problem with GzDoom.
* A similar issue was observed at M10, 46:16.
* GzDoom 4.14.2, UV difficulty.
* A full playthrough will take ~ 4 hours.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

49. Sewer Junction 256 (2025).

https://www.doomworld.com/forum/topic/1 ... oad%C2%BB/

As the name suggests, the peculiarity of this map, is that its size is limited to 256x256 frames and the surroundings are made in a sewer style.


Settings and features:

* GzDoom 4.14.2, UV difficulty.
* A full playthrough will take ~ 2 minutes.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by UnknDoomer »

244. Toucan (2025).

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

A rather interesting two-map wad for Doom II in a gray-brown-crimson color scheme, built according to classic map-making logic: few monsters, a clear structure, and run-and-gun gameplay. The sound effects are cleverly tweaked in places.


Settings and features:

* GzDoom 4.14.2, UV difficulty.
* A full playthrough will take ~ 10 minutes.
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Re: UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints

Post by Reisal »

If this is still going on, I would recommend my maps for play, (See: https://www.doomworld.com/profile/1255- ... e_pfield_1 ) starting at May 2009 while skipping over the "Ultra" series, "Simple as Cheese" and "Santo's House" (unless you'd like to take a look at the recreation of my best bud's old house, it's a DM map).

My recommendations:
* Shards of Glass
* Chapel of Chaos
* Hellbrary
* Cold Steel

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